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Post by Lilith Nevermore on Oct 16, 2022 7:57:27 GMT -8
White wind howled through a twisted forest. The eerie ruins of a once mighty castle jutted defiantly out of the field of snow. Ruins like broken tombstones decorated the empty plot of land around it. The thick trees formed a natural barrier, teeming with winter beasts. In the nearby villages, hushed rumors spoke of a great treasure hidden here. However, would-be looters were kept at bay by a horde of ghosts, zombies and weird, little plant creatures that wandered the premises. Worse yet, some claimed a wicked witch lived in the tower, cursing any fool who dared to wander too close. “Curse these peasants and their incessant curiosity...”Inside the main cathedral, a small, shady silhouette studied a glowing crystal ball. It displayed a bird’s eye view of a stranger wandering the snowy lands, stalked by a horde of ghosts and zombies. ...Awfully incorporeal ghosts and horribly sluggish zombies. Next to the odd orb, a half-empty tea cup let out soft wisps of steam. A sharp set of teeth twisted into a deep frown. “Tch, useless, the lot of you... Can’t even get rid of intruders properly...” A crimson eye closed. The silhouette deflated with a weary sigh. “Fine. I will do it myself.” A pale hand snatched a wand, a broom and a black cloak. With a snowy gust, the door was thrown open. The silhouette took to the skies. Moments later, a frigid voice chimed across the ruined yard. It resembled a silver bell, clear, pure and ice cold. “What, pray tell, are you doing on private property?” A glance upwards revealed a pale, young lady dressed in long, violet robes. Dainty, frail even, she really didn't seem much older than a teenager. On her head rested a wide-brimmed hat. A pitch-black cloak had been wrapped around her shoulder. In her grasp, she carried a softly shimmering crystal ball. All in all, she looked like a wicked witch straight out of a story book. ...And she looked rather miffed to find someone wandering in her front yard. Words: 339 | 339 Natural PL at start: 17,909 (currently suppressed to 5) Tags: Cylie Initiative:dpoW8wCD1d1001d100
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Post by Cylie on Oct 17, 2022 2:51:30 GMT -8
Cylie had been hanging around the North for quite sometime now. She's fought a lot, killed a lot, and stolen a lot, but when she heard rumors of supposedly ancient abandoned ruins rotting somewhere in the middle of the forest, she had to check it out. She was far too curious not to. The talk about the unthinkable amount of danger surrounding the decaying castle might have been enough to deter her men, but not her. She was willing to dive head first into shark-infested waters if it meant a shot at a quick grab. Due to the current weather, she dressed in her usual winter outfit, and set out this morning, only to find the broken down foundation in no time flat. The rumors were true, including the ones about the monsters, but to Cylie's disappointment, none of them proved to be much of a threat to her. The ghosts were intangible, the zombies were slow, and the plants were withering. It was honestly rather pathetic to her. How had no one else managed to stumble upon and ransack this place already? As Cylie mentally complained about the lack of a real storybook adventure on her quest to snoop around places she shouldn't be looking, she heard a voice above her. It was a small voice, yet it was as cold as the air around her. Turning her gaze upwards, Cylie made eye contact with the witch. Turns out the rumors about her were true as well. The tone in which the cloaked girl had spoken had given Cylie ample warning. "I'm looking for something to steal," Cylie blurted out bluntly. "And I'm guessing that you're here to stop me."As she spoke, one of the zombies had gotten a bit close to her, and she pushed it roughly, sending it sliding across the snow. She was acting as casually as she usually did, unaware of the risk she had taken by visiting this pile of rubble and debris in the first place. Still, she cracked her knuckles in anticipation, aware of the crime she had committed. "Of course, I'm not one to get pushed around," She looked the pinkette up and down. "Especially not by a little girl. So why don't we just cut to the chase?"During her dialogue, Cylie had produced a small vial of sparkling liquid from her pocket. The legendary water that only few could consume and survive. It's a wonder as to how Cylie of all people proved to be worthy of the sacred drink. She drank what was in the vial in one gulp, threw away the empty glass, and pounced on her target. She lunged forward at a speed unbeknown to most, and threw a punch at the witch's face. It was a fairly weak strike compared to what she was usually capable of, but no one ever starts out big.
Word Count: 480 Initiative: KKsOdhBq1-100Battle 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
Dynamic Entry activates. Cylie may make one attack this turn.
At-Will: Suppression | Lower PL to 32,401.
Bonus Action: Activate Sacred Water Of Korin | Increase Reflexes to 50.
Standard Action 1: Strike | -0 ki
Accuracy: 1d100+65
Damage: 1d8+4
Standard Action 2: Battle Info
Current Battle Effects
Sacred Water Of Korin - Reflexes are now 50.
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.
INSTINCTUAL DEFENSE III You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Defense Action: At-Will Action Effect: Generate 1 Instinct per 1 Ki paid, up to 8 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. Instinct may be shared between instinctive defense and wild attack, but no more than 4 units of instinct may be spent at a time to increase defense. Cost: 1 ki per Instinct generated. Limit: Once per battle.
ENHANCED DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: The first use of Dragon Dash on your turn gives +10 attack and +5 damage to your Melee Attacks. Additional uses on the same turn stack +3 more damage. Cost: 7 ki Limit: None
Traits
Quick Learner(Racial) - You automatically subtract one week from every technique you study’s learning time. In addition, three times per RL month you may apply a 5% bonus modifier to EP and PL gains from a thread where you have completed where you have written at least 1/4th of the words.
Quick Draw - You may activate Weapon-type items as At-Will Actions. May only At-Will activate up to 2 Weapons per turn.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
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: 30,859 Base PL: 46,288(Sacred Water Of Korin) Current PL: 32,401
HP: 90/90 KI: 100/100 1-100·1d100+65·1d8+4
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Post by Lilith Nevermore on Oct 17, 2022 5:22:43 GMT -8
Lilith glared at the brazen intruder with a mixture of disdain and disbelief. This was... a new one. She had heard all sorts of cheap excuses, from being lost to being an honest archeologist. This was the first time a thief outright admitted they were here to steal. Honestly, she didn’t know how to respond to that. ...Until the thief spouted perhaps the worst possible word choice to say in her presence. Her visible eye flashed wide open with white hot fury. “Insolent mortal! Do I look like a little girl?!” It was not a rhetorical question, but it might as well have been.
However, the witch recoiled when she spotted the peculiar bottle in the intruder’s grasp. Sparkling water in a tiny bottle, branded by the symbol of Kami... It couldn’t be. There was no way. Yet it matched all the descriptions she had come across during her artifact studies. By comparison, the orb in her grasp looked like a replica. A cosplay prop. Lovingly crafted, sure, but still undeniably fake. “Why do you... have that...?” She asked, her voice shaky with quiet awe. Perhaps even fear. Her doubts about the authenticity were blown away in an instant.
The pale lady barely blinked, when the thief vanished from her vision. She only vaguely realized that a fist-shaped blur was coming for her. “What-?” A direct hit socked her right in the face. Her entire broom went skidding backwards in the air, as she recoiled from the punch. Bewildered, she brushed her aching nose tenderly. A trickle of crimson painted her face and hand. “Grr, wretched whelp...!” She no longer cared if the artifact was real or not. This mortal had just earned her full wrath.
Lilith leveled a chilling glare on the opponent. The orb resting on her lap pulsed with odd energy. Her eyes reflected the arcane glow. “Tch, no matter. I have already foreseen your brief and miserable future. That cheap shot is the last you shall ever lay a hand on me.” Her cloak and robes glimmered with a ripple of magic, as her defenses activated. ...In hindsight, perhaps she should’ve done that before she got punched in the face.
The witch took a deep breath, gathering her focus. Briefly, her mana flow turned flawless. Effortless. “From Hell’s heart I summon thee...” As she spoke an incantation, the snow beneath her feet started steaming. Supernatural flames carved an infernal symbol onto the ground. “Come forth, Mist Stalking Killer, Jack the Ripper!” In a burst of brimstone, a silhouette appeared on the field. It resembled a sharply-dressed gentleman from ages past, lean like a skeleton. Yet its frame and features were constantly obscured by thick, lingering fog. Only an eerie grin gleamed through. This phantom seemed a little too happy to see Cylie...
Words: 466 | 805
BATTLE TRACKERDEFENSE PHASE. Attack 1: Lilith 105 vs Cylie 152 = Hit! 9 dmg Attack 2: Lilith 105 vs Cylie (Acc) = Result Total damage: 9 - 4 = 5
OFFENSE PHASE.
At-Will: Using consumable Cosplay Props to gain a copy of the Artifact Baba's Crystal Ball for this thread. At-Will: Enhanced Suppression | PL suppressed to 12535, regain +3 ki every turn while under 50% base PL.
Bonus Action 1: Countermeasures Protective Charms | Gain 3 stacks of Countermeasures. | -8 ki
Bonus Action 2: Divination | Gain +50 DEF next turn
Standard Action 2: Focus | Gain 1 stack of Focus
At-Will: Sorcery - Afflict | Spend 1 AP to gain an extra Bonus Action for Utility Techniques only. At-Will: Spend Focus | Reduce the cost of the next technique to 0 ki. | -1 Focus stack Bonus Action 3: Paparapapa Demon Summoning: Jack the Ripper | 0 ki
Passive: Regain +3 ki Regain +1 AP (Baba's Crystal Ball)
EFFECTS. Sorcery | AP left: 4 Countermeasures | Stacks left: 3 Focus | Stacks 0 Sidekick - Jack the Ripper | Actions left: 4 Enhanced Suppresion | PL set to 12,535, regain +3 ki every turn. Cosplay Props | Gain a copy of Baba's Crystal Ball for this thread.
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | You begin every thread with 4 Arcane Points (AP) and may spend them At-Will for the following effects: -Afflict: Gain one additional Bonus Action on this turn. May only be used to perform Utility Techniques. -Divinate: Gain +10 Defense on 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: 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. Bane | Remove any number of Status Effects(inflicted by you) from a target. On their next turn, the target receives 3 damage for each turn of a Non-Special Status Effect removed and 5 damage for each turn of a Special Status Effect removed. Ignores DR and Temporary HP. | At-Will | Unlimited uses, once per turn. Sadist | Special Techniques have an additional +20% chance to inflict Cripple and Immobilize, even if they didn't have those effects already. Vampirism | All Status Effects deal 2 additional damage to their target on each of their turns, even if they would not otherwise deal damage. This damage is applied per unique Status Effects. Whenever an opponent receives damage from Vampirism, regain 4 HP on the next turn. Haste | Gain an additional Bonus Action this turn. | Reactive At-Will | 3 uses. Momentum | Gain 1 Momentum stack when your attack fails to hit. Spend stacks to increase natural Acc roll by 5 per stack. Can turn an attack into a Crit Hit or avoid a Crit Miss. | At-Will (Spend stacks) Focus | May spend 1 Standard Action per turn to gain 1 stack of Focus. May spend 1 stack per turn to reduce the cost of any non-Finisher technique to 0 Ki. | Standard Action (Gain stacks) / At-Will (Spend stacks) | Max 2 stacks held at a time.
EQUIPMENT. Champion’s Gi | At the beginning of a turn, choose one: +10 Def (Reactive), +15 Acc with Basic Attacks, or +15 Acc with one Special Attack | Passive Demon Ring | Status Effects also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. Damage bypasses DR. | Passive Drakul’s Cloak | Grants an additional use of 'Flight' in battle, and allows you to add the signature effect 'Leeching' to a special technique twice per battle. | At-Will | 2 uses per thread. (Leeching) Regenerative Infusion | Restore +5 HP and +3 ki per turn for 5 turns. | Bonus Action | 1 use per thread. Cosplay Props: Baba’s Crystal Ball | Gain +10% chance to inflict any status effect and all successful status effects have +1 duration. May use Divination technique one additional time. Can recover 1 AP every 2 turns. Grants +40% increase to base PL.
DEFENSE/UTILITY TECHS. Magic Materialization (Conjury) - Rank 3 Action: At-Will Effect: You create an item and equip it in the place of another item or in an empty slot. Cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). Limit: Twice per thread. Can materialize items up to Rare rarity.
Paparapapa (Conjury) Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. As an At-Will Action your sidekick can take one action listed below: --Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be a grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage. Limit: One sidekick per thread. 4 total actions per thread. Cost: -13 ki
Countermeasures - Rank 3 | Gain 3 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -8 ki | 1 use per thread.
Solar Flare - Rank 3 | 70% chance to inflict Blind. The effect lasts for +1 turn and deals 1d6 damage that bypasses all DR. | Bonus Action | -3 ki | 2 uses per thread.
Teleport - Rank 3 | Avoid all attacks and utility techniques in a turn, except critical hits. Can be used to flee from a thread. | Standard Action - Reactive | -18 ki | 1 use per thread.
Demon Eye - Rank 3 | 80% chance to inflict Cripple and Cursed. Crippled effect lasts for +2 turns and Cursed lasts as long as Crippled. A Cursed target loses -3 ki at the start of every turn. | Bonus Action | -3 ki | 3 uses per thread.
Morph - Rank 3 | Choose one: 90% chance that the opponent loses a Bonus Action, while you gain +5 to two stats. OR 80% chance that the opponent loses a Standard Action. | At-Will - Reactive | No cost. | 2 uses per thread.
Divination - Rank 3 | Gain +50 defense on next turn. | Bonus Action | No cost. | 2 uses per thread. (Baba’s Crystal Ball)
Hypnosis - Rank 3 | 80% chance to inflict Immobilize and Heavy. Immobilize effect lasts for +2 turns and Heavy lasts as long as Immobilize. A Heavy target loses -5 ki for every action they take. | Bonus Action | -3 ki | 2 uses per thread.
Focus Energy (Enhanced) | Energy attacks gain +15 ACC and +15% Status Effect chance during this turn. | Bonus Action | -8 ki
Flight | Avoid a non-critical attack automatically or turn a critical hit into a normal hit. | Bonus Action - Reactive | -13 ki | 1 use per thread.
Suppression (Enhanced) | Reduce current PL to a value of choice. Regain +3 ki at the end of the turn, if below 50% Base PL. | At-Will / At-Will Reactive (Release) | No cost.
ATTACK TECHS. Hex Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Versatile - As an At-Will Action, you may change the Minor Effect on this technique. (Not Imbued or Projectile.) Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -13 ki
The Heir of the Clan Nevermore Type: Signature, Energy, Ranged, Area Action: Standard Action Base Damage: Deals 15 Damage to up to 3 Targets and has +20 Accuracy. Signature Effect: Inflicting: Technique may choose two minor effects that inflict statuses +10 Ki Cost. Major Effect: Versatile: As an At-Will Action, you may change the Minor Effects on this technique. (Not Imbued or Projectile.) Minor Effect: Blinding: This technique has a 30% chance to inflict Blind on hit. +Freezing: This technique has a 40% chance to inflict Freeze on hit. Cost: 33 Ki
HP: 65/70 | KI: 95/100 PL: 25,072 (base) -> 12,535 (suppressed) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 105 DR: +4 | DMG MODIFIER: +2 | KI COST: -2
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Post by Cylie on Oct 17, 2022 6:44:07 GMT -8
The power of the sacred water was on full display for no more than a moment as Cylie's fist flew through the air. It connected cleanly with the pale one's little nose, producing a beautiful sound and impact. The swordswoman landed roughly on the snow, sinking slightly as she fell on one knee. That punch was actually moderately strong. As she rose to full height, Cylie shook her hand a little while smirking. "Sorry, did I hurt you?"She truly didn't mean to put that much power into the strike, but she couldn't help it. Especially not moments after drinking Korin's drink. After first blood, Cylie's adversary began to take action. Rather than ki, the teenager seemed to combat foes through magic instead. Cylie had never gone up against someone like that before. She wasn't sure if ki was much different from magic, but she was certain that ki couldn't quite do what the witch was doing. The gang leader took a step back as she watched an ethereal figure burst from that symbol drawn in the snow. 'What the hell is that?' She thought. She could see no features to remember it by, apart from a creepy grin that shone through the black mist surrounding him. Cylie did not like the way it was looking at her. Not at all. Regardless, she still forced a grin of her own. "Wow, I guess you really are a witch."She chuckled a little as she regarded the otherworldly being in front of her. Guess those rumors weren't just rumors. "Jack, huh? Could you do me a favor and step aside? I don't think you want any of what I am right now."Cylie wasn't sure if the thing could talk, but she is sure that if it could, it would've declined her request with little thought despite her warning. Either way, she wouldn't wait for an answer, but it was worth a shot. A flaming red aura burst to life around Cylie, and she surged forward adventurously. She was heading directly for the witch in order to unleash a barrage of punches and kicks in her general direction. She still refused to use her swords, mainly out of confidence and arrogance. She figured that she was far too fast to even get touched, and if the witch could barely handle a punch of that caliber, then this should be a comfortable fight, right?
Word Count: 402/882 Battle 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
Edge 2 established. +5 Acc, +3 Dmg, +3 DR.
Champion's Gi. +15 Acc.
At-Will: Sidekick Action | Physical Attack
Accuracy: nnmNKvA61d100+40
Damage: 2d6
At-Will: Blitz Strike | -0 ki
Accuracy: 1d100+95
Damage: 1d8+12
Bonus Action: Enhanced Dragon Dash | -6 ki | +10 Acc & +5 Dmg to Melee Attacks.
Standard Action 1: Strike | -0 ki
Accuracy: 1d100+95
Damage: 1d8+12
Standard Action 2:Strike | -0 ki
Accuracy: 1d100+95
Damage: 1d8+12 Battle Info
Current Battle Effects
Sacred Water Of Korin - Reflexes are now 50.
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.
INSTINCTUAL DEFENSE III You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Defense Action: At-Will Action Effect: Generate 1 Instinct per 1 Ki paid, up to 8 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. Instinct may be shared between instinctive defense and wild attack, but no more than 4 units of instinct may be spent at a time to increase defense. Cost: 1 ki per Instinct generated. Limit: Once per battle.
ENHANCED DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: The first use of Dragon Dash on your turn gives +10 attack and +5 damage to your Melee Attacks. Additional uses on the same turn stack +3 more damage. Cost: 7 ki Limit: None
Traits
Quick Learner(Racial) - You automatically subtract one week from every technique you study’s learning time. In addition, three times per RL month you may apply a 5% bonus modifier to EP and PL gains from a thread where you have completed where you have written at least 1/4th of the words.
Quick Draw - You may activate Weapon-type items as At-Will Actions. May only At-Will activate up to 2 Weapons per turn.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
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: 30,859 Base PL: 46,288(Sacred Water Of Korin) Current PL: 32,401
HP: 90/90 KI: 94/100 1d100+40·2d6·1d100+95·1d8+12·1d100+95·1d8+12·1d100+95·1d8+12
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Post by Lilith Nevermore on Oct 18, 2022 5:12:49 GMT -8
Irritation tugged at the sorcerer’s nerves, making her eye twitch. “Your arrogance shall be your undoing...” She grumbled in protest. This foolish mortal would regret mocking her! Wicked plans for revenge already bubbled in the cauldron of her mind. Oh yes, she knew just the spell for this... Jack, for his part, remained dead silent. He revealed a sharp switchblade, flicking it open idly. Even as the enemy charged past, the specter did nothing. He merely stood in place, wavering back and forth like a candle flame, as if waiting for something...
When the foe closed the gap again, Lilith scoffed. “Hmph, futile.” This time, her crimson glare followed the attacker’s every movement. She swayed on her broom, weaving past every punch and kick. As soon as the foe’s fist moved, the frail lady was already moving out of the way. “I told you... I have already foreseen your future.” She wasn’t even faster, she just... knew. It was like trying to strike smoke. “Your fists can no longer reach me.” She certainly was confident for someone who had gotten punched in the face just a moment ago.
But maybe there was a reason behind the confidence...
Locking eyes with the enemy, the witch uttered another ominous incantation. “Look into my eyes and feel thy mind unravel... Hypnosis.” Her eyes lit up with a baleful, purple glow. The air rippled, resembling the surface of water. If the foe got caught in the hypnotic attack, she would feel her movements grow heavier. A simple punch would eat away at her ki. During the brief moment of confusion, the spectral monster moved as well. In a blur of motion, he was upon the target. The switchblade gleamed in his grasp. He slashed at the girl’s back, attempting to leave a bleeding wound.
While the thief dealt with the misty maniac, the caster lifted her hand and wand like a conductor leading an imaginary orchestra. “Drown in the black sea, sink and suffocate... True Dark.” As the arcane words trailed across the air, the shadows on the snow came to life. They formed a massive, monstrous maw that snapped upwards with violent force. If the foe got caught, she would find the shadows clung to her like tar, blinding her. Worse yet, the wicked witch still wasn’t done. “Cry and collapse as thy cursed body betrays thee... Demon Eye.” Violet sparks of magic lit up the shadows like cursed electricity. Touching any of it would leave a lingering curse, further sapping the girl’s ki.
Words: 420 | 1225
BATTLE TRACKERDEFENSE PHASE. Attack 1: Lilith 155 vs Cylie 65 = Miss Attack 2: Lilith 155 vs Cylie 146 = Miss Attack 3: Lilith 155 vs Cylie 110 = Miss Attack 4: Lilith 155 vs Cylie 104 = Miss Total damage: 0 - 4 = 0
OFFENSE PHASE.
Standard Action 1: Focus | Gain 1 stack of Focus
Standard Action 2 -> Bonus Action 1: Hypnosis | 90% chance to inflict Immobilize and Heavy for 5 turns (Baba's Crystal Ball). Immobilize increases defensive technique cost by 10 ki. Heavy causes the target to lose 5 ki for every action they take. Also deals 6 dmg per turn (Demon Ring + Vampirism x 2 status effects), ignoring all DR. | -3 ki RqngFct01d100 90 or below to succeed.
At-Will: Order sidekick -> Jack uses Frag Grenade Switchblade Slash | 60% chance to inflict Wound for 3 turns (Baba's Crystal Ball) | Wound deals 6 dmg per turn (Demon Ring + Vampirism), ignoring all DR. 1d100 60 or below to succeed.
Bonus Action 2: Solar Flare True Dark | 80% chance to inflict Blind and deal 1d6 damage (ignores DR) for 3 turns (Baba's Crystal Ball). | Blind decreases Acc and DEF by -25. Also deals 3 dmg per turn (Demon Ring + Vampirism), ignoring all DR. | -3 ki 1d100 80 or below to succeed. 1d6
At-Will: Haste | Gain an additional Bonus Action. Bonus Action 3: Demon Eye | 90% chance to inflict Cripple and Cursed for 5 turns (Baba's Crystal Ball). | Cripple halves HP and Ki regeneration. Cursed drains -3 ki per turn. Also deals 6 dmg per turn (Demon Ring + Vampirism x 2 status effects), ignoring all DR. | -3 ki 1d100 90 or below to succeed.
At-Will: Sorcery - Divinate | Spend 1 AP to gain +10 Defense on next turn.
Passive: Regain +3 ki
EFFECTS. Sorcery | AP left: 3 Countermeasures | Stacks left: 3 Focus | Stacks 1 Sidekick - Jack the Ripper | Actions left: 3 Enhanced Suppresion | PL set to 12,535, regain +3 ki every turn. Cosplay Props | Gain a copy of Baba's Crystal Ball for this thread.
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | You begin every thread with 4 Arcane Points (AP) and may spend them At-Will for the following effects: -Afflict: Gain one additional Bonus Action on this turn. May only be used to perform Utility Techniques. -Divinate: Gain +10 Defense on 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: 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. Bane | Remove any number of Status Effects(inflicted by you) from a target. On their next turn, the target receives 3 damage for each turn of a Non-Special Status Effect removed and 5 damage for each turn of a Special Status Effect removed. Ignores DR and Temporary HP. | At-Will | Unlimited uses, once per turn. Sadist | Special Techniques have an additional +20% chance to inflict Cripple and Immobilize, even if they didn't have those effects already. Vampirism | All Status Effects deal 2 additional damage to their target on each of their turns, even if they would not otherwise deal damage. This damage is applied per unique Status Effects. Whenever an opponent receives damage from Vampirism, regain 4 HP on the next turn. Haste | Gain an additional Bonus Action this turn. | Reactive At-Will | 2 uses left. Momentum | Gain 1 Momentum stack when your attack fails to hit. Spend stacks to increase natural Acc roll by 5 per stack. Can turn an attack into a Crit Hit or avoid a Crit Miss. | At-Will (Spend stacks) Focus | May spend 1 Standard Action per turn to gain 1 stack of Focus. May spend 1 stack per turn to reduce the cost of any non-Finisher technique to 0 Ki. | Standard Action (Gain stacks) / At-Will (Spend stacks) | Max 2 stacks held at a time.
EQUIPMENT. Champion’s Gi | At the beginning of a turn, choose one: +10 Def (Reactive), +15 Acc with Basic Attacks, or +15 Acc with one Special Attack | Passive Demon Ring | Status Effects also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. Damage bypasses DR. | Passive Drakul’s Cloak | Grants an additional use of 'Flight' in battle, and allows you to add the signature effect 'Leeching' to a special technique twice per battle. | At-Will | 2 uses per thread. (Leeching) Regenerative Infusion | Restore +5 HP and +3 ki per turn for 5 turns. | Bonus Action | 1 use per thread. Cosplay Props: Baba’s Crystal Ball | Gain +10% chance to inflict any status effect and all successful status effects have +1 duration. May use Divination technique one additional time. Can recover 1 AP every 2 turns. Grants +40% increase to base PL.
DEFENSE/UTILITY TECHS. Magic Materialization (Conjury) - Rank 3 Action: At-Will Effect: You create an item and equip it in the place of another item or in an empty slot. Cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). Limit: Twice per thread. Can materialize items up to Rare rarity.
Paparapapa (Conjury) Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. As an At-Will Action your sidekick can take one action listed below: --Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be a grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage. Limit: One sidekick per thread. 4 total actions per thread. Cost: -13 ki
Countermeasures - Rank 3 | Gain 3 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -8 ki | 1 use per thread.
Solar Flare - Rank 3 | 70% chance to inflict Blind. The effect lasts for +1 turn and deals 1d6 damage that bypasses all DR. | Bonus Action | -3 ki | 1 use left.
Teleport - Rank 3 | Avoid all attacks and utility techniques in a turn, except critical hits. Can be used to flee from a thread. | Standard Action - Reactive | -18 ki | 1 use per thread.
Demon Eye - Rank 3 | 80% chance to inflict Cripple and Cursed. Crippled effect lasts for +2 turns and Cursed lasts as long as Crippled. A Cursed target loses -3 ki at the start of every turn. | Bonus Action | -3 ki | 2 uses left.
Morph - Rank 3 | Choose one: 90% chance that the opponent loses a Bonus Action, while you gain +5 to two stats. OR 80% chance that the opponent loses a Standard Action. | At-Will - Reactive | No cost. | 2 uses per thread.
Divination - Rank 3 | Gain +50 defense on next turn. | Bonus Action | No cost. | 1 use left. (Baba’s Crystal Ball)
Hypnosis - Rank 3 | 80% chance to inflict Immobilize and Heavy. Immobilize effect lasts for +2 turns and Heavy lasts as long as Immobilize. A Heavy target loses -5 ki for every action they take. | Bonus Action | -3 ki | 1 use left.
Focus Energy (Enhanced) | Energy attacks gain +15 ACC and +15% Status Effect chance during this turn. | Bonus Action | -8 ki
Flight | Avoid a non-critical attack automatically or turn a critical hit into a normal hit. | Bonus Action - Reactive | -13 ki | 1 use per thread.
Suppression (Enhanced) | Reduce current PL to a value of choice. Regain +3 ki at the end of the turn, if below 50% Base PL. | At-Will / At-Will Reactive (Release) | No cost.
ATTACK TECHS. Hex Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Versatile - As an At-Will Action, you may change the Minor Effect on this technique. (Not Imbued or Projectile.) Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -13 ki
The Heir of the Clan Nevermore Type: Signature, Energy, Ranged, Area Action: Standard Action Base Damage: Deals 15 Damage to up to 3 Targets and has +20 Accuracy. Signature Effect: Inflicting: Technique may choose two minor effects that inflict statuses +10 Ki Cost. Major Effect: Versatile: As an At-Will Action, you may change the Minor Effects on this technique. (Not Imbued or Projectile.) Minor Effect: Blinding: This technique has a 30% chance to inflict Blind on hit. +Freezing: This technique has a 40% chance to inflict Freeze on hit. Cost: 33 Ki
HP: 65/70 | KI: 89/100 PL: 25,072 (base) -> 12,535 (suppressed) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 105 DR: +4 | DMG MODIFIER: +2 | KI COST: -2 1d100·1d100·1d100·1d6·1d100
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Post by Cylie on Oct 26, 2022 6:55:20 GMT -8
Cylie had already prepared herself for that monstrosity in front of the witch in case he chose to get in her way, but to her surprise, he just stood there as Cylie dashed past him. She didn't have much time to think about why he chose to remain stationary, as she was already throwing punches at the pale lady. The first punch missed. The second punch missed. A random side kick that Cylie had unleashed haphazardly also struck nothing but air. As each of her attacks were avoided, Cylie's eyes grew wider and wider. When she eventually ended her futile assault, she paused for a moment. "How...?"The last few seconds made no sense to her. For the first time in two years, Cylie had... missed. Not one minute ago, her right fist had crashed into the witch's nose easily, even causing a splash of blood in the process. So why did this assault manage to fail entirely? The petite girl had explained what had happened as Cylie started at her incredulously. She... had seen the future? Was that possible? While Cylie stood there, stunned, the witch took this opportunity to begin an attack of her own. The hypnosis spell she cast on Cylie was slow, something that she should've been able to avoid easily, but alas, she did not move. As Cylie felt her swords, clothes, and even the ribbon in her hair gain weight, she snapped out of her stupor, realizing what was going on. With a graceful flip, she avoided the sudden slash from the mass of blackness behind her. Weirdly, the flip felt taxing on her body. Usually, Cylie was capable of flipping for days on end without fatigue, but here it felt like she was trying to carry a building made entirely of katchin. She landed hard, and upon hearing the next words uttered by the witch, she jumped many feet into the air, narrowly avoiding the shadowy jaws from below but once again feeling weighed down by everything she wore. The spike of tiredness made it impossible for her to avoid the sparks of magic that slammed into her, stinging her skin at the touch. When Cylie finally landed, she was panting hard. Panting? She was tired? The fight just started! How could she be winded already? She stood upright and immediately placed a hand to her temple. A splitting headache had forced its presence. Cylie crouched into her usual fighting stance anyways, ready to try those punches and kicks again. Every movement she made caused her to exert herself, but regardless, doing her best to ignore the gnawing pain in her head, she charged forward again, yelling a battle cry to spur herself on as she did exactly as she did before, unleashing a barrage of punches and kicks aimed at the broom wielder.
Word Count: 471/1353 Battle Tracker
Defense Phase
Attack 1: Hypnosis. Hit! Inflict Immobilize & Heavy for 5 turns. Attack 2: Switchblade Slash. Miss. Attack 3: True Dark. Miss. Attack 4: Demon Eye. Hit! Inflict Cripple & Cursed for 5 turns.
Take 8 dmg from Vampirism. Take 4 dmg from Demon Ring.
Total Dmg: 0-5+12(Bypass DR)= 12
Offense Phase
Edge 2 established. +5 Acc, +3 Dmg, +3 DR.
Champion's Gi. +15 Acc.
At-Will: Sidekick Action | Physical Attack | -5 ki due to Heavy
Accuracy: 3GOEGO|P1d100+40
Damage: 2d6
At-Will: Blitz Strike | -0 ki | -5 ki due to Heavy
Accuracy: 1d100+95
Damage: 1d8+12
Bonus Action: Enhanced Dragon Dash | -6 ki | +10 Acc & +5 Dmg to Melee Attacks. | -5 ki due to Heavy
Standard Action 1: Strike | -0 ki | -5 ki due to Heavy
Accuracy: 1d100+95
Damage: 1d8+12
Standard Action 2: Strike | -0 ki | -5 ki due to Heavy
Accuracy: 1d100+95
Damage: 1d8+12 Battle Info
Current Battle Effects
Sacred Water Of Korin - Reflexes are now 50. Immobilize(1/5) - Defensive techniques cost an additional 10 ki to use. Heavy(1/5) - Lose 5 ki for every action taken. Cripple(1/5) - HP and Ki recovery is reduced by half. Cursed(1/5) - Lose 3 ki at the start of each turn.
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.
INSTINCTUAL DEFENSE III You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Defense Action: At-Will Action Effect: Generate 1 Instinct per 1 Ki paid, up to 8 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. Instinct may be shared between instinctive defense and wild attack, but no more than 4 units of instinct may be spent at a time to increase defense. Cost: 1 ki per Instinct generated. Limit: Once per battle.
ENHANCED DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: The first use of Dragon Dash on your turn gives +10 attack and +5 damage to your Melee Attacks. Additional uses on the same turn stack +3 more damage. Cost: 7 ki Limit: None
Traits
Quick Learner(Racial) - You automatically subtract one week from every technique you study’s learning time. In addition, three times per RL month you may apply a 5% bonus modifier to EP and PL gains from a thread where you have completed where you have written at least 1/4th of the words.
Quick Draw - You may activate Weapon-type items as At-Will Actions. May only At-Will activate up to 2 Weapons per turn.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
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: 30,859 Base PL: 46,288(Sacred Water Of Korin) Current PL: 32,401
HP: 78/90 KI: 63/100 1d100+40·2d6·1d100+95·1d8+12·1d100+95·1d8+12·1d100+95·1d8+12
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Post by Lilith Nevermore on Oct 27, 2022 5:06:04 GMT -8
Against all Lilith’s expectations, the bandit neither collapsed nor begged for mercy. Her eyes widened, as the speed demon kept going. “What... are you...” The question slipped from her lips in a moment of disbelief. Briefly she wondered if her spell had fizzled. She quickly shook the doubts from her mind. No, it was not possible. This mortal was simply too stubborn for her own good. Must’ve been that Sacred Water... Granting the girl power beyond mortal limits. It was the only sensible explanation. She would’ve done anything to get her hands on a sample.
When the foe launched another assault, the witch swept her hand upwards. “Shield of Shadows.” Right on command, a clump of shadows burst from beneath her robes. It moved like tar, yet hardened like steel. The fierce impacts clashed against the supernatural surface. “All that strength and this is your plan? Shouting and flailing? How pathe-” Her gloating was cut short, when one punch tore through the shield. ...And clocked her right in the face. Again. With her concentration shattered, the shield collapsed. Several solid hits followed, pummeling her painfully.
Suddenly, the sorceress vanished in a puff of smoke. In her place appeared a tiny, mauve bat with a witch hat and a familiar glare. The bat flew up, around and over the martial artist in a dizzying pattern, nimbly escaping the assault. In another puff, the witch returned. She was nursing a black eye and blood trickled from her swollen lips. “...I knew you would do that.” She declared pretty defiantly for someone who just got decked. “What I cannot begin to fathom is how you are doing that...” She doubted she was going to get anything more than snark from the shameless thief.
While the wicked witch vented her frustration, something peculiar started happening. “Tch, no matter. I shall make you regret crossing my path...” The injuries marring her fair features were rapidly fading, starting with her bashed nose. Even the blood seemed to seep back into her pale skin. “Jack! Quit dawdling and do something!” Finally, the servant sprung into action. It rushed the target with a wild flurry of slashes. The summoner followed up with another sweeping gesture. “Drown in the black sea, sink and suffocate... True Dark.” The shadow maw closed in from behind, trying to chomp the foe again.
However, both these maneuvers were only meant to buy time. The witch took a deep breath, gathering her utmost focus. She despised casting this particular spell, but... Her options and patience were running thin. “Suffer the pains of conquest, famine and pestilence as thy body withers away...” As she spoke the lengthy incantation, smoky wisps started seeping from her lips. She inhaled deeply... “Black Death.” ...and exhaled a foul cloud of inky smog. It rolled over the area in an unstoppable wave, staining the snow like falling soot. Even the mighty pine trees started turning sickly brown, as their needles fell away. Needless to say, breathing it would leave a human horribly weakened and poisoned.
Words: 505 | 1730
BATTLE TRACKERDEFENSE PHASE. Reactive At-Will: Countermeasures Protective Charms | Use 2 stacks of Countermeasures to reduce 2 Reactive Bonus Actions to Reactive At-Will Actions. Reactive Bonus Action -> Reactive At-Will: Guard Shield of Shadows | Gain +10 DR | -8 ki Attack 1: Lilith 105 vs Cylie 96 = Miss Attack 2: Lilith 105 vs Cylie 145 = Hit! 13 dmg Attack 3: Lilith 105 vs Cylie 161 = Hit! 16 dmg Reactive Bonus Action -> Reactive At-Will: Flight | Avoid the next attack. | -13 ki Attack 4: Lilith 105 vs Cylie 181 = Avoided with flight. Total damage: 29 - 14 = 15
OFFENSE PHASE. Passive: Vampirisim dealt damage to Cylie. Lilith recovers +4 Hp.
At-Will: Morph - Turn into a bat and back | 80% chance that the opponent loses a Standard Action. (Not a status effect, so no interaction with Baba's Crystal Ball, Demon Ring or Vampirism.) 0hCZuA5k1d100 80 or below to succeed.
Standard Action 1: Focus | Gain 1 stack of Focus
Bonus Action 1: Regenerative Infusion Vampiric Recovery | +5 HP and +3 Ki per turn for 5 turns.
At-Will: Order sidekick -> Jack uses Frag Grenade Switchblade Slash | 60% chance to inflict Wound for 3 turns (Baba's Crystal Ball) | Wound deals 6 dmg per turn (Demon Ring + Vampirism), ignoring all DR. 1d100 60 or below to succeed.
At-Will: Sorcery - Afflict | Spend 1 AP to gain an extra Bonus Action for Utility Techniques only. Bonus Action 2: Solar Flare True Dark | 80% chance to inflict Blind and deal 1d6 damage (ignores DR) for 3 turns (Baba's Crystal Ball). | Blind decreases Acc and DEF by -25. Also deals 3 dmg per turn (Demon Ring + Vampirism), ignoring all DR. | -3 ki 1d100 80 or below to succeed. 1d6
At-Will: Spend Focus | Reduce the cost of the next technique to 0 ki. | -1 Focus stack At-Will: Magic Materialization - Create Destron Gas in the empty slot. | -0 ki
Standard Action 2 -> Bonus Action 3: Destron Gas Black Death | 45% chance to inflict Stun, Freeze, and Poison (each rolled separately) for 3 turns (Baba's Crystal Ball). If any Status Effect hits, the target also loses 15% PL for the remainder of the thread. | Stun increases Special Techniques cost by 10 ki. Freeze lowers damage dealt by 3. Poison deals 3 dmg per turn. Also deals additional dmg per turn per successful status effect (Demon Ring + Vampirism x successful status effects), ignoring all DR. Stun 1d100 Freeze 1d100 Poison 1d100 45 or below to succeed.
Passive: Enhanced Suppression | Regain +3 ki Passive: Regenerative Infusion | +5 HP and +3 Ki
EFFECTS. Sorcery | AP left: 2 Countermeasures | Stacks left: 1 Focus | Stacks 1 Sidekick - Jack the Ripper | Actions left: 2 Enhanced Suppresion | PL set to 12,535, regain +3 ki every turn. Cosplay Props | Gain a copy of Baba's Crystal Ball for this thread. Regenerative Infusion | Turns left 4
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | You begin every thread with 4 Arcane Points (AP) and may spend them At-Will for the following effects: -Afflict: Gain one additional Bonus Action on this turn. May only be used to perform Utility Techniques. -Divinate: Gain +10 Defense on 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: 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. Bane | Remove any number of Status Effects(inflicted by you) from a target. On their next turn, the target receives 3 damage for each turn of a Non-Special Status Effect removed and 5 damage for each turn of a Special Status Effect removed. Ignores DR and Temporary HP. | At-Will | Unlimited uses, once per turn. Sadist | Special Techniques have an additional +20% chance to inflict Cripple and Immobilize, even if they didn't have those effects already. Vampirism | All Status Effects deal 2 additional damage to their target on each of their turns, even if they would not otherwise deal damage. This damage is applied per unique Status Effects. Whenever an opponent receives damage from Vampirism, regain 4 HP on the next turn. Haste | Gain an additional Bonus Action this turn. | Reactive At-Will | 2 uses left. Momentum | Gain 1 Momentum stack when your attack fails to hit. Spend stacks to increase natural Acc roll by 5 per stack. Can turn an attack into a Crit Hit or avoid a Crit Miss. | At-Will (Spend stacks) Focus | May spend 1 Standard Action per turn to gain 1 stack of Focus. May spend 1 stack per turn to reduce the cost of any non-Finisher technique to 0 Ki. | Standard Action (Gain stacks) / At-Will (Spend stacks) | Max 2 stacks held at a time.
EQUIPMENT. Champion’s Gi | At the beginning of a turn, choose one: +10 Def (Reactive), +15 Acc with Basic Attacks, or +15 Acc with one Special Attack | Passive Demon Ring | Status Effects also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. Damage bypasses DR. | Passive Drakul’s Cloak | Grants an additional use of 'Flight' in battle, and allows you to add the signature effect 'Leeching' to a special technique twice per battle. | At-Will | 2 uses per thread. (Leeching)
Regenerative Infusion | Restore +5 HP and +3 ki per turn for 5 turns. | Bonus Action | 1 use per thread. MM - Destron Gas | 35% chance to inflict Stun, Freeze, and Poison (each rolled separately). If even a single Status Effect is successfully inflicted by Destron Gas, reduce that opponent’s Base Power Level by 15% for the remainder of the thread. | Bonus Action | 2 uses per thread. Cosplay Props: Baba’s Crystal Ball | Gain +10% chance to inflict any status effect and all successful status effects have +1 duration. May use Divination technique one additional time. Can recover 1 AP every 2 turns. Grants +40% increase to base PL.
DEFENSE/UTILITY TECHS. Magic Materialization (Conjury) - Rank 3 Action: At-Will Effect: You create an item and equip it in the place of another item or in an empty slot. Cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). Limit: Twice per thread. Can materialize items up to Rare rarity.
Paparapapa (Conjury) Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. As an At-Will Action your sidekick can take one action listed below: --Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be a grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage. Limit: One sidekick per thread. 4 total actions per thread. Cost: -13 ki
Countermeasures - Rank 3 | Gain 3 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -8 ki | 1 use per thread.
Solar Flare - Rank 3 | 70% chance to inflict Blind. The effect lasts for +1 turn and deals 1d6 damage that bypasses all DR. | Bonus Action | -3 ki | 1 use left.
Teleport - Rank 3 | Avoid all attacks and utility techniques in a turn, except critical hits. Can be used to flee from a thread. | Standard Action - Reactive | -18 ki | 1 use per thread.
Demon Eye - Rank 3 | 80% chance to inflict Cripple and Cursed. Crippled effect lasts for +2 turns and Cursed lasts as long as Crippled. A Cursed target loses -3 ki at the start of every turn. | Bonus Action | -3 ki | 2 uses left.
Morph - Rank 3 | Choose one: 90% chance that the opponent loses a Bonus Action, while you gain +5 to two stats. OR 80% chance that the opponent loses a Standard Action. | At-Will - Reactive | No cost. | 1 use left.
Divination - Rank 3 | Gain +50 defense on next turn. | Bonus Action | No cost. | 1 use left. (Baba’s Crystal Ball)
Hypnosis - Rank 3 | 80% chance to inflict Immobilize and Heavy. Immobilize effect lasts for +2 turns and Heavy lasts as long as Immobilize. A Heavy target loses -5 ki for every action they take. | Bonus Action | -3 ki | 1 use left.
Focus Energy (Enhanced) | Energy attacks gain +15 ACC and +15% Status Effect chance during this turn. | Bonus Action | -8 ki
Flight | Avoid a non-critical attack automatically or turn a critical hit into a normal hit. | Bonus Action - Reactive | -13 ki | 1 use per thread.
Suppression (Enhanced) | Reduce current PL to a value of choice. Regain +3 ki at the end of the turn, if below 50% Base PL. | At-Will / At-Will Reactive (Release) | No cost.
ATTACK TECHS. Hex Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Versatile - As an At-Will Action, you may change the Minor Effect on this technique. (Not Imbued or Projectile.) Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -13 ki
The Heir of the Clan Nevermore Type: Signature, Energy, Ranged, Area Action: Standard Action Base Damage: Deals 15 Damage to up to 3 Targets and has +20 Accuracy. Signature Effect: Inflicting: Technique may choose two minor effects that inflict statuses +10 Ki Cost. Major Effect: Versatile: As an At-Will Action, you may change the Minor Effects on this technique. (Not Imbued or Projectile.) Minor Effect: Blinding: This technique has a 30% chance to inflict Blind on hit. +Freezing: This technique has a 40% chance to inflict Freeze on hit. Cost: 33 Ki
HP: 59/70 | KI: 71/100 PL: 25,072 (base) -> 12,535 (suppressed) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 105 DR: +4 | DMG MODIFIER: +2 | KI COST: -2 1d100·1d100·1d100·1d6·1d100·1d100·1d100
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