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Post by Aichi on Aug 27, 2021 12:02:22 GMT -8
The wind was blowing fast today. Strong gusts of wind were frequent along the trail westbound from North City, and Aichi's shoulder length red hair was blowing in the wind. The Saiyan sighed. Still yet to find himself a home and not with much luck in his recent tournament; Aichi was poor and hungry. The rent he paid at his motel was up, so he had to get back on the road. Figuring the west side of North Lands was mostly unexplored by himself, he was trekking along. Whether he found work, a tournament, or a free meal it didnt matter. As the air was gusting his jacket out and about he caught sight of a bridge. According to a map he kept inside of his pocket that meant Aichi was at about halfway to Pringle Village. Excited for civilization to give him a good opportunity to make some Zenni, Aichi picked his pace up. The closer he got to the bridge the better Aichi could figure that something was wrong. In the closing distance he could see a figure overtop another. It looked like a mugging, and Aichi's suspicions were confirmed when the woman let out a cry for help. Levitating into the air Aichi flew forward as fast as he could to save the woman.
Aichi Genki Turn 0 ============================ HITPOINTS: 80/80 Ki: 100/100
STATUS: Normal TURNS REMAINING: N/A Power Level: 12,512
============================Active Effects CLASS: Prodigy (Lv1) +5 HP, +5 Accuracy, +1 Damage, +1 DR
Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genius - Your Skills are no longer restricted by the natural 50 cap. Skillful - Focus Mastery Level 1 now instead increases your chosen skill by +10.
EQUIPMENT
Katchin Sword 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 Activation: Bonus Action 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: 3 uses per thread.
Ritual Dagger This dagger is long and broad at its base, narrowing to a deadly tip with a wave-like edge throughout its length and has been used in countless sacrificial rituals- enough to imbue its blade with an Enchantment that saps the life force of its victims. Type: Weapon - Knife Activation: Bonus Action Effect: Strikes you perform on this turn deal an additional 2 damage to their targets; this damage is applied even if your strikes would not hit and ignores all DR and Temporary HP possessed by the target. You regain 2 HP for each Strike performed on this turn that successfully hits its target. Limit: 3 uses per thread.
Champion’s Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Master Belt A belt worn by master martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4. Limit: Only one Belt may be equipped at a time.
TRAITS
- Zenkai: During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
- Energy Contol - Power:
+3 Damage to Energy Attacks
- Flawless Counter:
Activation - Passive Effect - On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit - None
TECHNIQUES Rotating Dragon Sphere The user extends their palm forward and a rotating sphere of Ki forms. Upon firing this sphere as a beam of ki, a helix forms around the blue beam and expands into multiple points that randomly protrude from the original beam. Type: Energy Ranged, Barrage Action: Standard Action Base Damage: 4d6+4 Base Damage Major Effect: Charging Minor Effect: Immobilizing Cost: 20 Ki
Rank 3: ENERGY CONSTRUCTSYou form constructs of pure energy that help you fight in various ways.Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below.You may use at-wills from this technique more than once in a given turn.
Give +10 to a single Accuracy roll on your turn. One per attack.
Gain +2 bonus damage for a single attack you make. Two per attack max.
Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack.
As a reaction you gain +10 Defense against all attacks. One per turn.
As a reaction you gain 4 DR against all attacks during turn. One per turn.Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Rank 3: Wild AttackYou swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponentsType: Utility Action: At-will. Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct.Duration: N/A Cost: 2 ki per instinct generated Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. TELEPORTYou 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, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Rank 3: INSTINCTUAL DEFENSEYou swiftly blink in and out of your opponent's attacks using your powerful natural instincts.Type: Defense Action: Bonus Action Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.Duration: N/A Cost: 2 ki per instinct generated Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. TRANSFORMATION:N/A
Active Effects: Prodigy Level 1: +5 HP, +5 Accuracy, +1 Damage, +1 DR STATISTICS:
FIGHTING: | 20 | ENERGY: | 40 | REFLEXES: | 30 | RESILIENCE: | 25 | ACCURACY: | +25/+45 | DEFENSE: | 80 | DR: | 1 |
============================ Battle Phase and Rolls ============================
Standard Action:
Standard Action:
Bonus Action:
Bonus Action:
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Post by Cylie on Aug 27, 2021 15:29:48 GMT -8
A fist made heavy contact with the woman's jaw, cutting her scream short. She dropped like a rock, hitting the ground roughly. She did not move. For a moment, Cylie had thought she had accidentally killed the target, but her criminal companion immediately went down to check on her, and he confirmed that she was still breathing. "You didn't have to do that, boss.""There'll be time for grieving later. Just pick up her stuff so we can get outta here."Cylie was currently engaged in idle chatter with one of her underlings, all while they were emptying the pockets of a poor innocent woman who just happened to be in the wrong place at the wrong time. For context, these two brutal thieves were new in town, and for each of the few days they've resided in the north, several people were robbed. It was sort of a daily routine. Every now and again though, something would go wrong. Like now. Today's third target was the aforementioned female civilian, who Cylie had knocked out on impulse in response to her cry for help. The victim seemed to be unconscious. Cylie let her lackey do his thing, when suddenly, she felt a power level approaching fast. She looked up in the air, watching a Saiyan soar towards her at top speed. She squinted at the sight, and flared her aura. The red energy enveloped her form as she approached the peak of her power, hoping to scare off the newcomer.
Word Count: 250 Initiative: TkEM3gwu1d100Battle Tracker
Defense Phase
Attack 1: Cylie's 110 Def vs 0 Acc Attack 2: Cylie's 110 Def vs 0 Acc
Total Dmg: 0-5= 0
Offense Phase
At-Will:
Bonus Action:
Standard Action 1:
Standard Action 2: Battle Info
Current Battle Effects
None.
Skills
Fighting: 50 Energy Control: 25 Reflexes: 30 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.
HEAL III(1/1) You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Effect: You restore 40 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally.
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.
Instinct - Your Defense is increased by +10.
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(1/1) 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.
Champion’s Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Steel Sword(5/5) Produced by Capsule Corporation, this high-carbon sword is known to be very durable and exceedingly sharp. Type: Weapon - Sword Zeni Value: 10000 Zeni Cost: 40000 Activation: At-Will Action due to Quick Draw trait. Effect: Strikes you perform on this turn deal an additional +2 damage and have a 35% chance to inflict Wound on their target(s). Limit: 5 uses per thread due to Swashbuckler trait.
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.
Companion - The Crimson Wind Gang A semi-notorious band of thieves led by Cylie Chizu herself. They'll show up wherever they are needed, willing to follow even the slightest order. Zeni Value: 40000 Zeni Cost: 120000 Rarity: Mythic Effect: The Crimson Wind may make all actions a sidekick is prescribed to make. Their bonus to attack with energy or physical weapons is +40, their damage dice is 2d6, and their HP is 20.
Melee Accuracy: 1d100+65 Energy Accuracy: 1d100+40 Defense: 110 Damage Reduction: 5 Melee Damage Modifier: 4 Energy Damage Modifier: 4 Ki Cost Reduction: 1
Natural PL: 29,773 Base PL: 44,660(Sacred Water Of Korin) Current PL:44,660
HP: 90/90 KI: 100/100 1d100
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Post by Aichi on Aug 27, 2021 15:57:38 GMT -8
Flying fast Aichi soared above the typical height of someone's top. His scarf and jacket were whipping in the wind, and he eyed up the targets below. Seemed like a couple, probably high on life hurting innocent people. Aichi furrowed his brow as he got closer. It was obvious these thugs were up to no good, with the victim knocked clean out on the metal floor of the bridge. Flying still close to the ground Aichi landed. His arms went up for battle and his red hair was whipping up in the air more than ever. Seriously focused Aichi was watching his peripherals. It looked like a gang attack, so the Saiyan was wary of anyone else joining. He stood ready for a fight with both fists loosely clenched in front of him. Anything was bound to happen and Aichi was fully equipped. His Ryushic Dagger was enchanted with all sorts of magic and he was ready for a serious threat. Aichi could tell these thugs were tough. CUMplnmx1d100
{BATTLE TRACKING} Aichi Genki Turn 0 ============================ HITPOINTS: 80/80 Ki: 100/100
STATUS: Normal TURNS REMAINING: N/A Power Level: 12,512
============================Active Effects CLASS: Prodigy (Lv1) +5 HP, +5 Accuracy, +1 Damage, +1 DR
Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genius - Your Skills are no longer restricted by the natural 50 cap. Skillful - Focus Mastery Level 1 now instead increases your chosen skill by +10.
EQUIPMENT
Katchin Sword 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 Activation: Bonus Action 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: 3 uses per thread.
Ritual Dagger This dagger is long and broad at its base, narrowing to a deadly tip with a wave-like edge throughout its length and has been used in countless sacrificial rituals- enough to imbue its blade with an Enchantment that saps the life force of its victims. Type: Weapon - Knife Activation: Bonus Action Effect: Strikes you perform on this turn deal an additional 2 damage to their targets; this damage is applied even if your strikes would not hit and ignores all DR and Temporary HP possessed by the target. You regain 2 HP for each Strike performed on this turn that successfully hits its target. Limit: 3 uses per thread.
Champion’s Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Master Belt A belt worn by master martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4. Limit: Only one Belt may be equipped at a time.
TRAITS
- Zenkai: During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
- Energy Contol - Power:
+3 Damage to Energy Attacks
- Flawless Counter:
Activation - Passive Effect - On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit - None
TECHNIQUES Rotating Dragon Sphere The user extends their palm forward and a rotating sphere of Ki forms. Upon firing this sphere as a beam of ki, a helix forms around the blue beam and expands into multiple points that randomly protrude from the original beam. Type: Energy Ranged, Barrage Action: Standard Action Base Damage: 4d6+4 Base Damage Major Effect: Charging Minor Effect: Immobilizing Cost: 20 Ki
Rank 3: ENERGY CONSTRUCTSYou form constructs of pure energy that help you fight in various ways.Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below.You may use at-wills from this technique more than once in a given turn.
Give +10 to a single Accuracy roll on your turn. One per attack.
Gain +2 bonus damage for a single attack you make. Two per attack max.
Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack.
As a reaction you gain +10 Defense against all attacks. One per turn.
As a reaction you gain 4 DR against all attacks during turn. One per turn.Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Rank 3: Wild AttackYou swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponentsType: Utility Action: At-will. Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct.Duration: N/A Cost: 2 ki per instinct generated Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. TELEPORTYou 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, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Rank 3: INSTINCTUAL DEFENSEYou swiftly blink in and out of your opponent's attacks using your powerful natural instincts.Type: Defense Action: Bonus Action Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.Duration: N/A Cost: 2 ki per instinct generated Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. TRANSFORMATION:N/A
Active Effects: Prodigy Level 1: +5 HP, +5 Accuracy, +1 Damage, +1 DR STATISTICS:
FIGHTING: | 20 | ENERGY: | 40 | REFLEXES: | 30 | RESILIENCE: | 25 | ACCURACY: | +25/+45 | DEFENSE: | 80 | DR: | 1 |
============================ Battle Phase and Rolls ============================
Standard Action:
Standard Action:
Bonus Action:
Bonus Action:
1d100
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Post by Cylie on Aug 27, 2021 19:03:44 GMT -8
Cylie's aura evaporated as soon as the Saiyan touched the ground, understanding that her intimidation tactic proved to be ineffective. She sneered at the man, slightly annoyed at the obstacle now in her way. Her sidekick for the day rose from his knee, now holding the purse of the victim. "C'mon girl, let's bounce," He urged. "Give me a second, P." She responded. "Lemme take care of this guy first."Despite a few more words of protest from 'P', Cylie took a couple steps forward, fingers flexed. "Whoever you are, I'd suggest you don't be a hero."The man behind her chuckled before sarcastically adding, "Trust me homes, you don't want to. She's cray. With a capital 'Z'."The guy began laughing after his dialogue ended. An elbow to the stomach immediately halted his laugh and replaced it with a groan of pain. Angrily, Cylie addressed him without turning around. In a loud whisper, she said, "Another word outta you and I swear I will cut you and your brother. Clear?""Ehehe..... See? Crazy."The man massaged his gut gingerly, seemingly unbothered by the threat he was just given. Cylie got over it rather quickly. She couldn't hate P after all. She reached into her pocket, and pulled out a tiny glass vial filled with water. After uncapping it, she downed the clear liquid until none remained, then without warning, she threw the empty glass vial at her adversary. This was to slightly test their power. They could always be masking their true strength. Just like Cylie was now. Her power level had matched with the Saiyan's ever since he touched the bridge. No real reason for it other than to toy with her opponent for as long as possible. She gave one final warning to the man before she'd attack again. "Unless you also want a broken jaw, you'd go home right about now."
Word Count: 315/565 Battle Tracker
Defense Phase
Attack 1: Cylie's 130 Def vs 0 Acc Attack 2: Cylie's 130 Def vs 0 Acc
Total Dmg: 0-5= 0
Offense Phase
Dynamic Entry trait activates. May make an attack on first turn of combat.
At-Will: Suppression | Suppress to 13,000 PL.
Bonus Action: Activate Sacred Water of Korin | Increase Reflexes to 50.
Standard Action 1: Strike | -0 ki
Accuracy: R44PV5sw1d100+65
Damage: 1d8+4
Standard Action 2: Battle Info
Current Battle Effects
Sacred Water Of Korin. Reflexes increased to 50. (Until end of thread.)
Skills
Fighting: 50 Energy Control: 25 Reflexes: 30 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.
HEAL III(1/1) You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Effect: You restore 40 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally.
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.
Instinct - Your Defense is increased by +10.
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.
Champion’s Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Steel Sword(5/5) Produced by Capsule Corporation, this high-carbon sword is known to be very durable and exceedingly sharp. Type: Weapon - Sword Zeni Value: 10000 Zeni Cost: 40000 Activation: At-Will Action due to Quick Draw trait. Effect: Strikes you perform on this turn deal an additional +2 damage and have a 35% chance to inflict Wound on their target(s). Limit: 5 uses per thread due to Swashbuckler trait.
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.
Companion - The Crimson Wind Gang A semi-notorious band of thieves led by Cylie Chizu herself. They'll show up wherever they are needed, willing to follow even the slightest order. Zeni Value: 40000 Zeni Cost: 120000 Rarity: Mythic Effect: The Crimson Wind may make all actions a sidekick is prescribed to make. Their bonus to attack with energy or physical weapons is +40, their damage dice is 2d6, and their HP is 20.
Melee Accuracy: 1d100+65 Energy Accuracy: 1d100+40 Defense: 130 Damage Reduction: 5 Melee Damage Modifier: 4 Energy Damage Modifier: 4 Ki Cost Reduction: 1
Natural PL: 29,773 Base PL: 44,660(Sacred Water Of Korin) Current PL:13,000
HP: 90/90 KI: 100/100 1d100+65·1d8+4
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Post by Aichi on Aug 27, 2021 19:26:43 GMT -8
There wouldnt be a need for too many threats, Aichi knew any one who would beat a lady unconcious was a threat. As far as he could tell the woman was mostly a civilian Or at least she wasnt dressed like a warrior. Aichi briefly wondered what she had done to get mugged, but he didnt have long to do it. Nodding as if he were going to stand down, Aichi focused on his opponent ahead. He watched the does movements carefully. Before any strike was thrown he had his hands up. The two fists he held covered his body and protecting him from damage. With his red hair swinging about Aichi soared backwards in a dash. Floating just over the ground he was safe from tripping and put some distance between the strong assailant. Aichi could tell this fighter was suppressing some strength, her cool attitude was indicative of an experienced fighter. The Saiyan lifted his hand, and figured she would have a plan for this. His energy began pulsing around him, and Aichi formed an aura. First he fired an energy blast from his already raised left hand, as it flew forward he too flew upwards. The Saiyans wild instincts were pulsing through his mind, countless hours of training ingrained into his very being and preparing his next move. Flying high and fast he watched his energy blast go at its fastest toward the target, while honing his focus and preparing the wild force of his martial prowess in his follow up. The Saiyans aura was ribboning around him and he raised his other hand while ascending in the air still. Floating higher he began shouting as Ki collected swiftly in his body. Crossing both palms Aichi prepared the Rotating Dragon Spheres application. Letting out a heavy kiyap! from his mouth the Saiyan memetically triggered the techniques advanced form to develop before it was fired. The ki that had formed in front of his hands began to glow red . Before firing forward the crimson red spiral blast, ki in the shape of an orb formed in Aichi's hand. He aimed and then shot. The ki shot forward in a beautifully white and red display of spiraling energy, charging the enemy in a small arcing beam. As it inched closer spiral blasts of red Ki extended around it. The spiraling energy flew all over where the assailant was.
{Spoiler}{BATTLE TRACKING} Aichi Genki Turn 1 ============================ HITPOINTS: 80/80 Ki: 71/100
STATUS: Normal TURNS REMAINING: N/A Power Level: 12,512
============================Active Effects CLASS: Prodigy (Lv1) +5 HP, +5 Accuracy, +1 Damage, +1 DR
Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genius - Your Skills are no longer restricted by the natural 50 cap. Skillful - Focus Mastery Level 1 now instead increases your chosen skill by +10.
EQUIPMENT
Katchin Sword 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 Activation: Bonus Action 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: 3 uses per thread.
Ritual Dagger This dagger is long and broad at its base, narrowing to a deadly tip with a wave-like edge throughout its length and has been used in countless sacrificial rituals- enough to imbue its blade with an Enchantment that saps the life force of its victims. Type: Weapon - Knife Activation: Bonus Action Effect: Strikes you perform on this turn deal an additional 2 damage to their targets; this damage is applied even if your strikes would not hit and ignores all DR and Temporary HP possessed by the target. You regain 2 HP for each Strike performed on this turn that successfully hits its target. Limit: 3 uses per thread.
Champion’s Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Master Belt A belt worn by master martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4. Limit: Only one Belt may be equipped at a time.
TRAITS
- Zenkai: During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
- Energy Contol - Power:
+3 Damage to Energy Attacks
- Flawless Counter:
Activation - Passive Effect - On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit - None
TECHNIQUES Rotating Dragon Sphere The user extends their palm forward and a rotating sphere of Ki forms. Upon firing this sphere as a beam of ki, a helix forms around the blue beam and expands into multiple points that randomly protrude from the original beam. Type: Energy Ranged, Barrage Action: Standard Action Base Damage: 4d6+4 Base Damage Major Effect: Charging Minor Effect: Immobilizing Cost: 20 Ki
Rank 3: ENERGY CONSTRUCTSYou form constructs of pure energy that help you fight in various ways.Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below.You may use at-wills from this technique more than once in a given turn.
Give +10 to a single Accuracy roll on your turn. One per attack.
Gain +2 bonus damage for a single attack you make. Two per attack max.
Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack.
As a reaction you gain +10 Defense against all attacks. One per turn.
As a reaction you gain 4 DR against all attacks during turn. One per turn.Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Rank 3: Wild AttackYou swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponentsType: Utility Action: At-will. Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct.Duration: N/A Cost: 2 ki per instinct generated Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. TELEPORTYou 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, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Rank 3: INSTINCTUAL DEFENSEYou swiftly blink in and out of your opponent's attacks using your powerful natural instincts.Type: Defense Action: Bonus Action Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.Duration: N/A Cost: 2 ki per instinct generated Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. TRANSFORMATION:N/A
Active Effects: Prodigy Level 1: +1 Damage Flawless Counter: +20 Accuracy for 1 Turn Champions Gi: +15 Special Technique Accuracy this turn Wild Attack: -8 Instinct Stacks for +20 Accuracy for 3 Turns Energy Control - Power: +3 Damage for Energy Attacks STATISTICS:
FIGHTING: | 20 | ENERGY: | 40 | REFLEXES: | 30 | RESILIENCE: | 25 | ACCURACY: | +25/+45 | DEFENSE: | 80 | DR: | 1 |
============================ Battle Phase and Rolls ============================
Standard Action: Rotating Dragon Sphere with +55 Accuracy, +7 DMG Accuracy = FeNPgA64d100 +45+(55) Damage = 4d6 +4+(7)
Standard Action: Energy Blast with +55 Accuracy, +7 DMG Accuracy = d100 +45+(55) Damage = 2d6 +2+(7)
Bonus Action: Reactive +10 DR from Guard, -7 Ki = -0 Damage Flawless Counter Activates: +20 Accuracy This Turn
At-Will Action: Utility +8 Instinct Stacks to -8 Instinct Stacks for +20 Accuracy (3 Turns left), -8 Ki
At-Will Action:
d100+45+55·4d6+4+7·d100+45+55·2d6+2+7
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Post by Cylie on Aug 27, 2021 21:56:22 GMT -8
The glass vial she threw shattered against the Saiyan's tough arms, which had been preemptively put up to guard himself from any incoming damage. Immediately after, Cylie's opponent began putting some distance between the two, firing a dangerous energy blast at her as he did so. P reacted quickly, seemingly forgetting about the pain his stomach was in as he leaped in front of Cylie, arms crossed in defense. The energy caused a small explosion as soon as it collided with P's body, knocking the guy down to the ground. As P writhed in pain on the metal floor of the bridge, Cylie frowned. Her opponent was strong. Stronger than she initially realized. Maybe she should stop relying on power levels to make a proper judgment on strength for once. She looked up at her foe as he rose higher and higher into the air. All while preparing his main assault. That sphere of energy that formed in the Saiyan redhead's hands was a cause for concern. She ignited her flaming red aura once more, and yelled an order to her subordinate, "Cover me, P!"At the same time the swirling mess of crimson ki was fired by the airborne combatant, Cylie shot upwards into the sky to meet him, teeth grit as she headed straight towards the attack. Within moments, the two forces made a collision, creating a decently sized explosion in the sky that resulted in a cloud of smoke hovering silently in the air. However, it didn't take long for Cylie to exit the smoke cloud. She broke through the smog, clothes singed, bruises sustained, grin crooked, and aura gone. Three swords were in both of her hands, equaling a total of six blades. They were tightly grasped around her fingers, showing off her wrist strength. She'd try to meet with the Saiyan violently in the air, attempting to cut him down with a vertical double slash.
Word Count: 320/885 Battle Tracker
Defense Phase
Attack 1: Cylie's 170 Def vs 166 Acc. Miss. Attack 2: Cylie's 170 Def vs 178 Acc. Intercepted by Companion. 18 Dmg.
Total Dmg: 0-5= 0
Offense Phase
Champion's Gi provides +10 Def this turn.
Edge 3 established. +10 Acc, +4 DM, +4 DR.
At-Will: Release Suppression | Return to full PL; Opponent cannot use Sense
At-Will: Order Companion | Defensive Mode - Energy Blast | 2/20 HP
At-Will: Activate Katchin Sword | Strikes performed on this turn are treated as if they were Critical Hits for the purposes of triggering effects that require critical hits, and deal +3 damage and have a 50% chance to 'Wound'.
At-Will: Activate Steel Sword | Strikes performed on this turn deal +2 damage and have a 35% chance to 'Wound'.
At-Will: Blitz Strike | -0 ki | Inflicts 'Cripple' on hit due to Sneakier Attack trait.
Accuracy: K9sDy52t1d100+80
Damage: 1d8+13
Sneak Attack Damage: 1d6+1
Wound(50 or lower): 1d100
Wound(35 or lower): 1d100
Bonus Action: Rapid Movement | -14 ki | +25 Def against unresolved attacks.
Standard Action 1(Sacrificed for Bonus Action): Sense | +5 Def and +5 Acc.
Standard Action 2: Strike | -0 ki | Inflicts 'Cripple' on hit due to Sneakier Attack trait.
Accuracy: 1d100+80
Damage: 1d8+13
Sneak Attack Damage: 1d6+1
Wound(50 or lower): 1d100
Wound(35 or lower): 1d100 Battle Info
Current Battle Effects
Sacred Water Of Korin. Reflexes increased to 50. (Until end of thread.)
Skills
Fighting: 50 Energy Control: 25 Reflexes: 50(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.
HEAL III(1/1) You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Effect: You restore 40 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally.
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.
Instinct - Your Defense is increased by +10.
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.
Champion’s Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Steel Sword(4/5) Produced by Capsule Corporation, this high-carbon sword is known to be very durable and exceedingly sharp. Type: Weapon - Sword Zeni Value: 10000 Zeni Cost: 40000 Activation: At-Will Action due to Quick Draw trait. Effect: Strikes you perform on this turn deal an additional +2 damage and have a 35% chance to inflict Wound on their target(s). Limit: 5 uses per thread due to Swashbuckler trait.
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.
Companion - The Crimson Wind Gang A semi-notorious band of thieves led by Cylie Chizu herself. They'll show up wherever they are needed, willing to follow even the slightest order. Zeni Value: 40000 Zeni Cost: 120000 Rarity: Mythic Effect: The Crimson Wind may make all actions a sidekick is prescribed to make. Their bonus to attack with energy or physical weapons is +40, their damage dice is 2d6, and their HP is 20.
Melee Accuracy: 1d100+65 Energy Accuracy: 1d100+40 Defense: 130 Damage Reduction: 5 Melee Damage Modifier: 4 Energy Damage Modifier: 4 Ki Cost Reduction: 1
Natural PL: 29,773 Base PL: 44,660(Sacred Water Of Korin) Current PL:44,660
HP: 90/90 KI: 86/100 1d100+80·1d8+13·1d6+1·1d100·1d100·1d100+80·1d8+13·1d6+1·1d100·1d100
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Post by Aichi on Aug 29, 2021 13:47:16 GMT -8
Aichi stuttered for a moment while he watched his enemy wielding a several blades. In fact the Saiyan was out right nervous by the skill shown. At first he considered running away, but Aichu never gave up. Having flexed his spiritual prowess while she was flying towards him, Aichi had a strong red aura growing around him. Comparatively lighter than the woman's but of a similar crimson shade. Aichi had but a second to admire the woman when she was flying at him. The blades were dangerous for sure, and Aichi had only an instant to react. He teleported further behind the woman with no hesitation at the cutting edge of her now un suppressed ki; flying higher through the space time acceleration Aichi performed he appeared another ten meters higher and facing the woman. As his body reformed through space and time he was holding hus palm out again. A familiar ki blast was forming and Aichi released the Rotating Dragon Sphere once again.
{Spoiler}{BATTLE TRACKING} Aichi Genki Turn 1 ============================ HITPOINTS: 80/80 Ki: 76/100
STATUS: Normal TURNS REMAINING: N/A Power Level: 12,512 +25% = [15,640] 1 Turn Left
============================Passive Traits CLASS: Prodigy (Lv1) +5 HP, +5 Accuracy, +1 Damage, +1 DR
Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genius - Your Skills are no longer restricted by the natural 50 cap. Skillful - Focus Mastery Level 1 now instead increases your chosen skill by +10.
EQUIPMENT
Katchin Sword 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 Activation: Bonus Action 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: 3 uses per thread.
Ritual Dagger This dagger is long and broad at its base, narrowing to a deadly tip with a wave-like edge throughout its length and has been used in countless sacrificial rituals- enough to imbue its blade with an Enchantment that saps the life force of its victims. Type: Weapon - Knife Activation: Bonus Action Effect: Strikes you perform on this turn deal an additional 2 damage to their targets; this damage is applied even if your strikes would not hit and ignores all DR and Temporary HP possessed by the target. You regain 2 HP for each Strike performed on this turn that successfully hits its target. Limit: 3 uses per thread.
Champion’s Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Master Belt A belt worn by master martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4. Limit: Only one Belt may be equipped at a time.
TRAITS
- Zenkai: During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
- Energy Contol - Power:
+3 Damage to Energy Attacks
- Flawless Counter:
Activation - Passive Effect - On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit - None
TECHNIQUES Rotating Dragon Sphere The user extends their palm forward and a rotating sphere of Ki forms. Upon firing this sphere as a beam of ki, a helix forms around the blue beam and expands into multiple points that randomly protrude from the original beam. Type: Energy Ranged, Barrage Action: Standard Action Base Damage: 4d6+4 Base Damage Major Effect: Charging Minor Effect: Immobilizing Cost: 20 Ki
Rank 3: ENERGY CONSTRUCTSYou form constructs of pure energy that help you fight in various ways.Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below.You may use at-wills from this technique more than once in a given turn.
Give +10 to a single Accuracy roll on your turn. One per attack.
Gain +2 bonus damage for a single attack you make. Two per attack max.
Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack.
As a reaction you gain +10 Defense against all attacks. One per turn.
As a reaction you gain 4 DR against all attacks during turn. One per turn.Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Rank 3: Wild Attack (1/1)You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponentsType: Utility Action: At-will. Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct.Duration: N/A Cost: 2 ki per instinct generated Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. TELEPORT (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, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Rank 3: INSTINCTUAL DEFENSEYou swiftly blink in and out of your opponent's attacks using your powerful natural instincts.Type: Defense Action: Bonus Action Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.Duration: N/A Cost: 2 ki per instinct generated Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. TRANSFORMATION:N/A
Active Effects: Prodigy Level 1: +1 Damage Flawless Counter: +20 Accuracy for 1 Turn Champions Gi: +15 Special Technique Accuracy this turn Wild Attack: -8 Instinct Stacks for +20 Accuracy for 2 Turns Energy Control - Power: +3 Damage for Energy Attacks STATISTICS:
FIGHTING: | 20 | ENERGY: | 40 | REFLEXES: | 30 | RESILIENCE: | 25 | ACCURACY: | +25/+45 | DEFENSE: | 80 | DR: | 1 |
============================ Battle Phase and Rolls ============================
Standard Action: Reactive Teleport - Defensive You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. -25 Ki, Flawless Counter Activates
Standard Action: Rotating Dragon Sphere with +55 Accuracy, +4 DMG Accuracy = qPPuLZEw1d100+100 Damage = 4d6+8
Bonus Action: Utility (Enhanced) Power up! (1/1) You regain Enhanced Ki at the time of use and increase your Current Power Level by 25% for 2 turns.
At-Will Action:
At-Will Action:
d100+45+55·4d6+4+4
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Post by Cylie on Aug 29, 2021 17:01:12 GMT -8
Cylie let out a tiny gasp as her target seemingly disappeared out of thin air, causing her many swords to cut nothing but thin air. Her pupils shrunk as she felt the vigilante's power level reappearing above her, and she nearly broke her neck when she looked upwards to face the man. The only thing she saw was a wonderfully red splash of energy charging downwards towards her, and she was only given a few moments to react. Regardless, she still managed to avoid the beam of ki, albeit barely. She could feel the fiery heat of the attack as it flew a few inches past her, her mouth agape as she watched it pass. Meanwhile, at the metal bridge, P had picked himself up, and now stared blankly at the wall of energy falling down on his position. Mentally cursing the recklessness of the two fighters in the air, he braced for impact by crossing his two arms over his head. By a stroke of sheer luck, the beam missed the bridge, and struck the river below. Water sprayed the two people on the overpass, and the concious one cursed audibly. He looked back up at the airborne action, squinting his eyes and drawing his pistol. Cylie did ask him to cover her. He took aim, and began sending a couple bullets into the conflict, unconcerned about whether or not he would hit Cylie, who was currently yelling at the redhead. "What's your problem, kid? Can't a lady make cash in peace?"Her comment was followed by a cheeky smirk, and the seemingly random sheathing of her blades. She then burst forward at her opponent, launching a barrage of punches at him.
Word Count: 283/1168 Battle Tracker
Defense Phase
Attack 1: Cylie's 155 Def vs 150 Acc. Miss.
Total Dmg: 0-5= 0
Offense Phase
Champion's Gi provides +15 Acc this turn.
At-Will: Suppression | Lower PL to 15,650
At-Will: Order Companion | Attack
Accuracy: 99HiczR_1d100+40
Damage: 2d6
At-Will: Blitz Strike | -0 ki
Accuracy: 1d100+80
Damage: 1d8+4
Bonus Action: Rapid Movement | -14 ki | +25 Def against unresolved attacks.
Standard Action 1: Strike | -0 ki
Accuracy: 1d100+80
Damage: 1d8+4
Standard Action 2: Strike | -0 ki
Accuracy: 1d100+80
Damage: 1d8+4 Battle Info
Current Battle Effects
Sacred Water Of Korin. Reflexes increased to 50. (Until end of thread.)
Skills
Fighting: 50 Energy Control: 25 Reflexes: 50(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.
HEAL III(1/1) You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Effect: You restore 40 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally.
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.
Instinct - Your Defense is increased by +10.
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.
Champion’s Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Steel Sword(4/5) Produced by Capsule Corporation, this high-carbon sword is known to be very durable and exceedingly sharp. Type: Weapon - Sword Zeni Value: 10000 Zeni Cost: 40000 Activation: At-Will Action due to Quick Draw trait. Effect: Strikes you perform on this turn deal an additional +2 damage and have a 35% chance to inflict Wound on their target(s). Limit: 5 uses per thread due to Swashbuckler trait.
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.
Companion - The Crimson Wind Gang A semi-notorious band of thieves led by Cylie Chizu herself. They'll show up wherever they are needed, willing to follow even the slightest order. Zeni Value: 40000 Zeni Cost: 120000 Rarity: Mythic Effect: The Crimson Wind may make all actions a sidekick is prescribed to make. Their bonus to attack with energy or physical weapons is +40, their damage dice is 2d6, and their HP is 20.
Melee Accuracy: 1d100+65 Energy Accuracy: 1d100+40 Defense: 130 Damage Reduction: 5 Melee Damage Modifier: 4 Energy Damage Modifier: 4 Ki Cost Reduction: 1
Natural PL: 29,773 Base PL: 44,660(Sacred Water Of Korin) Current PL:15,650
HP: 90/90 KI: 72/100 1d100+40·2d6·1d100+80·1d8+4·1d100+80·1d8+4·1d100+80·1d8+4
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Post by Aichi on Aug 29, 2021 18:43:28 GMT -8
Aichi was getting tired from this strong thief. She could have been a body guard instead, but chose crime. His aim was suffering from exhaustion and so was his reserves. As he missed he gritted his teeth. Certain a follow up attack would be behind his blunder, Aichi wasn't disappointed and was grinding his jaw hard as he braced himself. While the sparkling light of ki faded, the silent whistling of bullets came flying at him from down below. Aichi threw his guard up and they managed to just bruise him. Like heavy metal wasps they stung his flesh, but he wasn't bleeding. Yet. The flying woman came with a barrage of punching that could fall any strong man. Aichi was smarter than the usual strong armed circus freak. As she closed the distance with a flurry of might Aichi breathed in and out real swiftly. The air that was exhaled appeared translucent, with a familiar glittering shine. The Akashic Energy infused Ki surrounded his body fast and formed into eight separate Karma orbs. These orbs floated around him, and had formed just in time. The energy constructs were master level Ryusha Karma Orbs, explosive and a great utility in close quarters combat. Aichi was soon dancing with this woman. Chopping her fists with one hand, and trying to Counter with the other. He wasn't fast enough for her, and took a few hits and his lip was bleeding. The Karma orbs he created were good pillows when they were there, and Aichi might have slipped up had they not been there to help him. Controlling their movement was hard to maintain with such high impact danger, and Aichi quickly formed a plan to free up some concentration and use the orbs naturally occurring form of rotation. In between a punh-punch combo Aichi phased through the air again. Appearing at the woman's flank he had stuck his hand out. The ki formed again, swirling the air around him with vacuous energy that rotated the winds into a torrent. Instead of the immediate blast however, Aichi sunk lower into the air and positioned himself to face the airwhere Cylie was flying above him. A bullet whizzed by his ear as he sunk underneath the girl, and Aichi commanded to Karma Orbs towards her so as not to waste more time. The orbs suddenly exploded when they got near her, and the same vacuous spiraling frim his Energy charge was twisting the air around her. The winds were harsh, and served as a good distraction. The violent streams of wind threw her hair into the air and Aichi aimed his attack again. The two spiraling vortices were drawn together by the like energy that created them, and Aichi shot his Rotating Dragon Sphere upwards at the girl. The ki beam was twisting and aimed at the girl with her hair twisting in the win. It's curve was extra strong this time, the Karmic explosion serving as a beacon for the various off shoots of ki arrows that were flying up towards her.
{Spoiler}{BATTLE TRACKING} Aichi Genki Turn 1 ============================ HITPOINTS: 62/80 Ki: 32/100
STATUS: Normal TURNS REMAINING: N/A Power Level: 12,512 +25% = [15,640] 1 Turn Left
============================Passive Traits CLASS: Prodigy (Lv1) +5 HP, +5 Accuracy, +1 Damage, +1 DR
Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genius - Your Skills are no longer restricted by the natural 50 cap. Skillful - Focus Mastery Level 1 now instead increases your chosen skill by +10.
EQUIPMENT
Katchin Sword 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 Activation: Bonus Action 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: 3 uses per thread.
Ritual Dagger This dagger is long and broad at its base, narrowing to a deadly tip with a wave-like edge throughout its length and has been used in countless sacrificial rituals- enough to imbue its blade with an Enchantment that saps the life force of its victims. Type: Weapon - Knife Activation: Bonus Action Effect: Strikes you perform on this turn deal an additional 2 damage to their targets; this damage is applied even if your strikes would not hit and ignores all DR and Temporary HP possessed by the target. You regain 2 HP for each Strike performed on this turn that successfully hits its target. Limit: 3 uses per thread.
Champion’s Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Master Belt A belt worn by master martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4. Limit: Only one Belt may be equipped at a time.
TRAITS
- Zenkai: During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
- Energy Contol - Power:
+3 Damage to Energy Attacks
- Flawless Counter:
Activation - Passive Effect - On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit - None
TECHNIQUES Rotating Dragon Sphere The user extends their palm forward and a rotating sphere of Ki forms. Upon firing this sphere as a beam of ki, a helix forms around the blue beam and expands into multiple points that randomly protrude from the original beam. Type: Energy Ranged, Barrage Action: Standard Action Base Damage: 4d6+4 Base Damage Major Effect: Charging Minor Effect: Immobilizing Cost: 20 Ki
Rank 3: ENERGY CONSTRUCTS (1/1)You form constructs of pure energy that help you fight in various ways.Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below.You may use at-wills from this technique more than once in a given turn.
Give +10 to a single Accuracy roll on your turn. One per attack.
Gain +2 bonus damage for a single attack you make. Two per attack max.
Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack.
As a reaction you gain +10 Defense against all attacks. One per turn.
As a reaction you gain 4 DR against all attacks during turn. One per turn.Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Rank 3: Wild Attack (1/1)You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponentsType: Utility Action: At-will. Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct.Duration: N/A Cost: 2 ki per instinct generated Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. TELEPORT (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, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Rank 3: INSTINCTUAL DEFENSEYou swiftly blink in and out of your opponent's attacks using your powerful natural instincts.Type: Defense Action: Bonus Action Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.Duration: N/A Cost: 2 ki per instinct generated Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. TRANSFORMATION:N/A
Active Effects: Prodigy Level 1: +1 Damage Flawless Counter: +20 Accuracy for 1 Turn Champions Gi: +15 Special Technique Accuracy for 1 turn Wild Attack: -8 Instinct Stacks for +20 Accuracy for 1 Turn Energy Control - Power: +3 Damage for Energy Attacks Guard: +10 DR Energy Construct: +4 DR, +10 Accuracy to Rotating Dragon Sphere STATISTICS:
FIGHTING: | 20 | ENERGY: | 40 | REFLEXES: | 30 | RESILIENCE: | 25 | ACCURACY: | +25/+45 | DEFENSE: | 80 | DR: | 1 |
============================ Battle Phase and Rolls ============================
Standard Action: Reactive (Enhanced)Guard - Defensive : 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.) -7 Ki, Flawless Counter Activates
Standard Action: Rotating Dragon Sphere with +55 Accuracy, +4 DMG Accuracy = 5vttrpns1d100+110 Damage = 4d6+12 -20 Ki
Bonus Action: (Enhanced) Energy Constructs (8/8) Energy Construct is activated as a Bonus Action and grants 8 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed -15 Ki
At-Will Action: Reactive Energy Construct As a reaction you gain 4 DR against all attacks during turn. One per turn. +4 DR
At-Will Action: Energy Construct -2 Gain +2 bonus damage for a single attack you make. Two per attack max. +4 to Rotating Dragon Sphere
At-Will Action: Energy Construct -1 Give +10 to a single Accuracy roll on your turn. One per attack. +10 Accuracy to Rotating Dragon Sphere
1d100+110·4d6+12
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Post by Cylie on Aug 29, 2021 20:55:58 GMT -8
The sheer amount of excitement currently being produced by this altercation was almost suffocating. Cylie might've even started to enjoy herself slightly as her attacks were met with heavy resistance. Cylie was temporarily curious about the orbs of energy that the Saiyan created, slightly interested in the way he utilized them to defend himself from her. In the middle of her fun, the redheaded boy vanished again, but this time Cylie was able to keep track of him. Narrowing her eyes at his display of excellent ki control, she silently wondered what that last technique was while it was in her head. Teleportation? The tanned woman herself was also capable of it, but she'd never seen anyone else able to use the technique. She shrugged, supposing that you learn something everyday. She cocked her head to the side during her thought process, allowing that bullet to fly past her. The girl watched as a couple of those orbs of energy began flying towards her, raising her fists in front of her face in defense. Sure enough, the ki detonated near her, blowing her ponytail and unzipped jacket around rather annoyingly. Gritting her teeth as she forced her eyes open, Cylie was just in time to see the kid shoot that exact same beam of energy at her. Those tiny explosions were just a distraction! Cylie's aura ignited with nothing more than a thought. She bolted upwards as quickly as possible, once again coming close to being hit directly with that powerful attack. Filled to the brim with agitation, Cylie charged at her foe once more, almost mirroring the last attack sequence. This time however, she was completely devoid of cheekiness, now just annoyance. P continued to fire, having just reloaded his weapon. He had thought of just running off and letting Cylie do what she was capable of, but he didn't want to risk another beating from the woman.
Word Count: 319/1487 Battle Tracker
Defense Phase
Attack 1: Cylie's 130 Def vs 127 Acc. Miss.
Total Dmg: 0-5= 0
Offense Phase
Champion's Gi provides +15 Acc this turn.
At-Will: Order Companion | Attack
Accuracy: oT_4Xw231d100+40
Damage: 2d6
At-Will: Blitz Strike | -0 ki
Accuracy: 1d100+90
Damage: 1d8+9
Bonus Action: Dragon Dash | -6 ki | +10 Acc and +5 Dmg to all Melee Attacks this turn.
Standard Action 1: Strike | -0 ki
Accuracy: 1d100+90
Damage: 1d8+9
Standard Action 2: Strike | -0 ki
Accuracy: 1d100+90
Damage: 1d8+9 Battle Info
Current Battle Effects
Sacred Water Of Korin. Reflexes increased to 50. (Until end of thread.)
Skills
Fighting: 50 Energy Control: 25 Reflexes: 50(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.
HEAL III(1/1) You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Effect: You restore 40 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally.
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.
Instinct - Your Defense is increased by +10.
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.
Champion’s Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Steel Sword(4/5) Produced by Capsule Corporation, this high-carbon sword is known to be very durable and exceedingly sharp. Type: Weapon - Sword Zeni Value: 10000 Zeni Cost: 40000 Activation: At-Will Action due to Quick Draw trait. Effect: Strikes you perform on this turn deal an additional +2 damage and have a 35% chance to inflict Wound on their target(s). Limit: 5 uses per thread due to Swashbuckler trait.
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.
Companion - The Crimson Wind Gang A semi-notorious band of thieves led by Cylie Chizu herself. They'll show up wherever they are needed, willing to follow even the slightest order. Zeni Value: 40000 Zeni Cost: 120000 Rarity: Mythic Effect: The Crimson Wind may make all actions a sidekick is prescribed to make. Their bonus to attack with energy or physical weapons is +40, their damage dice is 2d6, and their HP is 20.
Melee Accuracy: 1d100+65 Energy Accuracy: 1d100+40 Defense: 130 Damage Reduction: 5 Melee Damage Modifier: 4 Energy Damage Modifier: 4 Ki Cost Reduction: 1
Natural PL: 29,773 Base PL: 44,660(Sacred Water Of Korin) Current PL:15,650
HP: 90/90 KI: 66/100 1d100+40·2d6·1d100+90·1d8+9·1d100+90·1d8+9·1d100+90·1d8+9
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Post by Aichi on Sept 2, 2021 8:31:50 GMT -8
Aichi threw his hands up to guard himself. Bullets were flying everywhere and he couldn't outrun them all. Two on one was too much for the Saiyan, and despite the thrill of battle he knew he would have to flee. This woman was too strong, and villainous to leave in harge of his life. Karmic orbs swarmed around Aichi protecting him from some of the damage. They couldn't get it all, and while the bullets came flying Aichi's oppoenent was charging him. Spinning in the air he kicked a Karmic Orb and it flew towards the girl. Exploding in front of her it acted as a distraction as Aichi attempted to run away by flying high in the distance.
{Spoiler}{BATTLE TRACKING} Aichi Genki Turn 4 ============================ HITPOINTS: 22/80 Ki: 7/100
STATUS: Normal TURNS REMAINING: N/A Power Level: 12,512
============================Passive Traits CLASS: Prodigy (Lv1) +5 HP, +5 Accuracy, +1 Damage, +1 DR
Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genius - Your Skills are no longer restricted by the natural 50 cap. Skillful - Focus Mastery Level 1 now instead increases your chosen skill by +10.
EQUIPMENT
Katchin Sword 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 Activation: Bonus Action 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: 3 uses per thread.
Ritual Dagger This dagger is long and broad at its base, narrowing to a deadly tip with a wave-like edge throughout its length and has been used in countless sacrificial rituals- enough to imbue its blade with an Enchantment that saps the life force of its victims. Type: Weapon - Knife Activation: Bonus Action Effect: Strikes you perform on this turn deal an additional 2 damage to their targets; this damage is applied even if your strikes would not hit and ignores all DR and Temporary HP possessed by the target. You regain 2 HP for each Strike performed on this turn that successfully hits its target. Limit: 3 uses per thread.
Champion’s Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Master Belt A belt worn by master martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4. Limit: Only one Belt may be equipped at a time.
TRAITS
- Zenkai: During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
- Energy Contol - Power:
+3 Damage to Energy Attacks
- Flawless Counter:
Activation - Passive Effect - On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit - None
TECHNIQUES Rotating Dragon Sphere The user extends their palm forward and a rotating sphere of Ki forms. Upon firing this sphere as a beam of ki, a helix forms around the blue beam and expands into multiple points that randomly protrude from the original beam. Type: Energy Ranged, Barrage Action: Standard Action Base Damage: 4d6+4 Base Damage Major Effect: Charging Minor Effect: Immobilizing Cost: 20 Ki
Rank 3: ENERGY CONSTRUCTS (1/1)You form constructs of pure energy that help you fight in various ways.Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below.You may use at-wills from this technique more than once in a given turn.
Give +10 to a single Accuracy roll on your turn. One per attack.
Gain +2 bonus damage for a single attack you make. Two per attack max.
Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack.
As a reaction you gain +10 Defense against all attacks. One per turn.
As a reaction you gain 4 DR against all attacks during turn. One per turn.Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Rank 3: Wild Attack (1/1)You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponentsType: Utility Action: At-will. Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct.Duration: N/A Cost: 2 ki per instinct generated Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. TELEPORT (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, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Rank 3: INSTINCTUAL DEFENSEYou swiftly blink in and out of your opponent's attacks using your powerful natural instincts.Type: Defense Action: Bonus Action Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.Duration: N/A Cost: 2 ki per instinct generated Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. TRANSFORMATION:N/A
Active Effects:Zenkai: +5 Accuracy Flawless Counter: +20 Accuracy for 1 Turn Champions Gi: +10 Defense Rapid Movement: +25 Defense Guard: +10 DR Energy Construct (1 Left): +4 DR, Energy Construct (1 Left): +10 Defense STATISTICS:
FIGHTING: | 20 | ENERGY: | 40 | REFLEXES: | 30 | RESILIENCE: | 25 | ACCURACY: | +30/+50 | DEFENSE: | 125 | DR: | 15 |
============================ Battle Phase and Rolls ============================
Standard Action: Reactive (Enhanced)Guard - Defensive : 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.) -7 Ki, Flawless Counter Activates
Standard Action: Defensive (Enhanced) Flight Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit -10 Ki
Bonus Action: Defensive (Enhanced) Rapid Movement 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. Rapid Movement is considered a Movement Technique. -15 Ki, +25 Defense
At-Will Action: Reactive Energy Construct -1 As a reaction you gain 4 DR against all attacks during turn. One per turn. +4 DR
At-Will Action: Energy Construct -1 As a reaction you gain +10 Defense against all attacks. One per turn. +10 Defense
At-Will Action:
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Post by Cylie on Sept 9, 2021 13:52:19 GMT -8
Cylie's relentless assault proved to be too much for the redhead, and as such, he decided that it would be best to flee and live to fight another day. The swordswoman grunted in annoyance as those pesky spheres of energy continued to get in the way of her slashes, causing several tiny explosions to go off in her face. They weren't damaging, but they did prove to be a nuisance. A rather large one self destructed a few inches away from her, covering the woman in a dark cloud of smoke. The carbon mixture dissipated shortly after, and once Cylie's line of sight was no longer being obstructed, she realized that the do-gooder fled. Knowing her opponent retreated caused her knuckles to tense. The grip around her blades tightened as the boy flew out of sight. That was..... interesting, Cylie thought.
Today's vigilante showcased some of the most dynamic strategies and abilities she'd ever witnessed in quite a while. Her brows furrowed as the Saiyan disappeared from sight. Not only did he seem knowledgeable about battle, but he was also capable of teleportation. To think that someone with that kind of power would waste their time defending someone as insignificant as the unconscious woman on the metal bridge below. She'd never understand practicality behind these moral acts. Maybe it was her moral compass that was broken. Either way, it didn't matter much to her. She shot back down to earth to meet with P, who had just kicked the unfortunate woman in the face. Apparently she was in the middle of regaining her conciousness, and the gunslinger had simply put her back to sleep again. As soon as Cylie landed on the bridge, she was met with a question.
"Who was that tool?" P asked. He was fully aware that Cylie had most likely never met him before, but there was no harm in checking whether or not there were any clues or indication that the Saiyan was in some rival gang or whatever.
"Dunno, don't care," Cylie responded. "Think you killed this poor girl?"
As Cylie nudged the body with the tip of her sneaker, P snarkily replied, "Dunno, don't care."
Cylie chuckled. "Touché, Pab. Touché."
"C'mon, let's bounce before some other fool tries to roll on us."
And so, while brushing off the extremely casual possible homicide, the two left the scene, Cylie carrying P by the arm while he carried the purse they stole.
Word Count: 407/1894
Cylie wins! Victory by Retreat.
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