Post by Tolvur-Q12 on Nov 11, 2019 10:40:05 GMT -8
Again and again he was met with this weaker opponent who somehow kept dodging everything Bryce threw at him in the last few moments of this spar. Or, moments he assumed to be the last of the spar.
The kick thrown at him was dodged by diagonally jumping to the side of it and slowly bouncing back to one of the corners of the ring they were in. Against someone who failed to get tired, Cade seemed to be able to keep up quite efficiently.
Pacing back and forth in the confines of his own corner in this ring he tried coming up with something that would allow him to end this without it being dodged again, while also making sure he wouldn't open himself up again for a counter attack in the off case it would be dodged, like Cade seemed to consistently do for some reason.
Making up his mind finally, he charged forward with a deep inhale, before allowing his breath to escape his lungs the second he used the running momentum he had to jump up in the air, trying to land a jumping roundhouse kick to the temple of Cade, before landing and thrusting out one open palm aimed at the chest of the guy before hammering his other forward in an attempt of the same kind, only to end it with an attempted kick at his shins.
===============
wc: 233
Battle effects
Countermeasures 2/2
Edge
Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase
At will: Elder student's gi: +10 accuracy with all basics this turn
At will: Flexmetal staff
At will: Strike
At will: Strike
BONUS ACTION: Sense: +5 accuracy/defense, +3 DR/dmg modifier
STANDARD ACTION 1: Strike
STANDARD ACTION 2: Strike
ROLLS
STANDARD ACTION 1: iAJT6Uvv1d100+55
Damage: 1d8+9
Thrill of the hunt: 1d6
STANDARD ACTION 2: 1d100+55
Damage: 1d8+9
Thrill of the hunt: 1d6
AT WILL: 1d100+55
Damage: 1d4+4 Crit! +5 damage!
Thrill of the hunt: 1d6
AT WILL: 1d100+55
Damage: 1d4+4
Thrill of the hunt: 1d6
Stats:
Powerlevel: 3,961
Health Points; 54/75
Ki; 95/100 [0/100 regained]
Defense; 75
Accuracy melee; 40
Damage modifier melee: 4
Accuracy ranged; 20
Damage modifier ranged: 3
Damage reduction: 2
Techniques
Ki blade
You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. -2 ki
Enhanced Sense ∞
You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn.
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. [7/9]
Countermeasures [0/1] -15 ki
You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure".
Feint [2/2] -15 ki
You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Items
Flexmetal staff
You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers.
3 uses per thread [2/3]
Bonus action
Elder student's gi
At the beginning of your turn, you may choose 1 of the following Effects: You gain +5 Defense this turn(applied before incoming attack resolution), you gain +10 Accuracy with all Basic Techniques this turn, or you gain +10 Accuracy with a single Special Technique used this turn.
1 bonus per turn
At-will
AI assistant
Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Traits
Class Combo attack
Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. [+0]
Class Solid foundation
You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Class Thrill of the hunt
Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6.
Racial Infinite core type
You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Ethereal forge - AI assistant
You immediately gain the utility technique “Ki Blade” and it does not take up a technique slot. Once your Ki Blade reaches rank 3, melee Energy Blasts and Imbued Special Techniques treat their targets as though their DR were reduced by 2.
Quick draw - AI assistant
You may activate Weapon-type items as At-Will Actions.
Moxy - AI assistant
When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1.
N/A
N/A
[/spoiler]1d100+55·1d8+9·1d6·1d100+55·1d8+9·1d6·1d100+55·1d4+4·1d6·1d100+55·1d4+4·1d6
The kick thrown at him was dodged by diagonally jumping to the side of it and slowly bouncing back to one of the corners of the ring they were in. Against someone who failed to get tired, Cade seemed to be able to keep up quite efficiently.
Pacing back and forth in the confines of his own corner in this ring he tried coming up with something that would allow him to end this without it being dodged again, while also making sure he wouldn't open himself up again for a counter attack in the off case it would be dodged, like Cade seemed to consistently do for some reason.
Making up his mind finally, he charged forward with a deep inhale, before allowing his breath to escape his lungs the second he used the running momentum he had to jump up in the air, trying to land a jumping roundhouse kick to the temple of Cade, before landing and thrusting out one open palm aimed at the chest of the guy before hammering his other forward in an attempt of the same kind, only to end it with an attempted kick at his shins.
===============
wc: 233
Battle effects
Countermeasures 2/2
Edge
Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Attack Phase
At will: Elder student's gi: +10 accuracy with all basics this turn
At will: Flexmetal staff
At will: Strike
At will: Strike
BONUS ACTION: Sense: +5 accuracy/defense, +3 DR/dmg modifier
STANDARD ACTION 1: Strike
STANDARD ACTION 2: Strike
ROLLS
STANDARD ACTION 1: iAJT6Uvv1d100+55
Damage: 1d8+9
Thrill of the hunt: 1d6
STANDARD ACTION 2: 1d100+55
Damage: 1d8+9
Thrill of the hunt: 1d6
AT WILL: 1d100+55
Damage: 1d4+4 Crit! +5 damage!
Thrill of the hunt: 1d6
AT WILL: 1d100+55
Damage: 1d4+4
Thrill of the hunt: 1d6
Stats:
Powerlevel: 3,961
Health Points; 54/75
Ki; 95/100 [0/100 regained]
Defense; 75
Accuracy melee; 40
Damage modifier melee: 4
Accuracy ranged; 20
Damage modifier ranged: 3
Damage reduction: 2
Techniques
Ki blade
You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. -2 ki
Enhanced Sense ∞
You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn.
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. [7/9]
Countermeasures [0/1] -15 ki
You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure".
Feint [2/2] -15 ki
You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Items
Flexmetal staff
You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers.
3 uses per thread [2/3]
Bonus action
Elder student's gi
At the beginning of your turn, you may choose 1 of the following Effects: You gain +5 Defense this turn(applied before incoming attack resolution), you gain +10 Accuracy with all Basic Techniques this turn, or you gain +10 Accuracy with a single Special Technique used this turn.
1 bonus per turn
At-will
AI assistant
Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Traits
Class Combo attack
Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. [+0]
Class Solid foundation
You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Class Thrill of the hunt
Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6.
Racial Infinite core type
You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Ethereal forge - AI assistant
You immediately gain the utility technique “Ki Blade” and it does not take up a technique slot. Once your Ki Blade reaches rank 3, melee Energy Blasts and Imbued Special Techniques treat their targets as though their DR were reduced by 2.
Quick draw - AI assistant
You may activate Weapon-type items as At-Will Actions.
Moxy - AI assistant
When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1.
N/A
N/A
[/spoiler]1d100+55·1d8+9·1d6·1d100+55·1d8+9·1d6·1d100+55·1d4+4·1d6·1d100+55·1d4+4·1d6