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Post by Kinryu "The Shinryu" Kyto on Nov 2, 2019 20:55:22 GMT -8
Though Happy Hour had ended several hours ago chimes on the bars front door kept jingling as more and more people continued stepping inside for Wino Wednesday. Which not only the tourists but mostly the local college students adore because of the discount their school ID cards gets them here at this lounge as they're having fun partying it up with anyone else here tonight. Though for one young man named Kinryu Kyto who was here tonight if not for the good number of beautiful women here tonight focusing their attention on him as he sat at the balcony bar. He would likely have left a long time ago out of boredom. Due to the fact that there isn't anything for him to do here except get drunk and dance. Though for Kinryu Kyto to get drunk it would require a lot from him especially allowing himself to do one thing he never allowed himself to do unless he was outraged and that is to become reckless. "Excuse me Sir, but are you Shinryu Kyto?" Asked a highly attractive woman who wore an awesomely stylized wardrobe centered around a white dress that clearly must have been tailored to fit her figure displaying to Kinryu Kyto that she is not merely one of the many girls bobbing around on the dance floor. But given the amount of confidence as she sat down beside him that she is someone who must hold significant amount of sway with people who hold the true power in this area. "My name is Mai-Mai. I must say that you have proven to be a good fighter over the years. In fact, I have come to know many people who are rather interested in you.""Oh?" Kinryu Kyto smiled earnestly upon seeing this alluring woman come boldly to find a seat beside him. Kinryu knew he would be lying to himself if he were say he wasn't curious to know what she's like, outside of coming to him for whatever business this was about. "How so, Mai-Mai?""Well Mr Kyto," Mai-Mai brushed her long silver hair back so that her angelic jade colored eyes weren't obscured by the locks of her hair. "I've come to invite you to our league of warriors. An organization that is working to allow fighters such as yourself to be able to fully reveal your hidden potential. In fact if you want to come over to learn more about us I will return here in two days to show you." "In the meantime, I will leave you an opportunity to meet with another one of our candidates." Mai-Mai said as she rose to her feet to once again revealing her sultry white dress. She then walked seductively across the floor away to a nearby stairwell which lead to the main dance floor. On which she surprisingly disappeared amongst the others until Kinryu spotted her blowing him a kiss after she circled around several tall males Humans and Saiyans. Causing him to wonder if one of these men could possibly be one of the punks is that he would be facing in this fight club. However Kinryu Kyto then stopped standing still wondering which of these men could be a future opponent given the fact that most seemed only to be caught in surprising awe by Mai-Mai dancing with them briefly. So he ran out of the club chasing after her. But by the time he would get outside she was gone but amongst the individuals who were found outside one of them was a Saiyan near his age. Kinryu Kyto approached him and asked him. "Please, tell me you're as bored as I am with this stupid nightlife? You look like you could hold your own. Would you like to come fight with me? It's just a spar I'm not going to be going all out on you. You up for that?"WC:650 INITIALIZATION 14fjRojz1d100{Skills & Statistics} Fighting: 15 Energy Control: 10 Reflexes: 15 Resilience: 10
Accuracy: 1d100+20(Fighting+Class) / 1d100+15(Energy Control+Class) Defense: 65 =(50+Reflexes+Class Defense) HP: 60 =(50+Resilience) KI: 100 DR: -0 Natural Power Level: 51 Base Power Level: 25
Class: Prodigy Current Level: 0 Racial Trait: Zenkai Item: Bo Staff 1d100
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Nov 4, 2019 18:28:23 GMT -8
Celerai was walking down the half crowded street when he suddenly felt a little tired and would like to probably want to sit and just chill. But all he could see were just stores that were all closed. Celerai then stumbled upon this bar with a lot of people who were dancing and most of them were intoxicated. He didn’t really even care at this moment because all he wanted to do was to just go inside and sit. As he entered the bar, he realized that most of the guys in there were just looking at him. “This place just doesn’t seem right but it’s my only option right now” Celerai says in his mind while approaching a vacant chair. While taking a seat, he notices that most of the women in the room are nicely dressed in dresses that emphasised their appealing curves. Then the waiter approached Celerai at the counter asking, “Excuse me sir, would you like anything to drink at the moment?” At that point, Celerai decided that a beer would do wonders for him at the moment so he asked for one. After several minutes of drinking about three bottles of beer, a curvaceous lady with near-white hair and emerald green eyes started to walk towards Celerai. The woman looked as if she was trying to sway her hips to the side as much as possible. “You look like you’re dying of boredom. Let me help you with that.”
Celerai gets up and says “Sorry miss. Not in the mood right now because I really got to go.” After lying to the woman, Celerai then begins to rise from his seat, but the woman prevented him from doing so. She then starts to talk again, “I've been tracking your progress in you and Tomatis' training.”
Celerai with his face contorted into one of confusion,
“Master To-Tomatis, but he’s dead...” “I know.” “How...?”The woman seemed to ignore his question as she continued. “Anyways, we are recruiting some exceptionally skilled warriors for our organization. We plan to unlock the potential hidden inside of skillful fighters such as yourself, proved to unlock your full potential. Perhaps you might be interested?”
At that point, Celerai’s interest peeked “I am interested! When do I start?” “Right now really, but do you mind stepping out of the bar for a while?”Before leaving Celerai asked one more question, “ What is your name?”
“Mai-Mai”
Celerai then shaking his head in agreement turns around then steps outside of the bar. Celerai being there for about five minutes, felt a little bored and overheard the conversation of two men and decided to ease drop. Then suddenly this random guy wearing blue undershirt and black clothing over it with white gloves just comes up to Celerai saying, "Please, tell me you're as bored as I am with this stupid nightlife? You look like you could hold your own. Would you like to come fight with me? It's just a spar I'm not going to be going all out on you. You up for that?"
Celerai then thinks it’s because of that lady, Mai-Mai, suddenly he starts smirking “Well you seem to be equally strong but let’s see how skilled are you.”Ws|0PySZ1d100WC:358 BATTLE TRACKER
DEFENSE PHASE
Attack 1: Celerai 60 vs Shinryu Kyto (Acc) = Result
Attack 2: Celerai 60 vs Shinryu Kyto (Acc) = Result
Total damage: - 1 =
OFFENSE PHASE.
At-Will:
Bonus Action:
Standard Action 1:
Standard Action 2:
Regen:
EFFECTS.
TRAITS.
EQUIPMENT.
DEFENSE/UTILITY TECHS.
ATTACK TECHS.
-
FIGHTING: 20 | ENERGY CONTROL: 5 | REFLEXES: 10 | RESILIENCE: 15
DR: 0 | DMG MOD: 1 | KI COST: -1 | MELEE ACC: 1d100+25 | ENERGY ACC: 1d100+10
HP: 65/65 | KI: 100/100 PL: 35
1d100
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Post by Kinryu "The Shinryu" Kyto on Nov 5, 2019 21:54:42 GMT -8
If not for Kinryu Kyto hearing such a snide remark coming from this unknown fighter, he most likely would have been trying to use this as an opportunity to simply have fun with this stranger. However a stern demeanor grew upon Kinryu Kyto's face more and more as Kinryu stretched his arm his before curling them around several times to loosen up. "You truly wish to test my skills?"Kinryu Kyto then lifted up his legs high enough for his knees to meet with his elbows several times before extending his right foot out rapidly to relieve the tautening of his legs. Since exercising earlier that morning. "Then I will be happy to share them with you.""Many call me Shinryu, however my proper name is Kinryu Kyto of the Okatera Clan." Kinryu Kyto said after spinning his bo staff around rapidly in a circle until he brought his body into a ready horse stance to face the guy who was supposed to be here to test his fighting capabilities. Unfortunately for this stranger he was proving to be a nuisance. "Who are you?"Unbeknownst to either of the two warriors standing on a nearby small street Mai-Mai is revealed briefly by passing car lights to be watching them prepare to fight. She then turns her head and speaks out not to be heard by either of the two warriors but to a hidden figure standing beside her under a cloak. "See did I not tell you that you would be getting a good show tonight?""I believe that you will be able to find this to be a great match," Said another woman who was standing behind the cloaked figure. As she came from behind him one would think at first sight that she was Mai-Mai's twin sister wearing an identical outfit. However, something astonishingly unbelievable occurred as the second Mai-Mai stepped into first one merging fully into one woman. "We shall enjoy watching together."317/967 BATTLE TRACKER { KINRYU KYTO - BATTLE TRACKER}
DEFENSE PHASE
Attack 1: Shinryu Kyto 65 vs Celerai(Acc) = Result
Attack 2: Shinryu Kyto 65 vs Celerai(Acc) = Result
Total damage: =
OFFENSE PHASE.
At-Will:
Bonus Action:
Standard Action 1:
Standard Action 2:
Regen:
EFFECTS.
TRAITS.
EQUIPMENT.
Bo Staff Long wood staves like this are commonly used by Martial Artists as training weapons and nonlethal means to subdue opponents. Type: Weapon - Staff Activation: Bonus Action Effect: Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. Limit: 3 uses per thread.
DEFENSE/UTILITY TECHS.
WILD SENSE You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle.
ATTACK TECHS.
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FIGHTING: 15| ENERGY CONTROL: 10| REFLEXES: 15 | RESILIENCE: 10
DR: 0 | DMG MOD: o | KI COST: 0| MELEE ACC: 1d100+20 | ENERGY ACC: 1d100+15
HP: 65/65 | KI: 100/100 PL: 51
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Nov 6, 2019 18:25:51 GMT -8
The conversation of Celerai and Shinryu Kyto caught the interest of the two fighters standing behind them, causing them to turn around, as if Celerai and Shinryu Kyto were giving them some sort of entertainment. Other fighters from inside and outside the bar also joined them. Noting the crowd, Celerai broke his silence “I am Celerai, and I hail from the South. By all means, go ahead and show me your skills. I don’t intend to hold back either.”Suddenly, the environment got windy as Celerai powers up, igniting his neon green aura as it danced around him. His aura swayed from side to side, as the area began to get windier and windier, but not as far for them to not see what they went there for. Celerai’s power eventually stopped increasing as he ceased to power his aura. Even though he did, you could still see the bright, green energy coated around his body. It glowed eerily, before disappearing along with the rest of the energy. He then proceeded to assume his signature fighting stance, with his left leg accompanied by his left arm behind of him and his right leg accompanied by his right arm in front of him. With a confident and serious face, he prepares himself for his first spar against an opponent other than his father or martial arts master. After which, wasting no time, Celerai started to charge towards his opponent, pulling one arm behind and one slightly in front and above his head. Reaching at a suitable distance, Celerai then launched his arm that was above his head aiming it at his opponent. Attempting to throw two punches at Shinryu, he felt the air brushing against his fist. In this moment, something just went passed Celerai's thoughts, if he could truly show this guy what he was training for 6 years for. WC: 310 BATTLE TRACKER
DEFENSE PHASE
Attack 1: Celerai 60 vs Shinryu Kyto (Acc) = Result
rAttack 2: Celerai 60 vs Shinryu Kyto (Acc) = Result
Total damage: = 0
OFFENSE PHASE.
At-Will:
Bonus Action:
POWER UP
Your aura bursts around you as your power increases and you draw out your ki.
Type: Utility
Action: Bonus Action
Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns.
Duration: 2 turns
Cost: None
Limit: Once per turn. Max of 100 ki restored.
Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
Standard Action 1:
STRIKE
You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d8
Effects: None
Cost: None
Enhanced: Upgrades to 1d12 damage.
ACCURACY= Hk1rdH5L1d100+25
DAMAGE=1d12+1
Standard Action 2:
STRIKE
You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d8
Effects: None
Cost: None
Enhanced: Upgrades to 1d12 damage.
ACCURACY= 1d100+25
DAMAGE= 1d12+1
Regen:
EFFECTS.
TRAITS.
EQUIPMENT.
DEFENSE/UTILITY TECHS.
ATTACK TECHS:
CUTTING EDGE
Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine.
Type: Physical, Melee, Single
Action: Standard Action
Base Damage: 3d10
Major Effect: Slashing
Minor Effect: Crippling
Cost: 15 ki
FIGHTING: 20 | ENERGY CONTROL: 5 | REFLEXES: 10 | RESILIENCE: 15
DR: 0 | DMG MOD: 1 | KI COST: -0 | MELEE ACC: 1d100+25 | ENERGY ACC: 1d100+10
HP: 65/65 | KI: 100/100 | BASE PL: 35 | CURRENT PL: 43
1d100+25·1d12+1·1d100+25·1d12+1
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Post by Kinryu "The Shinryu" Kyto on Nov 6, 2019 20:27:53 GMT -8
Seeing their encounter was starting to gather attention and beginning to draw a audience from the people who had been running around between the clubs in this area caused Kinryu Kyto to get flashbacks to how it feels to be on an arena stage. "Celerai is it? Well let's go."Kinryu Kyto was earnestly surprised when he saw Celerai's leaping double punch coming towards him. Which Kinryu deemed as an unusual opening first strike. That's was something he normally encounter as a desperate technique to finish off an opponent. Which is why he was unable to dodge the first punch but was able to evade the second one. Kinryu in the same motion as he leaned backwards he swung his staff around rapidly like a pinwheel to possibly strike Celerai. Before extending it to prop himself up to flip back to his feet. BATTLE TRACKER { KINRYU KYTO - BATTLE TRACKER}
DEFENSE PHASE
Attack 1: Shinryu Kyto 65 vs Celerai(79) = 6 Damaged
Attack 2: Shinryu Kyto 65 vs Celerai(40) = missed
Total damage: = 6
OFFENSE PHASE.
At-Will: Suppression 50%
Bonus Action:
Use Bo Staff 1/3
Bo Staff Long wood staves like this are commonly used by Martial Artists as training weapons and nonlethal means to subdue opponents. Type: Weapon - Staff Activation: Bonus Action Effect: Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. Limit: 3 uses per thread.
Chance of Bruising 60% = kK4ZOaC_1d100
Standard Action 1:
STRIKE
You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d8
Effects: None
Cost: None
Enhanced: Upgrades to 1d12 damage.
ACCURACY = 1d100+20
DAMAGE = 1d12
Standard Action 2:
STRIKE
You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d8
Effects: None
Cost: None
Enhanced: Upgrades to 1d12 damage.
ACCURACY = 1d100+20
DAMAGE = 1d12
Regen:
EFFECTS.
TRAITS.
EQUIPMENT.
Bo Staff Long wood staves like this are commonly used by Martial Artists as training weapons and nonlethal means to subdue opponents. Type: Weapon - Staff Activation: Bonus Action Effect: Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. Limit: 3 uses per thread.
DEFENSE/UTILITY TECHS.
WILD SENSE You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle.
ATTACK TECHS.
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FIGHTING: 15| ENERGY CONTROL: 10| REFLEXES: 15 | RESILIENCE: 10 DR: 0 | DMG MOD: o | KI COST: 0| MELEE ACC: 1d100+20 | ENERGY ACC: 1d100+15 HP: 65/65 | KI: 100/100 BASE PL: 51 CURRENT PL:25(50%) [/quote] 1d100·1d100+20·1d12·1d100+20·1d12
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Nov 7, 2019 15:36:33 GMT -8
Having at least one of those punches hit for a start gave Celerai a confidence boost. But Celerai got his fair share and even more. Celerai expected Shinryu to stumble or even fall to the ground but Celerai highly underestimated him. Shinryu leaned backwards slightly, and violently spun around in two full revolutions, swinging the staff he wielded as he went round and round. The staff slammed into Celerai’s side. As he managed to land one hit with his staff as Celerai fails to dodge it in mid-air but successfully guarded the first one and was then smashed to the ground by Shinryu's Bo Staff causing him to sustain some minor wounds to his right arm. The bruises weren’t much of a problem but it hurts a little. He then gets up from the ground and then starts thinking I said I wouldn’t hold back right so what’s going on now. I should probably try to finish this here and now.Celerai, with a stern face, charges towards Shinryu. Using his speed and agility he tries to get behind his opponent and attempts to land two hard blows to his spine. WC: 191 BATTLE TRACKER
DEFENSE PHASE
Attack 1: Celerai 60 vs Shinryu Kyto (101) = 6+2 Attack 2: Celerai 60 vs Shinryu Kyto (67) = 4+2 Total damage: = 8+6-10 (Guard)=4
OFFENSE PHASE.
At-Will:
Bonus Action:
GUARD You hunker down against incoming attacks to survive them. Type: Defensive Action. Bonus Action - Reactive Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) Cost: 10 ki Limit: Once per turn. Enhanced: Guard now only costs 7 ki.
Standard Action 1:
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15ki
ACCURACY=thr8OIxV1d100
DAMAGE=3d10
Cripple=1d100
Standard Action 2:
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15ki
ACCURACY=1d100
DAMAGE=3d10
Cripple=1d100
Regen:
EFFECTS.
TRAITS.
EQUIPMENT.
DEFENSE/UTILITY TECHS.
ATTACK TECHS:
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15ki
FIGHTING: 20 | ENERGY CONTROL: 5 | REFLEXES: 10 | RESILIENCE: 15 DR: 0 | DMG MOD: 1 | KI COST: -0 | MELEE ACC: 1d100+25 | ENERGY ACC: 1d100+10 HP: 61/65 | KI: 63/100 | BASE PL: 35 | CURRENT PL: 43
OK. I accidentally left off the DM which is +1 on my attacks, and the +25 on my accuracy roll.
Both of my attacks crit on a roll of 75 or higher, so you should note that. My first attack crit, so that automatically hits and deals +9 damage because Slashing adds 4 dmg to the original 5 extra damage. Next, my Cripple inflicts on a roll of under 40.
1d100·3d10·1d100·3d10·3d10·1d100
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Post by Kinryu "The Shinryu" Kyto on Nov 8, 2019 8:01:53 GMT -8
A smirk appeared briefly in reaction on Kinryu Kyto's face as he realized that he managed to return a strike back at Celerai. Witnessing this fed Kinryu's ego confidence. Which for many fighters is a dangerous thing. Seeing Celerai's quick rise to his feet, Kinryu Kyto prepared to jaunt the tip of his bo staff into approaching warrior's midsection. But at the moment Kinryu was about to counteract Celerai sidestepped to roll around past his perimeter to deliver a hard strike to the rear side of his body. In the same moment as Kinryu Kyto was being thrust forward he leapt off his feet to spin about a counter kick in the air. Hoping it would connect. "Bastard!" Kinryu Kyto reactively shouted out more so in protest but not about the pain he was now feeling. Sadly Kinryu now knew that Celerai was truly a warrior he was going to need to train to be better than in the future. 160/1272 BATTLE TRACKER { KINRYU KYTO - BATTLE TRACKER}
DEFENSE PHASE
Reactive-Bonus Action: GUARD You hunker down against incoming attacks to survive them. Type: Defensive Action. Bonus Action - Reactive Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) Cost: 10 ki Limit: Once per turn. Enhanced: Guard now only costs 7 ki.
Bonus Action: WILD SENSE You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle.
Attack 1: Shinryu Kyto 65 vs Celerai(natural 97 critical hit) = 27 Damage | Crippled
Attack 2: Shinryu Kyto 65 vs Celerai(38) = missed
Total damage: = 27+6(from last turn)- 10(Guard) = 23
OFFENSE PHASE.
At-Will: Suppression 50%
Bonus Action:
Standard Action 1:
STRIKE
You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d8
Effects: None
Cost: None
Enhanced: Upgrades to 1d12 damage.
ACCURACY = rKAJYCh_1d100+20
DAMAGE = 1d12
Standard Action 2: sacrificed for Bonus Action
Regen:
EFFECTS.
CRIPPLE: HP and Ki recovery is reduced by half for 2 turns
TRAITS.
EQUIPMENT.
Bo Staff Long wood staves like this are commonly used by Martial Artists as training weapons and nonlethal means to subdue opponents. Type: Weapon - Staff Activation: Bonus Action Effect: Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. Limit: 3 uses per thread. 2 Remaining
DEFENSE/UTILITY TECHS.
WILD SENSE You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle.
ATTACK TECHS.
-
FIGHTING: 15| ENERGY CONTROL: 10| REFLEXES: 15 | RESILIENCE: 10 DR: 0 | DMG MOD: o | KI COST: 0| MELEE ACC: 1d100+20 | ENERGY ACC: 1d100+15 HP: 42/65 | KI: 83/100 BASE PL: 51 CURRENT PL:25(50%) 1d100·1d100+20·1d12·1d100+20·1d12
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Nov 9, 2019 6:05:37 GMT -8
Celerai only managed to deliver one of his devastating blows. In return, Shrinryu attempted to strike Celerai with his Bo Staff, but Celeral has learnt from the last time and has successfully dodged the attack. There was an awkward silence as Shinryu cried in agony after Celerai’s attack. “Bastard!”But Celerai was a little bit sympathetic. Because he has never heard or seen such hurt from someone. Celerai then thinks about what just happened I don’t know, maybe that was a bit too much. I should probably take it easy. But I won’t hold back as much. I can learn a lot from this guy.Then Celerai starts to talk “Uhh.....are you okay man? I really hope I didn’t actually break your spine. Let’s continue.”Since Celerai was right behind of Shinryu, there was no time to lose as Celerai just simply took a few steps towards his opponent and then attempts to punch him from behind and tries to grab him and get him in a tight hold. WC: 169/1,028 BATTLE TRACKER
DEFENSE PHASE
Attack 1: Celerai 60 vs Shinryu Kyto (0) = 0
Attack 2: Celerai 60 vs Shinryu Kyto (57) = Didn’t hit
Total damage: = 0
OFFENSE PHASE.
At-Will:
Bonus Action:
Standard Action 1:
STRIKE
You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d8
Effects: None
Cost: None
Enhanced: Upgrades to 1d12 damage.
ACCURACY= kps2uq7n1d100+25
DAMAGE=1d12+1
Standard Action 2:
GRAPPLE
You grab your opponent and put them in a crushing hold.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d6
Effects: This technique has a 40% chance to inflict Immobilize on its target.
Cost: 3 ki
Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
ACCURACY=1d100+25
DAMAGE=1d6+1
Immobilize=1d100
Regen:
EFFECTS.
TRAITS.
EQUIPMENT.
DEFENSE/UTILITY TECHS.
ATTACK TECHS:
CUTTING EDGE
Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine.
Type: Physical, Melee, Single
Action: Standard Action
Base Damage: 3d10
Major Effect: Slashing
Minor Effect: Crippling
Cost: 15ki
FIGHTING: 20 | ENERGY CONTROL: 5 | REFLEXES: 10 | RESILIENCE: 15
DR: 0 | DMG MOD: 1 | KI COST: -0 | MELEE ACC: 1d100+25 | ENERGY ACC: 1d100+10
HP: 61/65 | KI: 60/100 | BASE PL: 35
1d100+25·1d12+1·1d100+25·1d6+1·1d100
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Post by Kinryu "The Shinryu" Kyto on Nov 9, 2019 22:10:24 GMT -8
"Aargh!" Kinryu Kyto cried out in pain as he felt like he was being turned into a punching bag which can breathe as Celerai managed to land another blow to his body. As the Saiyan warrior mockingly asked Kinryu if he was okay, he realized that he would have to develop a plan for how he could possibly deliver an even more devastating attack against Celerai in the future. "Step off." "Son of a Mitchel!" Kinryu Kyto shouted out as soon as he felt like he was going to be tossed to the ground by Celerai. Thusly Kinryu Kyto impulsively attempted to grasp on to his opponent's body to possibly knock him off of his feet. 118/1390 BATTLE TRACKER { KINRYU KYTO - BATTLE TRACKER}
DEFENSE PHASE
Reactive-Bonus Action: GUARD You hunker down against incoming attacks to survive them. Type: Defensive Action. Bonus Action - Reactive Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) Cost: 10 ki Limit: Once per turn. Enhanced: Guard now only costs 7 ki.
Attack 1: Shinryu Kyto 65 vs Celerai(109) = 13 Damage
Attack 2: Shinryu Kyto 65 vs Celerai(79) = 5 Damage | No Effects
Total damage: = 13(Strike) - 10(Guard) + 5(Grapple) = 8
OFFENSE PHASE.
At-Will: Suppression 50%
Bonus Action:
DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
Standard Action 1:
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
ACCURACY = h0nkcwBa1d100+30
DAMAGE = 2d6+5
Standard Action 2:
Sacrifice for a Bonus action
Regen: 1 Ki
EFFECTS: WILD SENSE | Turn 1/3 | +0 Def + 0 Acc. CRIPPLE | Turn 2/2 | Hand Ki recovery is reduced by half for 2 turns
TRAITS.
EQUIPMENT.
Bo Staff Long wood staves like this are commonly used by Martial Artists as training weapons and nonlethal means to subdue opponents. Type: Weapon - Staff Activation: Bonus Action Effect: Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. Limit: 3 uses per thread. 2 Remaining
DEFENSE/UTILITY TECHS.
WILD SENSE You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle.
ATTACK TECHS.
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FIGHTING: 15| ENERGY CONTROL: 10| REFLEXES: 15 | RESILIENCE: 10 DR: 0 | DMG MOD: o | KI COST: 0| MELEE ACC: 1d100+20 | ENERGY ACC: 1d100+15 HP: 34/65 | KI: 74/100 BASE PL: 51 CURRENT PL:25(50%) 1d100+30·2d6+5
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Nov 10, 2019 10:49:33 GMT -8
Since Celerai was already behind Shinryu, it was expected that Celerai would be able to get that punch were he wanted it and also be able throw him to the ground. In that moment, Shinryu shouted some stuff in pure anger. But just in the nick of time Shinryu managed to grab Celerai by the leg and drag him to the ground which caused Celerai to fall on his back. Celerai then gets back up on his feet and starts to brush himself off. Celerai then looks into himself. As the fight started and as it progressed, Celerai finally assumes that Shinryu has anger issues. Celerai also realized that Shinryu hasn’t really made an impact in this spar. Then something came up in Celerai's mind that could possibly bring a spark to this spar. “Hey, you little weakling, get up and fight! I’ll teach you such a lesson, you will never hold back in fight or even a spar! You don’t even realize that you throw punches like a little girl. Your not even trying Shin! I’ve only known you for about a while now, and I know that your not fighting for real!”Celerai then tries to add on to Shinryu's anger by attempting to punch him his target as hard as he could. WC: 215/1,243 BATTLE TRACKER
DEFENSE PHASE
Attack 1: Celerai 60 vs Shinryu Kyto (0) = 0 Attack 2: Celerai 60 vs Shinryu Kyto (84) = 10 Total damage: = 10
OFFENSE PHASE.
At-Will:
Bonus Action:
Standard Action 1:
STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None Enhanced: Upgrades to 1d12 damage.
ACCURACY= vpoPx94J1d100+25
DAMAGE=1d12+1
Standard Action 2:
STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None Enhanced: Upgrades to 1d12 damage.
ACCURACY= 1d100+25
DAMAGE=1d12+1
Regen:
EFFECTS.
TRAITS.
EQUIPMENT.
DEFENSE/UTILITY TECHS.
ATTACK TECHS:
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15ki
FIGHTING: 20 | ENERGY CONTROL: 5 | REFLEXES: 10 | RESILIENCE: 15 DR: 0 | DMG MOD: 1 | KI COST: -0 | MELEE ACC: 1d100+25 | ENERGY ACC: 1d100+10 HP: 51/65 | KI: 60/100 | BASE PL: 35
1d100+25·1d12+1·1d100+25·1d12+1
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Post by Kinryu "The Shinryu" Kyto on Nov 10, 2019 14:21:39 GMT -8
Hearing this constant rhetoric from this Saiyan Kinryu Kyto had never heard of before this one night was hurting his pride not only as a warrior but also as a descendant of both the Son Family and the Okatera Clan. Causing his anger to rise more and more to the point of him losing control. Kinryu Kyto's fury has been proven to be a key point in the past of a devastating factor in many ways for battles he has taken part in. The night air was full of heat around Kinryu Kyto as he knelt silently while looking Celerai square in the eyes as rose to his feet charging at him. Kinryu was hoping to tackle the Saiyan and possibly lay him down after spinning about his body about like a luchador. 135/1525 BATTLE TRACKER { KINRYU KYTO - BATTLE TRACKER}
DEFENSE PHASE
Reactive:
Attack 1: Shinryu Kyto 65 vs Celerai(82) = 9 Damage
Attack 2: Shinryu Kyto 65 vs Celerai(51) = missed | Wild Sense +5 Def/Acc
Total damage: = 9(Strike)
OFFENSE PHASE.
At-Will: Suppression 50%
Bonus Action:
DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
Standard Action 1:
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
ACCURACY = hHifYxgG1d100+35
DAMAGE = 2d6+5
Standard Action 2:
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
ACCURACY = 1d100+25
DAMAGE = 2d6+3
Regen: 3 Ki
EFFECTS: WILD SENSE | Turn 2/3 | +5 Def + 5 Acc.
TRAITS.
EQUIPMENT.
Bo Staff Long wood staves like this are commonly used by Martial Artists as training weapons and nonlethal means to subdue opponents. Type: Weapon - Staff Activation: Bonus Action Effect: Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. Limit: 3 uses per thread. 2 Remaining
DEFENSE/UTILITY TECHS.
WILD SENSE You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle.
ATTACK TECHS.
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FIGHTING: 15| ENERGY CONTROL: 10| REFLEXES: 15 | RESILIENCE: 10 DR: 0 | DMG MOD: o | KI COST: 0| MELEE ACC: 1d100+20 | ENERGY ACC: 1d100+15 HP: 25/65 | KI: 71/100 BASE PL: 51 CURRENT PL:25(50%) 1d100+35·2d6+5·1d100+25·2d6+3
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
|
Post by Celerai on Nov 11, 2019 18:09:21 GMT -8
At thus point in time, more than half of the crowd knew what would happen next as muttering came from the crowd. Celerai didn’t really want to break his pride but if that’s what he had to do to make this spar the one to remember, he really did it because Shinryu was there, right in front of Celerai staring at his with his face clearly showing vengeance. Celerai jokingly thought that his life could possibly end after this spar even though he normally people do spars for fun. As a drop of sweat fell from Celerai's face, Shinryu got up in pure anger, then suddenly started to charge towards Celerai. Celerai crossed his arms and waited for Shinryu's attack. When Shinryu’s fist landed on his crossed arms, it made Celerai go into somewhat of a crouch position. He successfully guarded the attack but the impact of it made Celerai’s arms numb, causing him to stumble for just a second. At this moment, Celerai expected this spar to go on for a long, long, time with the exchange of punches and kicks. After Shinryu unleashes his full potential, Celerai then says
“That’s the spirit Shin, this is the spar I’ve been waiting for before we even met.”Celerai then continues the fight attempting to punch Shinryu. WC: 218/1,461 BATTLE TRACKER
DEFENSE PHASE
Attack 1: Celerai 60 vs Shinryu Kyto (135) = 13+5
Attack 2: Celerai 60 vs Shinryu Kyto (35) = Didn’t hit
Total damage: = 18-10(Guard) =8
OFFENSE PHASE.
At-Will:
Bonus Action:
Standard Action 1:
STRIKE
You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d8
Effects: None
Cost: None
Enhanced: Upgrades to 1d12 damage.
ACCURACY= O_5TXuLP1d100+25
DAMAGE=1d12+1
Standard Action 2:
STRIKE
You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d8
Effects: None
Cost: None
Enhanced: Upgrades to 1d12 damage.
ACCURACY= 1d100+25
DAMAGE=1d12+1
Regen:
EFFECTS.
TRAITS.
EQUIPMENT.
DEFENSE/UTILITY TECHS.
ATTACK TECHS:
CUTTING EDGE
Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine.
Type: Physical, Melee, Single
Action: Standard Action
Base Damage: 3d10
Major Effect: Slashing
Minor Effect: Crippling
Cost: 15ki
FIGHTING: 20 | ENERGY CONTROL: 5 | REFLEXES: 10 | RESILIENCE: 15
DR: 0 | DMG MOD: 1 | KI COST: -0 | MELEE ACC: 1d100+25 | ENERGY ACC: 1d100+10
HP: 43/65 | KI: 53/100 | BASE PL: 35
1d100+25·1d12+1·1d100+25·1d12+1
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Post by Kinryu "The Shinryu" Kyto on Nov 12, 2019 10:12:50 GMT -8
Kinryu Kyto's passion for this battle was growing more as his anger continued to fuel it. As he saw Celerai's stance beginning to yield due to his unleashed strength. As he managed to get his hands up quickly to guard himself from this pissant's blow, Kinryu knew he would likely lose this match but he wasn't going to be tapping out like a lightweight punk. "You're right I haven't seen a challenge like you in a long time and I don't know if I can let you go away bragging." Kinryu than lunged at Celerai again hoping to land more bashing blows to his body. 105|1630 BATTLE TRACKER { KINRYU KYTO - BATTLE TRACKER}
DEFENSE PHASE
Reactive-Bonus Action: SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
Attack 1: Shinryu Kyto 75 vs Celerai(44) = missed | Wild Sense +5 Def/Acc
Attack 2: Shinryu Kyto 80 vs Celerai(101) = 6 Damage
Total damage: = 6(Strike) - 2DR(Sense) = 4
OFFENSE PHASE.
At-Will: Suppression 50%
Bonus Action:
Standard Action 1:
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
ACCURACY = 4xgZWoJ91d100+30
DAMAGE = 2d6+2
IMMOBILIZE = 1d100
Standard Action 2:
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
ACCURACY = 1d100+30
DAMAGE = 2d6+2
IMMOBILIZE = 1d100
Regen: 3 Ki
EFFECTS: WILD SENSE | Turn 3/3 | +10 Def + 10 Acc.
TRAITS.
EQUIPMENT.
Bo Staff Long wood staves like this are commonly used by Martial Artists as training weapons and nonlethal means to subdue opponents. Type: Weapon - Staff Activation: Bonus Action Effect: Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. Limit: 3 uses per thread. 2 Remaining
DEFENSE/UTILITY TECHS.
WILD SENSE You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle.
ATTACK TECHS.
-
FIGHTING: 15| ENERGY CONTROL: 10| REFLEXES: 15 | RESILIENCE: 10 DR: 0 | DMG MOD: o | KI COST: 0| MELEE ACC: 1d100+20 | ENERGY ACC: 1d100+15 HP: 21/65 | KI: 68/100 BASE PL: 51 CURRENT PL:25(50%) OOC Note: Oops I forgot Grapple has a 40% IMMOBILIZE roll last Turn. I love getting to know this Battle System. 1d100+30·2d6+2·1d100·1d100+30·2d6+2·1d100
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
|
Post by Celerai on Nov 12, 2019 20:57:16 GMT -8
This night really meant a lot to Celerai because firstly, this is the first spar that Celerai has ever been in where his father or his late tutor, Master Tomatis, wasn’t involved in. Celerai really liked the fact that he could actually help someone to unlock there potential and to fight better, but still kind of regretted the fact that he had to trash talk to bring a little excitement to the whole thing because he really doesn’t see any point in doing so in a spar. Celerai realized that Shinryu was coming towards him with another brutal attack, so he quickly tried to dodge the attacks. He successfully dodged the first attack but was caught off guard with the second attack which left him flying to the ground. At this point, Celerai was really tired and wanted to have a nice long nap. So after he got thrown to the ground he got up. Using the energy he has left, he tries to land two finishing blows. WC: 168/1,589 BATTLE TRACKER
DEFENSE PHASE
Attack 1: Celerai 60 vs Shinryu Kyto (52) = Didn’t hit
Attack 2: Celerai 60 vs Shinryu Kyto (88) = 7
Total damage: = 7
OFFENSE PHASE.
At-Will:
Bonus Action:
Standard Action 1:
CUTTING EDGE
Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine.
Type: Physical, Melee, Single
Action: Standard Action
Base Damage: 3d10
Major Effect: Slashing
Minor Effect: Crippling
Cost: 15ki
ACCURACY= 1AewUuQV1d100+25
DAMAGE= 3d10+1
Cripple= 1d100
Standard Action 2:
CUTTING EDGE
Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine.
Type: Physical, Melee, Single
Action: Standard Action
Base Damage: 3d10
Major Effect: Slashing
Minor Effect: Crippling
Cost: 15ki
ACCURACY= 1d100+25
DAMAGE= 3d10+1
Cripple=1d100
Regen:
EFFECTS.
TRAITS.
EQUIPMENT.
DEFENSE/UTILITY TECHS.
ATTACK TECHS:
CUTTING EDGE
Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine.
Type: Physical, Melee, Single
Action: Standard Action
Base Damage: 3d10
Major Effect: Slashing
Minor Effect: Crippling
Cost: 15ki
FIGHTING: 20 | ENERGY CONTROL: 5 | REFLEXES: 10 | RESILIENCE: 15
DR: 0 | DMG MOD: 1 | KI COST: -0 | MELEE ACC: 1d100+25 | ENERGY ACC: 1d100+10
HP: 36/65 | KI: 23/100 | BASE PL: 35
1d100+25·3d10+1·1d100·1d100+25·3d10+1·1d100
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Post by Kinryu "The Shinryu" Kyto on Nov 13, 2019 1:04:40 GMT -8
As this battle continued to stretch on Kinryu Kyto's anger had begun to rise to the point where he could have frighteningly entered into a state of berserk rage. Where he not only torn Celerai to pieces but also become a threat to those watching them on the side of the road. However, due to Kinryu retaining his intelligence he began to notice something different about the status of his opponent. He realized this was a sign of Celerai's fatigue setting in. Truly Kinryo Kyto's opponent Celerai has been proven to be putting all he can into this sparring match but it was appearing now to possibly be a little too much. A crooked grin came over Kinryu face as he fortunately managed to swiftly dodge around past Celerai through both of his attempts to hit him with devastating attacks. Kinryu Kyto ran up the side of the building behind Celerai to not only to evade but also attempt to build up the momentum to land a crushing attack on his opponent. 174|1804 BATTLE TRACKER { KINRYU KYTO - BATTLE TRACKER}
DEFENSE PHASE
Reactive:
Attack 1: Shinryu Kyto 65 vs Celerai(05) = missed | CRITICAL FAILURE
Attack 2: Shinryu Kyto 65 vs Celerai(04) = missed | CRITICAL FAILURE
Total damage: = 0
OFFENSE PHASE.
At-Will: Suppression 50%
Bonus Action:
DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
Standard Action 1:
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
ACCURACY = WJ6Nd8lY1d100+30
DAMAGE = 2d6+5
IMMOBILIZE = 1d100
Standard Action 2:
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
ACCURACY = 1d100+20
DAMAGE = 2d6+2
IMMOBILIZE = 1d100
Regen: 3 Ki
EFFECTS:
TRAITS.
EQUIPMENT.
Bo Staff Long wood staves like this are commonly used by Martial Artists as training weapons and nonlethal means to subdue opponents. Type: Weapon - Staff Activation: Bonus Action Effect: Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. Limit: 3 uses per thread. 2 Remaining
DEFENSE/UTILITY TECHS.
WILD SENSE You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle.
ATTACK TECHS.
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FIGHTING: 15| ENERGY CONTROL: 10| REFLEXES: 15 | RESILIENCE: 10 DR: 0 | DMG MOD: o | KI COST: 0| MELEE ACC: 1d100+20 | ENERGY ACC: 1d100+15 HP: 21/65 | KI: 58/100 BASE PL: 51 CURRENT PL:25(50%) 1d100+30·2d6+5·1d100·1d100+20·2d6+2·1d100
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