Post by Celerai on Sept 24, 2019 11:48:59 GMT -8
{}
Age: 20
Gender: Male
Name: Celerai
Species: SaiyanAge: 20
Gender: Male
{}Appearance:
Celerai is a fairly tall young Saiyan, about 6 ft 3 inches, with a muscular physique due to how he trains alot. He has short black hair which looks more like a bush with some sections springing out. He normally wears a dark green and black undershirt with an overshirt that perfectly blends in with what he has under it. He also wears a dark green armband and black fingerless gloves. With that, he also wears a white belt, that is worn over his overshirt, which was given to him by his 2nd Martial Arts teacher. Wearing baggy, blank pants, it is tucked neatly into the top of his green and white shoes. These all fit nicely with his dark complexion.
Personality:
Celerai is a humble young saiyan who likes to fight a lot. Not in the way that he likes to beat people up, but he just finds fighting and sparring fun. He loves to train and just has it as an hobby more than a way of getting stronger. He always tries to be a honest person. You can get along easy with him, especially if your a good person. He cares about persons that are weaker than him and persons who are not able to help themselves. He hates to see persons with a higher level of power picking on others. If he sees this, nothing will hold him against his will to put them in their place. The thought of his Martial Arts teacher, Master Tomatis, passing away bothers him a lot and when mentioned or made fun of, he loses it and gets extremely angry and without holding back, might try to throw a punch at you. He just really doesn’t like being around Namekians, as he thinks they look slightly weird but if there is a friendly one around that seem to have a good heart, he'll stick with them. He wishes to become a strong saiyan that can bring peace to all the land.
History:
Celerai lived a simple life. He was grown up in a poor family, who lived in a small village. In that village, some other saiyans and a few humans resided. In terms of school, he didn’t really go to school, he was home-schooled. In his family, he didn’t have any siblings at the time, his mother, Arti, was this hard working proud woman and his father, Brocky, was the one who mostly stayed home with Celerai but still played a big part in his life. Celerai was trained by his father for most his life, being trained at six years old. It all started on that one day when it was Celerai’s sixth birthday and his parents didn’t get a gift for him so they went hunting for one in the village. When his parents came home, they called him outside. Excitedly, Celerai ran out of the house to go collect his gift. But suddenly in amusement, Celerai stares at the other kids training in the village. Then after about 30 seconds of staring at them, he approaches his father saying, “Dad, I don’t want any gifts, I wanna learn to fight!”. Soon after Celerai starts imitating the other kids as he punches the air and then swings his leg in the air immediately falling to the ground. Saying this, Arti was rather happy hearing this. Brocky said, “I was trained by my father at a very young age, I know exactly how to deal with this situation”. From that day on, Celerai had his father to train with. As a Saiyan, Celerai had a tail. At about twelve years old, his father decided to tell him about his racial history and the secret behind his tail. At this point, Celerai agreed that he liked his tail but would rather it been cut off because of how dangerous it might be to the village. After that, a few years past, with Celerai being sixteen. One day, Celerai was sparring with his dad, and caught the appeal of this Martial Arts teacher named Master Tomatis. He was passing by when he suddenly stopped and started to look attentively. After they were through, he finally approached them saying in a deep voice, “Nice fighter you’ve got there, Mr. Brocky”. Celerai was startled for he didn’t know if his father knew this man or not. “Yes indeed old friend, long time no see”, Brocky said, making it much clearer that he knows him. After which Brocky asked Celerai if he could be excused and soon after Celerai’s father and Master Tomatis started talking for about fifteen minutes then Brocky went to his son saying, “Son, I’ve taught you a lot since you were born, and I think my work here is done. You’re almost a grown man and you can make your own decisions now.” Celerai had a really confusing reaction on his face saying, “What are you saying, Dad?”. “Master Tomatis here sees a lot of potential in you and he is willing to reinforce what you have learnt from me”. Celerai finally understanding what he is saying thought for five minutes then agreed, saying goodbye to everyone of his friends and family. And from that day on, Master Tomatis was his new tutor. Teaching him everything he knew until he died a year ago.
RP Sample:
As Celerai stood there clenching his fist, his neon green aura danced around him. Then suddenly started to charge at his father. Attempting to land a hit on him, he pull his arm back as hard as he could. Upon reaching a suitable distance, Celerai launched his arm aiming right at his father. Brocky held Celerai’s fist that had full force applied on it like it was just a fly. After a few seconds of Celerai using his full strength trying to get his fist through his father’s defence , Brocky just simply freed Celerai’s fist and moved out of the way as quick as possible, which resulted in Celerai going straight to the ground. Then Celerai looking pretty stunned and exhausted said, “Dad, you ever felt like you have been hit with a rock?”. Brocky looked at him with a confused look on his face saying, “Was that a rhetorical question or something?”. Brocky pauses. “ You know what....never mind, just get up.”. Celerai, obviously weak and can’t get up, stretches his arm to signal that he needs his father to pull him up. Brocky picked up Celerai after which saying, “Ok, next we are going to how good are you at protecting yourself”. Not even a second after, you see Brocky just raised his arms and started to shooting ki blasts as if his arm was an assault rifle shooting bullet rapidly non-stop. Before the ki blasts made contact with Celerai, you could see him attempting to cross his arms. As the energy balls hit Celerai, the smoke engulfed him making it unable to see. When all the smoke cleared up, Celerai had his arms crossed, his feet planted into the ground and his clothes ripped. He was literally shirtless and his pants had all kinds a rips and tears all over. His father then said to him, “ Nice son, didn’t think you could pull it of. Oh well.... training continues tomorrow and we will be focusing on speed and endurance. It’s kind of getting dark now.” Celerai with an expression of agreement accompanies his father inside of the house.
Referred by: A.I. or Ahri
Celerai is a fairly tall young Saiyan, about 6 ft 3 inches, with a muscular physique due to how he trains alot. He has short black hair which looks more like a bush with some sections springing out. He normally wears a dark green and black undershirt with an overshirt that perfectly blends in with what he has under it. He also wears a dark green armband and black fingerless gloves. With that, he also wears a white belt, that is worn over his overshirt, which was given to him by his 2nd Martial Arts teacher. Wearing baggy, blank pants, it is tucked neatly into the top of his green and white shoes. These all fit nicely with his dark complexion.
Personality:
Celerai is a humble young saiyan who likes to fight a lot. Not in the way that he likes to beat people up, but he just finds fighting and sparring fun. He loves to train and just has it as an hobby more than a way of getting stronger. He always tries to be a honest person. You can get along easy with him, especially if your a good person. He cares about persons that are weaker than him and persons who are not able to help themselves. He hates to see persons with a higher level of power picking on others. If he sees this, nothing will hold him against his will to put them in their place. The thought of his Martial Arts teacher, Master Tomatis, passing away bothers him a lot and when mentioned or made fun of, he loses it and gets extremely angry and without holding back, might try to throw a punch at you. He just really doesn’t like being around Namekians, as he thinks they look slightly weird but if there is a friendly one around that seem to have a good heart, he'll stick with them. He wishes to become a strong saiyan that can bring peace to all the land.
History:
Celerai lived a simple life. He was grown up in a poor family, who lived in a small village. In that village, some other saiyans and a few humans resided. In terms of school, he didn’t really go to school, he was home-schooled. In his family, he didn’t have any siblings at the time, his mother, Arti, was this hard working proud woman and his father, Brocky, was the one who mostly stayed home with Celerai but still played a big part in his life. Celerai was trained by his father for most his life, being trained at six years old. It all started on that one day when it was Celerai’s sixth birthday and his parents didn’t get a gift for him so they went hunting for one in the village. When his parents came home, they called him outside. Excitedly, Celerai ran out of the house to go collect his gift. But suddenly in amusement, Celerai stares at the other kids training in the village. Then after about 30 seconds of staring at them, he approaches his father saying, “Dad, I don’t want any gifts, I wanna learn to fight!”. Soon after Celerai starts imitating the other kids as he punches the air and then swings his leg in the air immediately falling to the ground. Saying this, Arti was rather happy hearing this. Brocky said, “I was trained by my father at a very young age, I know exactly how to deal with this situation”. From that day on, Celerai had his father to train with. As a Saiyan, Celerai had a tail. At about twelve years old, his father decided to tell him about his racial history and the secret behind his tail. At this point, Celerai agreed that he liked his tail but would rather it been cut off because of how dangerous it might be to the village. After that, a few years past, with Celerai being sixteen. One day, Celerai was sparring with his dad, and caught the appeal of this Martial Arts teacher named Master Tomatis. He was passing by when he suddenly stopped and started to look attentively. After they were through, he finally approached them saying in a deep voice, “Nice fighter you’ve got there, Mr. Brocky”. Celerai was startled for he didn’t know if his father knew this man or not. “Yes indeed old friend, long time no see”, Brocky said, making it much clearer that he knows him. After which Brocky asked Celerai if he could be excused and soon after Celerai’s father and Master Tomatis started talking for about fifteen minutes then Brocky went to his son saying, “Son, I’ve taught you a lot since you were born, and I think my work here is done. You’re almost a grown man and you can make your own decisions now.” Celerai had a really confusing reaction on his face saying, “What are you saying, Dad?”. “Master Tomatis here sees a lot of potential in you and he is willing to reinforce what you have learnt from me”. Celerai finally understanding what he is saying thought for five minutes then agreed, saying goodbye to everyone of his friends and family. And from that day on, Master Tomatis was his new tutor. Teaching him everything he knew until he died a year ago.
RP Sample:
As Celerai stood there clenching his fist, his neon green aura danced around him. Then suddenly started to charge at his father. Attempting to land a hit on him, he pull his arm back as hard as he could. Upon reaching a suitable distance, Celerai launched his arm aiming right at his father. Brocky held Celerai’s fist that had full force applied on it like it was just a fly. After a few seconds of Celerai using his full strength trying to get his fist through his father’s defence , Brocky just simply freed Celerai’s fist and moved out of the way as quick as possible, which resulted in Celerai going straight to the ground. Then Celerai looking pretty stunned and exhausted said, “Dad, you ever felt like you have been hit with a rock?”. Brocky looked at him with a confused look on his face saying, “Was that a rhetorical question or something?”. Brocky pauses. “ You know what....never mind, just get up.”. Celerai, obviously weak and can’t get up, stretches his arm to signal that he needs his father to pull him up. Brocky picked up Celerai after which saying, “Ok, next we are going to how good are you at protecting yourself”. Not even a second after, you see Brocky just raised his arms and started to shooting ki blasts as if his arm was an assault rifle shooting bullet rapidly non-stop. Before the ki blasts made contact with Celerai, you could see him attempting to cross his arms. As the energy balls hit Celerai, the smoke engulfed him making it unable to see. When all the smoke cleared up, Celerai had his arms crossed, his feet planted into the ground and his clothes ripped. He was literally shirtless and his pants had all kinds a rips and tears all over. His father then said to him, “ Nice son, didn’t think you could pull it of. Oh well.... training continues tomorrow and we will be focusing on speed and endurance. It’s kind of getting dark now.” Celerai with an expression of agreement accompanies his father inside of the house.
Referred by: A.I. or Ahri
{}Skills & Statistics
Fighting: 75
Energy Control: 30
Reflexes: 45
Resilience: 30
Natural Power Level: Check 'Accountings'.
Base Power Level: Check 'Accountings'.
Accuracy: 1d100+90 / 1d100+45
Defense:110 (10 Instinct) (+5 Lucky Trinket)
HP: 95
KI: 100
DR: +4
Energy Damage Modifier: +6
Melee Damage Modifier: +9
Ki Cost: 1
Class: Prodigy
Racial Trait: Zenkai
Effort Points: 16
Zeni: 1,000 Zeni
Mastery Points: 2/2
Focus Mastery Rank: 5
Potential Mastery Rank: 5
Ability Mastery Rank: 2
Technique Mastery Rank: 4
Class Mastery Rank: 3
Stat Modifiers [Level 3]
HP Modifier: +15
Accuracy Modifier: +15
Defense Modifier: +0
Damage Modifier: +3
DR Modifier: +3
Class Features:
Unrivalled Potential-
You begin play with all enhanced basic techs
Genius-
Your stats are no longer restricted by the natural 50 cap.
Skillful -
Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill -
Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified -
Potential Mastery Level 5 now instead increases all of your skills by +10.
Martial Mastery - [Orin Temple Robes of Krillin]
You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Class Traits:
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: --
Classes: Martial Artist, Mystic, Prodigy, Protector
Bend the Limits
Activation: Reactive At-Will
Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread.
Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Classes: Mystic, Prodigy, Techie
General Traits:
Quick Draw
Activation: Passive
Effect: You may activate Weapon-type items as At-Will Actions.
Limit: May only At-Will activate up to 2 Weapons per turn.
Instinct
Requirements: Reflexes Skill of 30
Activation: None (Passive)
Effect: Your Defense is increased by +10.
Blitz
Requirements: Fighting Skill of 50
Activation: At-Will
Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Might
Requirements: Fighting Skill of 30
Activation: None (Passive)
Effect: Your Physical attacks deal +3 bonus damage.
Fighting: 75
Energy Control: 30
Reflexes: 45
Resilience: 30
Natural Power Level: Check 'Accountings'.
Base Power Level: Check 'Accountings'.
Accuracy: 1d100+90 / 1d100+45
Defense:110 (10 Instinct) (+5 Lucky Trinket)
HP: 95
KI: 100
DR: +4
Energy Damage Modifier: +6
Melee Damage Modifier: +9
Ki Cost: 1
Class: Prodigy
Racial Trait: Zenkai
Effort Points: 16
Zeni: 1,000 Zeni
Mastery Points: 2/2
Focus Mastery Rank: 5
Potential Mastery Rank: 5
Ability Mastery Rank: 2
Technique Mastery Rank: 4
Class Mastery Rank: 3
Stat Modifiers [Level 3]
HP Modifier: +15
Accuracy Modifier: +15
Defense Modifier: +0
Damage Modifier: +3
DR Modifier: +3
Class Features:
Unrivalled Potential-
You begin play with all enhanced basic techs
Genius-
Your stats are no longer restricted by the natural 50 cap.
Skillful -
Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill -
Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified -
Potential Mastery Level 5 now instead increases all of your skills by +10.
Martial Mastery - [Orin Temple Robes of Krillin]
You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Class Traits:
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: --
Classes: Martial Artist, Mystic, Prodigy, Protector
Bend the Limits
Activation: Reactive At-Will
Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread.
Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Classes: Mystic, Prodigy, Techie
General Traits:
Quick Draw
Activation: Passive
Effect: You may activate Weapon-type items as At-Will Actions.
Limit: May only At-Will activate up to 2 Weapons per turn.
Instinct
Requirements: Reflexes Skill of 30
Activation: None (Passive)
Effect: Your Defense is increased by +10.
Blitz
Requirements: Fighting Skill of 50
Activation: At-Will
Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Might
Requirements: Fighting Skill of 30
Activation: None (Passive)
Effect: Your Physical attacks deal +3 bonus damage.
{}
Technique Information:
Technique Slots: 10
Extra Techniques Slots: N/A
Enhanced Technique Slots: [All Enhanced Basic Techniques]
Techniques Known: 10
Technique List:
Basic Techniques
Utility Techniques
Defensive Techniques
Special Techniques
Finisher Techniques
Legendary Techniques
Technique Information:
Technique Slots: 10
Extra Techniques Slots: N/A
Enhanced Technique Slots: [All Enhanced Basic Techniques]
Techniques Known: 10
Technique List:
Basic Techniques
FOCUS ENERGY
You infuse extra ki into an attack, boosting its potency right before you release it.
Type: Utility
Action: Bonus Action
Effect: Increase your Accuracy with Energy Attacks on this turn by +15.
Cost: 10 ki
Limit: None
Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
You infuse extra ki into an attack, boosting its potency right before you release it.
Type: Utility
Action: Bonus Action
Effect: Increase your Accuracy with Energy Attacks on this turn by +15.
Cost: 10 ki
Limit: None
Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
DRAGON DASH
Your aura burns around you as you rush forth to launch a violent assault.
Type: Utility
Action: Bonus Action
Effect: Increase your Damage with Melee Attacks used on this turn by +3.
Cost: 7 ki
Limit: None
Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
Your aura burns around you as you rush forth to launch a violent assault.
Type: Utility
Action: Bonus Action
Effect: Increase your Damage with Melee Attacks used on this turn by +3.
Cost: 7 ki
Limit: None
Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
ENERGY BLAST
You fire a crackling bolt of ki that explodes when it makes impact.
Type: Ranged Energy Attack
Action: Standard Action
Damage: 2d6+2
Effects: None
Cost: 2 ki
Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
You fire a crackling bolt of ki that explodes when it makes impact.
Type: Ranged Energy Attack
Action: Standard Action
Damage: 2d6+2
Effects: None
Cost: 2 ki
Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
GRAPPLE
You grab your opponent and put them in a crushing hold.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d6
Effects: This technique has a 40% chance to inflict Immobilize on its target.
Cost: 3 ki
Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
You grab your opponent and put them in a crushing hold.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d6
Effects: This technique has a 40% chance to inflict Immobilize on its target.
Cost: 3 ki
Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
GUARD
You hunker down against incoming attacks to survive them.
Type: Defensive
Action. Bonus Action - Reactive
Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.)
Cost: 10 ki
Limit: Once per turn.
Enhanced: Guard now only costs 7 ki.
You hunker down against incoming attacks to survive them.
Type: Defensive
Action. Bonus Action - Reactive
Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.)
Cost: 10 ki
Limit: Once per turn.
Enhanced: Guard now only costs 7 ki.
POWER UP
Your aura bursts around you as your power increases and you draw out your ki.
Type: Utility
Action: Bonus Action
Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns.
Duration: 2 turns
Cost: None
Limit: Once per turn. Max of 100 ki restored.
Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
Your aura bursts around you as your power increases and you draw out your ki.
Type: Utility
Action: Bonus Action
Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns.
Duration: 2 turns
Cost: None
Limit: Once per turn. Max of 100 ki restored.
Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
RAPID MOVEMENT
You use your ki to enhance your speed and allow yourself to escape attacks easier.
Type: Defensive
Action: Bonus Action - Reactive
Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type.
Cost: 15 ki
Limit: Once per turn.
Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
You use your ki to enhance your speed and allow yourself to escape attacks easier.
Type: Defensive
Action: Bonus Action - Reactive
Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type.
Cost: 15 ki
Limit: Once per turn.
Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
SENSE
You reach out with a sixth sense and can feel the energy of others around you.
Type: Utility
Action: Bonus Action - Reactive
Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn.
Cost: None
Limit: Once per turn.
Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
You reach out with a sixth sense and can feel the energy of others around you.
Type: Utility
Action: Bonus Action - Reactive
Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn.
Cost: None
Limit: Once per turn.
Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
STRIKE
You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d8
Effects: None
Cost: None
Enhanced: Upgrades to 1d12 damage.
You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d8
Effects: None
Cost: None
Enhanced: Upgrades to 1d12 damage.
SUPPRESSION
You compress your ki down inside of you and lower your power level.
Type: Utility
Action: At-Will / Reactive At-Will to Release
Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn.
Cost: None
Limit: None
Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
You compress your ki down inside of you and lower your power level.
Type: Utility
Action: At-Will / Reactive At-Will to Release
Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn.
Cost: None
Limit: None
Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
FLIGHT
Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha.
Type: Defensive
Action: Bonus Action - Reaction
Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit.
Out of Battle: This technique may lower travel time/word/EP requirements by 25%.
Cost: 15 Ki
Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%.
Learn: Automatic when you hit Class Level 2. Automatic at Class Level 1 for Prodigy and Martial Artists.
Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha.
Type: Defensive
Action: Bonus Action - Reaction
Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit.
Out of Battle: This technique may lower travel time/word/EP requirements by 25%.
Cost: 15 Ki
Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%.
Learn: Automatic when you hit Class Level 2. Automatic at Class Level 1 for Prodigy and Martial Artists.
Utility Techniques
GIANT FORM III
You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase.
Type: Utility
Action: Bonus Action
Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active.
Duration: Until Temporary HP is depleted.
Cost: 15 ki
Limit: Once per battle.
Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase.
Type: Utility
Action: Bonus Action
Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active.
Duration: Until Temporary HP is depleted.
Cost: 15 ki
Limit: Once per battle.
Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE I
You use your ki to amplify the light around you into a blinding flash.
Type: Utility
Action: Bonus Action
Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%.
Cost: 5 ki.
Limit: Twice per thread.
Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
You use your ki to amplify the light around you into a blinding flash.
Type: Utility
Action: Bonus Action
Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%.
Cost: 5 ki.
Limit: Twice per thread.
Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FIST I
You adopt a fighting style fueled by booze that makes you unpredictable and hard to get a bead on.
Type: Utility
Action: Bonus Action / At-Will to take sips
Requirements: Requires Fighting skill of 40.
Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips.
--As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip.
--Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki
Limit: Once per thread. You may only have one stack of Sips active at a time.
Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
You adopt a fighting style fueled by booze that makes you unpredictable and hard to get a bead on.
Type: Utility
Action: Bonus Action / At-Will to take sips
Requirements: Requires Fighting skill of 40.
Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips.
--As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip.
--Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki
Limit: Once per thread. You may only have one stack of Sips active at a time.
Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE II
Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight.
Type: Utility
Action: --
Prerequisite: Requires a Fighting skill of 20.
Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill.
Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast)
Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight.
Type: Utility
Action: --
Prerequisite: Requires a Fighting skill of 20.
Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill.
Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast)
Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
EIGHT ARMS I [Orin Temple Robes]
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: 10 ki
Limit: Twice per thread.
Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
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: 10 ki
Limit: Twice per thread.
Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
TELEPORT I [Orin Temple Robes.]
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.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
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.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE II
You swiftly blink in and out of your opponent's attacks using your powerful natural instincts.
Type: Defense
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 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.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
You swiftly blink in and out of your opponent's attacks using your powerful natural instincts.
Type: Defense
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 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.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT I
You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination.
Type: Defense
Action: Standard Action - Reactive
Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits.
Cost: 15 ki
Limit: Twice per thread, once per turn.
Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination.
Type: Defense
Action: Standard Action - Reactive
Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits.
Cost: 15 ki
Limit: Twice per thread, once per turn.
Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT III
You deftly parry or knock aside an attack headed towards you.
Type: Defensive
Action: Bonus Action - Reactive
Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
You deftly parry or knock aside an attack headed towards you.
Type: Defensive
Action: Bonus Action - Reactive
Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION I
Whether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead.
Type: Defense
Action: Bonus Action
Effect: You gain +35 defense against against attacks targeting you on your next turn.
Cost: None
Limit: Once per thread.
Ranks: Rank 2 defense is +40 and Rank 3 defense is +50.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Whether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead.
Type: Defense
Action: Bonus Action
Effect: You gain +35 defense against against attacks targeting you on your next turn.
Cost: None
Limit: Once per thread.
Ranks: Rank 2 defense is +40 and Rank 3 defense is +50.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
BARRIER I [Orin Temple Robes]
You create a shroud of protective ki around your body to soften blows and protect against harmful effects.
Type: Defensive
Action: Bonus Action
Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks.
Duration. Until temp HP is gone.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
You create a shroud of protective ki around your body to soften blows and protect against harmful effects.
Type: Defensive
Action: Bonus Action
Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks.
Duration. Until temp HP is gone.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CUTTING EDGE [Starting Tech]
Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine.
Type: Physical, Melee, Single
Action: Standard Action
Base Damage: 3d10
Major Effect: Slashing
Minor Effect: Crippling
Cost: 15 ki
Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine.
Type: Physical, Melee, Single
Action: Standard Action
Base Damage: 3d10
Major Effect: Slashing
Minor Effect: Crippling
Cost: 15 ki
Finisher Techniques
PUNISHMENT OF A THOUSAND BLOWS
Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face.
Type: Physical, Melee, Finisher
Action: Standard Action
Base Damage: 5d8+15
Major Effect: Draining
Minor Effect: Blinding
Cost: 35 ki, 5 HP
Learn: 2 weeks
Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face.
Type: Physical, Melee, Finisher
Action: Standard Action
Base Damage: 5d8+15
Major Effect: Draining
Minor Effect: Blinding
Cost: 35 ki, 5 HP
Learn: 2 weeks
Legendary Techniques
Instant Transmission
You lock onto a single ki signature and teleport directly to a location near it in an instant.
Type: Legendary Defensive / Utility
Action: Reactive Bonus Action (Defensive Use) / Bonus Action (Utility Use)
Effect: When using this technique, you may decide if you are using it as a Defensive Technique or a Utility Technique. If used as a Defensive Technique, avoid one attack(including criticals) targeting you this turn. If used as a Utility Technique, increase the critical hit range of 1 attack used on your turn by 20.
Duration: --
Cost: 20 Ki
Limit: Defensive variation may be used once per thread. Utility variation may be used twice per thread.
Special: Once per week, you may instantly travel to another region without any requirements(though you must still make a travel post simply stating that you are moving).
Ranks: Rank 2 costs 15 Ki. Rank 3 allows the Defensive variation to avoid all attacks targeting you this turn.
Learn: Requires 5,000 EP and 4 weeks to learn.
You lock onto a single ki signature and teleport directly to a location near it in an instant.
Type: Legendary Defensive / Utility
Action: Reactive Bonus Action (Defensive Use) / Bonus Action (Utility Use)
Effect: When using this technique, you may decide if you are using it as a Defensive Technique or a Utility Technique. If used as a Defensive Technique, avoid one attack(including criticals) targeting you this turn. If used as a Utility Technique, increase the critical hit range of 1 attack used on your turn by 20.
Duration: --
Cost: 20 Ki
Limit: Defensive variation may be used once per thread. Utility variation may be used twice per thread.
Special: Once per week, you may instantly travel to another region without any requirements(though you must still make a travel post simply stating that you are moving).
Ranks: Rank 2 costs 15 Ki. Rank 3 allows the Defensive variation to avoid all attacks targeting you this turn.
Learn: Requires 5,000 EP and 4 weeks to learn.