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Post by Nase on Nov 27, 2020 4:53:49 GMT -8
"Oi, I've been just sitting here for a while now, you know. What am I supposed to be doing in here now?"Lazing about the metallic room deep underground, the Neo Machine Mutant continued to lay down on a dark grey table next to a very restless and tense Pit as he sorted through multiple papers nearby. As the jittery man continued to look around, the transformed young man flexed his fingers slightly and admired the markings that appeared on his person. Normally, he would have been worried about his dragon mark getting covered or changed by the machine he went in, but by some miraculous luck, it stayed. The new markings were pretty erratic, especially the red star marking that appeared over his left eye. Unfortunately for Pit though, he couldn't distract himself with his own image for much longer. "OI! I've been talking to you, you know!"Immediately dropping the things in his hands out of shock, the very jittery man ended up looking over to the newer recruit to ISLET as he continued to lounge around on the office room's table. "S-sorry, I was caught up in my work... The commanders were deciding on giving you a strike mission today, but they have not decided on what just as yet. At least, that's what they told me so far."Obviously dissatisfied with this answer, the gold-eyed man hopped off of the work desk he was on and landed in a crouched position, slowly standing up with a large arc in his back, as was the norm now that he had transformed. "Gah, this is going to bore me to death... wait, 'commanders'? Wasn't that... that one colonel's rank?"Realizing who he was talking about, the young-looking scientist shook his head and responded through a sigh. "Yes... Colone Weetsop is one of the commanders here, but there are more than just one commander in our company. There is also Commander Pricota, who is in charge of we-""-Weapon's management, right? Of course they are."Slowly walking to the side of Pit, the Neo Machine Mutant sounded disappointed, but not surprised. As if he expected them to refer to him as a tool from the start. "I'm going to go out and look for them now, if you don't mind."Normally, Pit would immediately object to doing something like this (interacting with two commanders is scary enough, but he sounds like he wants to tell them off), but the aura that the unnaturally pale man gave off as he slowly began to step past him, not breaking eye contact the whole way. All the man could do is sigh as the door closed behind him. "(Good luck to you.)"Walking through the metallic corridors with heavy and deliberate footsteps, Nase would normally be stuck seeing as he didn't know where these 'commanders' were, but he had been in this base for long enough that he knew he'd find them eventually. As luck would have it, he wouldn't have to go far. Seeing the back view of the large hat of the first Saiyan hunter, Nase realized that he had found the Colonel Weetsop, but for the case of the other commander, he didn't get much view-wise. Watching as the silver-haired woman turned around and the shadowed figure recrossed their arms as he approached, the jaded bioweapons was ready to give them a piece of their mind. "Ah, we were just speaking of you."While many here would have been wholly in awe from Commander Attis' calm demeanour, Nase's introduction to her definitely killed that facade before it could have been fully established. She was way to bloodthirsty for him to see as the silent type, and yet, here he was searching for a fight. Maybe they weren't as different as he first believed. "(She's still hella annoying...)""Oh. So this is him, eh? He sure does look the part."Ah, a woman's voice. He hadn't thought about it before, but ISLET really did have a lot of females in charge, huh? First, Tanga was a Brigadier in their army, and now here were two of their commanders standing ahead of him, and they were both females as well. Or at least, he thought so. He couldn't tell because 'Pricota' or whatever was hiding in the shadows this whole time, and it was starting to get to him. Why were they both so secretive about themself?! It's just a face, isn't it? "I'm here about the 'task' you were going to give me. Waiting in that office was boring me to death. I also heard that you called the weapons expert to deal with your new experiment too.""Well, it is a good thing that you came, or I would have to call someone to get you and that would be a hassle in itself. Anyway, InsertTitleHere isn't here to deal with you. She's directly involved with your mission today."As she said this, a hologram map appeared between the three of them which depicted the West City that was not too far away from their current position. Before he could ask, the shadowy Pricota spoke again. "Over the past few months, there's been a large amount of weapon dealing that has been going on recently in the West City, all of which has seemingly come from the same source. Along with this, there has been a recent and powerful ki signature that has been discovered around the same area. Both of these scenarios have caught our eye recently and have caused us a bit of concern. That is why we are sending you to deal with it."Waiting for a moment before slamming his fist into his open palm loudly, the Machine Mutant smirked devilishly before speaking. "If you wanted someone beat down by me, should have just lead with 'powerful ki'."This had better be worth the wait.
980 WC Post 1 Cylie
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Post by Cylie on Nov 28, 2020 2:38:54 GMT -8
Today was such a calm, crisp morning and there was a frosty chill in the air. A sweet surrendering scent of the moist morning dew that descends all around the still forest. The mixed cool autumn leaves from the tall trees lay scattered on the forest floor; they were in the motion of turning a brittle brown. Curiously enough, there was the sound of shattered glass that emphasised the leaves being crunched, as if there were people currently travelling through the forest, stepping on them, pushing their papery remains deep into the green floor of the grass covered earth, which lined the ground like a fresh cotton sheet. The passive and daunting forest had the appeal of a forgotten land, which had been lost in time. The isolated forest remained in a figurative capsule, mainly untouched by the destructive essence of man.
The dark shadows of the voluminous trees and puzzled bushes had become the structure of the forest. The trees stood proud and tall as imaginary protectors of the forest grounds, as the impregnated bushes that had consumed the hard regions of the forest, concealed the land from beneath the vibrant portals of the open sky. The mostly quiet forest had the impression of a relationship which blossomed, alluring one's mind deeper and deeper into the beautiful, enchanted land. Overhead, the punctual sun rose in a timely hurry, as if trying to make up for setting so early the evening before. The massive orb of flames bloomed into the sky with a warm mellow glow. Sending what was left of the dull moon packing until it's next shift overlooking the night. The dusky sky, was a brilliantly bright baby blue, and perched picturesquely on the autumn branches of the trees in the forest below.
As the morning developed, the sounds of young birds began to fulfil the air with a delicious spritz. They chirped, tweeted and warbled incessantly. The land looked isolate and derelict from the prospects of busy city life. Tranquillity and idealistic bliss are forth seen in the deep depths of the forest as well as the environments sublime intake of the current season. The tall trees possessed a sweet serenity that keeps all safe in the forest from delinquent harm and stark human demoralisation. Or at least, so it seemed.
The sharp cutting sound of a metal blade slicing through the air sang out through the ears of a few men and women, with a few yells of surprise accompanying them. There was a sudden pause in which no noise rose from the group of people, and shortly after, the one that held the sword responsible for the noise spoke.
"Not it. Too heavy for my taste."
The woman dropped the sword she held on the grassy floor, and a man standing nearby crouched downwards without an order, collecting the discarded blade. A Namekian was beside him, shrugging in response to the woman's opinion.
"It sure does flash a lot though, doesn't it?"
The woman nodded in agreement, but regardless, she refused to touch the weapon again. She motioned to another one of her alleged henchmen, beckoning for him to grab another weapon, to which he obliged. There were a few parked vehicles a few meters away, and among them was a solid black van. The man entered it through it's rear. Within a few moments, he emerged from the van's behind, holding a completely different sword.
"This the one, Cylie?"
The woman accepted the weapon presented before her, and similarly to the last one, swung it around a couple of times, as if to test it's weight and mobility in combat. She halted abruptly, an eerie grin beginning to form on her face. After examining the weapon in her hands carefully, she nodded solemnly.
"This is the one. You guys can leave, now."
The entire forest clearing burst into activity after the utterance of those words. People either got in the back of the van, in cars, or trudged off on in certain, planned directions on foot. Eventually, within the next minute, the clearing was devoid of all human activity, and returned once again to it's peaceful and pleasant state. One of the people that had walked into the legion of trees around the clearing was a woman that stood out from the rest of the crowd she was just with. She was one of the few that carried a sword, carrying a total of seven, in fact. Her power level soared high above the power level of others, and unlike the rest of them, she walked on her lonesome. Her name was Cylie Chizu, and she was the sole, self proclaimed leader of the Crimson Wind, a gang of thieves, dealers, and killers.
Resting underneath the shade of the trees, she found herself appreciating the scent of the forest. Encompassed by the thick heavy air, the swordswoman watched as a single sparrow fluttered high above the emerald forest. A few feet next to her an eager chipmunk hastily scampered from tree to tree, awaiting the chill of winter. In giving protection and food, the forest was gladly rewarded with the company of these animals. Beyond the horizon, she could see the community of newly formed saplings. They appeared as little children, learning under the guidance of their grown and fully matured parents. The forest, was truly home to many wild creatures, including Cylie herself.
Word Count: 900
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Post by Nase on Dec 1, 2020 9:50:35 GMT -8
There is a saying that says that “Peace take years to build and seconds to shatter,” and as the day progressed, this proverb was about to be proven. As the tranquil morning wind blew through the air, things began to seem off around the relaxing sword girl. To be fair, there sort of was a warning that was given beforehand. From what seemed to be coming from the sky itself, a faint beeping noise was heard from above as clouds passed, which wouldn't have been noticeable if not for the quietness that surrounded after Cylie was left by herself. The second warning would be the fact that all of the birds in the trees nearby began to fly away at once, as if some sort of natural disaster was coming. Well, they were half right.Whether or not Cylie went to look behind her, a quiet landing noise clattered against the dirt below the soft grass around her as something that sounded like a small piece of metal landed. Strangely enough, there was nothing there accompanying it to explain where it came from, making it seem like it just came from nowhere. Actually, were those... glasses? After a moment of silence, the sound of deliberate knocking would appear from the tree directly behind the young crime boss, as if someone was trying to get her attention. "Hey!"Now ahead of her once again, another strange noise appeared near the bandit leader, this time at least having whoever was making it still being visible this time. What... was it actually? At first glance, the pale figure looked like just an albino man wearing black pants and a coat, but on further inspection, there was something off about him. Then again, it could just be his glowing yellow eyes and the red mark that appeared over on side of his face. Who even was this guy? Before he could speak, the beeping noise returned again as what he knew to be a modern scouter began reading the power levels in the area, which was stopped quickly as a rock was sent into it by its user. He didn't feel like wasting ki at the moment anyway. "So girl, you've been pretty busy, huh?"Now visibly sizing Cylie up as he spoke, the still-unnamed man began to smirk knowingly as he nodded his head. "That's a lot of swords you got there. You planning on using them on somebody, or are they just for show? Your hands seem to be enough, though I don't think that could be counted as a fair fight."Now crossing his arms as he said this, the man stood still for a moment before watching the peaceful leaves falling from the trees ahead of them. It looked calming, as if it were the calm before the storm. "Let me just cut to the chase seeing as I think you're getting to see my goal here. I've been... favoured by a certain group that has seen some issue with your sudden weapon dealing and power boosts. They seem to be seeing you a form of threat to their goals. Me? I just want to drain the ki out of anyone strong enough to get on my radar. And I think you can guess who that is."Removing his hands from his chest, the figure flicked his wrists up so they were parallel to the ground and leaned forward slightly. "Either way, you're a real dangerous fighter, aren't you, girl? And your ki reserves aren't bad either... but I think they'd have more use with me. What do you think?"Not waiting for more than a second, the silver man disappeared instantly just to reappear inches away from her face with a ki blast charged in his right hand. "WRONG ANSWER!"Slamming it straight after the side of her head, the Machine Mutant never planned on really striking her just as yet, but instead was trying to bait her into blocking this, in an attempt to weaken her defences as a whole. He might not have looked it, but even in this monstrous form he still was capable of making calculated attacks against a foe. Turning into a machine mutant didn't make him stupid, after all.
706|1686 WC Post 2 CylieNase's Battle Tracker{Click Here} Enemy's Act[Cylie, the violent bandit] Attack #1: N/A [Cylie, the violent bandit] Attack #2: N/A Nase's Act-Traits Dynamic Entry and Warning Shot used!- Bonus Action: N/A Action 1: Warning Shot Energy BlastAccuracy Roll bjqI7aOY1d100+35Damage Roll 2d6+5(All 'damage' is subtracted from the target's defence if it hits.) Action 2: N/A Buffs: N/A Debuffs: N/A Traits ListGeneral Traits:Warning Shot -You may perform 1 ranged attack on your first turn of combat. It deals no damage, but reduces its target’s Defense by an amount equal to the damage it would have dealt for 3 turns if it “hits”. Might -Your Physical attacks deal +3 bonus damage. Racial Trait:Drain Type Android -Whenever you successfully land a hit on an opponent, regain 2 ki. Class Traits:Dynamic Entry -You may perform 1 Attack on your first combat turn of a thread. Class FeaturesMartial Mastery -You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1. Solid Foundation -You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Flexible Technician -Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type. EQUIPMENT:{Click to See}Weapon 1: -Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread.
Weapon 2: -Personal Shield Generator Typically worn somewhere discrete on the body, this small generator can be used to produce a temporary energy shield around its wearer. Type: Supplementary- Technology Activation: Reactive At-Will Effect: Using this item grants you +10 Temporary HP. Limit: 2 uses per thread.
Outfit: -Bio-suit (EQUIPPED) Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: --
Supplementary: -Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living things and androids alike, used to boost power output and Ki generation. Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a special technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Techniques{Click to See}Basic Techniques:
FOCUS ENERGY You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None
DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki
GUARD You hunker down against incoming attacks to survive them. Type: Defensive Action. Bonus Action - Reactive Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) Cost: 10 ki Limit: Once per turn.
POWER UP Your aura bursts around you as your power increases and you draw out your ki. Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored.
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn.
STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None
SUPPRESSION You compress your ki down inside of you and lower your power level. Type: Utility Action: At-Will / Reactive At-Will to Release Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn. Cost: None Limit: None Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so commonplace that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Cost: 15 Ki
Other Techniques:
ABSORB You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread.
KIAI You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread.
PARALYZE You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle.
KI BLADE Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 4 ki per Melee Energy Blast(Replaces Energy Blast’s Cost)
Special Techniques:
NEUTRON STAR Nase absorbs a large amount of energy from the surrounding area into the palm of his hand. It is then formed into a large, green ki blast. He then flexes his hand out and the attack condenses into a more concentrated beam which is then released as a high powered blast Type: (Energy, Ranged, Single) Action: Standard Action Base Damage: 3d10 Major Effect: Piercing- This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Wounding- This technique has a 40% chance to inflict Wound on hit. Cost: 15 ki
Perfected NEUTRON STAR Based off of a Tuffle's accident with ki manipulation, Perfect Star is the finalized form of the Nase's laser attack that incorporates both incredible range and damage. The user of this finisher summons a large amount of ki energy into their hand and then shrinks it down to a sphere the size of a fingernail. The ki then travels to the user's fingertips and is fired as a straight beam attack that is made to pierce through materials up to and including metal. The concentrated beam that is released also has the capability to curve slightly as to trick enemies into believing it has missed, right before it is angled into them. This attack truly is a testament to faking it until you make it. Type: (Energy, Ranged, Finisher) Action: Standard Action Base Damage: 5d8+ 10 Major Effect: Piercing- This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Shocking- This technique has a 40% chance to inflict Stun on hit. Cost: 35 ki Base PL: 18,630 | Current PL: 20,493 HP: 90/90 | KI: 100/100 Defense: 85 | DR: +3 Melee Acc: (1d100 +45) | Ranged Acc: (1d100 +35) DMG Modifier: +4 (7 if melee)| Ki Cost Reduction: +1 1d100+35·2d6+5
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Post by Cylie on Dec 4, 2020 3:32:40 GMT -8
Cylie had felt as if she had been sitting there for quite a long time. The animals had many important things to do today, and due to them, the forest almost appeared to be rather active, but Cylie remained as still as the old, fallen log she was seated on. The scenery around her served as comfort for her. A temporary escape from her usual, chaotic day. On those usual days, Cylie absolutely would not have stolen this time in order to do something as unnecessary as bird watching, but today, today was a good day. She and a portion of her underlings had just successfully set up potentially one of the most profitable sales they'd have in a while, and Cylie chose to leave the proceedings to the negotiators. Stuff like that wasn't her strong suit, anyways. Whenever Cylie contributed to the cause directly, it was often through violence, intimidation, infiltration and grand theft. Supposedly, she just happened to be so damn good at these things. Cylie reached into one of her side pockets, pulling out a mobile device. She was subtly surprised when she checked the time, as it had only been a little over two minutes since she took her seat here. What she had taken to be hours was only roughly one hundred and fifty seconds. Shaking her head, she put the device back where it belonged, and was about to rise to her feet before she heard a faint noise in the air. She froze for a moment as she tried to identify the source of the noise. Slowly, it began to grow louder, and slowly, Cylie began to turn her head upwards, towards where she thought the noise was coming from. The sudden flight of the birds in their trees prompted the swordswoman to get up from her seat, shortly after, another noise reached her ears. She was wrong about where she assumed the noise had come from, as that beeping noise seemed to have ceased and Cylie saw no other sentient being around. She scanned the forestry in front of her, squinting as she did so. Then, that knock came. Not even a second later, she heard a voice. The tanned woman immediately turned towards the source of the yell as if it was on command. She saw him. She saw the guy. Automatically she crossed her arms, taking in the appearance of the man in front of her. That scouter he had caught the attention of the woman temporarily, before she shook her head. He obviously wasn't a local. Cylie's been all over this area, and she's never once seen someone that even slightly resembled the appearance of this man. She thought for a moment, trying to figure out if she was wrong about never seeing him before, but before she could properly examine her thoughts, the silence was broken by the coated man. Cylie did not speak. Instead, she frowned. Her brows arched downwards in a bad tempered expression, scowling at the interruption of her time off. His comment on the many swords that Cylie carried seemed to spark a reaction in the girl as she dropped her arms to her sides, closer to the hilts of her weapons. She maintained eye contact with the newcomer, her gaze intense and unamused. The following statements that were made immediately caught Cylie's abrupt and absolute attention. To put it simply, a certain group had a problem with what she did for a job, so they sent this person to come deal with it. The first question that came to exist in her mind pertained to this 'certain group'. What group was there that had a problem with her? Well, the police, probably. But Cylie didn't believe that they were able to find out how the economy works out here in these wastelands. She specifically picked this place to begin her trade due to the lack of law enforcement present. It's probably not the cops. But then who could it be? Cylie had removed a large amount of the competition she had in the Central Lands' black market a whole year ago. Had they re-emerged? No, then Cylie should've known about it. Then... who? Her thought process ended immediately as the hostile in front of her spoke again. Cylie began to answer. "Well, I-"The thief was cut off quickly, as she found herself ducking underneath the swing of an arm carrying ki. She successfully avoided the surprise attack, and hopped backwards. Twice. The distance created by the girl served as breathing space, and Cylie took the precious time it provided to assess the situation. It was at this moment that Cylie decided that this guy had to go. There was no way in hell that anyone after this would be allowed to pass through her territories without her permission. She threw a straight punch forward, unleashing a strong gust of wind from her fist that charged towards her new opponent at a speed unknown to any vehicle. Her hand immediately went to her other pocket, pulling out a vial of clear liquid. Cylie opened and drank it quickly, her movements moving in such an erratic way so as to not waste time between motions. She was experienced with fighting, and her strength and anger made her more dangerous than usual. She raised her fists in a basic fighting stance, ready to dodge or advance at a moment's notice.
Word Count: 905/1805 Battle Tracker
Defense Phase
Attack 1: Cylie's 95+25 Def vs 107 Acc. Miss.
Total Dmg: 0-8=0
Offense Phase
Dynamic Entry activates.
At-Will: Suppression | Reduce PL to 27,000
Bonus Action: Rapid Movement | Reactive | -14 ki | +25 Defense against unresolved attacks targeting you this turn.
Standard Action 1(Sacrificed for Bonus Action): Activate Sacred Water Of Korin | Increase Reflexes to 50.
Standard Action 2: Strike | -0 ki
Accuracy: ZOGYTNh71d100+65
Damage: 1d8+4 Battle InfoSkills
Fighting: 50 Energy Control: 30 Reflexes: 25(Now 50 due to Sacred Water Of Korin) Resilience: 50
Techniques
TELEPORT III(1/1) You vanish--moving immediately through space and time by some unnatural means. Type: Defense Action: Standard Action - Reactive Effect:You immediately avoid all attacks and utility techniques that would have hit you this turn, including Critical Hits. You may use this technique to flee the current thread. Cost: 20 ki. Limit: Once per battle.
EIGHT ARMS III(3/3) You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 5 ki Limit: Thrice per thread.
LIGHTNING AURA III(1/1) A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you. Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 5 turns. Cost: 15 ki Limit: Once per thread.
DIVINATION III(1/1) Whether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +50 defense against against attacks targeting you on your next turn. Cost: None Limit: Once per thread.
AURA GUARD III(1/1) Your aura condenses into a quick shield, dampening a blow made against you. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 5 ki Limit: Once per battle.
SONIC SWAY III(1/1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 15 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 10 ki Limit: Once per battle.
ENHANCED DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: The first use of Dragon Dash on your turn gives +10 attack and +5 damage to your Melee Attacks. Additional uses on the same turn stack +3 more damage. Cost: 7 ki Limit: None
Traits
Quick Learner(Racial) - You automatically subtract one week from every technique you study’s learning time. In addition, three times per RL month you may apply a 5% bonus modifier to EP and PL gains from a thread where you have completed where you have written at least 1/4th of the words.
Quick Draw - You may activate Weapon-type items as At-Will Actions. May only At-Will activate up to 2 Weapons per turn.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Willpower(1/1) - When you activate Willpower, reduce all damage you would have taken on your turn to 0. You may only activate Willpower once per thread.
Swashbuckler - You may use Sword-type items an additional 2 times per thread.
Mug(Class Level 1) - Whenever you critically hit with a Melee Attack, you may select 1 item from the critically hit target’s inventory on your next turn. For the duration of that turn, you may treat that item as though it were equipped(by you), even if you would not have slots to equip it. Other standard Item Rules apply.
Dynamic Entry(Class Level 2) - You may perform 1 Attack on your first combat turn of a thread.
Class Features
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Bountiful Coffers - Whenever you roll for treasure, you instead use the following rewards table: 1-10 is nothing, 11-40 is a Common Item, 41-80 is a Rare Item, 81-99 is a Mythic Item, and 100 is a Dragon Ball Shard.
Hide In Plain Sight - Suppressing to 1 PL makes you unable to be targeted by non-area attacks for up to 3 turns; you may not attack while this is active. This may be used once per thread.
Sneakier Attack - Your Sneak Attack feature is now triggered by suppressing to 70% or less and increases damage by 1d6+1 per whole turn suppressed. Additionally, your Sneak Attacks inflict “Cripple” on their target(s).
Ambush - Attacks benefitting from Sneak Attack deal an additional +4 damage to targets suffering from “Wound” or “Cripple”; increase this bonus damage to +8 damage if they are suffering from both.
Inventory
Sacred Water Of Korin(0/1) Gathered from a secret fountain, or perhaps the precipitation of the clouds itself, this mystical item is a small bottle of sacred water, as bottled by Korin himself. It has the symbol for Kami upon it, and is said to provide a great amount of power to the user. Type: Lost Artifact - Supplementary Zeni Value: 600000 Zeni Cost: 120000 Activation: Bonus Action Effect: Choose one of your skills, and increase its value to 50 until the end of that thread. As an item of great power simply possessing the Sacred Water of Korin generates an increase of 50% to the user's base power level. Limit: One use per thread.
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
Guardian Staff(3/3) This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm. Type: Weapon - Staff Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit: 3 uses per thread.
Katchin Sword(5/5) Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: At-Will Action due to Quick Draw Trait. Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 5 uses per thread due to Swashbuckler Trait.
Field Responder Pack(1/1) More robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread. Melee Accuracy: 1d100+65 Energy Accuracy: 1d100+45 Defense: 120 Damage Reduction: 8 Melee Damage Modifier: 4 Energy Damage Modifier: 4 Ki Cost Reduction: 1
Natural PL: 25,756 Base PL: 38,634(Sacred Water Of Korin) Current PL: 27,000
HP: 120/120 KI: 86/100 1d100+65·1d8+6
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Post by Nase on Dec 6, 2020 15:54:42 GMT -8
Swinging his arm in a giant arc, the mutant Tuffle would find himself disappointed as his target decided to dodge him instead of block, avoiding his bait entirely. Planning on stepping backwards to readjust his position, he noticed a bit too late that his stance was far too forward-leaning for any defensive movement. Taking a strong jab to the chin from the girl as she got closer again, he was forced back anyways as he grabbed the bottom of his face in pain. Holding on to it for a second longer, the strange man widened his stance as he flexed his fingers, them being an unusual amount of sharp for a humanoid. "Ugh, alright then. We can do it like this. Been a while since I had a full on fight, but that shouldn't be an issue. I get more chances to steal your energy this way, anyway!"With that, the bioweapon dashed towards the bandit with reeled back fists as she drank from a strange bottle of water. Was it to power her up, taunt her opponent, or just because she was thirsty? He didn't know, but his bloodlust was making it that he didn't really care. She was still standing, after all. "Don't think you'll get away with that!"Closing the gap within a blink of the eye, the monochrome figure released a barrage of punches and swipes against the shorter Cylie, all of them aiming for her face and neck with near reckless abandon. The only thing that matched his erratic swings was the maniacal face he was making as he did so. It seemed that that toothy smile of his would never come off of his face, even when he was threatening the health of someone that didn't even know his name. Odd... Still forcing his arms forward over and over as he seemingly took himself off of the ground by force alone, he grabbed for his opponent's wrist and tried to chop her in the arm, yelling at her in the process. "That last hit HURT, you know?"Now hovering in the air slightly above Cylie, the machine mutant still did not give off any visible aura, though his power level was fully visible to anyone who could sense it. Wiping the part of his face that Cylie had initially hit, he seemed to notice the mark that she left on him was starting to fade already as he casually sat on the open air, watching his opponent intently. "Let's see if you can escape this..."
424|2110 WC Post 3 CylieNase's Battle Tracker{Click Here} Enemy's Act[Cylie, the violent bandit] Attack #1: Dynamic Entry (145 > 85, Hit! 10 Dam) [Cylie, the violent bandit] Attack #2: N/A Damage Total: 10 - 3 = 7 HP: 90 - 7 = 83 + 3 = 86 Nase's ActReactive At-Will Action(s): N/A Bonus Action: N/A Action 1: Flurry of Blows STRIKEroll to hit: Z0Pilr_f1d100+45roll to damage: 1d8+7Action 2: Grapple roll to hit: 1d100+45roll to damage: 1d6+7roll to immobilize: 1d100 fail Buffs: N/A Debuffs: N/A Traits ListGeneral Traits:Warning Shot -You may perform 1 ranged attack on your first turn of combat. It deals no damage, but reduces its target’s Defense by an amount equal to the damage it would have dealt for 3 turns if it “hits”. Might -Your Physical attacks deal +3 bonus damage. Racial Trait:Drain Type Android -Whenever you successfully land a hit on an opponent, regain 2 ki. Class Traits:Dynamic Entry -You may perform 1 Attack on your first combat turn of a thread. Class FeaturesMartial Mastery -You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1. Solid Foundation -You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Flexible Technician -Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type. EQUIPMENT:{Click to See} Weapon 1: -Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread.
Supplementary 1: -Personal Shield Generator Typically worn somewhere discrete on the body, this small generator can be used to produce a temporary energy shield around its wearer. Type: Supplementary- Technology Activation: Reactive At-Will Effect: Using this item grants you +10 Temporary HP. Limit: 2 uses per thread.
Supplementary 2: -Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living things and androids alike, used to boost power output and Ki generation. Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a special technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread.
Outfit 1 -Bio-suit (EQUIPPED) Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: --
Techniques{Click to See}Basic Techniques:
DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki
FOCUS ENERGY You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki
GUARD You hunker down against incoming attacks to survive them. Type: Defensive Action. Bonus Action - Reactive Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) Cost: 10 ki Limit: Once per turn.
POWER UP Your aura bursts around you as your power increases and you draw out your ki. Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored.
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn.
STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None
SUPPRESSION You compress your ki down inside of you and lower your power level. Type: Utility Action: At-Will / Reactive At-Will to Release Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn. Cost: None Limit: None Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so commonplace that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Cost: 15 Ki
Other Techniques:
ABSORB You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread.
KIAI You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread.
PARALYZE You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle.
Special Techniques:
NEUTRON STAR Nase absorbs a large amount of energy from the surrounding area into the palm of his hand. It is then formed into a large, green ki blast. He then flexes his hand out and the attack condenses into a more concentrated beam which is then released as a high powered blast Type: (Energy, Ranged, Single) Action: Standard Action Base Damage: 3d10 Major Effect: Piercing- This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Wounding- This technique has a 40% chance to inflict Wound on hit. Cost: 15 ki
Perfected NEUTRON STAR Based off of a Tuffle's accident with ki manipulation, Perfect Star is the finalized form of the Nase's laser attack that incorporates both incredible range and damage. The user of this finisher summons a large amount of ki energy into their hand and then shrinks it down to a sphere the size of a fingernail. The ki then travels to the user's fingertips and is fired as a straight beam attack that is made to pierce through materials up to and including metal. The concentrated beam that is released also has the capability to curve slightly as to trick enemies into believing it has missed, right before it is angled into them. This attack truly is a testament to faking it until you make it. Type: (Energy, Ranged, Finisher) Action: Standard Action Base Damage: 5d8+ 10 Major Effect: Piercing- This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Shocking- This technique has a 40% chance to inflict Stun on hit. Cost: 35 ki PL: 18,630 | Current PL: 20,493 (Auxilliary Core) HP: 86/90 | KI: 99/100 Defense: 80 | DR: +3 Melee Acc: (1d100 +45) | Ranged Acc: (1d100 +35) DMG Modifier: +3 (6 if melee)| Ki Cost Reduction: +1 Ki Cost: -3 +1 = 2 1d100+45·1d8+7·1d100+45·1d6+7·1d100
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Post by Cylie on Dec 12, 2020 19:19:31 GMT -8
Within no more than a mere second, while Cylie was just finishing her quick drink, a punch was being launched directly at her face. What followed after that initial strike felt breathtaking. The girl let go of the vial instantaneously, allowing the now empty vial to fall to the dirt floor unceremoniously, breaking into bits as soon as it made contact with the ground due to the speed at which it fell. The whole world seemed to slow down for a moment at Cylie's perspective, as if it was waiting for her to gather herself. It did not take long for her to notice the fist travelling towards her, and she reacted appropriately. Her head jerked to the side as the man's fist approached, passing through air as it just about missed Cylie's straight face by a few centimeters. The tanned woman observed the closed palm as it withdrew itself, with another punch from a different fist moving towards her cheek to replace it. Cylie noticed that her environment was beginning to get noticeably faster. By the time the fourth strike was thrown, the thief raised her own arm, blocking the fist from reaching her face. By this time, Cylie had already fallen out of her sacred state. It was a barrage of attacks being thrown at her, but she responded to each one appropriately, dodging from side to side, and blocking when necessary. That water probably was the best drug she's ever had. It didn't take long for Cylie to make a small miscalculation, and her opponent made good use of the tiny window of opportunity. Cylie's wrist was seized, and not a moment later, minor pain coursed through the veins in her arm. She grunted slightly, baring teeth as she wriggled free. She retreated backwards by a few meters with one hop, placing her hands on her hips as she narrowed her eyes. That stupid smile on his face was already beginning to piss her off. It shouldn't take long for her to erase it, right? Silently noting the regenerative abilities she just witnessed, she began to speak. "I'm not going anywhere, man. I'm just a little curious."Her brows arched downwards sharply as that sentence finished. Her power level sparked upwards suddenly, and a few pebbles and twigs that lay at her feet seemed to jump into the air before falling back down to the ground. You already know my name, so I want to know yours. You already know what I am, so I want to know what you are. But most importantly..."At alarming speed, she seemed to vanish for a moment before reappearing directly in front of the hovering man, utilizing her own flying abilities in the process. She didn't look as amused as he. "I want to know who the fuck sent you."Cylie then promptly threw a quick few punches at his midsection before attempting to slam him down to earth with her leg. She had tried to perform a spinning hook kick midair, in order to send him back to land combat.
Word Count 511/2316 Battle Tracker
Defense Phase
Attack 1: Cylie's 120 Def vs 112 Acc. Miss. Attack 2: Cylie's 120 Def vs 120 Acc. Hit! 11 dmg.
Total Dmg: 11-8=3
Offense Phase
Dynamic Entry activates.
At-Will: Release Suppression | Reactive | Return PL to 38,634
At-Will: Eight Arms | -5 ki | Cylie can use her Bonus Action to make a basic Strike. Also all basic Strikes on her turn deal 2d4 damage.
At-Will: Blitz Strike | -0 ki | Inflicts 'Cripple' on hit due to the 'Sneakier Attack' Class Feature.
Accuracy: bO_wkk7E1d100+65
Damage: 2d4+4
Sneak Attack Damage: 1d6+1
Bonus Action: Eight Arms Strike | -0 ki | Inflicts 'Cripple' on hit due to the 'Sneakier Attack' Class Feature.
Accuracy: 1d100+65
Damage: 2d4+4
Sneak Attack Damage: 1d6+1
Standard Action 1: Strike | -0 ki | Inflicts 'Cripple' on hit due to the 'Sneakier Attack' Class Feature.
Accuracy: 1d100+65
Damage: 2d4+4
Sneak Attack Damage: 1d6+1
Standard Action 2: Strike | -0 ki | Inflicts 'Cripple' on hit due to the 'Sneakier Attack' Class Feature.
Accuracy: 1d100+65
Damage: 2d4+4
Sneak Attack Damage: 1d6+1
Battle InfoSkills
Fighting: 50 Energy Control: 30 Reflexes: 25(Now 50 due to Sacred Water Of Korin) Resilience: 50
Techniques
TELEPORT III(1/1) You vanish--moving immediately through space and time by some unnatural means. Type: Defense Action: Standard Action - Reactive Effect:You immediately avoid all attacks and utility techniques that would have hit you this turn, including Critical Hits. You may use this technique to flee the current thread. Cost: 20 ki. Limit: Once per battle.
EIGHT ARMS III(2/3) You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 5 ki Limit: Thrice per thread.
LIGHTNING AURA III(1/1) A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you. Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 5 turns. Cost: 15 ki Limit: Once per thread.
DIVINATION III(1/1) Whether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +50 defense against against attacks targeting you on your next turn. Cost: None Limit: Once per thread.
AURA GUARD III(1/1) Your aura condenses into a quick shield, dampening a blow made against you. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 5 ki Limit: Once per battle.
SONIC SWAY III(1/1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 15 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 10 ki Limit: Once per battle.
ENHANCED DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: The first use of Dragon Dash on your turn gives +10 attack and +5 damage to your Melee Attacks. Additional uses on the same turn stack +3 more damage. Cost: 7 ki Limit: None
Traits
Quick Learner(Racial) - You automatically subtract one week from every technique you study’s learning time. In addition, three times per RL month you may apply a 5% bonus modifier to EP and PL gains from a thread where you have completed where you have written at least 1/4th of the words.
Quick Draw - You may activate Weapon-type items as At-Will Actions. May only At-Will activate up to 2 Weapons per turn.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Willpower(1/1) - When you activate Willpower, reduce all damage you would have taken on your turn to 0. You may only activate Willpower once per thread.
Swashbuckler - You may use Sword-type items an additional 2 times per thread.
Mug(Class Level 1) - Whenever you critically hit with a Melee Attack, you may select 1 item from the critically hit target’s inventory on your next turn. For the duration of that turn, you may treat that item as though it were equipped(by you), even if you would not have slots to equip it. Other standard Item Rules apply.
Dynamic Entry(Class Level 2) - You may perform 1 Attack on your first combat turn of a thread.
Class Features
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Bountiful Coffers - Whenever you roll for treasure, you instead use the following rewards table: 1-10 is nothing, 11-40 is a Common Item, 41-80 is a Rare Item, 81-99 is a Mythic Item, and 100 is a Dragon Ball Shard.
Hide In Plain Sight - Suppressing to 1 PL makes you unable to be targeted by non-area attacks for up to 3 turns; you may not attack while this is active. This may be used once per thread.
Sneakier Attack - Your Sneak Attack feature is now triggered by suppressing to 70% or less and increases damage by 1d6+1 per whole turn suppressed. Additionally, your Sneak Attacks inflict “Cripple” on their target(s).
Ambush - Attacks benefitting from Sneak Attack deal an additional +4 damage to targets suffering from “Wound” or “Cripple”; increase this bonus damage to +8 damage if they are suffering from both.
Inventory
Sacred Water Of Korin(0/1) Gathered from a secret fountain, or perhaps the precipitation of the clouds itself, this mystical item is a small bottle of sacred water, as bottled by Korin himself. It has the symbol for Kami upon it, and is said to provide a great amount of power to the user. Type: Lost Artifact - Supplementary Zeni Value: 600000 Zeni Cost: 120000 Activation: Bonus Action Effect: Choose one of your skills, and increase its value to 50 until the end of that thread. As an item of great power simply possessing the Sacred Water of Korin generates an increase of 50% to the user's base power level. Limit: One use per thread.
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
Guardian Staff(3/3) This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm. Type: Weapon - Staff Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit: 3 uses per thread.
Katchin Sword(5/5) Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: At-Will Action due to Quick Draw Trait. Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 5 uses per thread due to Swashbuckler Trait.
Field Responder Pack(1/1) More robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread. Melee Accuracy: 1d100+65 Energy Accuracy: 1d100+45 Defense: 120 Damage Reduction: 8 Melee Damage Modifier: 4 Energy Damage Modifier: 4 Ki Cost Reduction: 1
Natural PL: 25,756 Base PL: 38,634(Sacred Water Of Korin) Current PL: 38,634
HP: 117/120 KI: 81/100 1d100+65·2d4+4·1d6+1·1d100+65·2d4+4·1d6+1·1d100+65·2d4+4·1d6+1·1d100+65·2d4+4·1d6+1
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Post by Nase on Dec 14, 2020 15:15:49 GMT -8
Damn, that girl managed to finish the drink before he could get his hit in. And the bottle dropping completely threw him off! But... wasn't she moving way too fast? He hadn't even gotten a punch on her until he finally grabbed her wrist, but she soon broke out of that as well. She barely looked hurt at all from that introduction They weren't kidding when they said that Cylie was a strong target. "(Hmph, maybe I should try harder this time...)"A bit annoyed at how effortlessly she seemed to dodge his swarm of punches, Nase grit his fingers into a tight fist as his target put a larger amount of space between them. Wasn't she a melee fighter? She seemed way too good at avoiding hits for his liking. The fact that she didn't even take out her swords either made him feel like she hadn't even started this fight yet. Whatever, she'd just have to regret that later. He'd soon come out of his thoughts when she flared out her brightly coloured energy around her. She had questions, eh? Well, it wouldn't be too bad if he obliged this, would it? Besides, he hadn't fully learnt stealth as of yet, so he was still stuck in his ways a bit. "Who am I? Well, I don't feel it'd be bad to disclose something like that. It would feel odd to fight someone and not really introduce myself. I am The Neo Machine Mutant Nase!Pointing to himself with his thumb and smirking as large as possible, Nase's own power level reached its peak as a red flame began to burn over his body as his ki began to explode more and more into the air. After a second of him standing there pridefully, however, a look of realization went over his marked face. Putting a hand to his chin, he began to think out loud to himself. "Saying that out loud for the first time, I realize now how much of a mouthful that is... N.M.M.N. Hmm, I know. For now, you may refer to me as Palindrome. And as for who I work for..? While they'd rather stay hidden and unknown, I really couldn't care less. You wouldn't know anything of ISLET anyway, so I don't feel like they'd care much."After answering the, even for him, rude questions that Cylie had delivered, the albino-looking man tensed the muscles in his arms and legs in preparation for the next round of combat, obviously done with talking as he entered into his normal form's battle stance. "Does that answer enough of your questions?"His eyes shone red as he saw her begin to move, detailing her full plan of attack, but his reflexes didn't match his reaction time, unfortunately. Something that Nase didn't usually have to worry about often is that the stance he usually took didn't give him many chances to defend himself from the sides, but he'd usually fight people slower than him, so no one would get the chance to get beside him. A fight against a drugged-up swordswoman, however? He wasn't prepared for at all. "Eh?"Turning to face her at the max speed he could reach, he stopped floating as he went block her advances with the front of his arms. Even so, when the first set of punches went to hit their mark, they shockingly went straight through the spaces in his arms, striking him with extreme force despite his efforts. Where was all of this strength coming from? Violently trying to resist the damage he was taking from the punches and subsequent kick, a faint outline of red formed of Nase's body, causing the brunt of Cylie's assault to be lessened by a bit. Lifting up his knee as Cylie ended her brutal combo with a roundhouse kick, he semi blocked the attack, still being sent a good distance back while ripping up the turf he skid against. Steadying himself momentarily with his hands, the machine mutant eventually stood up again as he took a stumble forward, clutching the arm he got hit the most on tightly with his other hand. "Gh... So you DO have a bit of strength to you..."Clenching both of his hands into a fist, he immediately flared his ki and rushed his opponent, yelling out as he swung his own bombardment of blows again, this time with the addition of a ball of ki in his hand expanding into a large amount of laser beams all aiming for Cylie's general direction as he jumped back. The deep red streaks made there way to converge over their end point, all while the original cocky face of Cylie's enemy now started to show serious effort. "Gr... DROP DEAD!!!"
795|2905 WC Post 4 CylieNase's Battle Tracker{Click Here} Enemy's Act[Cylie, the overpowering thug] Attack #1: Blitz Strike (128 > 85, Hit! 18 Dam) [Cylie, the overpowering thug] Attack #2: Eight Ams Strike (141 > 85, Hit! 14 Dam) [Cylie, the overpowering thug] Attack #3: Strike (104 > 85, Hit! 14 Dam) [Cylie, the overpowering thug] Attack #4: Strike (139 > 85, Hit! 11 Dam) Damage Total: 57 THP: 57 - 10 = 47 HP: 86 - 47 + 13 = 52 + 2 = 54 Nase's ActReactive At-Will Action(s): Personal Shield Generator (+10 THP) Bonus Action: GUARD (+10 DR) Action 1: STRIKE roll to hit: zLqKCpVk1d100+45roll to damage: 1d8+7Action 2: Shooting Stars (Neutron Star: Barrage) roll to hit: 1d100+35roll to damage: 4d6+8-- Item Consumed! 1 Spirit Person Stormapple Candy (your special technique gains a 100% effective rate Shock Status effect)-- Buffs: N/A Debuffs: Crippled (HP and Ki recovery is reduced by half for 2 turns.) Traits ListGeneral Traits:Warning Shot -You may perform 1 ranged attack on your first turn of combat. It deals no damage, but reduces its target’s Defense by an amount equal to the damage it would have dealt for 3 turns if it “hits”. Might -Your Physical attacks deal +3 bonus damage. Racial Trait:Drain Type Android -Whenever you successfully land a hit on an opponent, regain 2 ki. Class Traits:Dynamic Entry -You may perform 1 Attack on your first combat turn of a thread. Class FeaturesMartial Mastery -You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1. Solid Foundation -You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Flexible Technician -Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type. EQUIPMENT:{Click to See} Weapon 1: -Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread.
Supplementary 1: -Personal Shield Generator Typically worn somewhere discrete on the body, this small generator can be used to produce a temporary energy shield around its wearer. Type: Supplementary- Technology Activation: Reactive At-Will Effect: Using this item grants you +10 Temporary HP. Limit: 2 uses per thread.
Supplementary 2: -Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living things and androids alike, used to boost power output and Ki generation. Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a special technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread.
Outfit 1 -Elder Student’s Gi This Gi has been carefully maintained by each student who has worn it, with each imbuing a bit of their Ki into its weaving throughout their usage. It is given to only experienced students within a Dojo. Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +5 Defense this turn (applied before incoming attack resolution), You gain +10 Accuracy with all Basic Techniques this turn, Or you gain +10 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Techniques{Click to See}Basic Techniques:
DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki
FOCUS ENERGY You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki
GUARD You hunker down against incoming attacks to survive them. Type: Defensive Action. Bonus Action - Reactive Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) Cost: 10 ki Limit: Once per turn.
POWER UP Your aura bursts around you as your power increases and you draw out your ki. Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored.
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn.
STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None
SUPPRESSION You compress your ki down inside of you and lower your power level. Type: Utility Action: At-Will / Reactive At-Will to Release Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn. Cost: None Limit: None Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so commonplace that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Cost: 15 Ki
Other Techniques:
ABSORB You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread.
KIAI You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread.
PARALYZE You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle.
Special Techniques:
NEUTRON STAR Nase absorbs a large amount of energy from the surrounding area into the palm of his hand. It is then formed into a large, green ki blast. He then flexes his hand out and the attack condenses into a more concentrated beam which is then released as a high powered blast Type: (Energy, Ranged, Single) Action: Standard Action Base Damage: 3d10 Major Effect: Piercing- This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Wounding- This technique has a 40% chance to inflict Wound on hit. Cost: 15 ki
Perfected NEUTRON STAR Based off of a Tuffle's accident with ki manipulation, Perfect Star is the finalized form of the Nase's laser attack that incorporates both incredible range and damage. The user of this finisher summons a large amount of ki energy into their hand and then shrinks it down to a sphere the size of a fingernail. The ki then travels to the user's fingertips and is fired as a straight beam attack that is made to pierce through materials up to and including metal. The concentrated beam that is released also has the capability to curve slightly as to trick enemies into believing it has missed, right before it is angled into them. This attack truly is a testament to faking it until you make it. Type: (Energy, Ranged, Finisher) Action: Standard Action Base Damage: 5d8+ 10 Major Effect: Piercing- This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Shocking- This technique has a 40% chance to inflict Stun on hit. Cost: 35 ki PL: 18,630 | Current PL: 20,493 (Auxilliary Core) HP: 54/90 | KI: 72/100 Defense: 85 | DR: +3 Melee Acc: (1d100 +45) | Ranged Acc: (1d100 +35) DMG Modifier: +3 (6 if melee)| Ki Cost Reduction: +1 Ki Cost: 10-1+20-1=28 1d100+45·1d8+7·1d100+35·4d6+8
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Post by Cylie on Dec 16, 2020 12:28:46 GMT -8
Cylie's sheer speed proved to be too much for the man, and her foot swiftly swung sideways, crashing against the side of a knee. The result was the brief, yet harsh crunching sound produced by Cylie's powerful roundhouse. It felt disturbingly satisfying to her, prompting her to smirk slightly as her opponent skidded across the unforgiving terrain of the forest. As the bottom of her feet touched the ground, she raised her fists once more. She carefully observed the apparent Neo Machine Mutant Nase, processing the information that he had provided in the small window of time she had been given. This, Neo Machine Mutant Nase Palindrome guy was different than what she usually dealt with. The energy manipulating, the flying, the sinister smiling, and everything else. It was all part of an experience that Cylie had not dealt with in a long time. He was one of the strongest people that Cylie had run into in a long time, but even then, she didn't feel like this was a fair fight. And it wasn't. The staggering difference in speed and reaction time was deciding this fight, even though as of now, Cylie's power level had been lowered in order to hover around a range that was similar to Nase's. But this altercation was based on speed, not power, and power did not look as if it would catch up with speed anytime soon. That water she swallowed at the beginning of the fight really made a difference. The mutant rushed at her recklessly once more, and the next few seconds played out similarly to before. A rain of strikes were crashing down on Cylie's position, but the thief was still reactive enough in order to dodge and block accordingly. What happened after the initial barrage was something new, however. The young crime boss soon found herself staring down a large amount of ki beams charging directly towards her. She seemed to panic for a moment, before the first beam flew straight past her. To any regular person, it looked as if the woman was stumbling around clumsily, avoiding the ki by consecutive strokes of sheer luck, but much like before, each movement flowed into another, with little time being ticked away between each dodge. Suddenly, Cylie performed a front flip, and was heading straight towards Nase's current position. She placed her right fist in her left palm, and attempted to hammer the man's skull in by performing a double axe handle. If the sledgehammer struck home, Cylie would follow up with two quick, consecutive knee strikes, aiming for the torso. If the initial hammer missed, then Cylie would charge towards the man's current position as quickly as she could, then attempt to overwhelm him with reckless strikes, mirroring his first barrage.
Word Count: 462/2778 Battle Tracker
Defense Phase
Attack 1: Cylie's 120 Def vs 88 Acc. Miss. Attack 2: Cylie's 120 Def vs 90 Acc. Miss.
Total Dmg: 0-8=0
Offense Phase
At-Will: Suppression | Lower PL to 25,000
At-Will: Blitz Strike | -0 ki
Accuracy: 42oi|KiH1d100+75
Damage: 1d8+9
Bonus Action: Enhanced Dragon Dash | -6 ki | +10 attack and +5 damage to Cylie's Melee Attacks.
Standard Action 1: Strike | -0 ki
Accuracy: 1d100+75
Damage: 1d8+9
Standard Action 2: Strike | -0 ki
Accuracy: 1d100+75
Damage: 1d8+9
Battle InfoSkills
Fighting: 50 Energy Control: 30 Reflexes: 25(Now 50 due to Sacred Water Of Korin) Resilience: 50
Techniques
TELEPORT III(1/1) You vanish--moving immediately through space and time by some unnatural means. Type: Defense Action: Standard Action - Reactive Effect:You immediately avoid all attacks and utility techniques that would have hit you this turn, including Critical Hits. You may use this technique to flee the current thread. Cost: 20 ki. Limit: Once per battle.
EIGHT ARMS III(2/3) You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 5 ki Limit: Thrice per thread.
LIGHTNING AURA III(1/1) A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you. Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 5 turns. Cost: 15 ki Limit: Once per thread.
DIVINATION III(1/1) Whether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +50 defense against against attacks targeting you on your next turn. Cost: None Limit: Once per thread.
AURA GUARD III(1/1) Your aura condenses into a quick shield, dampening a blow made against you. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 5 ki Limit: Once per battle.
SONIC SWAY III(1/1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 15 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 10 ki Limit: Once per battle.
ENHANCED DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: The first use of Dragon Dash on your turn gives +10 attack and +5 damage to your Melee Attacks. Additional uses on the same turn stack +3 more damage. Cost: 7 ki Limit: None
Traits
Quick Learner(Racial) - You automatically subtract one week from every technique you study’s learning time. In addition, three times per RL month you may apply a 5% bonus modifier to EP and PL gains from a thread where you have completed where you have written at least 1/4th of the words.
Quick Draw - You may activate Weapon-type items as At-Will Actions. May only At-Will activate up to 2 Weapons per turn.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Willpower(1/1) - When you activate Willpower, reduce all damage you would have taken on your turn to 0. You may only activate Willpower once per thread.
Swashbuckler - You may use Sword-type items an additional 2 times per thread.
Mug(Class Level 1) - Whenever you critically hit with a Melee Attack, you may select 1 item from the critically hit target’s inventory on your next turn. For the duration of that turn, you may treat that item as though it were equipped(by you), even if you would not have slots to equip it. Other standard Item Rules apply.
Dynamic Entry(Class Level 2) - You may perform 1 Attack on your first combat turn of a thread.
Class Features
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Bountiful Coffers - Whenever you roll for treasure, you instead use the following rewards table: 1-10 is nothing, 11-40 is a Common Item, 41-80 is a Rare Item, 81-99 is a Mythic Item, and 100 is a Dragon Ball Shard.
Hide In Plain Sight - Suppressing to 1 PL makes you unable to be targeted by non-area attacks for up to 3 turns; you may not attack while this is active. This may be used once per thread.
Sneakier Attack - Your Sneak Attack feature is now triggered by suppressing to 70% or less and increases damage by 1d6+1 per whole turn suppressed. Additionally, your Sneak Attacks inflict “Cripple” on their target(s).
Ambush - Attacks benefitting from Sneak Attack deal an additional +4 damage to targets suffering from “Wound” or “Cripple”; increase this bonus damage to +8 damage if they are suffering from both.
Inventory
Sacred Water Of Korin(0/1) Gathered from a secret fountain, or perhaps the precipitation of the clouds itself, this mystical item is a small bottle of sacred water, as bottled by Korin himself. It has the symbol for Kami upon it, and is said to provide a great amount of power to the user. Type: Lost Artifact - Supplementary Zeni Value: 600000 Zeni Cost: 120000 Activation: Bonus Action Effect: Choose one of your skills, and increase its value to 50 until the end of that thread. As an item of great power simply possessing the Sacred Water of Korin generates an increase of 50% to the user's base power level. Limit: One use per thread.
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
Guardian Staff(3/3) This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm. Type: Weapon - Staff Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit: 3 uses per thread.
Katchin Sword(5/5) Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: At-Will Action due to Quick Draw Trait. Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 5 uses per thread due to Swashbuckler Trait.
Field Responder Pack(1/1) More robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread. Melee Accuracy: 1d100+65 Energy Accuracy: 1d100+45 Defense: 120 Damage Reduction: 8 Melee Damage Modifier: 4 Energy Damage Modifier: 4 Ki Cost Reduction: 1
Natural PL: 25,756 Base PL: 38,634(Sacred Water Of Korin) Current PL: 25,000
HP: 117/120 KI: 75/100 1d100+75·1d8+9·1d100+75·1d8+9·1d100+75·1d8+9
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Post by Nase on Jan 16, 2021 23:23:48 GMT -8
At this point, 'Palindrome' had just about had it with this girl. Not only had she been tossing him around this whole time, she hadn't even taken out her sword yet! Was she looking down on him? He had heard that she was good at hand to hand combat, but she had seven on her person still as they fought. Was he just not worth it yet? Thinking to himself, Nase decided that she'd live to regret that choice. But before that, he'd have to do something about the rapidly advancing girl, who looked like she ready to bash his head in. "(Damn it... I've gotta risk it.)"Realizing that he couldn't spend this entire brawl defending, he realized he would need to try and regain control of this situation and fast. Blocking with his arms wouldn't let him get many swings after her, and at this point, every hit counted. He'd have to sacrifice a bit more of his health for this to work. Summoning both his resolve and his ki energy, he let Cylie's heavy swing hit its mark without raising his arms to block it, instead stepping closer to her as he attempted to stop her with his ki. Immediately following up her attack with knee attacks this time, his barrier crashed under itself, sending him flying into the light, just as planned. Slowly moving his arm to his chest as he started falling, a sharp blade swung from the side of his arm, catching the light of the sun perfectly as it started to reflect it towards his opponent. "(Incinerate, why don't you...?)" Forcing the light directly into the eyes of his opponent, Palindrome thought that this could be his chance. Reverse somersaulting onto his feet again, the pale man forced both of his hands out at Cylie violently and absorbed energy from the air around him, a determined look appearing in his eyes. Pulling them back to around his body to charge it with his own energy, the ISLET soldier then shot out a bright beam of energy that broke off into much smaller ones, swarming out then in again towards Cylie's face and torso. Not more than a second after, the laser was reshot from the same two fingers he pointed at her with, causing the same swarm of ki to come after its target, now swirling in the other direction. Going at a speed much faster than the lasers used to attack Waka in their spar, it really seemed like Palindrome was going for the kill here, which may not have been too far off from the truth. If he played his cards right, she'd end up hit by at least one of these, so it wasn't a total waste, though it was absolutely burning through his energy reserves. Without him noticing, however, his eyes began glowing a bright blue as his auxiliary power source activated to help him use this move. "...Go down."Being pushed backwards slightly by his own attack, he slumped over slightly and gave into the pain he was feeling at the moment. What... did she really do to him? He'd been beaten down before... but not like this. He couldn't even drain energy properly at the moment, much less heal his wounds. Composing himself after that, he stood up fully again and tensed his muscles tightly as he got into position once more. He wasn't done yet, not by a long shot. "...and stay down."577|3482 WC Post 5 CylieNase's Battle Tracker{Click Here} Enemy's Act[Cylie, the Oppressive Fistfighter] Attack #1: Blitz Strike (152 > 85, Hit! 19 damage) [Cylie, the Oppressive Fistfighter] Attack #2: Strike (175 > 85, Crit Hit! 23 damage) [Cylie, the Oppressive Fistfighter] Attack #2: Strike (158 > 85, Hit! 15 damage) Damage Total: 19-3+23-3+15-3-10= 38 HP: 54 - 38 + 1 = 17 Nase's ActReactive At-Will Action(s): Personal Shield Generator (+10 THP) Bonus Action: Hidden Weapon (treat the opponent as if their reflex skill is 0 and their DR was halved, rounded up) Action 1: Neutron Supernova Attack XQm|cRmq1d100+35Damage 4d6+4Action 2: Neutron Hypernova Attack 1d100+35Damage 4d6+4--Item Consumed! 1 Spirit Person Iceberry Candy (your special technique gains a 100% effective rate Shock Status effect)--Buffs: N/A Debuffs: Crippled (HP and Ki recovery is reduced by half for this turn.) Traits ListGeneral Traits:Warning Shot -You may perform 1 ranged attack on your first turn of combat. It deals no damage, but reduces its target’s Defense by an amount equal to the damage it would have dealt for 3 turns if it “hits”. Might -Your Physical attacks deal +3 bonus damage. Racial Trait:Drain Type Android -Whenever you successfully land a hit on an opponent, regain 2 ki. Class Traits:Dynamic Entry -You may perform 1 Attack on your first combat turn of a thread. Class FeaturesMartial Mastery -You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1. Solid Foundation -You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Flexible Technician -Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type. EQUIPMENT:{Click to See} Weapon 1: -Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread.
Supplementary 1: -Personal Shield Generator Typically worn somewhere discrete on the body, this small generator can be used to produce a temporary energy shield around its wearer. Type: Supplementary- Technology Activation: Reactive At-Will Effect: Using this item grants you +10 Temporary HP. Limit: 2 uses per thread.
Supplementary 2: -Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living things and androids alike, used to boost power output and Ki generation. Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a special technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread.
Outfit 1 -Bio-suit (EQUIPPED) Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Activation: Passive Effect: You heal 3 HP at the end of each turn.
Techniques{Click to See}Basic Techniques:
DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki
FOCUS ENERGY You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki
GUARD You hunker down against incoming attacks to survive them. Type: Defensive Action. Bonus Action - Reactive Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) Cost: 10 ki Limit: Once per turn.
POWER UP Your aura bursts around you as your power increases and you draw out your ki. Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored.
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn.
STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None
SUPPRESSION You compress your ki down inside of you and lower your power level. Type: Utility Action: At-Will / Reactive At-Will to Release Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn. Cost: None Limit: None Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so commonplace that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Cost: 15 Ki
Other Techniques:
ABSORB You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread.
KIAI You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread.
PARALYZE You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle.
Special Techniques:
NEUTRON STAR Nase absorbs a large amount of energy from the surrounding area into the palm of his hand. It is then formed into a large, green ki blast. He then flexes his hand out and the attack condenses into a more concentrated beam which is then released as a high powered blast Type: (Energy, Ranged, Single) Action: Standard Action Base Damage: 3d10 Major Effect: Piercing- This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Wounding- This technique has a 40% chance to inflict Wound on hit. Cost: 15 ki
Perfected NEUTRON STAR Based off of a Tuffle's accident with ki manipulation, Perfect Star is the finalized form of the Nase's laser attack that incorporates both incredible range and damage. The user of this finisher summons a large amount of ki energy into their hand and then shrinks it down to a sphere the size of a fingernail. The ki then travels to the user's fingertips and is fired as a straight beam attack that is made to pierce through materials up to and including metal. The concentrated beam that is released also has the capability to curve slightly as to trick enemies into believing it has missed, right before it is angled into them. This attack truly is a testament to faking it until you make it. Type: (Energy, Ranged, Finisher) Action: Standard Action Base Damage: 5d8+ 10 Major Effect: Piercing- This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Shocking- This technique has a 40% chance to inflict Stun on hit. Cost: 35 ki PL: 18,630 | Current PL: 20,493 (Auxilliary Core) HP: 17/90 | KI: 54/100 Defense: 85 | DR: +3 Melee Acc: (1d100 +45) | Ranged Acc: (1d100 +35) DMG Modifier: +4 (7 if melee)| Ki Cost Reduction: +1 Ki Cost:20-1= 19 1d100+35·4d6+4·1d100+35·4d6+4
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Post by Cylie on Jan 19, 2021 6:48:40 GMT -8
Cylie's current battle performance prompted her to get comfortable. A little too comfortable. Her guard fell in the very same moment that she struck her opponent with her knees, and there was close to nothing that she could've done about it. As this 'Palindrome' fell to the ground, a near blinding flash of light penetrated her cornea, and Cylie reflexively shut her eyes. She yelled and cursed in defiance as soon as her eyelids collided, but it was no good. It didn't take more than a second for the mutant to capitalize on this window of opportunity he'd been given, as he immediately sent multiple beams of energy straight towards the young thief. She failed to put up any sort of defense, and as a result, she endured the full force of the opposing ki, beams detonating on impact. The blows knocked her clean off her feet, and sent her flying a couple meters away, landing on her back in the process. Groaning painfully, Cylie slowly got back on her feet while shaking her head vigorously. She placed both her hands on her knees as she glared daggers at her foe. She looked pissed, but at the same time a little impressed. Regardless, she wasn't exactly happy. Her breathing was heavy, and smoke emanated from her form. She stood there for a few moments before she finally spoke again. "Damn... you really want me in the ground, huh?"Straightening herself, Cylie unsheathed all six of her swords simultaneously, three hilts in each hand, held securely between her trained fingers. "I don't exactly want to kill you, because you're the only way I can talk to this 'ISLET' or whatever. So after I put you in the ground, I want you to go back to your boss or bosses. For all of your sakes, make sure you tell them that if they try anything like this again, I will destroy them. Now, nighty night."Cylie seemed to disappear out of thin air briefly for a moment before she reappeared directly in front of Nase. Many unforgiving, brutal and savage sword swings followed, as Cylie was fully intent on ending the fight right now. Finishing off her dance of blades by sheathing her six precious swords once again, she'd push against her foe's forehead with a finger if the job was truly finished.
Word Count: 391/3169 Battle Tracker
Defense Phase
Attack 1: Cylie's 70 Def vs 99 Acc. Hit! 17 dmg. Inflicts 'Shock'. Attack 2: Cylie's 70 Def vs 61 Acc. Miss.
Total Dmg: 17-4+3(Shock)=16
Offense Phase
At-Will: Suppression | Return to PL to 38,634
At-Will: Activate Katchin Sword | Strikes that Cylie performs on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, her Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’.
At-Will: Eight Arms | -4 ki | Cylie can use her Bonus Action on her turn to make a basic Strike. Also all basic Strikes on her turn deal 2d4 damage.
At-Will: Blitz Strike | -0 ki | Inflicts 'Cripple' on hit due to the 'Sneakier Attack' Class Feature.
Accuracy: OpSZebgq1d100+65
Damage: 2d4+11
Sneak Attack Damage: 1d6+1
Wound(50% chance): 1d100
Bonus Action: Strike | -0 ki | Inflicts 'Cripple' on hit due to the 'Sneakier Attack' Class Feature.
Accuracy: 1d100+65
Damage: 2d4+11
Sneak Attack Damage: 1d6+1
Wound(50% chance): 1d100
Standard Action 1: Strike | -0 ki | Inflicts 'Cripple' on hit due to the 'Sneakier Attack' Class Feature.
Accuracy: 1d100+65
Damage: 2d4+11
Sneak Attack Damage: 1d6+1
Wound(50% chance): 1d100
Standard Action 2: Strike | -0 ki | Inflicts 'Cripple' on hit due to the 'Sneakier Attack' Class Feature.
Accuracy: 1d100+65
Damage: 2d4+11
Sneak Attack Damage: 1d6+1
Wound(50% chance): 1d100
Battle InfoSkills
Fighting: 50 Energy Control: 30 Reflexes: 25(Now 50 due to Sacred Water Of Korin) Resilience: 50
Current Battle Effects
Shock(1?2) - You take 3 HP damage at beginning of each turn for 2 turns. The damage cannot be reduced by DR.
Techniques
TELEPORT III(1/1) You vanish--moving immediately through space and time by some unnatural means. Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, including Critical Hits. You may use this technique to flee the current thread. Cost: 20 ki. Limit: Once per battle.
EIGHT ARMS III(1/3) You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 5 ki Limit: Thrice per thread.
LIGHTNING AURA III(1/1) A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you. Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 5 turns. Cost: 15 ki Limit: Once per thread.
DIVINATION III(1/1) Whether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +50 defense against against attacks targeting you on your next turn. Cost: None Limit: Once per thread.
AURA GUARD III(1/1) Your aura condenses into a quick shield, dampening a blow made against you. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 5 ki Limit: Once per battle.
SONIC SWAY III(1/1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 15 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 10 ki Limit: Once per battle.
ENHANCED DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: The first use of Dragon Dash on your turn gives +10 attack and +5 damage to your Melee Attacks. Additional uses on the same turn stack +3 more damage. Cost: 7 ki Limit: None
Traits
Quick Learner(Racial) - You automatically subtract one week from every technique you study’s learning time. In addition, three times per RL month you may apply a 5% bonus modifier to EP and PL gains from a thread where you have completed where you have written at least 1/4th of the words.
Quick Draw - You may activate Weapon-type items as At-Will Actions. May only At-Will activate up to 2 Weapons per turn.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Willpower(1/1) - When you activate Willpower, reduce all damage you would have taken on your turn to 0. You may only activate Willpower once per thread.
Swashbuckler - You may use Sword-type items an additional 2 times per thread.
Mug(Class Level 1) - Whenever you critically hit with a Melee Attack, you may select 1 item from the critically hit target’s inventory on your next turn. For the duration of that turn, you may treat that item as though it were equipped(by you), even if you would not have slots to equip it. Other standard Item Rules apply.
Dynamic Entry(Class Level 2) - You may perform 1 Attack on your first combat turn of a thread.
Class Features
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Bountiful Coffers - Whenever you roll for treasure, you instead use the following rewards table: 1-10 is nothing, 11-40 is a Common Item, 41-80 is a Rare Item, 81-99 is a Mythic Item, and 100 is a Dragon Ball Shard.
Hide In Plain Sight - Suppressing to 1 PL makes you unable to be targeted by non-area attacks for up to 3 turns; you may not attack while this is active. This may be used once per thread.
Sneakier Attack - Your Sneak Attack feature is now triggered by suppressing to 70% or less and increases damage by 1d6+1 per whole turn suppressed. Additionally, your Sneak Attacks inflict “Cripple” on their target(s).
Ambush - Attacks benefitting from Sneak Attack deal an additional +4 damage to targets suffering from “Wound” or “Cripple”; increase this bonus damage to +8 damage if they are suffering from both.
Inventory
Sacred Water Of Korin(0/1) Gathered from a secret fountain, or perhaps the precipitation of the clouds itself, this mystical item is a small bottle of sacred water, as bottled by Korin himself. It has the symbol for Kami upon it, and is said to provide a great amount of power to the user. Type: Lost Artifact - Supplementary Zeni Value: 600000 Zeni Cost: 120000 Activation: Bonus Action Effect: Choose one of your skills, and increase its value to 50 until the end of that thread. As an item of great power simply possessing the Sacred Water of Korin generates an increase of 50% to the user's base power level. Limit: One use per thread.
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
Guardian Staff(3/3) This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm. Type: Weapon - Staff Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit: 3 uses per thread.
Katchin Sword(4/5) Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: At-Will Action due to Quick Draw Trait. Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 5 uses per thread due to Swashbuckler Trait.
Field Responder Pack(1/1) More robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread. Melee Accuracy: 1d100+65 Energy Accuracy: 1d100+45 Defense: 120 Damage Reduction: 8 Melee Damage Modifier: 4 Energy Damage Modifier: 4 Ki Cost Reduction: 1
Natural PL: 25,756 Base PL: 38,634(Sacred Water Of Korin) Current PL: 38,634
HP: 101/120 KI: 71/100 1d100+65·2d4+11·1d6+1·1d100·1d100+65·2d4+11·1d6+1·1d100·1d100+65·2d4+11·1d6+1·1d100·1d100+65·2d4+11·1d6+1·1d100
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Post by Nase on Jan 21, 2021 13:39:09 GMT -8
A hit! An attack finally hitting his target! Finally, something was going according to plan. Landing back onto his feet with a deep squat into standing straight once again, the machine mutant smirked greatly, him feeling a sense of victory in his efforts. With this satisfaction, a burning red ki aura formed around the ISLET soldier much larger than ever before. It seems that he was getting better at removing techniques that limit him now. Hopefully, he wouldn't have to deal with anymore, but in any case, it was better to gain a resistance from now. Not even giving himself time to relish in his attack landing, he immediately began forcing energy into his right hand again, charging up something big. As the marks on his face began to glow a bright hue as he powered up more and more, shining off of him only added to the theatrics as he charged up energy into one point once again. That attack was just the start after all. Now, he was ready to end her in one. "Heh... I'm not done yet!"Apparently, neither was she. Charging up what had to be his strongest attack, Palindrome finally got what he had previously wanted. She's actually trying this time. Watching as she unsheathed way too many blades at once for one person, Palindrome noticed the look on her face as she mentioned not wanting to kill him. Grimacing in annoyance as she continued, he began to get angry again as she spoke as if he had already lost, which only brought back his issue of her looking down on him like that. Pushing more and more energy out of his body than ever before, he could feel the grass die underneath him as he continued to pull more and more energy, until finally... he raised his hand to face her. "GRAAAAAAA! TAKE THI-"By the time he was about to finish what he said, it was already too late. The human swordfighter had suddenly vanished mid-yell to the point that Palindrome's eyes couldn't catch up with her. Then- "Gh!!!"Suddenly, a maliciously deep set of slashes appeared on Palindrome's chest, ripping straight through the strange uniform he had on and slashing into the skin below it, revealing the thin layer of tech inside the clothing. Almost instantly, the inferiority-complexed fighter lost all of the flowing energy around him, the earth-shaking power disappearing as fast as its target had. Stumbling back from the force of the attack, his eyes were seen to be fully white as in a couple of steps as his body tried to restabilize itself after that attack. Not even able to control his body anymore after that rush of blows, his mouth only moved slightly as all restraint he had on his ki was released at once. "Sh-"In less than a second, an immense beam of ki was shot from his limp arm, digging straight into the ground to the side of him and then travelling across the forest floor as his arm went straight up, flashing in the air like a beacon before dying out. After finishing its giant dig out of the ground, Palindrome's body went fully limp and almost slumped over, unable to do anythig about the finger that then prodded his forehead, pushing him over onto the ground next to a tree. As his body collapsed however, something started to... change. The marks on his face (and now visibly, chest) started to fade more and more as his skin and hair both started to darken. Once it finished, Nase's body laid there still, mouth agape in what must have been shock/pain, and a robotic sounding voice coming from his torso. "Current Ki Status:... 0."--0 HP! Cylie Chizu is the winner!-- -- -66HP! OVERKILL-- Even through all that technology that was on and in him, it seemed he was still humanoid after all. Well, looking at the ends of Cylie's blades and the grass underneath her, you could tell that about him. Whatever this ISLET group was, it was very obvious that they weren't just some weapons dealers Cylie had pissed off somehow.
689|4174 WC Post 6 Cylie
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Post by Cylie on Jan 28, 2021 7:39:17 GMT -8
After seeing the sheer amount of damage she had inflicted by simply ceasing to hold back, Cylie was momentarily concerned that she may have taken it a bit too far. After all, she was fully aware of what she was capable of, and already had a pretty good idea of the level her opponent was at. She had successfully disregarded all of that and even potentially ruined her chances of getting her message sent to this 'ISLET' group or whatever. While examining her fallen foe, she witnessed the sudden change in his appearance. The thief instinctively took a step back after hearing the robotic sound that his torso emitted, initially frozen with shock at how odd the situation was. Palindrome looked a little more human now, but he sure as hell didn't before. Just what the hell was he...?
Cylie spent a few more seconds of her time looking over Palindrome, checking for any other abnormalities. Finding none immediately, she finally turned around, and walked off. She procured a mobile device from her right pocket, and immediately dialed the number of one of her henchmen, more specifically, Xylo, the Namekian. The gang's leader had been told that the rest of the Crimson Wind had noticed the massive energy output coming from the forest, that and the amount of explosions that had occurred. However, they all had largely ignored it as Cylie's ki signal hadn't faltered once, indicating that she most likely did not require assistance. Cylie immediately told Xylo about her recent opponent.
"You wouldn't happen to know anything about a crazy albino robot running around, would you?
"What? Uh, no. I don't think so."
"Well, I just had to fight it. I'm fine, don't worry, but I need to know why it came after me. The robot thing called itself 'Palindrome', ring any bells?"
"No, I said no."
"Damn, are you useless. Whatever. Tell Keisha to find out who 'ISLET' is then. Apparently the robot works for them."
Cylie then proceeded to hang up on Xylo without waiting for a reply. She put her phone away, then ignited her flaming aura. She lifted herself into the sky before shooting off in a direction, her ki trail following her almost independently.
Word Count: 371/3540
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