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Post by Warr on Dec 5, 2019 2:25:05 GMT -8
((OOC: Okay, that's enough time spent waiting for the required amount of posts/words written to be made. The mission to successfully evacuate the most dangerous areas of South City is successful. The mission to build up sandbag walls is however, not successful. As such, any strikes from the Kaiju which do NOT hit a player, will do 32% of that damage to the surrounding buildings on the edge of South City. Anyone with a stronghold within South City will have a chance of having that stronghold destroyed or damaged as determined by a roll by me. If it is damaged, the owner(s) of said stronghold must write an amount assigned by me, to successfully repair the structure before it can be used or upgraded for later things. You are all locked to the stats and power level which you had when this thread begins, and further, Bass is not allowed to take part in the fight, given his refusal to post in his assigned task despite me splitting you guys up into teams to make it easier for you to post consecutively and quickly. What should have been quick instead turned into almost a month from the time I last posted in this event, in the previous thread, part 1. With that said, let's get to monster fighting. You will receive rewards for Part 1 and part 2 as if they all occurred within one thread. ))As they finished evacuating the last of the people from the ocean bordering regions of South City, Klaxons not unlike those for Typhoon warnings would begin to blare throughout the region. For any who were using their spiritual energy detection skills, a surprisingly huge power level would be detected on the edge of the effective horizon of their sensing area. The energy would be moving quicker and quicker, and soon they would find it so close that the spiritual energy and power level coming off this beast was almost painful to sense. Not shifting through the water, but instead cutting through the sky like some sort of great serpentine beast, came the shark which had the world government and government of South City so alarmed and worried. This creature which had destroyed entire fleets of ships that it had encountered, and seemed to have destroyed some island settlements entirely as well. (This Texture/Build) with: This coloring and pattern, except the gold specs are light orange specs because dragonball shards. INIATIVE: _oH5U4Dv1d100Fighting: 50 Energy Control: 30 Reflexes: 25 Resilience: 50 Accuracy: 1d100+65(Fighting)/1d100+40(Energy Control) Defense: 50+30+10 HP: 260 KI: 100 TEMP HP: 70 DR: 9 Damage: +6 /+9 (Physical) Ki Reduction: -1 Power Level: 50,000 PL Class: Ravager Effort Points: NA Zeni:Mastery Points: 190 RACIAL TRAITS: KAIJU - You automatically begin the game with the ‘Giant Form’ technique, and begin all battles with this technique constantly activated. Your HP is double that of what it otherwise would be. MASTERIES:POTENTIAL MASTERY Level 4 (30 MP) Ability Mastery Level 4 (40MP) Class Mastery Level 3 (60MP) Focus Mastery Level 5 (15MP) Technique Mastery Level 5 (45MP) CLASS FEATURES: RUSHING RELENTLESS PUMMEL STOLEN IMPETUS VINDICATION TRAITS: LUCHADOR (Trait 1) MIGHT (Trait 2) INDOMITABLE (Trait 3) ENDURE (Trait 4) TRAMPLE (Class Trait 1) REND (Class Trait 2) BASIC TECHNIQUE MASTERY (Grapple) EQUIPMENT: KAIJU SKIN - This Artifact is Giant Sized, and may not be removed, as it is apart of the user’s body. It provides +50 HP and 5 DR to the user, in addition to providing 5 Ki and Health Regeneration per turn. (+50HP/+5DR) OTC Stim - Sensu Extract - Bio Suit - 3 HP REgen per turn. TECHNIQUES: GIANT FORM - Rank 3 ABSORB - Rank 3 HEAL - Rank 3 LIGHTNING AURA - Rank 3 SOLAR FLARE - Rank 3 AEGIS - Rank 3 WILD SENSE - Rank 3 KIAI - Rank 3 MYSTERY SHARK TECHNIQUE MYSTERY SHARK TECHNIQUE 2 MYSTERY SHARK TECHNIQUE 3 Melody Kiryu Will O. Wisp Duke Satan1d100
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Post by Will O. Wisp on Dec 5, 2019 19:49:59 GMT -8
Then Will could feel it coming, the giant presence heading towards them. He then looks at the gigantic mutant beast going toward them. The sharp pointy scaly skin, the orange specks across its hide, and the long serpentine body. While he is glad they managed to get everybody out in time, he then notices that the sandbag barrier is not complete. What the hell was the Duke of Satan and Bass doing while they were getting the people out in time? In fact, he looks around and he can't see or sense Bass anywhere, did he actually get scared off by the shark? Will then gets onto his Flying Nimbus and flies over to look where the shark is arriving. His hands begin to tremble, but then his fists clench. If he was alone he would probably die to this thing, but with everyone by his side, he may be able to have a chance. He then looks over to everyone in the group, so many selfless powerful people were summoned here to help and, almost all of them, are here to prevent this creature from destroying this city. If he dies here at least he'll die with good company. "Alright, we should try to start by giving it everything we got, best to weaken it's armor-like skin first and then continue attacking from there," Will said. He then began to stretch his body and got into a fighting stance to prepare himself for the upcoming battle.
Word Count: 246 Initiative: qvqujrE_1d100 +5 Intiative with Will's Eye-Catching Flying Nimbus (Result is 71)
BATTLE TRACKER SUMMARY
Bonus Action:
Standard Action:
Standard Action:
CLASS FEATURES Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS Canon Descendant (Korin)
ITEMS
Dojo Gi
Scrying Staff
Field Responder Kit
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint)
Kiai
Wild Sense
Enhanced Focus Energy
Sonic Sway
PL: 4029 |CURRENT Edge: 0 HP: 75/75 | Ki: 100/100 | DEF: 90 | DR: +2 | Melee Accuracy: d100+35 | Ranged Accuracy: d100+35 Damage: +3 Ki Cost: -1 Ki 1d100
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Post by Kiryu on Dec 5, 2019 23:31:16 GMT -8
"Take your family and friends and head north! Don't stop, don't look back, just fucking GO!"Kiryu had to yell to make himself heard over the sound of the blaring klaxons. Kiryu was shouting a group of people, one he had just managed to shepherd out of the expected arrival zone on one of his magically created constructs. They nodded, many of them uttering words of gratitude that were lost in the cacophony of a warning system that could be heard across the entire city, one normally reserved for natural disasters. If nothing else had, that would have driven home just how great a threat what they were facing was to Kiryu. This was not a foe to study and dissect... this was a force of nature, and somehow, he and his allies hadd to stand against it. In spite of how loud and piercing the alarms were, however, that was not nearly the most distracting, or debilitating, thing that Kiryu was experiencing at the moment. As what he could only think of as the 'mega shark' drew near, Kiryu could feel it's oppressive presence. It was like a sort of miasma, giving Kiryu a sense of vertigo and nausea. When Kiryu felt ki, or immersed himself in the flow of magic, it was like he was opening himself up to the universe. Colors were sharper, more vibrant. Sounds were heard with greater clarity and fidelity. He could feel every subtle muscle twitch in a foe when they blocked his strike, could practically taste the sweat on their skin and adrenaline crashing through their bodies. This... this was... impure. It was a rancid oil slick on top of what should have been a crystal clear ocean of energy, of light, of life. Simply put, to Kiryu, it was an abomination, an aberration, and by all that was holy, it sickened him. Worse, Kiryu had no idea what had happened to Bass. The novice magus' best plan had hinged upon the powerhouse of a Namekian. Kiryu had intended to utilize all of the available ki of the gathered fighters to boost Bass's power level as high as they could and have him go toe to toe... or, well, toe to fin against the primeval apex predator. But with the corporate mascot's inexplicable disappearance, that plan lay in ruins. Kiryu did not know what to do; all of a sudden, he found himself the heavy hitter of the group. Well... to hell with it. Guess I better get to the 'hitting' part.Kiryu had been frozen for a moment, anticipating and fear warring within him. Now, the young warrior exploded into motion, making his way towards the energy that he felt... and with a sudden, horrific realization, Kiryu looked up."Is... is it swimming through the damned sky?"Kiryu asked this question to no one in particular. It was, of course, largely rhetorical, as anyone within, likely, several hundred miles of the city would be able to see what Kiryu had. Believing it would be another matter entirely, of course, but there it was. A horrifying, draconine, saurian monstrosity was aloft in the air above the city. Kiryu was flooded with a sudden sense of relief that he, Will and Melody had been able to rescue as many people as they had; even if they managed to defeat that leviathan, it's bulk would surely cause massive damage to the city when it fell. At least now, that would only be structural damage, and not result in a catastrophic amount of civilian casualties. Kiryu began to crouch, to gather his energy and leap high enough to assail this mighty adversary... and then he stopped. It was time, wasn't it? He had been feeling it for weeks, now. The feeling that gravity had less and less sway on him, if he but willed it. Kiryu had been reluctant to embrace this feeling, this new power that was calling to him. For many, such a skill had been consigned to legend. Some had called it the Dancing Sky Art, according to the legends Kiryu had been told as a child. Most simply called it flight, and that was what it was. But there was a danger in it. Kiryu had experienced this in the cave below the earth. In this power, there was an isolation, an otherness, an irrevocable announcement to the rest of your kind that you were not as other men. That you were other. And that had frightened Kiryu, who lately had had so much of his morality and world view challenged and questioned. But now was no time for an existential crisis. There was a titan before him, and Kiryu and his allies were the only ones who could stop it. Kiryu breathed out, focused his will... And stepped into the sky.
[WC=801] Initiative: yKNpocXP1d100 Battle TrackerDefense Resolution-
At-Will-
Bonus Action-
Standard Action-
Standard Action- Techniques
EVADE (Feint Rank 3) Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Blocker (Demon Eye Rank 3)- 3/3 Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Construct (Paparapapa Rank 3)- 1/1 Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. 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 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 may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Gun Type: Energy/Ranged/Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Burn Cost: 15 ki Learn: 2 weeks
Magic Materialization (Rank 3)- 2/2 Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2 ki per 10,000 zeni of the desired item. If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Pressure Point Strikes (Paralyze Rank 3)- 2/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
Solar Flare (Rank 3) Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Susanoo (Energy Constructs Rank 3) Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below.You may use at-wills from this technique more than once in a given turn.
Give +10 to a single Accuracy roll on your turn. One per attack.
Gain +2 bonus damage for a single attack you make. Two per attack max.
Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack.
As a reaction you gain +10 Defense against all attacks. One per turn.
As a reaction you gain 4 DR against all attacks during turn. One per turn. Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP.
The Snap Type: Ranged Energy Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Immobilizing Cost: 35 ki Learn: 2 weeks
Wild Sense (Rank 3) 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. Ranks: Rank 2 lasts for 4 turns. Rank 3 lasts for 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Traits
Instinct (Ability 1) Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
Intimidating Power (Class 1) Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Technique Slots (Ability 2)
Efficiency (AI Assistant) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Glancing Blow (AI Assistant) Activation: Reactive Bonus Action Effect: Reduce the damage of an attack that hit you by half of your Reflexes skill value. Limit: 2 times per thread, may reduce only up to 20 damage per use. Class Abilities
Sorcery - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Shun Goku Satsu (Bane) After repeatedly targeting an opponent's pressure points, Kiryu targets his foe's entire ki network with powerful blows and pinpoint strikes that can badly damage the internal organs of nearly any enemy.
Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on each opponent. Equipped Items
Baba's Crystal Ball- When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level.
A.I. Assistant- Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Recovery Package- The target of this item restores +5 HP and +3 Ki per turn, at the end of each turn, for 5 of their turns. Activation- Bonus Action
Expert Training Gear- You gain an additional 50% PL from thread rewards while wearing this outfit.
Lucky Trinket- Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.)
Battle Stats
Natural PL: 17,513
Base PL: 19,308
HP: 65/65 | KI: 100/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 130
DR: +4 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restor 1d100
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Post by Duke Satan on Dec 6, 2019 1:37:59 GMT -8
In all his time, throwing and throwing bags of sand towards the sea while listening to speeches and podcasts, Duke Satan felt that something was missing. Something he forgot in the heat of the moment, as if someone addressed him and he did not even notice. Think, think, what was it... Ah, well, if it was something he missed so thoroughly, it mustn't have been all that important, anyway- "Oh, that's probably it." the Duke muttered under his breath and stopped, pulling off his headphones and staring to the horizon. A humongous shark-like creature was rapidly approaching the city from the distance. And no, unlike what you would expect a shark to do, it was not swimming. It was flying. Even if they managed to construct a barrier in time, it would have hardly had much effect... He could only hope that their teammates evacuated all of the people they could in time. Duke Satan's fists clenched and a beak of sweat formed on his forehead. "Bass, do you see this?" No response. Duke turned around in slight confusion, seeing no trace of the blue-skinned Namekian. "...Bass?" That... was not good. Bass was by far the strongest member of their team. The mere fact that he's vanished puts them in a severe disadvantage... he could only hope that Will and the girl whose name he already forgot were on a level as high as Kiryu, hopefully even higher. Because while the Duke could do a thing or two... he was definitely overwhelmed here. But that is no reason to quit! The Duke gritted his teeth, fixed his sunglasses and stepped forward, glaring towards the incoming kaiju shark from the top of the mountain, anticipating a strenuous battle ahead. [Words: 288/288] Initiative - 1Ae_SqlH1d100Defensive Phase
Offensive Phase
Bonus Action:
Standard Action:
Standard Action:
Battle Effects
Skills and Statistics Fighting: 35 Energy Control: 10 Reflexes: 10 Resilience: 15
Power Level: 4 099 (3 239)
Fighting Accuracy: 1d100+35 Energy Control Accuracy: 1d100+10 Defense: 40 HP: 105+16/105 KI: 95/100
Fighting Damage Modifier: +2 Energy Control Damage Modifier: +2 DR: 6
Traits: Lucky Dog: You may re-roll a failed (nothing) treasure roll once per thread.
Class: Protector Tank- You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit. Bristling Defenses: Whenever a combatant deals damage to you with an attack, the receive damage equal to your class damage modifier; this bypasses Temporary HP and DR.
Techniques:
Equipment: Advanced Battle Armor: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit. Minor Panacea: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 2 turns. Once per battle. First Aid Kit: Restore +30 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. 1d100
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Post by Melody on Dec 11, 2019 2:32:40 GMT -8
In a blink of an eye Bass was gone, Melody clasped her hands tightly sensing that the demon namekian was still close, everyone present felt that he was, but all she found were two dragon ball shards in her right palm. With no recollection of how she acquired them other than they appeared as quickly as the salaryman had disappeared; not entirely out of mind as she felt they had become close enough to someday control the world with the power of zeni, there was no time to call him, and she felt the overwhelming gravitational pull of the shark’s power level draw near. The shards were secured inside a zippered pocket above her chest built into her grey colored wetsuit and she unsheathed her sword from her back. She rotated the pommel with a blademaster's finesse in her palm before tightening her fingers into a vice on the grip. The fact that armor piercing ammunition did not work was daunting, she hoped that ki imbued on her blade would penetrate the orange speckled scaly skin, or else all was lost. “HFIL” The green haired Duchess whispered to the wind, impending doom was imminent, and she had to rely on the others to work together in order to stop this monstrosity from attacking South City. She ran across the sandy beach to stand next to Will O’ Wisp who was on his nimbus cloud and listened to his insight before she addressed him. “Will-San you posses 9 cat lives right? Take the forefront while we give it everything we have. I will do my best to bring you back every time you fall, we need you now that Bass is gone, and the rest of us are simply human with a single life. If we are going to survive this, we do it by working together.”Melody could not even feel the ocean breeze as she stared up at the sky, the people that were evacuated were now fully aware that this was not a typhoon, as the shark was clearly in view for all to see as it hovered in the sky. Of course it could fly, with a high enough power level most fighters possessed the ability, and it was only a matter of time until such an unnatural creature mastered such talents. The government agency had every reason to fear the worst in this situation. While there were only four of them now, she wondered if the government would aid them in someway, and win this battle. [420]
Initiative K66thBf21d100{Spoiler} ooc: Sorry for the delay. I have dyscalcula and my character sheet was audited by Warr last night so I can participate in battles. I underestimated my earnings and PL so they are correct now. Going to do my best with numbers. Power Level: 8,827 -> Weighted Clothing -30%= 6,178.9 Name: Melody Species: Human Age: 30 Gender: Female Skills & StatisticsFighting: 35 Energy Control: 30 Reflexes: 40 Resilience: 40 Accuracy: 1d100+30(Fighting)+10 Level 1 Conqueror / 1d100+30(Energy Control)+10 Level 1 Conqueror Defense: 50+40 (Reflexes)= 90 HP: 50+ 40(Resilience)= 90-15(Conqueror Level 1 Class)= 75 KI: 100 DR: -6 Class: Conqueror Racial Trait: Lucky Dog Traits:Momentary AscensionActivation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector IndomitableRequirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Class Features:Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn. Final Word- You gain 1 additional use of every Finisher-Type special technique that you know, per thread. Reverberation - Whenever your Special Techniques successfully hit a target, subsequent uses of the same Special Technique gain +5 Accuracy. Reverberation applies only once per Special Technique. Enhanced Basic Technique after unlocking Potential Mastery:RAPID MOVEMENTYou use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits. Starting Non-Basic Technique Chosen: Heart StrokeA slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Techniques:CrescendoA deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only. DEFLECTYou deftly parry or knock aside an attack headed towards you. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. LIGHTNING AURAA 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: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. KI BLADECombining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Technique Slots: 5/5 Equipped items:Katchin SwordForged 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: Bonus Action 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: 3 uses per thread. Auxiliary CoreA power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time. Weighted ClothingSometimes, simple training weights are not enough-- a warrior must occasionally burden themselves with dramatic weighting to see the growth they desire, and these weighted clothing were made just for that purpose. Type: Outfit - Weights Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive / Bonus Action Effect: Decrease your base PL by -30% at the beginning of each Spar, Battle, and Event. You may deactivate this outfit’s PL reduction as a Bonus Action; Deactivating this PL reduction instead increases your Base PL by +5% for each turn that your PL was reduced by this outfit, to a maximum of +30% Base PL. This bonus lasts for the remainder of the thread. If you complete a Spar, Battle, or Event without Deactivating the Base PL reduction, you gain an additional +1 MP for Spars or Non-Deadly Events and +2 MP for Battles or Deadly Events. Limit: None. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.In exchange for learning the killer of Ma-Te, Grand Duke Oolong's grandson, she was cursed by her assistant's spiritual witch craft for a price. It is both a blessing in that is allows her gain an advantage in battle and a curse because it constantly whispers in her ear in a language only she understands. Type: Supplementary - Technology Spirit Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: -- Traits:HasteRequirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Quick-DrawActivation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn. SwashbucklerActivation: Passive Effect: You may use Sword-type items an additional 2 times per thread. Limit: -- 1d100
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Post by Cayle Pota on Dec 11, 2019 17:21:45 GMT -8
The shark does nothing, because it is not its turn. It just kind of moves a few inches, but to keep the flow of everything, keeps the flow.
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Post by Melody on Dec 11, 2019 19:42:10 GMT -8
“Tch.”The Duchess noticed that everyone was occupied having their mouths hang open, she had no idea how she was going to hit something so high up in the air, the least she could do was jump from where she was at and hope to land on top of the damned thing. A violet colored lightning bolt sparked around her entire frame, as if she was electrically charged, it remained focused at her feet in a light display spiraling down like a funnel. Once the concentrated ki energy illuminated the bottom of her soles, she was ejected into the air in a neon violet ray of light across the sky, fueled with enough energy to reach over the shark, and began free falling back again in an attempt to land on its sharp scaled spines or be swallowed whole with her executed plan of action. As much as she had no desire to seal her fate to chance, if she was not putting in everything in her arsenal on full display, then no one else would. Melody’s green hair fluttered as grabbed the grip and pommel tightly with both hands ready for anything as she descended down from the sky. [200] [620]
{Spoiler}Initiative Round [Passive Action] Weighted Clothing Activated [At-Will Action] n/a [Bonus Action] Lightning Aura Rank 3. [Standard Action] [Standard Action] Power Level: 8,827 -> Weighted Clothing -30%= 6,178.9 Name: Melody Species: Human Age: 30 Gender: Female Skills & StatisticsFighting: 35 Energy Control: 30 Reflexes: 40 Resilience: 40 Accuracy: 1d100+30(Fighting)+10 Level 1 Conqueror / 1d100+30(Energy Control)+10 Level 1 Conqueror Defense: 50+40 (Reflexes)= 90 HP: 50+ 40(Resilience)= 90-15(Conqueror Level 1 Class)= 75 KI: 100 DR: -6 Class: Conqueror Racial Trait: Lucky Dog Traits:Momentary AscensionActivation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector IndomitableRequirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Class Features:Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn. Final Word- You gain 1 additional use of every Finisher-Type special technique that you know, per thread. Reverberation - Whenever your Special Techniques successfully hit a target, subsequent uses of the same Special Technique gain +5 Accuracy. Reverberation applies only once per Special Technique. Enhanced Basic Technique after unlocking Potential Mastery:RAPID MOVEMENTYou use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits. Starting Non-Basic Technique Chosen: Heart StrokeA slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Techniques:CrescendoA deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only. DEFLECTYou deftly parry or knock aside an attack headed towards you. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. LIGHTNING AURAA 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: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. KI BLADECombining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Technique Slots: 5/5 Equipped items:Katchin SwordForged 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: Bonus Action 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: 3 uses per thread. Auxiliary CoreA power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time. Weighted ClothingSometimes, simple training weights are not enough-- a warrior must occasionally burden themselves with dramatic weighting to see the growth they desire, and these weighted clothing were made just for that purpose. Type: Outfit - Weights Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive / Bonus Action Effect: Decrease your base PL by -30% at the beginning of each Spar, Battle, and Event. You may deactivate this outfit’s PL reduction as a Bonus Action; Deactivating this PL reduction instead increases your Base PL by +5% for each turn that your PL was reduced by this outfit, to a maximum of +30% Base PL. This bonus lasts for the remainder of the thread. If you complete a Spar, Battle, or Event without Deactivating the Base PL reduction, you gain an additional +1 MP for Spars or Non-Deadly Events and +2 MP for Battles or Deadly Events. Limit: None. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.In exchange for learning the killer of Ma-Te, Grand Duke Oolong's grandson, she was cursed by her assistant's spiritual witch craft for a price. It is both a blessing in that is allows her gain an advantage in battle and a curse because it constantly whispers in her ear in a language only she understands. Type: Supplementary - Technology Spirit Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: -- Traits:HasteRequirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Quick-DrawActivation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn. SwashbucklerActivation: Passive Effect: You may use Sword-type items an additional 2 times per thread. Limit: --
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Post by Bass on Dec 11, 2019 21:38:18 GMT -8
Squatting in a bush with his PL suppressed so people wouldn't bother him, Bass spoke in a hushed voice into his phone. "Are you fucking kidding me?! I leave the office for one fucking day and suddenly all of you miserable degenerates decide to host a stupid party for Gary? I didn't even know it was his god damn birthday what am I supposed to do?!" There was some chatter from the phone, metaphorical little buzzes sparking from the funky device. Bass responded. "Really? Really? You put me on speaker phone? You're enjoying this aren't you. Well Jake, or should I call you INTERN? How about I suspend your internship and tell your professor that you were an itty bitty piece of shit! Or better yet. How about I just let a massive giga shark fly right up your ass and ruin your entire life and everyone you ever knew how's that sound?! Oh, oh, that's right. Wait, what? Why are you hosting a party during evacuation?" Bass blinked, as the sound of tooting horns could be heard as the entire people on the other side of the line blew their party pipes. There was a chorus shouting 'Surprise!' before it quieted down again. The Namekian still squatted in the bush, lowered his shoulders. "Really... I..." He took a deep breath. "Okay. I've been working with you all for years now, we've been through thick and thin. You're all literally retarded for not evacuating though, I mean I know I'm going to kick the teeth out of this thing but y'know..... Do any of you have kids? Wives...? Girlfriends...? Really...? None of you? I don't either, surprise, we're worked to the bone wage-workers, no shit. Okay, sit tight, an-" The line suddenly started to pick up a bunch of interference. Shaking the phone like a baboon, Bass repeated himself a few times. "Hello? Hellooo? Helloooooooooooooooooooooooooooo?" Bass then looked up, and blinked. What the shit. In the sky above was the massive shark, why was that not in the briefing. It's not a plane, it's not a bird, and it's certainly not a personified sponge. It's a damn flying giga-shark. "Ok time for me to work buh bye." He said, hanging up and pocketing the phone. Then suddenly his power level returned to it's normal massive amount and he sprouted from a nearby bush. "Hey guys sorry had a conference call, looks like we're about ready to get started."
[411 words] z65|6wyn1d1001d100
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Post by Kiryu on Dec 11, 2019 22:48:13 GMT -8
A bead of sweat formed on Kiryu's forehead, and it slowly trickled down the side of his face. He felt, deep withing the core of his being, for one of the first times of his life, the icy grip of fear. Even the return of Bass, their powerful ally, did little to assuage Kiryu's worries. Their foe was still monstrously strong, and Kiryu, for all his training, all his skill, all his talent... he had never been in a contest like this before. This was no sparring match, where blows would be pulled before they could do injury. It wasn't even a desperate fight with bandits out for his blood. Even if his foes had been willing to kill him, Kiryu had been confident in his skill, confident in his ability to thrive and succeed and perhaps turn those villains from their path. Against this... But this is what you are for.Kiryu inhaled sharply. That had not been his thought. It had not echoed through his head with his own voice. It was the voice of his father. Whether that was actually happening, or if Kiryu was just imagining it, he did not know... and at the moment, he did not care. The voice continued. You must not fear. Fear is nothing. There is nothing but the Path. Allow it to move through you. Recognize it as the fetter that it is. Breathe it in, then breathe it out, and when you breathe in once more there will be no fear. There will only the the Path, and you, as you walk it.
This is what you are for.Kiryu breathed in. There was fear, yes. Fear of failure. Fear of pain and death. It was there... and it was real, and it was true, and it... was. There was no battling it, no overcoming it, not for Kiryu. There was only acceptance. He had been forged into what he was, and he could shoulder these burdens. He could stand against this foe... and all others. It was what he was for. Kiryu clenched his fist, fear retreating behind the clarity and purpose that he was filled anew with. A shining silver aura roared to life, outlining his form in luminescence. Instantly he was surrounded by his Susanoo, the shimmering armor constructed of energy that protected and empowered him. Kiryu summoned several items from the pocket dimension he kept them in. One was a stoppered glass phial containing a red liquid. Kiryu immediately uncorked the bottle and quaffed the brew inside, a magical potion that he had prepared ahead of time, an attempt at an improved version of the curative item that he favored using. The other item he summoned was his ring, the platinum band engraved with eldritch runes. The ring of power had been found in the cave along with his crystal ball, and it increased the potency of his magic. Ensconced in his protective shell, Kiryu drew the energy katana that hung at his hip, for once not bothering to have blunted the blade via the spell that created the items. "All right, you ugly, overgrown soup waiting to happen! This ends here!
Let's get dangerous."
[WC=530] [TWC=1,331] Battle TrackerDefense Resolution-
At-Will- Afflict- 1 Arcane Point for extra Bonus Action for Utility Technique
Bonus Action- Ki Construct (Paparapapa Rank 3), -1 ki
Bonus Action- Susanoo (Energy Construct Rank 3), -10 ki
Standard Action- Restorative Infusion (+5 HP, +3 Ki per turn for 5 turns)
Standard Action- Magic Materialization (-1 ki)
Arcane Points 4/5
Energy Constructs 6/6
HP/Ki Restoration +5 HP/+3 Ki, Turn 1/5 Techniques
Evade (Feint Rank 3) Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Blocker (Demon Eye Rank 3)- 3/3 Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Construct (Paparapapa Rank 3)- 0/1 Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. 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 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 may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Gun Type: Energy/Ranged/Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Burn Cost: 15 ki Learn: 2 weeks
Magic Materialization (Rank 3)- 1/2 Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2 ki per 10,000 zeni of the desired item. If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Pressure Point Strikes (Paralyze Rank 3)- 2/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
Solar Flare (Rank 3) Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Susanoo (Energy Constructs Rank 3) Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below.You may use at-wills from this technique more than once in a given turn.
Give +10 to a single Accuracy roll on your turn. One per attack.
Gain +2 bonus damage for a single attack you make. Two per attack max.
Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack.
As a reaction you gain +10 Defense against all attacks. One per turn.
As a reaction you gain 4 DR against all attacks during turn. One per turn. Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP.
The Snap Type: Ranged Energy Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Immobilizing Cost: 35 ki Learn: 2 weeks
Wild Sense (Rank 3) 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. Ranks: Rank 2 lasts for 4 turns. Rank 3 lasts for 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Traits
Instinct (Ability 1) Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
Intimidating Power (Class 1) Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Technique Slots (Ability 2)
Efficiency (AI Assistant) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Glancing Blow (AI Assistant) Activation: Reactive Bonus Action Effect: Reduce the damage of an attack that hit you by half of your Reflexes skill value. Limit: 2 times per thread, may reduce only up to 20 damage per use. Class Abilities
Sorcery - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Shun Goku Satsu (Bane) After repeatedly targeting an opponent's pressure points, Kiryu targets his foe's entire ki network with powerful blows and pinpoint strikes that can badly damage the internal organs of nearly any enemy.
Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on each opponent. Equipped Items
Baba's Crystal Ball- When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level.
A.I. Assistant- Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Recovery Package- The target of this item restores +5 HP and +3 Ki per turn, at the end of each turn, for 5 of their turns. Activation- Bonus Action
Expert Training Gear- You gain an additional 50% PL from thread rewards while wearing this outfit.
Lucky Trinket- Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.)
Battle Stats
Natural PL: 17,513
Base PL: 19,308
HP: 65/65 | KI: 91/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 130
DR: +4 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored 0/100
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Post by Duke Satan on Dec 12, 2019 10:54:10 GMT -8
"Bass!" the Duke yelled. "What in the world?" Their Namekian friend stepped out of the bushes, having apparently hidden there for the past ten minutes, and explained that he was apparently busy with a conference call - and thus he was not prepared for the battle, nor did he help them build a sand bag barrier in time to protect the city from destruction. For once, Duke Satan was genuinely a little bit miffed. Not enough to break his usual mood, but enough to leave him a little more agitated than usual. "There is no time for conference calls! We have to beat up that shark floating over there! That's the Kaiju!" the noble human explained and pointed to the sky. "Throw that mountain shaped like a spear at it if you have to!" As for him... He couldn't throw spears shaped from mountain peaks, no. But what he had was a whole lot of excitement. A few sparks of electricity popped in and out of existence around his body and his muscles toughened up in anticipation for the fight ahead. His allies may have been frightened by the huge and powerful creature but he... he was excited to see what tricks everyone in the field had up their sleeves. [Words: 209/497] Defensive Phase
Offensive Phase
Bonus Action: Lightning Aura - 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. (-15 ki)
Standard Action: Tough Skin (Barrier) - You gain 15 Temporary HP and are immune to status effects inflicted by attacks until temp HP is gone. (-15 ki)
Standard Action: Power Up (+25 ki, +25% PL)
Battle Effects Power Up: 1/2 turns, 25/100 ki recovered Lightning Aura: 0/3 turns Barrier: Immune to status effects.
Skills and Statistics Fighting: 35 Energy Control: 10 Reflexes: 10 Resilience: 15
Power Level: 4 099 (3 239)
Fighting Accuracy: 1d100+35 Energy Control Accuracy: 1d100+10 Defense: 40 HP: 105+31/105 KI: 95/100
Fighting Damage Modifier: +2 Energy Control Damage Modifier: +2 DR: 6
Traits: Lucky Dog: You may re-roll a failed (nothing) treasure roll once per thread.
Class: Protector Tank- You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit. Bristling Defenses: Whenever a combatant deals damage to you with an attack, the receive damage equal to your class damage modifier; this bypasses Temporary HP and DR.
Techniques: Equipment: Advanced Battle Armor: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit. Minor Panacea: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 2 turns. Once per battle. First Aid Kit: Restore +30 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately.
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Post by Will O. Wisp on Dec 12, 2019 16:18:35 GMT -8
The fact that the leviathan was flying and its long serpentine body seems to be signs of the kaiju gaining dragon-like qualities from the Dragon Ball Shards it has consumed making it somewhat resemble the legendary Shenron. It didn't seem to be able to do that before so it must be gaining new abilities. Growing even more and learning, adapting, truly a fearsome creature. If they all fall and fail here then this thing might become not just a threat to the entire planet, but the universe as well for all they know. Who's to say there isn't a limit for how powerful or big this thing can get. Will did not know the full extent of his father's immortality, and he is unsure how much of it he has inherited. After all his father might only be able to live eternally without ever aging or decay but could be killed perhaps by someone stronger than them. And his mother was mortal so he might only have inherited half of this gift. Does that mean he only can live for a few thousand years or so and still be killed? Or that he can still not worry about dying of old age but still needs to make sure he doesn't lose his head or anything. As long as he can keep everyone else safe, he will gladly take the front lines and try to distract and hold it back as long as he can. On top of his Flying Nimbus, he looks nothing more than a small tiny morsel to this beast. That means he will be able to provide a good distraction for this unintelligent beast so that the others can provide more hits in. He then flies around the beast as he begins powering up, his Nimbus taking him around it at high speeds. Despite being out of water he can smell the creature's salt watery scent from up in the sky.
Word Count: 324 Total Word Count: 570 Tags: Bass , Cayle Pota , Melody , Kiryu , Duke Satan BATTLE TRACKER SUMMARY
At-Will: You can give one of your standard actions to an ally that goes in the turn order after you. Gives one Standard Action to Bass.
Bonus Action 1: Wild Sense - 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. | -7 Ki
Bonus Action 2: Power Up - You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. | 7/100 Ki restored.
Standard Action: None this turn
Standard Action: None this turn
CLASS FEATURES Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS Canon Descendant (Korin)
ITEMS
Dojo Gi
Scrying Staff
Field Responder Kit
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint)
Kiai
Wild Sense
Enhanced Focus Energy
Sonic Sway
Base PL: 4029 |Current PL: 5036 | CURRENT Edge: 0 HP: 75/75 | Ki: 100/100 | DEF: 90 | DR: +2 | Melee Accuracy: d100+35 | Ranged Accuracy: d100+35 Damage: +3 Ki Cost: -1 Ki
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Post by Bass on Dec 12, 2019 17:12:12 GMT -8
Looking at the creature looming overhead, Bass couldn't help but look towards the stacked up sandbags. He then looked up again towards the sky, and then to the sandbags again. Logically, they wouldn't have even helped anyways in his mind. Looking between everyone else before letting out a cool breath, his eyes closed and he focused. " Alright, looks like it's time to be the cool guy." He said, stretching his back. He then started to stretch his thighs, pressing down on his knee and then shifting over the other way to press down on his other knee to give his muscles and tendons a good stretching. Bringing his hands up to his head, he cracked his neck both ways and then rolled his shoulders. Beginning to focus, the Namekian started to grow larger, stronger. His muscles bulged with power and swelled up as he began to undergo an alteration of his physical form, going from a bulky dude to some kind of raid boss with how jacked he was. He stood easily almost ten feet tall after he'd grown somewhat, rolling his arms again afterwards and breathing out his nose. With the intensity of the change, steam shot out from his nostrils when he did so. He then went onto the next phase of his preparation, sensing the creatures power level in the sky above, he knew he still wasn't going to be able to match it as he stood now. So, he spread his feet and began to channel energy as a white aura burst to life around his body and flickered with incredible intensity. It arced around his body, dancing around in an almost elegant sort of chaos. His Power Level spiked up by at least twenty five percent with that little boost. " Let's kick this things ass. I doubt even I'm a single one on one match for it, so I'm going to need you all to do what you do best, and what you believe will work. If we all perform optimally, that's our best chance. This is our first time fighting as a team, and it'll be the last if we don't get the hang of things quickly. Last time I checked animals weren't known for sparing their prey, we won't get a get out of jail free card like we might if it were some kind of villain." Then the Namekian started to rise in the air, gently levitating up and drifting towards the creature. Engaging was imminent. WC: 415 TWC: 826 BATTLE TRACKERSUMMARY
At-Will: N/A
Bonus Action 1: Wild Sense 3 - 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. | -7 ki.
Standard Action(BA2): Giant Form 3 - While in Giant Form you gain 35 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d6 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. | -12 ki.
Standard Action(BA3): Barrier 1 - You gain 15 Temporary HP and are immune to status effects inflicted by attacks. | -12 ki.
Will's Standard Action (BA4): Power Up - You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. | +25/100 ki. Fish loses -10 accuracy and -1 damage since it has no edge on Bass.
CLASS FEATURES
Power of Legends - Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
Powerful Ki - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
Reckoning - Twice per battle, as a Reactive At-Will Action, you gain an additional Standard Action on your turn. If you(and your allies) are outnumbered by opponents in the current thread, this may be used four times per battle instead.
Overwhelming Ki - You regain an additional +3 Ki at the beginning of each of your turns, stacking with Powerful Ki.
Beyond Divinity - Ki regeneration gained from Powerful Ki and Overflowing Ki may not be prevented by any means. If you(and your allies) are outnumbered by your opponents in a thread, you are Immune to the status effect “Crippled”.
SPECIES TRAIT: Namekian Physiology - You may make melee attacks from range, twice per battle. When you do, your attack has a +10 accuracy modifier. In addition, heal 2 HP naturally.
TRAITS Intimidating Power (Class 1) Desperado (Class 2) Endure Willpower Efficiency Cyber Augmentation
ITEMS Artifact: Vegeta the IVth’s Armor - Phaser Ring - Modern Scouter - Professional Panacea - Auxiliary Core
TECHNIQUES Soulmight Armcannon Borehole Cannon Wild Sense Giant Form Teleport Feint Barrier Enhanced Flight Base PL: 41,925 |Current PL: 52,406 | CURRENT Edge: 0 HP: [205]/155 | Ki: 120/120 | DEF: 65 | DR: +6 | Melee Accuracy: d100+65 | Ranged Accuracy: d100+65 Damage: +5 | Ki Cost: -3/5/7 Ki | Kigen: +6 | Regen: 2
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Post by Cayle Pota on Dec 13, 2019 20:26:24 GMT -8
For all of the thoughts of exactly what the Shark would do based entirely on its size, the giant beast did not attack anyone just yet, or continue its movement. It simply hovered in the air and began to exert even more energy from its body, with its power level increasing and lightning beginning to spark from it's huge serpentine shark body. [62] Bonus Action: Power-Up POWER UPYour 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.
Current Power Level: 62,500 PL.
Action 1: Lightning Aura LIGHTNING AURA (Rank 3)A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm youType: 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: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Fighting: 50 Energy Control: 30 Reflexes: 25 Resilience: 50
Accuracy: 1d100+65(Fighting)/1d100+40(Energy Control) Defense: 50+30+10 HP: 260 KI: 100 TEMP HP: 70 DR: 9 Damage: +6 /+9 (Physical) Ki Reduction: -1
Power Level: 50,000 PL
Class: Ravager Effort Points: NA Zeni: Mastery Points: 190
RACIAL TRAITS: KAIJU - You automatically begin the game with the ‘Giant Form’ technique, and begin all battles with this technique constantly activated. Your HP is double that of what it otherwise would be.
MASTERIES:
POTENTIAL MASTERY Level 4 (30 MP) Ability Mastery Level 4 (40MP) Class Mastery Level 3 (60MP) Focus Mastery Level 5 (15MP) Technique Mastery Level 5 (45MP)
CLASS FEATURES: RUSHING RELENTLESS PUMMEL STOLEN IMPETUS VINDICATION
TRAITS:
LUCHADOR (Trait 1) MIGHT (Trait 2) INDOMITABLE (Trait 3) ENDURE (Trait 4)
TRAMPLE (Class Trait 1) REND (Class Trait 2)
BASIC TECHNIQUE MASTERY (Grapple)
EQUIPMENT:
KAIJU SKIN - This Artifact is Giant Sized, and may not be removed, as it is apart of the user’s body. It provides +50 HP and 5 DR to the user, in addition to providing 5 Ki and Health Regeneration per turn. (+50HP/+5DR) OTC Stim - Sensu Extract - Bio Suit - 3 HP REgen per turn.
TECHNIQUES:
GIANT FORM - Rank 3 ABSORB - Rank 3 HEAL - Rank 3 LIGHTNING AURA - Rank 3 SOLAR FLARE - Rank 3 AEGIS - Rank 3 WILD SENSE - Rank 3 KIAI - Rank 3 MYSTERY SHARK TECHNIQUE MYSTERY SHARK TECHNIQUE 2 MYSTERY SHARK TECHNIQUE 3
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Post by Melody on Dec 15, 2019 14:36:38 GMT -8
The pull of gravity focused on her core, she felt the drop from falling in the air, her green hair fluttered as she held onto her sword firmly to pierce the shark’s skin, channeling her ki energy to set the blade ablaze with the first attempt on the leviathan’s back. The red aura around the blade’s edge changed to an icy blue effect as she adjusted her ki pool at the second assault. There was a limit that Melody could not breech and she was unable to pull this stunt again after she made her mark. Without standing by to determine the amount of damage she inflicted, if any, she leaped off into backflip, head down first towards the beach like a meteor. The dancing violet lightning aura surrounding her lithe form protected her fall, leaving a deep crater in the sand, and she rolled to the side to stand back up on her feet completely uninjured. [157] [777] <-ching where’s the zeni?
To Hit: 1xUSsGuz1d100+55Energy Control +30 +10 Level 1 Conqueror + 15 Focus Energy Crit on 75 or higher on natural roll Damage: 5d8+11+1 Damage Mod Searing: 1d10040% Chance -- If it hits then add +5 to accuracy on the second attack. Reverberation. -- To Hit: 1d100+55Crit on 75 or higher on natural roll Damage: 5d8+11Searing changed to Freeze via Adaptable class trait: 1d10040% Chance { Statistics} Initiative Order: 99- Melody 85- Kiryu 81- Duke Satan 71- Will O’ Wisp 3- Shark ____ Attack Phase[Passive Effect] Lightning Aura Rank 3 | Round 1/5 [Passive Action] Auxiliary Core on Heart Stroke [At-Will Action] Adaptable- Changed searing on second Heart Stroke to Freeze [Bonus Action] Focus Energy [Standard Action] Heart Stroke [Standard Action] Heart Stroke Power Level: 8,827 -> Weighted Clothing -30%= 6,178.9 24,715 PL Needed for Shark to have Edge 4 on Melody Name: Melody Species: Human Age: 30 Gender: Female Skills & StatisticsFighting: 35 Energy Control: 30 Reflexes: 40 Resilience: 40 Accuracy: 1d100+35(Fighting)+10 Level 1 Conqueror / 1d100+30(Energy Control)+10 Level 1 Conqueror Defense: 50+30 (Reflexes)= 80 HP: 50+ 40(Resilience)= 90-15(Conqueror Level 1 Class)= 75 KI: 100 -15 Lightning Aura - 10 Focus Energy= 75 Ki DR: -6 DM: +1 Class: Conqueror Racial Trait: Lucky Dog Traits:Momentary AscensionActivation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector IndomitableRequirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Class Features:Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn. Final Word- You gain 1 additional use of every Finisher-Type special technique that you know, per thread. Reverberation - Whenever your Special Techniques successfully hit a target, subsequent uses of the same Special Technique gain +5 Accuracy. Reverberation applies only once per Special Technique. Enhanced Basic Technique after unlocking Potential Mastery:RAPID MOVEMENTYou use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits. Starting Non-Basic Technique Chosen: Heart StrokeA slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Techniques:CrescendoA deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only. DEFLECTYou deftly parry or knock aside an attack headed towards you. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. LIGHTNING AURAA 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: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. KI BLADE Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Technique Slots: 5/5 Equipped items:Katchin SwordForged 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: Bonus Action 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: 3 uses per thread. Auxiliary CoreA power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time. Weighted ClothingSometimes, simple training weights are not enough-- a warrior must occasionally burden themselves with dramatic weighting to see the growth they desire, and these weighted clothing were made just for that purpose. Type: Outfit - Weights Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive / Bonus Action Effect: Decrease your base PL by -30% at the beginning of each Spar, Battle, and Event. You may deactivate this outfit’s PL reduction as a Bonus Action; Deactivating this PL reduction instead increases your Base PL by +5% for each turn that your PL was reduced by this outfit, to a maximum of +30% Base PL. This bonus lasts for the remainder of the thread. If you complete a Spar, Battle, or Event without Deactivating the Base PL reduction, you gain an additional +1 MP for Spars or Non-Deadly Events and +2 MP for Battles or Deadly Events. Limit: None. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.In exchange for learning the killer of Ma-Te, Grand Duke Oolong's grandson, she was cursed by her assistant's spiritual witch craft for a price. It is both a blessing in that is allows her gain an advantage in battle and a curse because it constantly whispers in her ear in a language only she understands. Type: Supplementary - Technology Spirit Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: -- Traits:HasteRequirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Quick-DrawActivation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn. SwashbucklerActivation: Passive Effect: You may use Sword-type items an additional 2 times per thread. Limit: -- 1d100+55·5d8+11·1d100·1d100+55·5d8+11·1d100
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Post by Kiryu on Dec 16, 2019 12:22:25 GMT -8
Kiryu gritted his teeth. Power began to flow from him in waves, and he called out to his companions. "I'm going to do everything in my power to light this bad boy up! Duke Satan, if you have an opportunity, toss me some energy!"Kiryu floated over to Bass, eyebrows raised behind his Susanoo. The Namekian had picked up some new tricks... but, to be fair, so had Kiryu. "I was going to say 'just like old times' but I don't know if we've fought enough things together for there to be 'old times' yet. I'm going to try to do what I did when we fought, impede it... but I've mixed in some magic with my ki. With any luck, we'll be able to debilitate it enough that it won't be overwhelming for the others. You go wrassle the giant sky shark... I know you want to. I'll use my ki attacks to back you up."
At that, Kiryu stopped speaking, throwing himself into action. His Susanoo fired eye beams at the shark. The attack wasn't powerful, but it was still something, perhaps enough to deplete it's obviously formidable defenses. He focused his senses, falling into the flow of battle, ensuring that his reflexes would continue to increase for a short time. He then sent out a wave of energy, hoping that despite the fact that this was not a normal mortal creature, his magic would have it's normal effect of inhibiting Ki flow. Kiryu then gathered large amounts of energy in both of his fingertips, which blazed with a silver light. Concentrating on mixing mana into a condensed, physical shape, Kiryu focused his will into his attack, forming a spell that should make it difficult for the shark to inflict damage with it's attacks. His base attack was devastating enough, burning Kiryu's target, piercing through armor, and potentially disrupting their nervous system. Kiryu hoped that the attack would have at least a few of those effects work, and put their team in a position to succeed with minimal injuries.
[WC=341] [TWC=1,672] Battle TrackerDefense Resolution-
At-Will- Afflict- 1 Arcane Point for extra Bonus Action for Utility Technique
At-Will- Enchant- 1 Arcane Point for base 40% Paralyze chance on Special Techniques
At-Will- Energy Construct: Bonus 15% Paralyze inflict chance for Ki Gun
At-Will- Energy Construct: Bonus 15% Paralyze inflict chance for 2nd Ki Gun
Bonus Action- Wild Sense Rank 3, -5 ki
At-Will- Susanoo Eye Beams
Attack: 4LibaQs21d100+30
Damage: 1d6
Bonus Action- Ki Blocker (Demon Eye Rank 3), -1 ki
Inflict Chance 95% 1d100
On inflict: Cripple/Curse for 5 rounds.
Cripple will reduce Damage and DR by -2, and inflict 1 Damage bypassing DR per round, in addition to it's normal effects.
Curse will reduce Damage and DR by -2, and inflict 1 Damage bypassing DR per round, in addition to it's normal effects.
Standard Action- Ki Gun (Piercing, -5 DR and ignores temp HP), -8 Ki
Attack: 1d100+60
Damage: 3d10+5
Burn chance 50%: 1d100
Success! BURN for 3 rounds; in addition to normal effects, -2 Damage and DR, 1 Damage bypassing DR while inflicted
Paralyze chance 65%: 1d100
Success! STUN for 3 rounds; in addition to normal effects, -2 Damage and DR, 1 Damage bypassing DR while inflicted
Cripple chance 30% (from Sadist): 1d100
Immobilize chance 30% (from Sadist): 1d100
Standard Action- Ki Gun (Piercing, -5 DR and ignores temp HP), -8 Ki
Attack: 1d100+60
Damage: 3d10+5
Burn chance 50%: 1d100
Paralyze chance 65%: 1d100
Success! STUN inflicted for 3 more rounds; 6 rounds of STUN total.
Cripple chance 30% (from Sadist): 1d100
Immobilize chance 30% (from Sadist): 1d100
Arcane Points 2/5
Energy Constructs 4/6
HP/Ki Restoration +5 HP/+3 Ki, Turn 2/5
Susanoo Uses Remaining 3/4 Techniques
Evade (Feint Rank 3) Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Blocker (Demon Eye Rank 3)- 2/3 Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Construct (Paparapapa Rank 3)- 0/1 Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. 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 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 may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Gun Type: Energy/Ranged/Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Burn Cost: 15 ki Learn: 2 weeks
Magic Materialization (Rank 3)- 1/2 Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2 ki per 10,000 zeni of the desired item. If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Pressure Point Strikes (Paralyze Rank 3)- 2/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
Solar Flare (Rank 3) Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Susanoo (Energy Constructs Rank 3) Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below. You may use at-wills from this technique more than once in a given turn.
Give +10 to a single Accuracy roll on your turn. One per attack.
Gain +2 bonus damage for a single attack you make. Two per attack max.
Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack.
As a reaction you gain +10 Defense against all attacks. One per turn.
As a reaction you gain 4 DR against all attacks during turn. One per turn. Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP.
The Snap Type: Ranged Energy Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Immobilizing Cost: 35 ki Learn: 2 weeks
Wild Sense (Rank 3) 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. Ranks: Rank 2 lasts for 4 turns. Rank 3 lasts for 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Traits
Instinct (Ability 1) Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
Intimidating Power (Class 1) Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Technique Slots (Ability 2)
Efficiency (AI Assistant) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Glancing Blow (AI Assistant) Activation: Reactive Bonus Action Effect: Reduce the damage of an attack that hit you by half of your Reflexes skill value. Limit: 2 times per thread, may reduce only up to 20 damage per use. Class Abilities
Sorcery - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Shun Goku Satsu (Bane) After repeatedly targeting an opponent's pressure points, Kiryu targets his foe's entire ki network with powerful blows and pinpoint strikes that can badly damage the internal organs of nearly any enemy.
Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on each opponent. Equipped Items
Baba's Crystal Ball- When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level.
A.I. Assistant- Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Recovery Package- The target of this item restores +5 HP and +3 Ki per turn, at the end of each turn, for 5 of their turns. Activation- Bonus Action
Expert Training Gear- You gain an additional 50% PL from thread rewards while wearing this outfit.
Lucky Trinket- Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.)
Battle Stats
Natural PL: 17,513
Base PL: 19,308
HP: 65/65 | KI: 72/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 130
DR: +4 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored 0/100 1d100+30·1d6·1d100·1d100+60·3d10+5·1d100·1d100·1d100·1d100·1d100+60·3d10+5·1d100·1d100·1d100·1d100
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