Post by Yasu on Jul 16, 2021 19:12:34 GMT -8
YASU
HUMAN / MALE / AGE 18
"EAST LANDS RESIDENT"
REPUTATION - 5
NORTH - 0 SOUTH - 0 EAST - 4 WEST - 0 CENTRAL - 0 SOUTH ISLANDS - 1
Funds
Zeni - 42,386
Effort Points - 15,904
Race & Class Traits
Human Trait - Lucky Dog
Class Traits - N/A
HUMAN / MALE / AGE 18
"EAST LANDS RESIDENT"
REPUTATION - 5
NORTH - 0 SOUTH - 0 EAST - 4 WEST - 0 CENTRAL - 0 SOUTH ISLANDS - 1
Funds
Zeni - 42,386
Effort Points - 15,904
Race & Class Traits
Human Trait - Lucky Dog
Class Traits - N/A
Skills & Statistics
Power Level - 6398
Mastery Points - 2/10
Technique Slots - 4/5
Class - Wizard (Level 0)
Class Features
Strange Power - At the end of each turn, you must roll 1d4. On your next turn, treat your Edge as if it were equal to the result of that roll for the duration of your turn; this overwrites natural edge from Power Level.
Sorcery - You begin every thread with 4 Arcane Points (AP) and may spend them At-Will for the following effects:
-Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques.
-Divinate: You gain +10 Defense on your next turn.
-Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice.
-Evoke: You sacrifice 10 HP and restore 10 Ki.
-Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Abilities
Strange Power - At the end of each turn, you must roll 1d4. On your next turn, treat your Edge as if it were equal to the result of that roll for the duration of your turn; this overwrites natural edge from Power Level.
Sorcery - You begin every thread with 4 Arcane Points (AP) and may spend them At-Will for the following effects:
-Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques.
-Divinate: You gain +10 Defense on your next turn.
-Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice.
-Evoke: You sacrifice 10 HP and restore 10 Ki.
-Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Abilities
Ability Mastery I, (5/40) MPFocus Mastery I, (1/15) MP
Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25.
Level 2 costs 2 MP.
Level 3 costs 3 MP.
Level 4 costs 4 MP.
Level 5 costs 5 MP.
The total cost for all 5 levels is 15 MP.
Potential Mastery I, (2/30) MP
Each level of Potential Mastery increases all of your Skills by +5 permanently. The total value of Potential Mastery’s skill increases is +25 to all Skills.
Level 2 costs 4 MP.
Level 3 costs 6 MP.
Level 4 costs 8 MP.
Level 5 costs 10 MP.
The total cost of all 5 levels is 30 MP.
Every level of Ability Mastery grants you a single General or Skill Trait of your choice. You do not have to spend any additional MP to gain these Traits, as they are simply chosen and added to your sheet at the time you purchase a level of Ability Mastery. You may not use Ability Mastery to learn Class Traits or Racial Traits.
Level 2 costs 5 MP.
Level 3 costs 10 MP.
Level 4 costs 20 MP.
The total cost of all 4 levels is 40 MP.
MisdirectionStats
Activation: Bonus Action
Effect: When you activate Misdirection, you may reduce 1 attack(performed on this turn)’s Accuracy modifier to 0. On your next turn, you may have 1 attack of the same type treat its target’s Defense Modifiers as if they were +0.
Limit: Twice per thread.
Fighting: 10
Energy Control: 20
Reflexes: 15
Resilience: 10
Defense: 50 + 15 (REFLEX MOD) + 5 (EQUIPMENT MOD)
HP: 50 + 10 (RES. MOD) - 15 (CLASS MOD) + 20 (EQUIPMENT MOD)
KI: 100 + 15 (EQUIPMENT MOD)
DR: -0 + 1 (CLASS MOD) + 4 (EQUIPMENT MOD)
Accuracy: 1d100 + (5) [CLASS MOD] + (10) [FIGHT MOD] / 1d100 + (5) [CLASS MOD] + (20) [ENERGY MOD]
Starting "Non-Basic" Technique
DIVINATION
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 +35 defense against against attacks targeting you on your next turn.
Cost: None
Limit: Once per thread.
Ranks: Rank 2 defense is +40 and Rank 3 defense is +50.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
New Techniques
DEATH THREADS
The attacker removes an over garment, such as a coat, and tosses it towards their foe, however using normal yarn or string is possible. They then fire a beam of magic or energy at it and force it to break down into energized threads that lash out at the opponent's body in the same manner as a whip would.
Type: (Energy, Ranged, Single)
Action: Standard Action
Base Damage: 3d10 Base Damage
Major Effect: Slashing
Minor Effect: Wounding
Cost: 15 Ki
Learn: Two Weeks
HEAT SLAM
The attacker coats their body in bright flames and tries to push away an obstructive foe at high speed.
Type: (Energy, Melee, Single)
Action: Standard Action
Base Damage: 3d10 Base Damage
Major Effect: Bashing
Minor Effect: Imbued, Searing
Cost: 17 Ki
Learn: Two Weeks
THUNDER DRAGON
The air rumbles and rain clouds form overhead. A mighty thunderbolt flashes and slithers down from the heavens as if it were a dragon aiming its maw at Yasu's foe.
Type: (Energy, Ranged, Finisher)
Action: Standard Action
Base Damage: 5d8 + 10
Major Effect: Embolden
Minor Effect: Shocking
Cost: 35 Ki
Learn: Two Weeks
Item Slots
"WEAPONS"
- MARTINA [EQUIPPED] [GRENADE SLOT]
COMPANION | Chiu Chizu | COMPANION | Martina Le Pang |
MYTHIC RARE | 20/20 HP | MYTHIC RARE | 20/20 HP |
2D6 DAMAGE | +40 ACCURACY | 2D6 DAMAGE | +40 ACCURACY |
VALUE 40000 | COST 120000 | VALUE 40000 | COST 120000 |
- This Sidekick may make all actions a sidekick is prescribed to make. The use of Attacks, Grenades and Recovery Items.
- A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both.
- It may act At Will to perform any of the "Actions" described above for the current turn unless they are Defeated.
Tech Blade - WEAPON, SWORD [EQUIPPED]
This sword was designed originally to be used by Tuffle Soldiers as a last resort against Saiyans, who themselves preferred hand-to-hand combat. Its unique design allows for various kinds of ammunition to be slotted into its pommel and then released for great Effect from its edge.
Activation - Bonus Action Limit - (Two Uses)
Value - 30000 Cost - 80000
Effect - When you activate this weapon, you may choose 1 common quality Grenade-Type item in your inventory. Your Strikes on this turn consume uses of the chosen Grenade and afflict their Effects if they successfully hit their target(s).
Buckler - WEAPON, SHIELD
A highly technical Buckler employed by Soldiers throughout the universe as a last-ditch defensive maneuver.
Activation - Bonus Action, Reactive Limit - (Two Uses), TEMP HP and DR do not Replenish, You receive any remaining damage.
Value - 10000 Cost - 40000
Effect - When you activate ‘Buckler’, select one unresolved attack targeting you this turn. That attack deals it’s damage to ‘Buckler’ rather than you; if the damage of the target attack would not reduce ‘Buckler’s’ Temporary HP to 0, that attack’s Effects are not applied to you. ‘Buckler’ has 20 Temporary HP and 4 DR.
Scrying Staff - WEAPON, STAFF
Across the ages, those with aptitudes for the various Arcane Arts have been known to employ various means of divination through crystal balls, pools of water, or magical mirrors. The Scrying Staff is an enchanted staff with a divination tool located at its tip, used by the chosen champions of Wizards to assist in enacting their wills from afar.
Activation - Bonus Action Limit - (Three Uses)
Value - 40000 Cost - 120000
Effect - Your Sense technique may be used as a Reactive At-Will action on your next turn. For each Strike you perform on this turn that successfully hits its target, you may use Sense 1 additional time on your next turn; the Effects of multiple Sense uses through this Effect stack.
"OUTFITS"
Robes - OUTFIT, ROBE [EQUIPPED]
Worn by Priests and Magicians alike, these robes have been crafted to encourage the free flow of energy throughout their wearers.
Activation - Passive Limit - (Unlimited)
Value - 10000 Cost - 40000
Effect - Increase your maximum Ki by +15 and regain 1 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted.
Drakul's Cape - ACCESORY, CAPE
A wearable cloak that's kind of spooky.
Activation - Standard Action Limit - (Two Uses)
Value - 0 Cost - 0
Effect - Grants an additional use of 'Flight' in battle, and allows you to add the signature effect 'Leeching' to a special technique twice per battle. This is considered an accessory.
"GRENADES"
Capture Net - GRENADE
This capsule contains an expanding net that is released shortly after being thrown.
Activation - Bonus Action Limit - (Two Uses)
Value - 10000 Cost - 40000
Effect - Target one opponent; that opponent has a 50% chance to be afflicted with the Immobilize status effect. The max chance to afflict any Status Effect is 95%.
"SUPPLEMENTARY, RECOVERY"
Sake - SUPPLEMENTARY, MAGIC
This bottle is filled with expensive sake, the quality of which is rumored to be quite magical.
Activation - Bonus Action, Reactive Limit - (Three Uses)
Value - 20000 Cost - 80000
Effect - When you use Sake, reduce the success chance of any status effect targeting you by 20%.
Lucky Trinket - SUPPLEMENTARY, MAGIC [EQUIPPED], 1 [SPARE]
Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reason.
Activation - Passive Limit - (Unlimited)
Value - 10000 Cost - 40000
Effect - Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.)"VEHICLE"
Ostrich Chicken - "Shaozi" VEHICLE, SINGLE RIDER
A horse sized, very fast Ostrich Chicken. It is extremely attached to you and follows you where ever you let it. Greater still, it enjoys you riding on its back and speeding down the trails. If you have it and it is that attached, you probably got an Ostrich Chicken Egg somewhere.
Activation - Outside Battle Limit - (Unlimited) Add-on Slots - 1/1
Value - 10000 Cost - 75000
Effect - The possessor of a Ostrich Chicken has a 5% discount in time, EP, and words towards traveling.
Background
Appearance / History / RP Sample
Appearance / History / RP Sample
Yasu is a young, Caucasian man who sports slick-backed, brownish-black hair and brown eyes. He wears a large, confident smile on his face often yet does not have the build of a tough guy. The reason being he's only 5'8" tall and scrawny looking, thanks to his poor diet in the desert and his sister's hunger pangs. Due to this, he appears to have sizeable hands and feet in comparison to the rest of his body (nothing too out of proportion, but they are large).
The young man likes to wear track suits and often has on a light red sleeve jacket with a high collar and white torso. The inside of this jacket is green and sports his name on the inside near his chest in black letters in case he loses it. The pants that he sports are also red with a single thin, white stripe along each outer thigh. Finally, he wears gray sneakers with black laces and with this he is all set for a track meet or a fight.
--
Around the world, the ability to see one's future ends up seen as an astounding and near impossible gift, but for Yasu's family it is commonplace for all people who join the fold. The last bearer of this ability was Yasu's mother who married into this family, woke up with a splitting headache after her honeymoon and realized she would only ever bear sons. It irked her greatly so she ran away towards the Earth's eastern desert and gave birth to him in a desert tent a few miles from civilization. The reason was Yasu was going to die along with every single other son she was supposed to have at the hands of marauders. Thus, she decided to raise him alone to promote his survival, and if possible, twist the fate she saw for him by allowing herself to end up dead at the hands of ruffians instead of him.
Yasu's mother got her chance when Yasu turned seven and developed the ability to see the future on his own. He randomly picked up a two hundred year old Zeni coin while salvaging the desert for food and found himself at the mercy of thieves hunting for gold moments before he was supposed to die. He twisted around and watched his mom leap in front of his assailants though just as one of these burly men pummeled her with fists meant for him. These thieves had just used an ancient map to find a buried temple location only marked by an old coin that rolled by the same spot every ten years and allowed access to it. If they missed this chance, of course they might be this angry with the ones who denied them riches! This would have been a horrifying experience to an ordinary, small child but Yasu accidentally dropped the coin and caused a female genie to appear from within a cloud of smog. The genie's arrival terrified the bandits and caused them to flee leaving Yasu's mom with some minor bruises. The genie then turned to ask about its summoning by Yasu and his mother and heard their sob story.
Ultimately, she made a deal with the two of them promising to mitigate the future that was supposed to have killed him by sacrificing all her magic to him and by demanding she join their family. She was quite tired of guarding a treasure almost no one ever sought now. Yasu's mom agreed to it because it meant Yasu was able to live longer, but neither realized this meant her getting pregnant a second time. This time she had a girl named Yoi who looked the same as the genie in question. She seemed normal, in that she looked like a normal fox or wolf Beastman with fluffy ears, but frequently bit him to subsist off his life force alongside normal human food.
Anyway, things went as nicely as they could for the next ten years yet Yasu's mom always went mum any time Yasu brought up ideas about going to see his other family members. When she did, the only questions that mattered to him tumbled around inside his head, "Who were they and why did they all feel like they did something to attain this death curse?" Yasu found it was time to leave if his mother wanted to remain silent on the subject. He was not going to get many answers in the desert, so he left on his own to do so while continually feeling the presence of his new sister behind his back. He was fine with it, but only because he felt like he could do far more than see the future, due to his little arrangement with her. It might just speed up finding the answers he wanted.
--
A young man slogged through the desert with the sun beating down his brow. He did not want to do this one more time but he had to if he was going to leave on the journey he set for himself. He wiped his forehead on the sleeve of his tracksuit jacket before focusing his hearing on the lighter, younger breathes from a person whose voice he knew. A small hand reached for his back and he paused as little nails pulled his clothing's fabric forced him to turn around. His eyes dropped down and he glared at a little blond haired girl with brown tipped fox ears.
"Yasu, you got to wait for me," the little girl chided him.
"No, go home genie," Yasu replied bluntly while placing his hand upon her head. "This place is not safe."
"It's Yoi, stupid brother, and you cannot survive without me, even though we both understand we are fine out here." She answered glaring up at him with a smirk on her sweet, innocent face. "If you do not let me come with you my magic I gave you will go ballistic and cause issues. You are always one step away from becoming a demon unless I eat your life force at regular intervals human boy."
Yasu rolled his brown eyes then heard her stomach growl. He did not want to end up a demon, so he stretched out his arm and waited. His sister's tiny mouth opened and quickly nipped his forearm to sink her teeth into his wrist. Yasu felt weird and stumbled causing him to fall on his butt, but at least he was alive. Without her, his future had always the added consequence of getting killed by bandits jut for developing his own psychic powers. He was out of practice, but for now saw no danger in his life as Yoi pulled him off the ground with her little hands and dusted off a white dress she wore.
"Stop getting so weak when I get hungry," she complained, "we have to go." He nodded, even though he did not want to, and continued to walk on. Civilization was still a few miles away.
--
Personality
Best Attitude- Confident
- Genuine
- Studious
- Energetic
- Lucky
Normal Attitude
- Efficient
- Diligent
- Protective
- Rash
- Picky
Worst Attitude
- Thoughtless
- Stingy
- Bossy
- Pompous
- Self-centered