Post by Astreus on Oct 5, 2021 7:48:12 GMT -8
Name: Yuya Dia posessed by Maokaioshin Humera
Species: Demon
Age: Physically 27 years old
Gender:
Androgynous, formerly Male
Skills & Statistics
Fighting: 25
Energy Control: 40
Reflexes: 40
Resilience: 25
Power Level: To Be Determined
Accuracy: 1d100+(35) / 1d100+(50)
Defense: 70
HP: 45
KI: 100
DR: 4
Class/Features:
Witch - Rank 3
-5 HP, +10 Accuracy, +5 Defense, +1 DMG, +4 DR
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects:
-Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques.
-Divinate: You gain +10 Defense on your next turn.
-Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice.
-Evoke: You sacrifice 10 HP and restore 10 Ki.
-Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Strange Power - At the end of each turn, you must roll 1d4. On your next turn, treat your Edge as if it were equal to the result of that roll for the duration of your turn; this overwrites natural edge from Power Level.
Sangromancy - You may choose to pay the cost of any Technique in HP rather than Ki. Doing so on Basic or Special Techniques increases their Accuracy by +15 and their damage by +4; doing so on Utility techniques increases their chance to inflict Status Effects by +10% and increases their damage dealt by +4, even if they did not otherwise deal damage. If a Technique would cost less than 5 HP, treat its cost as 5 HP instead.
Hexcraft - While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on that opponent.
Enthrall - Once per thread, as a Reactive At-Will action, you may have an opponent currently afflicted with a Status Effect(that you caused) take the damage and effects of all opponents’ Techniques targeting you this turn; you receive no damage or effects from those Techniques. Activating Enthrall removes all of your Status Effects(including those that would last for the duration of the thread) from the target opponent and prevents you from performing any other actions on this turn. If you are currently in a thread with a character benefiting from your Demon Mark Legendary Technique, you may target them with Enthrall rather than an opponent.
Racial Trait:
Demonic Royalty
You gain the technique Giant Form for free and it takes up no technique slots. In addition, Companions have your class level plus their rarity more HP where rarity is common 1, rare 2, mythic 3. In addition, they can use the intercept technique as described in the team based techniques, twice per battle.
Traits:
Rend
Activation: Passive
Effect: Whenever you use Dragon Dash, your physical melee attacks have a 50% chance to apply 1 turn of “Wound” to their target; this is added to and rolled separately from any other effects.
Precision Performance
Activation: At-Will
Effect: You may activate Precision Performance whenever you perform a Special Technique. Special Techniques performed on the same turn no longer roll damage dice, but instead deal base damage equal to half of that technique’s combined dice value. (A technique that did 3d10 damage would have a combined value of 30 and would deal 15 base damage with this trait.)
Sadist
Activation: None (Passive)
Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% chance to inflict those effects in addition to their other effects.
Appearance:
Personality: At least fifteen character traits or 3 sentences.
History: At least 2 paragraphs.
Player Notes:
Unable to manifest in the world of the living, Humera posesses an Earth monster. The person was once Yuya Dia, a vampire living in Orange Star City who worshipped demons in Hell. Chosen as Maokaioshins Vessel Yuya gave himself willingly and is essentially dead. When Humera isn't using this body it lays dormant in a coffin.
Outside of searching for her son Humera uses this body to explore Westlands through it as a puppet.
MP Allocation
Potential Mastery Level 5
Signature Mastery Level 5
Class Mastery Level 3
Rank 3 Demon Eye
Rank 2 Energy Shield
Rank 2 Psychic Powers
Technique Slots: 6/6
DEMON EYE (Rank 3)
Using magic you hurl tiny beads of cursed ki at your opponent and it sticks to them, wracking them with pain.
Type: Utility
Action: Bonus Action
Requirements: Requires Energy Control skill of 30 or Magic Materialization.
Effect: You have a 70% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%.
Cost: 5 ki.
Limit: Three times per thread.
Ranks: Rank 2 is 80% chance to Cripple. Rank 3 of the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. "Cursed" possesses the same duration as Cripple inflicted by Demon Eye and may not stack with itself; while "Cursed", the target loses 3 ki at the beginning of their turn.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM
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.
PSYCHIC POWERS (Rank 2)
Using your ki you're able to communicate with other minds telepathically and move objects using telekinesis.
Type: Utility
Action: --
Prerequisite: Requires an Energy Control skill of 20.
Effect: You may perform your Strike and Grapple Basic Techniques as if they were Ranged Physical attacks, using your Energy Control skill to determine their Accuracy.
Cost: 1 ki per ranged Strike. 5 ki per ranged Grapple. (Replaces Strike/Grapple’s base costs.)
Ranks: Rank 2 increases damage with ranged Strikes by 1d4 and Rank 3 makes attacks with the Projectile effect cost 3 less ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ENERGY SHIELD (Rank 2)
You create a sphere of ki around your body that insulates and protects you from incoming damage.
Type: Defense
Action: Bonus Action - Reactive
Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
OSEB (Mastered)
Known both by the full designation of 'Off Screen Explosive Barrage', and by the nickname 'White's Blizzard' after the supposed creator of the technique, with this technique the user uses a target designation item and their own spirit energy, or energy they have access to, to designate targets for an out of sight ally, be it an artillery group, air strike group, or perhaps even a giant robot. Whatever the source of the strike, it's out of sight origin and sudden appearance combine to make it very devastating.
Type: Signature Energy Ranged Barrage
Action: 1 Standard Action
Base Damage: 5d6+10
Signature Effect: Wide-Striking: When attacking with this technique, the user rolls two d100s, and uses the better die roll to figure out the total accuracy of this technique.
Major Effect: Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%.
Minor Effect(s): Projectile: This technique is now a Ranged Physical attack and uses the Energy Control Skill to determine its Accuracy, but increases its Ki cost by 2. This may be added alongside another Minor Effect, but may not be taken with Imbued.
Crippling: This technique has a 40% chance to inflict Cripple on hit, Physical Attacks only.
Cost: 27 Ki
Learn: 2 Weeks, 2500 word count quest learning it in a Red Ribbon Army Successor School or World Government Special Forces school.
Use Limit: 2 Times Per Battle
Accuracy Boost: +10**
Fabricate (Mastered)
A true genius is never without items they need. With the fabrication technique, you use mental and observation training you have participated in to create a defensive measure for yourself and a last-minute item. Some think it's a kind of technomagic. You know it's just the science of hard work.
Type: Signature Defensive Technique
Action: 1 Standard Action
Base Damage Nullification: 4d6+4
Signature Effect: Utility: Allows for use of Gadgeteer major effects.
Major Effect: Gadgeteer: Allows you to create an item of common through mythic rarity rating at the cost of 1ki per 10,000 Zeni the item costs to purchase. If the item is in your inventory but not equipped you may summon it through this technique for a flat 2ki cost. The effect of Gadgeteer may not be used more than twice per thread. Items created by gadgeteer do not take up item slots of any sort, but may not be used to equip an additional weapon or outfit unless you have an additional weapon or outfit slot already.
Minor Effect(s): Artifice: Refill targeted item of your choice with one more use. If the targeted item is a sidekick, artifice may be used to heal or add ten HP.
Cost: 15 Ki
Learn: 2 Weeks, 2500 word count quest learning it in a Pilaf Land or Capsule Corp school.
Use Limit: 3* Times Per Battle
Species: Demon
Age: Physically 27 years old
Gender:
Androgynous, formerly Male
Skills & Statistics
Fighting: 25
Energy Control: 40
Reflexes: 40
Resilience: 25
Power Level: To Be Determined
Accuracy: 1d100+(35) / 1d100+(50)
Defense: 70
HP: 45
KI: 100
DR: 4
Class/Features:
Witch - Rank 3
-5 HP, +10 Accuracy, +5 Defense, +1 DMG, +4 DR
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects:
-Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques.
-Divinate: You gain +10 Defense on your next turn.
-Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice.
-Evoke: You sacrifice 10 HP and restore 10 Ki.
-Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Strange Power - At the end of each turn, you must roll 1d4. On your next turn, treat your Edge as if it were equal to the result of that roll for the duration of your turn; this overwrites natural edge from Power Level.
Sangromancy - You may choose to pay the cost of any Technique in HP rather than Ki. Doing so on Basic or Special Techniques increases their Accuracy by +15 and their damage by +4; doing so on Utility techniques increases their chance to inflict Status Effects by +10% and increases their damage dealt by +4, even if they did not otherwise deal damage. If a Technique would cost less than 5 HP, treat its cost as 5 HP instead.
Hexcraft - While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on that opponent.
Enthrall - Once per thread, as a Reactive At-Will action, you may have an opponent currently afflicted with a Status Effect(that you caused) take the damage and effects of all opponents’ Techniques targeting you this turn; you receive no damage or effects from those Techniques. Activating Enthrall removes all of your Status Effects(including those that would last for the duration of the thread) from the target opponent and prevents you from performing any other actions on this turn. If you are currently in a thread with a character benefiting from your Demon Mark Legendary Technique, you may target them with Enthrall rather than an opponent.
Racial Trait:
Demonic Royalty
You gain the technique Giant Form for free and it takes up no technique slots. In addition, Companions have your class level plus their rarity more HP where rarity is common 1, rare 2, mythic 3. In addition, they can use the intercept technique as described in the team based techniques, twice per battle.
Traits:
Rend
Activation: Passive
Effect: Whenever you use Dragon Dash, your physical melee attacks have a 50% chance to apply 1 turn of “Wound” to their target; this is added to and rolled separately from any other effects.
Precision Performance
Activation: At-Will
Effect: You may activate Precision Performance whenever you perform a Special Technique. Special Techniques performed on the same turn no longer roll damage dice, but instead deal base damage equal to half of that technique’s combined dice value. (A technique that did 3d10 damage would have a combined value of 30 and would deal 15 base damage with this trait.)
Sadist
Activation: None (Passive)
Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% chance to inflict those effects in addition to their other effects.
Appearance:
Personality: At least fifteen character traits or 3 sentences.
History: At least 2 paragraphs.
Player Notes:
Unable to manifest in the world of the living, Humera posesses an Earth monster. The person was once Yuya Dia, a vampire living in Orange Star City who worshipped demons in Hell. Chosen as Maokaioshins Vessel Yuya gave himself willingly and is essentially dead. When Humera isn't using this body it lays dormant in a coffin.
Outside of searching for her son Humera uses this body to explore Westlands through it as a puppet.
MP Allocation
Potential Mastery Level 5
Signature Mastery Level 5
Class Mastery Level 3
Rank 3 Demon Eye
Rank 2 Energy Shield
Rank 2 Psychic Powers
Technique Slots: 6/6
DEMON EYE (Rank 3)
Using magic you hurl tiny beads of cursed ki at your opponent and it sticks to them, wracking them with pain.
Type: Utility
Action: Bonus Action
Requirements: Requires Energy Control skill of 30 or Magic Materialization.
Effect: You have a 70% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%.
Cost: 5 ki.
Limit: Three times per thread.
Ranks: Rank 2 is 80% chance to Cripple. Rank 3 of the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. "Cursed" possesses the same duration as Cripple inflicted by Demon Eye and may not stack with itself; while "Cursed", the target loses 3 ki at the beginning of their turn.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM
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.
PSYCHIC POWERS (Rank 2)
Using your ki you're able to communicate with other minds telepathically and move objects using telekinesis.
Type: Utility
Action: --
Prerequisite: Requires an Energy Control skill of 20.
Effect: You may perform your Strike and Grapple Basic Techniques as if they were Ranged Physical attacks, using your Energy Control skill to determine their Accuracy.
Cost: 1 ki per ranged Strike. 5 ki per ranged Grapple. (Replaces Strike/Grapple’s base costs.)
Ranks: Rank 2 increases damage with ranged Strikes by 1d4 and Rank 3 makes attacks with the Projectile effect cost 3 less ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ENERGY SHIELD (Rank 2)
You create a sphere of ki around your body that insulates and protects you from incoming damage.
Type: Defense
Action: Bonus Action - Reactive
Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
OSEB (Mastered)
Known both by the full designation of 'Off Screen Explosive Barrage', and by the nickname 'White's Blizzard' after the supposed creator of the technique, with this technique the user uses a target designation item and their own spirit energy, or energy they have access to, to designate targets for an out of sight ally, be it an artillery group, air strike group, or perhaps even a giant robot. Whatever the source of the strike, it's out of sight origin and sudden appearance combine to make it very devastating.
Type: Signature Energy Ranged Barrage
Action: 1 Standard Action
Base Damage: 5d6+10
Signature Effect: Wide-Striking: When attacking with this technique, the user rolls two d100s, and uses the better die roll to figure out the total accuracy of this technique.
Major Effect: Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%.
Minor Effect(s): Projectile: This technique is now a Ranged Physical attack and uses the Energy Control Skill to determine its Accuracy, but increases its Ki cost by 2. This may be added alongside another Minor Effect, but may not be taken with Imbued.
Crippling: This technique has a 40% chance to inflict Cripple on hit, Physical Attacks only.
Cost: 27 Ki
Learn: 2 Weeks, 2500 word count quest learning it in a Red Ribbon Army Successor School or World Government Special Forces school.
Use Limit: 2 Times Per Battle
Accuracy Boost: +10**
Fabricate (Mastered)
A true genius is never without items they need. With the fabrication technique, you use mental and observation training you have participated in to create a defensive measure for yourself and a last-minute item. Some think it's a kind of technomagic. You know it's just the science of hard work.
Type: Signature Defensive Technique
Action: 1 Standard Action
Base Damage Nullification: 4d6+4
Signature Effect: Utility: Allows for use of Gadgeteer major effects.
Major Effect: Gadgeteer: Allows you to create an item of common through mythic rarity rating at the cost of 1ki per 10,000 Zeni the item costs to purchase. If the item is in your inventory but not equipped you may summon it through this technique for a flat 2ki cost. The effect of Gadgeteer may not be used more than twice per thread. Items created by gadgeteer do not take up item slots of any sort, but may not be used to equip an additional weapon or outfit unless you have an additional weapon or outfit slot already.
Minor Effect(s): Artifice: Refill targeted item of your choice with one more use. If the targeted item is a sidekick, artifice may be used to heal or add ten HP.
Cost: 15 Ki
Learn: 2 Weeks, 2500 word count quest learning it in a Pilaf Land or Capsule Corp school.
Use Limit: 3* Times Per Battle