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Post by Ty on Dec 6, 2019 14:49:41 GMT -8
Achido remained unconscious under the watchful eye of Doctor Toad Lily, the beat down Cayle gave Tiger Lily and her best friend broke a few personal belongings, one of which was Achido’s c-phone so there was no way to contact his parents past curfew without knowing their number, and the other crucial item was her new glasses after she broke her previous pair in her confrontation with Luther. It seemed like no matter how much she trained, every loss did not elevate her to the level of how powerful her opponents had been, and before she could say anything about the problem she was faced with Cayle he was still angry about something as he left in a hurry. Unknown to her, Luther was about to be taught a lesson for beating up a teenage girl by an angry full blooded saiyan teen, and she had no idea she was responsible for all the turmoil her boyfriend was suffering. Tiger Lily took it upon herself to go to Achido’s house after finding the address on his ID and she flew over there directly after looking at the gps. However, her eyes gave her difficulty focusing on the details of the map displayed on the screen of her phone, it was past midnight and the part of the neighborhood Achido was from were houses on large acres of land. In the distance she could hear loud music, as she squinted, she noticed young adults skateboarding in an empty pool, and it seemed like a casual party among friends. Rather than struggle with the gps she figured asking people around her age would be willing to help her find Achido’s parents house or point her in the right direction. The orange haired teen almost ran into a skateboarder when she landed, she did not expect him to do a handstand when he reached the edge of the pool, and instinctively shoved him out of her way on accident sending him plummeting to the bottom of the pool. “Oh my! I am sorry! I am blind without my glasses so I didn’t see you!” Tiger Lily explained immediately drawing the attention of everyone who had no idea she had dropped straight out of the starry night sky in their drunken stupor. While she stood at five feet ten inches, she was small compared to these young adults who began towering over her, they were perplexed at who she was and asked her if she was trying to crash their party. “I am not crashing a party. I don’t have a license to drive yet. My name is Tiger Lily, nice to meet you.” Ty explained herself, confused by their lingo, since she had been homeschooled her whole life and the company she kept was quite different compared to this crowd. A young woman laughed at her asking how old she was and if her parents knew she was out past curfew, “Well, I don’t live at home anymore. Being out past curfew is the reason I was hoping one of you could point me in the right direction to the Nakamura household? The gps directed me over here but I cannot see without my glasses.”A young man handed her a red plastic cup with a foul putrid smelling liquid inside and she was confused by the type of greeting this was after she inquired about getting directions. He explained that she should party for a minute because life is too short and she tilted her head at that statement. “Being too short means you should party?” She was thinking about Achido being five feet and five inches tall compared to her which made her feel tall. However, she did feel short compared to these young adults. “Ah. I think this drink is spoiled. I don’t think I can party with you people right now, I have to find the Nakamura household...so.” You people?Somehow this became offensive to them, complaining that she assaulted someone when she crashed on their merriment, and others were making jokes that were not remotely funny but a slurry woman kept laughing obnoxiously at every statement. The company she was surrounded by seemed good at first but it immediately turned sour and she was not sure how to react but to raise her hand around her neck to reach for her necklace. The glass ball pendant with dragon ball shard was broken earlier which she forgot about, her hand was still bleeding which she did not notice, and one of the young women immediately dumped the alcoholic drink out of red cup over her hand to stop the blood. “Oh. It’s like an astringent. My uncle is a doctor...so I have a little bit of medical knowledge but why would you drink this?” She asked quite bewildered with curious teal eyes that could not unveil the truth. Another red cup was given to her, the smell was even stronger than before, and they began chanting at her with fist pumps into the air to drink it. Was it some kind of dare?[842] Kiryu
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Post by Kiryu on Dec 9, 2019 23:39:23 GMT -8
Finally, I get a night off.Taking on bandits and pirates. Brawling with Namekians and ancient, forgotten evils. Sometimes, even the most dedicated of crusaders needed a freaking break every now and again. Kiryu was, at this point, essentially a stranger in a strange land. He didn't have any friends in the area, but apparently there was a private college nearby, and Kiryu had no problem finding a group of young wastrels to spend some hours with. Kiryu was tall, handsome, and in incredible shape, so he was instantly popular. After observing some social niceties, he was invited to a house party. It was everything he had ever dreamed of when he had watched shows on the television while he was growing up. Loud music pumped through powerful speakers, and pockets of people gathered here and there, talking and drinking and laughing. The party was mostly subdued, but there were a couple of pockets of aggressively loud, brash young adults, their base instincts only exacerbated by the alcohol that they were freely consuming. Kiryu had long ago learned to use the incredible amounts of energy he could channel to increase his metabolism and process the alcohol so quickly it could not get him inebriated, which made him largely immune to the detrimental effects of intoxication. Still, he had used booze as a painkiller often enough that he was able to see the telltale signs of it's overuse. Some of the males in that group seemed to be the definition of a stereotype, standing with aggressive postures, finding young women to loop their arms around, and drinking with abandon. A couple of them, sneering, got in Kiryu's face; he was a newcomer, an outsider, maybe a loser. Kiryu's calm demeanor and steady gaze let these would be bullies know that Kiryu was no easy meat to be pushed around, and they soon left him in peace... especially once he began to show off. As the party began to kick off, a large keg was brought out, and some of the kids attempted keg stands. When one of the boys that had been dogging Kiryu sputtered and fell, the crowd jeered. Kiryu laughed, rolling his eyes. The ruffian caught the look and sneered, jerking his head at Kiryu. "What, you think you can do any better, asshole?"Kiryu smirked. He had not been partaking of alcohol, and the keg large enough to get him drunk and not yet been made. Kiryu, for once not in his robes, but a simple, tight dark tee shirt and jeans, made his way to the keg. He placed his hands on the lip of the keg, and, with minimal effort, eschewing the help of any spotters, he hoisted himself into a perfect hand stand on the keg. The crowd let out a collective, appreciative noise. One of the girls who had invited him to the party was holding the tap, and nefore she placed it into Kiryu's mouth, a mischievous light sparked in her eyes and she rolled the hem of Kiryu's shirt up a bit, displaying his well toned body. One of the girls in the crowd cat let out a sharp, high pitched wolf whistle, making most of the crowd laugh, and the boy that had just fallen glower. The girl holding the tap placed it in Kiryu's mouth, then counted down from three. Once she hit one, she began to pump. Kiryu had done all sorts of training, in all kinds of odd positions, giving him superlative control over nearly every muscle in his body. He relaxed his mouth and the crowd began chanting; "CHUG! CHUG! CHUG!"
After the longest keg stand anyone assembled had ever seen, and a raucous cheer, Kiryu was met with greater acceptance than before. He called upon a bit of his power, ensuring that he would not be intoxicated from the alcohol that he had consumed. The girl that had held the tap for him had been eyeing him. She was pretty, and Kiryu couldn't keep a bit of a smile off of his face... And then, he noticed what was happening by the pool. A group of people, including the would be bully that he had more or less embarrassed earlier, were gathered around someone small, foisting red cups of alcohol towards them and yelling "DRINK! DRINK! DRINK!" The circle parted a bit... and Kiryu's eyes went wide. He knew that girl, and she was clearly not comfortable. Kiryu moved through the circle, easily pushing aside anyone in his way, to stand next to Ty. Kiryu let out just a bit of his power... just a whisper. Not enough to register to a ki user at any distance, but enough to give the mundanes around him a sense of unease. "Back off! She's underage, and she's a friend of mine."Some of the circled teens looked upset to be told off, but most had gotten enough of a feeling from Kiryu that they followed his instruction. Kiryu turned his gaze to Ty. "Hey, kid. You should probably not be at a party like this. What the heck are you doing here?"
[WC=855] [EWC=800] Melody
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Post by Ty on Dec 10, 2019 13:31:59 GMT -8
“Kiryu?” Ty squinted briefly unable to see him from a distance as he broke up the crowd, she recognized his voice, and affirmed it was him as he spoke again. In truth she was blind in the dark, with a proper light her ocean teal eyes would be able to recognize his visage, but the backyard of this particular home was not lit well enough to see anything recognizable. Everyone looked blurry and she was feeling quite pressured into drinking something she did not want to which caused her social anxiety to spike quite high enough to tremble uncontrollably where she stood. While she could easily fight her way through all her problems this was not one of them. Kiryu had already advised her against punching people on impulse and it was difficult not to do that against the people who were clearly too weak to handle her prowess. She looked up at him with a bewildered look clutching the drink in her hand, the hard liquor inside rippled by the sound vibrations from the loud music, and she flinched at the thought of being in trouble dropping the plastic cup on the ground hopping back a step to avoid getting her white sneakers wet. In turmoil of finding the words to answer him she instead bent down to pick up the empty cup, her orange hair slid past her shoulders, the white knit tank top she was wearing had a razer t-back cut which revealed black and blue bruises over her scapulas from when she landed on the pavement after taking a few punches from Cayle an hour ago. With the empty cup in her hand she clutched it, crushing it easily in her vice, and stood back up again pouting for a second unable to meet his gaze before she parted her lips to speak rather confused by everything that transpired minutes after her arrival. “I-I am sorry. I thought I could ask for directions to find my friend’s house nearby because I cannot see my phone screen without my glasses. Achido was knocked unconscious after our training and my uncle who is a doctor is looking after him right now. His phone was broken from the impact so I could not call his parents, so I came out here to explain why he is not home past curfew, and I got lost...I am not sure what is happening right now.” Tiger Lily was speaking rather fast, unable to piece together the words to form a proper sentence, and was pouring her heart out the entire time. “I am not nearly strong enough to protect anyone...including myself it seems. It was nice seeing you again. I should probably leave.”Tiger Lily began to float up in the air, she seemed rather sad as she scrambled to stare at the gps map on her phone screen, and looked around the area but the large trees obstructed several structures that would help her discern her location. The crowd began to converse in awe wondering what practical effect was being used for the orange haired teen to float in the air and began taking video of her with their c-phones. She motioned over to land on the roof of the house, the music was faint from where she stood, allowing her to concentrate better, and made an attempt to determine which street she was on but the gps was spinning on the screen unable to pinpoint her location; something was obstructing the signal so she extended her arm out, walking all over the roof of the two story house, trying to stop it from spinning all over the place. [610] [Effective WC 1,410] Kiryu
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Post by Kiryu on Dec 11, 2019 12:35:36 GMT -8
Before he could even get another word in edge wise, Tiger Lily was... in the air? Kiryu felt his mouth open slightly in absolute surprise. The girl could fly already? Kiryu was flabbergasted. It had taken him years of intense training and mastering the use of ki to be able to fly. He had only recently done so, and only when it was at great need.
Clearly, there was a lot more to this kid than met the eye.
Kiryu turned his gaze to the crowd. Several of them were even more shocked than he was. Some stood, eyes wide and mouths agape. A couple of people had their phones out and were clearly recording.
Well, there's nothing for it, then. Looks like my night off is canceled.
Kiryu turned to the gathered crowd, fixing the would be bully with his glare. Seeing Kiryu, the young tough sneered, lifting his chin and walking forward, fists bunching. As he approached, Kiryu spoke.
"You should be careful who you try to push around, you know. You can never predict when someone can do something like that. Or," Kiryu said, smirking, "Something like this."
In a flash, Kiryu summoned a bit of his power. A silver aura flared to life around him, creating a bit of air current to flow about. The bully approaching him froze, face draining of color, stark fear naked on his face. Kiryu gave him his best "back the hell off forever" stare, then launched himself into the sky himself, heading after Tiger Lily.
It didn't take long for Kiryu to reach the girl, given his superior power and speed, and Kiryu guessed that she wasn't in much of a hurry. He called out as he approached.
"Ty! Wait up!"
As he drew nearer, he made sure his face and voice were friendly and open.
"Hey, kid, it's good to see you again, too. No need to head off so quickly! It sounds like you've been through some rough stuff lately. You don't have to just head off, though, I would be happy to help you out. With... well, with any luck, all of your problems. I might be able to magic you up some glasses. I don't know, I've never really tried, but if you can tell me if you happen to be near or far sighted, I might be able to make something work. At the least, I can help you find where you need to go... and I can definitely help you get a bit stronger. Maybe a quick spar? I'm a pretty decent teacher, I think, so I wouldn't mind showing you a couple of moves and offering suggestions. You've clearly got a lot of potential... and you seem like you're a good person. What do you say?"
[WC=463] [ETWC=1,263]
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Post by Ty on Dec 11, 2019 15:22:16 GMT -8
Ty stopped attempting to fix the GPS signal, the sting of the alcoholic drink on her hand forced her to glance over to look at all the glass stuck to her skin like she slapped a cactus, she ground her fingers tightly on her palm, crushing the shards with ease into a fine dust, the wound began to heal on its own slowly and she turned to look at Kiryu as he joined her on the roof while flying in the air. “Nice! You can fly too.” Ty was easily distracted often, she showered him with more compliments because she felt motivated to do the same things he was capable of doing, “When you jumped on Rango’s boat really far from the dock, that was cool, too. Eh, Glasses?”The idea of creating glasses from nothing would take a while unless he knew her prescription, she mused on the thought until he brought up being stronger, and that was her trigger word. Everything else he brought up was wiped clean from the slate of her mind, she was grinning now, and eager for a fight in order to learn something new. It was a saiyan thing, unfortunately, and she was completely unaware of it because she felt optimistic. “I don’t need glasses to fight, are you kidding me?” Ty laughed as she did not find any weakness in the matter, “I should probably stop wearing them and be more conscious about taking care of them before I get into a fight or wear gross contacts. I just can’t read a book right now being that I am far sighted.” “My problems...well…ever since I left home...I keep on making mistakes one after another. I am learning from them all, but if I am going to make sure my dad doesn’t worry about me venturing around the world then I need to be able to protect myself and my friends.” With a nod, she put up her c-phone, and cracked her neck by tilting her head to the side, still feeling a bit tense from her last bout. “Ah. We probably shouldn’t be on the roof, someone might get hurt if I smack you too hard, I saw an open baseball field that was empty and well lit over there.”She pointed in the direction and flew over towards it about three acres away that belonged to a small park. Ty landed on the pitchers mound and stretched a bit more to get rid of all the knots. The truth of the matter was, she had totally spaced about looking for the Nakamura household, because she was always eager to learn something new it was part of her nature to take advantage of every opportunity even if it was from someone near her age. “So, as a teacher, how many students do you have?” She tilted her head and tightened her black hat before bouncing on her feet into the sloppiest stance ever as she held up her fists, “I am ready!” [502] [1,912] Kiryu MtRxNu_r1d100{Spoiler}Initiative Phase
[Passive Action] n/a
[At-Will Action] n/a
[Bonus Action] n/a
[Standard Action] n/a
[Standard Action] n/a
Power Level: 6,920
Name: Tiger Lily ‘Kuri’ aka Ty Kalabasa Species: Human Saiyan Hybrid Age: 16 Gender: Female
Skills & Statistics Fighting: 30 Energy Control: 30 Reflexes: 40 Resilience: 30
Accuracy: 1d100+30(Fighting) +5 Level 1 Prodigy / 1d100+ 30(Energy Control) + 5 Level 1 Prodigy Defense: 50+ 40 Reflexes =90 HP: 50+ 30 Resilience= 80 + 5 Level 1 Prodigy KI: 100 DR: +1 Level 1 Prodigy
Class: Prodigy Racial Trait: Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
Class Features: Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice. Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Starting Non-Basic Technique Chosen:
SOLAR FLARE (RANK 3) You use your ki to amplify the light around you into a blinding flash. 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.
WILD SENSE You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle. 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.
Technique Slots: 3/5
Enhanced Technique for unlocking all levels of potential Mastery: FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists.
Prodigy Plus Techniques:
Green Steel Strike | Midorikoudageki A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies. Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1. Learned via Cayle Pota.
Prodigy Plus Technique Slots: 1/3
Equipment
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Professional Panacea Once thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: 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 4 turns. Limit: 1 use per thread.
Intermediate Belt A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time.
Blaster Carbine Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread. 1d100
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Post by Kiryu on Dec 14, 2019 11:57:54 GMT -8
Kiryu nodded, following Tiger Lily's lead. He, too, did not favor any sort of contest in a populated area. With his abilities, it was far too easy for a stray ki blast to cause damage to the surroundings. It wasn't that he couldn't control himself, but it did require a modicum of concentration and focus, and Kiryu would prefer to spend his mental energy on the spar and coaching Ty.
They landed at the empty baseball field. They must have been preparing it for a coming season because the white lines outlining the diamond were crisp and stark, the grass fresh cut and uniform, the dirt undisturbed by cleats.
"Uh... regularly? None," Kiryu admitted, answering Tiger Lily's question about the number of students that he was teaching. It was true enough. Kiryu, however, had offered instruction in small doses before. His power and skill didn't come from innate, prodigious talent of an overwhelming amount of ki, however. His abilities were all based on countless hours of training and an iron strong will.
"I will say this before we start, though. Your feet are all wrong. They're too narrow together, see? From there it's too hard to move quickly and your balance is compromised. Try to set your feet about shoulder width apart, with your dominant side foot about a step behind of your other, with a slight bend to your knees. Specific techniques and styles use different stances, but that's a decent base stance for a variety of strategies. Make sure you keep your weight on the balls of your feet, too, that will help you move quickly. There's a reason that the term 'flat footed' means slow, after all!"
Kiryu then fell into a fighting stance of his own. His own legs and feet were set in a manner exactly in line with what he had suggested to Ty. He held his left leg forward, as he was right handed, and held his hands up to approximately the level of his shoulders, hands open, left slightly ahead of the right, ready to parry or deflect any incoming blows.
"The last person I had a one on one, friendly bout with was the Cobra Master in the Southern Desert. I think you would have liked her... she was about my age, and fast as all hell. She had a lot of potential... and she was a good person. Reminds me a lot of you."
[TWC=404] [ETWC=1,667]
Initiative: OpE6|uix1d1001d100
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Post by Ty on Dec 14, 2019 15:13:49 GMT -8
Tiger Lily looked down as Kiryu instructed to reposition her feet, she noticed the significant difference it made on the balance of her feet to follow a martial arts style that he displayed for her to copy perfectly, and she smiled widely after learning it almost losing the effort as she hopped up for a brief second to reposition herself again. After making a few jabs in the air, she was able to move more fluidly, and tested a lateral high kick for good measure. “You’re right! It does make a difference, who knew!” She chuckled. “Cobras in the desert sounds deadly for a martial arts style. Your friend is amazing, I actually have not met any female fighters yet, and that is good enough for me. We can go visit her together since we are all the way out here in the southern islands. I personally have never stepped inside a martial arts school before.” Ty mused for a minute, “I find that it has been easy to make friends with everyone I have met so far, unless they run away from me then there is nothing I can do about that. I read in one of my uncle’s research papers that it’s called a ‘moral compass’ and that is probably what triggers the runaways that refuse being around someone like me to change their minds a little…hehe” There was little thought process in her head, she always kept her mind empty because she was wide eyed and observant, at the same time did not know when it was the right time to shut up about random things, “My dad gifted me a snow globe last winter, of Emperor Pilaf’s magical castle, after staring at it whenever I took a break from studying. I noticed that no two snowflakes are alike and that is a lot like all the people I have met. Everyone is special in their own unique way just like you, Kiryu. Thanks for taking your time to teach me something!”With a palm fist, she did a slight head bow to demonstrate her appreciation, and a bristling air like aura surrounded her as she tapped into her wild sense ability.
[365] [2,277]
{Statistics}Initiative Phase
[Passive Action] n/a
[At-Will Action] n/a
[Bonus Action] Wild Sense Rank 3, 5 Turns
[Standard Action] n/a
[Standard Action] n/a
Power Level: 6,920
Name: Tiger Lily ‘Kuri’ aka Ty Kalabasa Species: Human Saiyan Hybrid Age: 16 Gender: Female
Skills & Statistics Fighting: 30 Energy Control: 30 Reflexes: 40 Resilience: 30
Accuracy: 1d100+30(Fighting) +5 Level 1 Prodigy / 1d100+ 30(Energy Control) + 5 Level 1 Prodigy Defense: 50+ 40 Reflexes =90 HP: 50+ 30 Resilience= 80 + 5 Level 1 Prodigy KI: 100 DR: +1 Level 1 Prodigy
Class: Prodigy Racial Trait: Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
Class Features: Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice. Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Starting Non-Basic Technique Chosen:
SOLAR FLARE (RANK 3) You use your ki to amplify the light around you into a blinding flash. 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.
WILD SENSE (RANK 3) You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle. 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.
Technique Slots: 3/5
Enhanced Technique for unlocking all levels of potential Mastery: FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists.
Prodigy Plus Techniques:
Green Steel Strike | Midorikoudageki A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies. Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1. Learned via Cayle Pota.
Prodigy Plus Technique Slots: 1/3
Equipment
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Professional Panacea Once thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: 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 4 turns. Limit: 1 use per thread.
Intermediate Belt A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time.
Blaster Carbine Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread.
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Post by Kiryu on Dec 14, 2019 16:06:00 GMT -8
Kiryu shrugged his shoulders, thinking to himself for a moment. "You know, I think I have ended up meeting nearly as many women as men, as far as notable fighters go. Or at least... women and 'others.' There was this weird... gray... being? I don't really know how to accurately describe them. There was this Namekian, Bass. It seems as though people think Namekians are male, but I think they are, uh... what's the word? Unisex? They don't have a gender, is what I'm trying to say.
Quick tally of notable fighters I've met- there's this guy, Duke Luciferous Satan. There's Will o' Wisp, who is... I think some sort of elderly cat man? Presents as male, though. Then there's Cade, he's a decent guy. I met him in the desert, we saved some ostriches, it was a whole thing. Oh, and I guess there's Aisling... but I don't actually know if he is a he. To be honest I don't know if his kind have true genders... or native forms, or if they just clothe themselves in the raiment of our plane and walk abroad... anyway, that's philosophical ramblings for another time!
As far as female and others go, there's you, Bass, a woman called Ahri, and a... troubling witch named Lilith Nevermore. Also a demonic duchess calling herself Melody. And of course, the Cobra Master.
You were right about her, by the way. She was devilishly quick. I hope she's doing well."
So, yeah, pretty balanced, as it turns out. Which is a nice change of pace from meat heads in a locker room all just trying to see who can punch something the hardest or do the most pull ups."Kiryu cocked his head, looking at Tiger Lily's immediate improvement. With just that small amount of instruction, she had managed to fall into an excellent stance, one that would allow her to spring in whatever direction she wanted. A grin blossomed on Kiryu's face, causing dimples to form on his cheeks, and his eyes sparkled. "Man... I have to tell you, Ty, you are really something else. If you can get into a stance that good that quickly with that little instruction, I think you'll be the one teaching me new tricks before too long! And there's no need to thank me. You're a good kid, and besides that, the whole reason I'm journeying is to find others like me. Others with skill and power and potential, and become friends and allies. To grow strong together. Because this world has a history of falling to vast, alien powers, and I for one do not intend to let that happen ever again.
So I'm happy to help, especially since one day, you might help me. Or anyone else that needs it.
You know... I had been planning to suppress my power quite a bit right off the bat, and not use some of my stranger techniques. But I've got the feeling that you're not going to need me to do that. I'll go ahead and make sure I don't use my most damaging abilities, at least not to begin with... but with what I'm feeling for you, and how impressive you look, I want to see how you handle what I can really do. If it's too overwhelming, I'll dial it back, but this way you can see what it's like to really fight me. Oh, and uh... don't worry about what you're going to see. It's still me in there, okay?"Despite his words, Kiryu did force himself not to move too quickly. His unfettered quickness was truly a sight to behold, and he didn't want to discourage Ty by being too difficult to hit right off the bat. Kiryu did, however, prepare as he normally did. He summoned his magic and called forth his Susanoo, the protective armor that aided him in battle. He quaffed his home brewed potion, restoring his vitality and ensuring it would continue to be restored over time. He summoned his ring of power to it's place on his right index finger, and he stood, then, in front of Ty, clad in the silver Susanoo, sword at his hip. "I call this the Susanoo. I, uh, haven't actually told anyone that yet because I always felt sort of silly shouting the names of my attacks like some people seem to love. It's a complex series of spells that gives me an armor made of pure energy. It gives me a lot of options, I can attack or defend with it. I can even use it to add special effects to my attack with an alteration to the spell. Play your cards right, you might be the first person to force me to use some of the weirder abilities that I have.
Now, let's get this show on the road! Hit me with your best shot."
[WC=814] [TEWC=2,467) Battle TrackerDefense Resolution-
At-Will- Use Arcane Point for Extra Bonus Action for Utility Tech
At-Will- Suppress Defense to 100
Bonus Action- Susanoo (Energy Constructs Rank 3), -10 ki
Bonus Action- Ki Construct (Paparapaa Rank 3), -1 ki
Standard Action- Recovery Package (+6 HP/+4 ki for 5 turns)
Standard Action- Magic Materialization Rank 3 (Demon Ring), -1 ki
Arcane Points- 4/5
Energy Constructs- 6/6
Recovery Package- +6 HP/+4 Ki Turn 1 of 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)- 0/1 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.
Teleport (Rank 3) Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 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)- 1/1 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 +6 HP and +4 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: 92/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 130 (Currently 100)
DR: +4 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 0/100
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Post by Ty on Dec 14, 2019 21:50:54 GMT -8
“Really? Traveling explains a lot, actually, I haven’t left the southern islands yet to meet other people. I am looking forward to the journey when it begins and I will do the same as you! Make allies and friends because that is what life is all about. Like Emperor Pilaf, Mai, and Shu. Tee-hee”Tiger Lily was naive but she had everything figured out due to her careless innocent nature for the world. While she smiled the entire time, it immediately changed when Kiryu mentioned aliens, she was easily read like an open book when she struggled at the revelation at the strange and unusual. Her ocean teal eyes looked away from his gaze conflicted about keeping her secret from him but if they were going to be friends she needed to tell him the truth. With a blush on her cheeks, she took a deep breath, and explained herself almost yelling. “I have to be honest with you, Kiryu! We are friends right? To tell you the truth, I am half saiyan, and I grew up thinking I was an earthling. My father is a saiyan from Planet Plant, he was kidnapped by Tuffles, and he woke up from a long sleep in an abandoned underground bunker during an excavation to expand the boardwalk of South City, where he grew up after being adopted by my grandparents, who owned a secluded island where I grew up. There are Tuffles out there still experimenting on people, I need to be stronger to take them on and my dad won’t demand that I return home if I can beat them in a fight! So I have to do my best or go home crying! I won’t allow that to happen, not now, or ever!”With a sigh, she was finally able to feel at ease, she was tense when she explained everything but made up her mind to pursue the goals she set for herself in motion. The teenage girl listened to Kiryu’s plan at a proper training session, her brows furrowed upwards, and was concerned about suppression. At the moment, she had no real control over ki, and she wondered if it would hurt to suppress. This was the first time she would see anyone do it, so she simply nodded as she paid close attention to his ki manipulation, and suddenly there were stars in her eyes. “Gosh! That looks so cool! I wanna do that!” Little did Ty know, she was limited in her abilities to make something that resembled Susanoo, and she was half convinced it was mechanical like all the inventions Emperor Pilaf made in search of the magical dragon balls. As soon as Kiryu permitted her to take a shot at it, she did exactly that, as if she was born into the world to do. A surge of concentrated red energy focused in her hand, still on top of the pitchers mound, she fired three baseball sized orbs of ki blasts directly at him. [500] [2,777] ← See this, I have to do a double take at this and my previous TWC, like what the what
To Hit plDb28uJ1d100+35Energy Control +30 + 5 Level 1 Prodigy Damage: 2d6+4Energy Control + 1 + 1 Level 1 Prodigy -- To Hit 1d100+35Damage: 2d6+4-- To Hit 1d100+35Damage: 2d6+4{Statistics}Attack Phase [Passive Effect] Wild Sense Rank 3, 1/5 Rounds
[Passive Action] n/a
[At-Will Action]
[Bonus Action] Enhanced ENERGY BLAST
[Standard Action] ENERGY BLAST
[Standard Action] ENERGY BLAST
Power Level: 6,920
Name: Tiger Lily ‘Kuri’ aka Ty Kalabasa Species: Human Saiyan Hybrid Age: 16 Gender: Female
Skills & Statistics Fighting: 30 Energy Control: 30 Reflexes: 40 Resilience: 30
Accuracy: 1d100+30(Fighting) +5 Level 1 Prodigy / 1d100+ 30(Energy Control) + 5 Level 1 Prodigy Defense: 50+ 40 Reflexes =90 HP: 50+ 30 Resilience= 80 + 5 Level 1 Prodigy KI: 100 -10 Wild Sense - 6 Ki Blasts= 84ki DR: +1 Level 1 Prodigy
Class: Prodigy Racial Trait: Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
Class Features: Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice. Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Starting Non-Basic Technique Chosen:
SOLAR FLARE (RANK 3) You use your ki to amplify the light around you into a blinding flash. 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.
WILD SENSE (RANK 3) You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle. 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.
Technique Slots: 3/5
Enhanced Technique for unlocking all levels of potential Mastery: FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists.
Prodigy Plus Techniques:
Green Steel Strike | Midorikoudageki A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies. Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1. Learned via Cayle Pota.
Prodigy Plus Technique Slots: 1/3
Equipment
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Professional Panacea Once thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: 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 4 turns. Limit: 1 use per thread.
Intermediate Belt A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time.
Blaster Carbine Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread. 1d100+35·2d6+4·1d100+35·2d6+4·1d100+35·2d6+4
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Post by Kiryu on Dec 17, 2019 12:24:10 GMT -8
In his Susanoo, Kiryu did not let his shock show. Tiger Lily had just dropped a metaphorical bomb on him. Kiryu had heard it alluded to in several ways, and seen some confusing visions since he had begun his foray into the magical arts. But here was a person that he knew and liked confirming something he had always suspected. The planet Earth was not alone in the universe. Kiryu had been aware of the existence of Saiyans and Namekians and, given his experiences, had harbored strong suspicions that they were not, in fact, terrestrial in origin. They were just so much damn stronger than ordinary folks. Even than other ki users. Kiryu's mind flashed to Bass, considering the Namekian's great power. Now, with Ty telling him what she just had, some pieces slid into place. Kiryu could feel an almost supernatural sense of purpose and clarity descend upon him. He had been journeying, to find allies, to get ready, for something. Something big, something important, but he had not known precisely why. Why entities like Piccolo Daimao had existed and almost destroyed their world. Why he and others had been tested, put through the crucible to see how strong they had become. It was for things like this. "Ty, I want to thank you for sharing that with me. We are friends. I might have some questions about specifics, in the future, if that's all right. I want you to rest assured, though, this doesn't impact my opinion of you in the slightest. It sounds like your family, and your people, have been through a lot, and if I can do anything to help you, I will. And I want you to know you can feel free to talk to me about any of this or ask me anything, too. Those of us that walk this road have to take care of the friends we find along the way. It's lonely as hell, otherwise."Kiryu didn't have much else to say at the moment. He would have to ruminate on the matter, and now, their combat had begun in earnest. Tiger Lily made some good attacks; one of them hit with startling power and speed. Kiryu could still have dodged out of the way, but he would have to expend many resources to do so. Instead, he merely focused on his Susanoo, and it formed a shield from energy. Ty's ki blast impacted, and, to Kiryu's surprise, actually shattered the shield, causing a bit of damage to his arm beneath it. Kiryu's potion swiftly healed the injury, but still... all that from a simple ki blast? "Damn, kid, you just keep impressing me. But, if I had to guess, you're someone who has had most of her fights against other straight up warriors. Punchers and grapplers and the like. Let's see how you handle a different sort of combat!"At that, Kiryu rushed forward, utilizing several of his esoteric combat methods. Rather than launching spells, Kiryu attached Ty's pressure points, all over her body, looking to impede here ki flow for offense as well as make it difficult for her to regain energy. Kiryu followed his pinpoint spear hand flurries with a slash from his Susanoo's sword, then backflipped away, firing his own ki blast at Tiger Lily. He thought about moderating the power, then decided against it, wanting to see how the immensely talented young woman would handle a regular power ki blast from him. Kiryu landed lightly on his feet, curious to see how his opponent would weather the storm, and what counter attacks she had in store for him.
[WC=603] [TEWC=3,070) Battle TrackerDefense Resolution- Ty Crits, dealing 16 damage! Kiryu has 13 DR; attack deals 3 damage.
At-Will- Energy Construct: +4 DR
At-Will- Suppress Defense to 100
Bonus Action- Ki Blocker (Demon Eye Rank 3), -1 ki
Inflict chance 95: aafWJgXB1d100
On success, Crippled and Cursed for 5 rounds. In addition to normal effects, each causes -2 Damage and -2 DR, and 1 Damage bypassing DR per round while inflicted (Total -4 DMG/DR, 2 Damage bypassing DR)
Standard- Pressure Point Strikes (Paralyze Rank 3), -1 ki
Inflict chance 90%: 1d100
Damage bypassing DR: 1d6
On success, Stun inflicted for 6 rounds. In addition to normal effects, causes -2 Damage and -2 DR, and 1 Damage bypassing DR per round while inflicted
At-Will Action- Susanoo Slash
Attack: 1d100+30
Damage: 1d6
Standard Action- Ki Blast, -1 ki
Attack: 1d100+75
Damage: 2d6+12
Arcane Points- 4/5
Energy Constructs- 5/6
Recovery Package- +6 HP/+4 Ki Turn 2 of 5
Paparapapa Uses- 3/4 Remaining 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)- 1/2 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)- 0/1 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.
Teleport (Rank 3) Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 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)- 1/1 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 +6 HP and +4 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: 93/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 130 (Currently 100)
DR: +4 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 0/100 1d100·1d100·1d6·1d100+30·1d6·1d100+75·2d6+12
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Post by Ty on Dec 18, 2019 2:03:27 GMT -8
“I know what you mean, in a world full of people, you can still feel lonely unless you’re in good company.”Tiger Lily watched as her pitched orbs of ki missed Kiryu but one managed to hit a translucent barrier that shattered and continued its momentum. The orange haired teen rubbed the back of her neck from the lucky shot, she was not bashful, and was feeling rather proud about having an effect on Kiryu. Returning back to the fighting stance she learned minutes before, she kept her ocean teal eyes wide eyed, and it almost seemed like she never blinked as she anticipated the next move. Even with her focus on him the follow through left her in awe, the pressure points blocking her ki energy pierced through her at a superficial level, and she could feel her muscles lock while her heart skipped a beat. If she lost her concentration she would have ultimately lost what she had for dinner which consisted of a grilled cheese and tomato soup. Instinct alone allowed her to get rid of the ki block by rubbing the counter pressure points with her fingers to ease the pain she was suffering from. After she recovered she dodged out of the way of Susanoo but stepped into the ki blast Kiryu fired after. The blast burned a hole on her black skin tight sweatpants of her outer left thigh, stinging the surface of her skin, and she yelped from the sting as she held onto the fighting stance. Despite all this she was grinning, in that moment alone she learned his applied technique, and was about to dish it back at him with gum ball sized ki blasts spinning towards him. Clapping her hands together she fired one more energy blast. Demon Eye Cripple SMY6bb9L1d10075% Chance Energy Blast To Hit 1d100+45Energy Control +30 + 5 Level 1 Prodigy + 10 Wild Sense Damage: 2d6+4Energy Control + 1 + 1 Level 1 Prodigy {Statistics}Attack Phase Effects: Crippled, Cursed, and Stunned for 1/2 Turns -3 ki
Attack I
85 vs 90= Miss!
Attack II
122 vs 100= Hit!
Damage: 14- 1 DR= 13
[Passive Effect] Wild Sense Rank 3, 2/5 Rounds
[Passive Action] n/a
[At-Will Action] Learned Demon Eye, Prodigy Plus
[Bonus Action] DEMON EYE rank 1
[Standard Action] ENERGY BLAST
[Standard Action] Professional Panacea- Removed Stunned and is immune for 4 rounds.
Wild Sense +10 Defense & Accuracy
Power Level: 6,920
Name: Tiger Lily ‘Kuri’ aka Ty Kalabasa Species: Human Saiyan Hybrid Age: 16 Gender: Female
Skills & Statistics Fighting: 30 Energy Control: 30 Reflexes: 40 Resilience: 30
Accuracy: 1d100+30(Fighting) +5 Level 1 Prodigy / 1d100+ 30(Energy Control) + 5 Level 1 Prodigy Defense: 50+ 40 Reflexes =90 HP: 50+ 30 Resilience= 80 + 5 Level 1 Prodigy= 85-13= 72hp KI: 84ki - 2 ki blast - 5 demon eye= 77ki- 3 ki cursed= 64ki DR: -1 Level 1 Prodigy DM: +2
Class: Prodigy Racial Trait: Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
Class Features: Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice. Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Starting Non-Basic Technique Chosen:
SOLAR FLARE (RANK 3) You use your ki to amplify the light around you into a blinding flash. 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.
WILD SENSE (RANK 3) You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle. 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.
Technique Slots: 3/5
Enhanced Technique for unlocking all levels of potential Mastery: FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists.
Prodigy Plus Techniques:
Green Steel Strike | Midorikoudageki A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies. Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1. Learned via Cayle Pota.
Prodigy Plus Technique Slots: 1/3
Equipment
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Professional Panacea Once thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: 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 4 turns. Limit: 1 use per thread.
Intermediate Belt A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time.
Blaster Carbine Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread. 1d100·1d100+45·2d6+4
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Post by Kiryu on Dec 31, 2019 13:21:43 GMT -8
Kiryu was, to put it mildly, more than a little surprised when Tiger Lily not only utilized the same technique that Kiryu had, she did so as adroitly as Kiryu himself did. Kiryu had to speed up his movements with his ki, juke left, then dodge right to avoid the same incapacitating ability that he so often employed on others. "You are really something else, Ty. You keep this up and you'll be giving me a run for my money in no time!"While Kiryu was not sparse with his praise, neither was he overly effusive. He meant every word of this, however. Tiger Lily clearly possessed awesome innate talent; it had taken Kiryu years of training to be able to sense and accurately attack the ki flow of his opponents. He had an easier time of it now that he had tapped into his magical acumen, of course. It was a 'more tools in Kiryu's toolbox' type of situation. Kiryu briefly wondered if Ty was so talented that she would be able to ape his magical abilities through sheer genius and ki prowess. He discarded that thought; whatever someone else could do was immaterial. All that mattered was what he could do, how he could grow, and how he could help those around him grow. With his mimicked technique avoided, Kiryu decided to turn up the heat a little bit. "Okay, I'm not going to lie... this one is going to hurt a lot if it hits. I'll patch you up if you need it, don't worry. Hopefully, though, you have all the tools you need to avoid the attack. If you don't, we'll make sure that you develop them! There are a lot of different styles of combat, but I usually like to just, you know, not get hit. Usually works out pretty well for me. Some people love standing there and taking someone's best shot, but I'm really much too pretty for that."Kiryu uttered that last with a self deprecating grin, making it clear that he was making a joke. To be sure, like most martial artists, he was in amazing shape, but he wasn't a particularly striking individual in regards to appearance. At least, that was how he thought of himself. "Get ready. Here it comes."Kiryu's fingertip began to glow, then, gathering energy for his signature Ki Gun attack. He tracked Ty's movements to the best of his ability, aimed, and fired. He finished his current salvo by drawing in energy, and the ground shook slightly; Kiryu was beginning to become so powerful that no matter how careful he was, exertion of his power would effect the environment.
[WC=444] [TEWC=3,514) Battle TrackerDefense Resolution- Kiryu Feints to avoid Demon Eye! Ty's other attack misses!
At-Will- Suppress Defense to 100
Bonus Action- Evade (Feint Rank 3), -1 ki
Standard Action- Ki Gun (-8 ki)
Attack Roll: Bv5LF81W1d100+75
Piercing: -5 DR, ignores temp HP
Damage: 3d10+10
Burn Inflict Chance 50%: 1d100
Cripple Inflict Chance 30%: 1d100
Immobilize Inflict Chance 30%: 1d100
Any inflicted Statuses last for 3 rounds. In addition to their normal effects each unique status deals 1 Damage bypassing DR and reduces Damage and DR by -2 while inflicted.
Standard Action- Power Up (+25 ki, +25% PL) - INTIMIDATING POWER reduces Ty's Accuracy by -10 and Damage by -1
Arcane Points- 4/5
Energy Constructs- 5/6
Recovery Package- +6 HP/+4 Ki Turn 3 of 5
Paparapapa Uses- 3/4 Remaining Techniques
Evade(Feint Rank 3) 1/2 Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility tech, or grenade 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)- 1/2 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)- 0/1 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.
Teleport (Rank 3) Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 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)- 1/1 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 +6 HP and +4 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 - 23,028
HP: 65/65 | KI: 100/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 130 (Currently 100)
DR: +4 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 16/100 1d100+75·3d10+10·1d100·1d100·1d100
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Post by Ty on Jan 2, 2020 0:52:16 GMT -8
As he evaded her recently learned ability of targeting pressure points to block ki, Tiger Lily carefully observed how he managed to avoid it by utilizing his ki, and in that instant learned it herself. When Kiryu warned her that the next technique would hurt, she never doubted him and reacted seconds before impact leaving an after image of her standing on the pitcher’s mound, and reappeared at the short stop first base. With a smile she fanned out her fingers to frame her face, concentrating her ki with her eyes closed, to illuminate the entire area in a flash of blinding white light. There was no hesitation in her next move, she fired an energy blast, giggling with a sense of joy from learning everything she could from their fight. The saiyan blood that coursed through her veins made her forget what she was out here to do and was fully focused on giving it her all so she could learn from the experience to become even stronger. “You’re being too kind, Kiryu. Warning your opponents ahead of time means avoiding your next move but I believe you did it on purpose. Didn’t you? All bets are off for your money, I already learned two of your techniques, and no amount of studying will allow me to retain more… well to be honest, I can learn more but it would force me to forget something else.”[237] [3,311] Brainstorm, take me away from the norm' I've got to tell you something This phenomenon, I had to put it in a song And it goes like Whoa, amber is the color of your energy Whoa, shades of gold display naturally You want to know what brings me here You glide through my head, blind to fear And I know I -311
Energy Blast To Hit HR3pbGn|1d100+50Energy Control +30 + 5 Level 1 Prodigy + 15 Wild Sense Damage: 2d6+4Energy Control + 1 + 1 Level 1 Prodigy Solar Flare Rank 3 To Hit 1d10070% Chance Damage: 1d6Bypass DR {Statistics}Attack Phase Effects: Crippled, Cursed for 2/2 Turns -3 ki
Attack I
122 vs Feint = Miss! Wild Sense +15 Defense & Accuracy
[Passive Effect] Wild Sense Rank 3, 3/5 Rounds, Immune to stun 1/4 Rounds
[Passive Action] n/a
[At-Will Action] Learned Feint, Prodigy Plus
[Bonus Action] ENHANCED ENERGY BLAST
[Standard Action] FEINT
[Standard Action] SOLAR FLARE RANK 3
Power Level: 6,920
Name: Tiger Lily ‘Kuri’ aka Ty Kalabasa Species: Human Saiyan Hybrid Age: 16 Gender: Female
Skills & Statistics Fighting: 30 Energy Control: 30 Reflexes: 40 Resilience: 30
Accuracy: 1d100+30(Fighting) +5 Level 1 Prodigy / 1d100+ 30(Energy Control) + 5 Level 1 Prodigy Defense: 50+ 40 Reflexes =90 HP: 50+ 30 Resilience= 80 + 5 Level 1 Prodigy= 72hp KI: 64ki - 3 Cursed= 61-15 Feint= 46ki -2 Energy Blast -5 Solar Flare= 39ki DR: -1 Level 1 Prodigy DM: +2
Class: Prodigy Racial Trait: Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
Class Features: Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice. Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Starting Non-Basic Technique Chosen:
SOLAR FLARE (RANK 3) You use your ki to amplify the light around you into a blinding flash. 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.
WILD SENSE (RANK 3) You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle. 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.
Technique Slots: 3/5
Enhanced Technique for unlocking all levels of potential Mastery: FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists.
Prodigy Plus Techniques:
Green Steel Strike | Midorikoudageki A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies. Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1. Learned via Cayle Pota.
DEMON EYE Using magic you hurl tiny beads of cursed ki at your opponent and it sticks to them, wracking them with pain. Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 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. "Cursed" possesses the same duration as Cripple inflicted by Demon Eye and may not stack with itself; while "Cursed", the target loses 3 ki at the beginning of their turn. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Learned via Kiryu
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade 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. Learned via Kiryu
Prodigy Plus Technique Slots: 3/3
Equipment
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Professional Panacea Once thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: 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 4 turns. Limit: 1 use per thread.
Intermediate Belt A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time.
Blaster Carbine Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread. 1d100+50·2d6+4·1d100·1d6
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Post by Kiryu on Jan 4, 2020 19:15:32 GMT -8
Kiryu cursed inwardly. Tiger Lily had already copied two of his techniques? What the what? People could just... do that? Kiryu had spent countless hours training, honing his fighting style, perfecting every thrust and dodge, mastering ki control and breathing and discipline. And then there were people that just... could look at your techniques and copy them? Life hardly seemed fair sometimes. Still, Kiryu couldn't help but grin at Ty's words. She was right, after all. Kiryu sensed Tiger Lily's flare of light before it came and, calling upon his ki, faded away, leaving an after image as he sped beyond the event horizon of the blinding effect. After that, Kiryu was easily able to avoid Ty's ki blast. Kiryu smirked over at her, then said a few words. "Your wish is my command."At that, Kiryu moved, calling upon his magic instead of striking Ty's pressure points, attempting to extend the duration of the deleterious effects to her ki and health. He then fired another one of his Ki Gun bullets at her, this one mixed with mana that would make it more difficult for Ty to damage him. Kiryu's Susanoo contributed some of it's energy, sending the bolt as close to Ty's location as possible and increasing the damage. Kiryu finished his assault by restoring his ki once more, sending waves of interfering energy throughout the area.
[WC=229] [TWC=3,743) Battle TrackerDefense Resolution- Kiryu Feints to avoid Solar Flare! Ty's other attack misses!
At-Will- Suppress Defense to 100
Standard- Evade (Feint Rank 3), -1 ki
At-Will- Sorcery; Evoke- Extra bonus action for Utility Tech
Bonus Action- Ki Blocker (Demon Eye Rank 3), -1 ki
Inflict Chance 95%: FCN9PTTV1d100
Success extends duration for 5 rounds
At-Will- Susanno (Energy Construct)- +10 to attack
At-Will- Ki Construct (Paparapapa)- Add +1d6 to attack
At-Will- Sorcery; Enchant- Add Freeze to special tech
Standard Action- Ki Gun (-8 ki)
Attack Roll: 1d100+80
Piercing: -5 DR, ignores temp HP
Damage: 3d10+10
Burn Inflict Chance 50%: 1d100
Freeze Inflict Chance 50%: 1d100
Cripple Inflict Chance 30%: 1d100
Immobilize Inflict Chance 30%: 1d100
Any inflicted Statuses last for 3 rounds. In addition to their normal effects each unique status deals 1 Damage bypassing DR and reduces Damage and DR by -2 while inflicted.
Standard Action- Power Up (+25 ki, +25% PL) - INTIMIDATING POWER reduces Ty's Accuracy by -10 and Damage by -1
Arcane Points- 2/5
Energy Constructs- 4/6
Recovery Package- +6 HP/+4 Ki Turn 4 of 5
Paparapapa Uses- 2/4 Remaining Techniques
Evade(Feint Rank 3) 1/2 Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility tech, or grenade 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)- 1/2 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)- 0/1 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.
Teleport (Rank 3) Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 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)- 1/1 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 +6 HP and +4Ki 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 - 23,028
HP: 65/65 | KI: 100/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 130 (Currently 100)
DR: +4 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 9/100 1d100·1d100+80·3d10+10·1d100·1d100·1d100·1d100
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Post by Ty on Jan 5, 2020 16:30:34 GMT -8
“Oh, yeah? Hmm, I feel like I am forgetting something but I am having too much fun, Kiryu.” Ty laughed, she had forgotten to inform her best friend’s parents that he was recovering at her home since she was so focused on the fight, as well as powering up to recover her ki pool. The ki blocking effects wore off but were replaced once again, draining her reserved energy further. Her ocean teal eyes remained focused on trying to hit Kiryu, at least once, she used the technique she learned from her father in one last attempt to lower the mage’s defenses followed by the technique she learned from Cayle. After setting off the solar flare, she had a new sense of focus from using the power of observation, and she closed in on Kiryu to deliver a series of punches aimed at both of his shoulders. Just seconds after, while she held no visible physical damage from the fight, the cursed effect made her irises disappear from her eyes, and she lost consciousness. Strands of her orange hair fluttered up as she fell forward with her fists held up tightly as her ki flow was blocked causing her muscles to lock in place; invisibly frozen like a statue. [209] [3,520]
Solar Flare 9pLP0w0H1d10070% Chance 1d100+5535 Fighting + 20 Wild Sense 3d10+2+2 Damage Modifier 1d100+5535 Fighting + 20 Wild Sense 3d10+2+2 Damage Modifier {Statistics}Attack Phase Effects: No longer status effect from last round. Demon Eye: Reapplies status effects: Crippled and Cursed -3 ki
Attack I
97 vs 105 = Miss! Wild Sense increased to +20 Defense & Accuracy
[Passive Effect] Wild Sense Rank 3, 4/5 Rounds, Immune to stun 2/4 Rounds
[Passive Action] n/a
[At-Will Action] Retained Feint, Prodigy Plus 1 Tech per Spar
[Bonus Action] SOLAR FLARE RANK 3
[Standard Action] GREEN STEEL STRIKE
[Standard Action] GREEN STEEL STRIKE
Power Level: 6,920
Name: Tiger Lily ‘Kuri’ aka Ty Kalabasa Species: Human Saiyan Hybrid Age: 16 Gender: Female
Skills & Statistics Fighting: 30 Energy Control: 30 Reflexes: 40 Resilience: 30
Accuracy: 1d100+30(Fighting) +5 Level 1 Prodigy / 1d100+ 30(Energy Control) + 5 Level 1 Prodigy Defense: 50+ 40 Reflexes =90 + 20 Wild Sense= 110 HP: 50+ 30 Resilience= 80 + 5 Level 1 Prodigy= 72hp KI: 39ki-3ki Cursed= 37-15 Green Blade Strike -15 Green Blade Strike -5 solar flare= 2ki DR: -1 Level 1 Prodigy DM: +2
Class: Prodigy Racial Trait: Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
Class Features: Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice. Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Starting Non-Basic Technique Chosen:
SOLAR FLARE (RANK 3) You use your ki to amplify the light around you into a blinding flash. 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.
WILD SENSE (RANK 3) You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle. 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.
Technique Slots: 3/5
Enhanced Technique for unlocking all levels of potential Mastery: FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists.
Prodigy Plus Techniques:
Green Steel Strike | Midorikoudageki A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies. Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1. Learned via Cayle Pota.
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade 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. Learned via Kiryu
Prodigy Plus Technique Slots: 2/3
Equipment
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Professional Panacea Once thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: 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 4 turns. Limit: 1 use per thread.
Intermediate Belt A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time.
Blaster Carbine Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread. 1d100·1d100+55·3d10+2·1d100+55·3d10+2
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