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Post by Tolvur-Q12 on Dec 16, 2019 11:32:59 GMT -8
Apparently Melody was going to fight the samurai robot for a while. And the samurai was going to fight her, so Bryce figured it was no more than respectable not to intervene in the fight. But in turn, this would leave him open to the cat-being looking like one of the monks he grew up with being all calm and.. fake! The mandroid was going to show this thing just what kind of fake he was comprised of, because in that very moment, for whatever reason, Bryce wanted nothing more than to bash in the face of that cat. And with Melody keeping the other fighter occupied and there being just two of them left, Bryce was able to focus his entire being on the cat. And if there was something he had gotten really good at it was ignoring people. ''Seems we are opponents now, feline.'' Bryce said, though if he was asked where it came from or why he said it he wouldn't be able to give you an answer. It seemed like a useless thing to say, but at the same time it served its purpose so as to make his intentions known; he was going to come at this cat. Yet again he took a fighting stance that he this time around dedicated to the cat instead of the samurai, who was swinging his sword against another sword by the sound of it. At least he didn't have to worry about that ever hitting him. Though experience kind of told him it was really, really hard to hit him. And what more, due to the energy he felt combined with the fact he felt he had to show Melody what he was capable of, he decided not to pull any punches. So he simply rushed forward, his vision narrowed to just the cat as he swiftly jumped to the side of the feline, unleashing an attempted open palm at the side of its skull, using the momentum from it to spin further around until he was behind the cat. With that motion he decided to attempt a straight kick at the cat, before using his other leg to try and land a flying knee to the back of the head of the cat. =============== WC: 377 EWC: 681 Defensive Phase Bryce is hit 0 time(s) for 0 damage!
Battle effects
Edge
Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will: Champion's gi - +15 accuracy with basics this turn At will: Blitz
BONUS ACTION: Enhanced sense - +5 accuracy/defense, +1 DR/DMG STANDARD ACTION 1: Strike STANDARD ACTION 2: Strike
ROLLS
STANDARD ACTION 1: y16AKiry1d100+70 Damage: 1d8+5 Thrill of the hunt: 1d6
STANDARD ACTION 2: 1d100+70 Damage: 1d8+5 Thrill of the hunt: 1d6
STANDARD ACTION BLITZ: 1d100+70 Damage: 1d8+5 Thrill of the hunt: 1d6
Stats: Powerlevel: 10,152 Health Points; 90/90 Ki; 100/100 [0/100 regained] Defense; 100 Accuracy melee; 50 Damage modifier melee: 4 Accuracy ranged; 25 Damage modifier ranged: 3 Damage reduction: 3
Techniques
Clash [1/1] -19 ki + cost of attack When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused.
Enhanced Sense ∞ You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. [1/3]
Countermeasures [1/1] -14 ki You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure".
Feint [2/2] -14 ki You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Flying Swallow -14 ki Damage: 3d10 Effect: Temper - If this technique is the only Special Technique used on your turn, decrease the cost of the first Special Technique used on your next turn by 5 ki. Effect: Wounding - This technique has a 40% chance to inflict Wound on hit.
Items Flexmetal staff You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. 3 uses per thread [3/3] Bonus action
Champion's gi At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. 1 bonus per turn At-will
AI assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Traits Class Combo attack Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. [+0] Class Solid foundation You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Thrill of the hunt Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Racial Infinite core type You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. Instinct - AI assistant Your Defense is increased by +15. Quick draw - AI assistant You may activate Weapon-type items as At-Will Actions. Blitz - AI assistant When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. N/A
1d100+70·1d8+5·1d6·1d100+70·1d8+5·1d6·1d100+70·1d8+5·1d6
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Post by Will O. Wisp on Dec 16, 2019 19:06:48 GMT -8
Then came another stranger, like the strange armored samurai he can't be sensed. These two must be those Artificially Enhanced Humans he heard about, both human beings enhanced with machinery. And then Melody seemed to suffer through some sort of conflicting feeling as she tells Cress to leave and for this Bryce to not kill him. It seems something caused Melody to begin to change for some reason. Did that mean his words managed to reach her? For some reason or another, Bryce seemed to be cross with Will. Maybe he is not a cat person and prefers dogs Will thought. Will managed to block the open palm strike by moving to the side and blocking Bryce's arm with his arm. However, he was caught off guard by Bryce using his own momentum to get behind for a back kick and was then sent forward. In midair, he manages to move himself to dodge the flying knee strike and went under him while the android went over him. He certainly packs a punch, it's time to show him why he isn't a force to be reckoned with. Will then begin to unleash a furious barrage of multiple strikes. Attacking at the various pressure points on his body. Word Count: 207 Total Word Count: 1346 Tags: Melody , Tolvur-Q12 , Rik BATTLE TRACKER SUMMARY
Hit by one strike and dodge two from Bryce. Takes 10 damage from the attack that hit. +10 Defense and +10 Accuracy with Wild Sense
Bonus Action: Flurry of Blows (@bryce)
Accuracy: u_yh2MlJ1d100+60 (Dojo Gi)
Damage: 3d4+4
Standard Action: Strike
Accuracy: 1d100+60 (Dojo Gi)
Damage: 1d8+4
Standard Action:
Accuracy: 1d100+60 (Dojo Gi)
Damage: 1d8+4
Status
3/3 Turns Wild Sense (+10/25 Defense and Accuracy)
CLASS FEATURES Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Flexible Technician - Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS Canon Descendant (Korin)
Flurry of Blows - You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn.
ITEMS
Dojo Gi
Scrying Staff
Field Responder Kit
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint)
Kiai
Wild Sense
Enhanced Focus Energy
Sonic Sway
Clash
Base PL: 4536 | Current PL: 5670 | CURRENT Edge: 0 HP: 75/85 | Ki: 100/100 | DEF: 100(90) | DR: +2 | Melee Accuracy: d100+40 | Ranged Accuracy: d100+40 Damage: +4 | Ki Cost: -2 Ki | Bonus Acc: +15(+5) 1d100+60·3d4+4·1d100+60·1d8+4·1d100+60·1d8+4
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Post by Melody on Dec 17, 2019 3:01:22 GMT -8
Seconds went by in a flash in an exchange of blows, she fueled her desire to end everything as quickly as it began, but Riku was struggling against her blade master techniques. His swings were met with the Duchess simply walking over to Bryce, avoiding his blade effortlessly as if something was mechanically wrong, and she suspected that after she hit the samurai mercilessly he simply lost focus; possibly affecting his ability to discern the distance between them. She dragged her the tip of her sword slowly along the way until she stopped, she dead panned at Will O’ Wisp and Riku. Melody’s lips were pressed firmly together, a dark aura surrounded her, whispers in the sound of her voice began to echo all around them, and the black orb that she was cursed with began to snicker as it projected the turmoil she was internally suffering from in a harrowing display. It was enough to direct their attention to Melody for a brief moment until she leaped in the way of a cat paw, taking a direct hit, the seams on the right shoulder were ripped apart from Will’s claws, the entire sleeve fell down the length of her sword to the ground. She moved out of the way of the continued assault by the Turtle school Sensei on Bryce. While she had no intention to interfere, if she could return the favor to a neighbor who involved himself in her affairs, then she was willing to offer as much of herself as possible in battle. The green haired blade master rushed Riku again with a swing of her sword in her right hand. [275] [2,767] Rik Will O. Wisp Tolvur-Q12
Katchin Sword Strike To Hit: 7Q2c7L2r1d100+45Damage: 1d8+4Wound: 1d10050% Chance {Statistics} Initiative Order: 90- Melody 72- Riku 33- Bryce Vandross 13- Will O’ Wisp ____ Riku: 56 vs 80= Miss! 35 vs 80= Miss! Intercept on Will O’ Wisp highest attack roll 138 vs 80= Hit! Incoming Damage: 10-6 DR= 4 Attack Phase[Passive Effect] Lightning Aura Rank 3 | Round 2/5 [Passive Action] [At-Will Action] Distract [Bonus Action] Haste: second Bonus Action, Intercept, Katchin Sword Bonus Draw [Standard Action] Given to Bryce [Standard Action] Katchin Sword Strike Power Level: 8,827 -> Weighted Clothing -30%= 6,178.9 Name: Melody Species: Human Age: 30 Gender: Female Skills & StatisticsFighting: 35 Energy Control: 30 Reflexes: 40 Resilience: 40 Accuracy: 1d100+35(Fighting)+10 Level 1 Conqueror / 1d100+30(Energy Control)+10 Level 1 Conqueror Defense: 50+30 (Reflexes)= 80 HP: 50+ 40(Resilience)= 90-15(Conqueror Level 1 Class)= 75 -4= 71hp KI: 100 -15 Lightning Aura - 10 Focus Energy= 75 Ki DR: -6 DM: +1 Class: Conqueror Racial Trait: Lucky Dog Traits:Momentary AscensionActivation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector IndomitableRequirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Class Features:Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn. Final Word- You gain 1 additional use of every Finisher-Type special technique that you know, per thread. Reverberation - Whenever your Special Techniques successfully hit a target, subsequent uses of the same Special Technique gain +5 Accuracy. Reverberation applies only once per Special Technique. Enhanced Basic Technique after unlocking Potential Mastery:RAPID MOVEMENTYou use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits. Starting Non-Basic Technique Chosen: Heart StrokeA slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Techniques:CrescendoA deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only. DEFLECTYou deftly parry or knock aside an attack headed towards you. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. LIGHTNING AURAA buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. KI BLADE Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Technique Slots: 5/5 Equipped items:Katchin SwordForged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 uses per thread. Auxiliary CoreA power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time. Weighted ClothingSometimes, simple training weights are not enough-- a warrior must occasionally burden themselves with dramatic weighting to see the growth they desire, and these weighted clothing were made just for that purpose. Type: Outfit - Weights Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive / Bonus Action Effect: Decrease your base PL by -30% at the beginning of each Spar, Battle, and Event. You may deactivate this outfit’s PL reduction as a Bonus Action; Deactivating this PL reduction instead increases your Base PL by +5% for each turn that your PL was reduced by this outfit, to a maximum of +30% Base PL. This bonus lasts for the remainder of the thread. If you complete a Spar, Battle, or Event without Deactivating the Base PL reduction, you gain an additional +1 MP for Spars or Non-Deadly Events and +2 MP for Battles or Deadly Events. Limit: None. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.In exchange for learning the killer of Ma-Te, Grand Duke Oolong's grandson, she was cursed by her assistant's spiritual witch craft for a price. It is both a blessing in that is allows her gain an advantage in battle and a curse because it constantly whispers in her ear in a language only she understands. Type: Supplementary - Technology Spirit Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: -- Traits:HasteRequirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Quick-DrawActivation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn. SwashbucklerActivation: Passive Effect: You may use Sword-type items an additional 2 times per thread. Limit: -- 1d100+45·1d8+4·1d100
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Post by Rik on Dec 17, 2019 12:19:57 GMT -8
Riku was dimly aware of the battle raging between Will and the other man, but resolved to keep his attention on his opponent unless the other man interfered. His shoulder was still burning, the heat from the duchess' sword strike was permeating the metal and burning his flesh where it was attached... but the heat was starting to dissipate. He turned his attention more firmly back to the fight in time to see the duchess take a hit for the newcomer before turning and charging back at him, her sword slashing with a trail of dark light. This time, her attack was much more predictable, he was easily able to parry it and step past her, swinging his sword on a back stroke at the back of her leg. He swiftly spun back towards her and pressed the attack, whirling his sword from an attack aimed at her left knee and whipping it down at her right shoulder. He stepped back from her and assumed a guard stance, moving closer to his ally, Will. Feeling concerned that he might need help if the duchess had gotten too involved, he called out to the Turtle School Master, "Master Wisp, how are you faring?"{ } DEFENSE PHASE.
Melody Attack #1 (76) vs Rik's Def (90): Miss Melody Attack #2 (00) vs Rik's Def (90): Miss
0 dmg - 0 DR = 0 dmg. -3 dam from burning
OFFENSE PHASE. +2 Momentum Stacks from Last turn +2 Ki from infinite Core At-Will Action: Spending 1 Momentum Stack
Bonus Action:
Action 1: Strike -0 ki 1gBPfjPV1d100+25 (Crit on 82 and up Oppurtunist and Lucky Trinket) Crit! +5 Damage
1d8+2
Action 2: Circle of the Moon -15 ki (Crit on 82 and up Oppurtunist and Lucky Trinket) - Using 1 momentum stack 1d100+25 Crit with the +5 from momentum +5 damage
3d10+2 immobilize on 40 or less 1d100
EFFECTS.
Current Momentum Stacks: 1
TRAITS. Infinite Core Type
Requirements: Android Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Opportunist - Increase your critical strike range by 10 with all attacks(95+ would instead be 85+.) If your target is currently suffering from a Status Effect, increase this to 15(95+ would instead be 80+.) Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type.
Momentum Requirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
ITEMS.
Star Sword From ore found in the deepest earth, you made a sword with the help of one of the planet's greatest smiths and created a sword fit for the stars. This weapon might be a legend in the making. Type: Weapon - Sword Zeni Value: -- Zeni Cost: -- Activation: Bonus Action Effect: Strikes you perform this turn increase their Critical Range by 10 (A Crit on 95 is now a Crit on 85), and increase Critical Damage this turn by +4. In addition, Strikes you perform this turn have a 50% Chance to inflict "Wound" on their target. Limit: 3 uses per battle.
Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reason. Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: 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.) Limit: Only one Lucky Trinket may be equipped at a time.
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.
Tranquilizer Dart Typically used for capture missions, this dart floods a target's body with a mild but effective sedative. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Stun status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
DEFENSE/UTILITY TECHS.
ATTACK TECHS. Circle of the Moon
Rik studies his opponent before he explodes into blurring motion and makes a sweeping slash at their weakest point to hinder their ability to defend themselves
Type: (Physical, Melee, Single) Action: Standard Action Base Damage: 3d10 Major Effect: Temper Minor Effect: Immobilize Cost: 15 ki
Boar rushes down the mountain
Rik lets out a ki enhanced yell and bursts forth as he launches into an all out furious barrage of sword strokes and kicks designed to hinder his opponent from returning an attack or being able to defend themselves proficiently.
Type: (Physical, Melee, Barrage) Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing Minor Effect: Blinding Cost: 20 Ki
PL: 2721-->3401 HP: 18/50 | TEMP HP: 0/0 | KI: 52/100 FIGHTING: 25 | ENERGY CONTROL: 15 | REFLEXES: 40 | RESILIENCE: 15 MELEE ACCURACY: +35 | ENERGY ACCURACY: +25 | DEF: 95 DR: 0 | DMG MODIFIER: +2 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [202/1458] 1d100+25·1d8+2·1d100+25·3d10+2·1d100
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Post by Tolvur-Q12 on Dec 17, 2019 20:31:37 GMT -8
''...'' Bryce watched as Melody stepped closer to him and took the brunt of an attack made by that cat that was meant for the mandroid. Nice as it was, it was also like she was trying to manipulate him, he felt. Getting him to take down whoever did that to her. However, the target of the android was still that cat, same as it always was so she didn't do too much aside from take a hit meant for someone else. But the main thing she did here, was create an opening. Bryce was still unscathed, and Melody.. less then unscathed but that would soon be rectified, meaning that Bryce was fully intending on making this sacrifice count. Then the armored samurai, he assumed he had armor anyway, since he took some hits from a sword and still stood, began speaking and because Bryce did hear the name Melody or even his own name, he assumed it was the cat who was somehow a master. Wisp, was the assigned name. Now, there was no monk in Bryce's past with that name, but so far all the other things matched the people he had come to hate. He grinned. How uncharacteristic, to hate someone. Sadly, Bryce was a bit beyond the bargaining stage here and was almost like a bull with a red cloth flickering in front of his eyes, with the red cloth in this case being the cat named Wisp. A guttural grunt left him as he pushed himself off of the ground, focusing as he drew closer to Wisp. His fists started tightening up and, as he landed he would bend his legs slightly, using his position to hopefully land an uppercut against the cat. But even if it didn't hit he would simply turn to the side of the cat and attempt to force a flattened palm to hit the cat in the side, followed with a closed fist following that same attempt. He spun around the cat some more and was now behind Wisp if he would allow Bryce, who then used his remaining focus to unleash an ungodly barrage aimed for the kidneys of the cat. ================= WC: 361 EWC: 1042 Defensive Phase Bryce is hit 0 time(s) for 0 damage!
Battle effects
Edge
Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will: Champion's gi - +15 accuracy with basics this turn At will: Blitz At will: Flexmetal staff
BONUS ACTION: Enhanced sense - +5 accuracy/defense, +1 DR/DMG STANDARD ACTION 1: Strike STANDARD ACTION 2: Strike
ROLLS
STANDARD ACTION 1: B9OR4Mq11d100+70 Damage: 1d8+5 Thrill of the hunt: 1d6
STANDARD ACTION 2: 1d100+70 Damage: 1d8+5 Thrill of the hunt: 1d6
STANDARD ACTION BLITZ: 1d100+70 Damage: 1d8+5 Thrill of the hunt: 1d6
DISTRACTED ATTACK: 1d100+70 Damage: 1d8+5 Thrill of the hunt: 1d6
FLEXMETAL STAFF: 1d100+70 Damage: 1d8+5 Thrill of the hunt: 1d6
FLEXMETAL STAFF: 1d100+70 Damage: 1d8+5 Thrill of the hunt: 1d6
FLEXMETAL STAFF: 1d100+70 Damage: 1d8+5 Thrill of the hunt: 1d6
Stats: Powerlevel: 10,152 Health Points; 90/90 Ki; 100/100 [0/100 regained] Defense; 100 Accuracy melee; 50 Damage modifier melee: 4 Accuracy ranged; 25 Damage modifier ranged: 3 Damage reduction: 3
Techniques
Clash [1/1] -19 ki + cost of attack When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused.
Enhanced Sense ∞ You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. [2/3]
Countermeasures [1/1] -14 ki You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure".
Feint [2/2] -14 ki You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Flying Swallow -14 ki Damage: 3d10 Effect: Temper - If this technique is the only Special Technique used on your turn, decrease the cost of the first Special Technique used on your next turn by 5 ki. Effect: Wounding - This technique has a 40% chance to inflict Wound on hit.
Items Flexmetal staff You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. 3 uses per thread [3/3] Bonus action
Champion's gi At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. 1 bonus per turn At-will
AI assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Traits Class Combo attack Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. [+0] Class Solid foundation You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Thrill of the hunt Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Racial Infinite core type You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. Instinct - AI assistant Your Defense is increased by +15. Quick draw - AI assistant You may activate Weapon-type items as At-Will Actions. Blitz - AI assistant When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. N/A
1d100+70·1d8+5·1d6·1d100+70·1d8+5·1d6·1d100+70·1d8+5·1d6·1d100+70·1d8+5·1d6·1d100+70·1d8+5·1d6·1d100+70·1d8+5·1d6·1d100+70·1d8+5·1d6
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Post by Will O. Wisp on Dec 17, 2019 22:06:11 GMT -8
Will was caught by surprise when Melody took the punches that were meant for Bryce. Why did she do that for an attack that wouldn't do much he did not understand? She is truly an enigma. At the very least he got a hit on somebody. His companion Rik yells out to him, Will turns to see Rik, a little bit worse for wear then he is after surviving Melody's recent attacks. "I am fine, these two are quite formidable, but I have something that could take care of both of them, when I give the signal just get out of the way," Will tells him. Bryce then unleashed his barrage of punches. Will then began to sidestep and weave around with great speed. Dodging every single punch with great speed. It took a lot of energy to pull it off but it was worth it. He then jumps back onto the top of the tree branch. He then jumps high into the air above the forest and looks down. He then begins cupping his hands together and focusing and forming energy within it. Hopefully, Rik would get the message and know to get out of the explosion in time. Cause the resulting blast of this should engulf the two. It may leave a crater in its wake and damage a part of this forest, hopefully it will heal over time. "Kame...hame...ha!" he yells out launching a blue beam of energy into the ground which releases a bright blue explosion of Ki.
Word Count: 254 Total Word Count: 1600 Tags: Melody , Tolvur-Q12 , Rik BATTLE TRACKERSUMMARYBonus Action: Focus Energy - Increase your Accuracy with Energy Attacks on this turn by +15. Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn. | -6 Ki Standard Action 1: Sonic Sway - You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. | -11 Ki At-Will: Flexible Technician - Changes Kamehameha from Barrage to Area attack. Standard Action 2: Kamehameha | Area | Major Effect: Charging | Minor Effect: Shocking | -21 Ki Tolvur-Q12 and MelodyAccuracy: zLoQsxZm1d100+110Damage: 10+4 if it hits Shocking Chance (%55): 1d100Status2/3 Turns Wild Sense (+25/25 Defense and Accuracy) CLASS FEATURES Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1. Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Flexible Technician - Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type. SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS Canon Descendant (Korin) Flurry of Blows - You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn. ITEMSDojo Gi Scrying Staff Field Responder Kit Obi TECHNIQUESKamehameha Major Effect Charging Minor Effect Shocking After Image (Feint) Kiai Wild Sense Enhanced Focus Energy Sonic SwayClash Base PL: 4536 | Current PL: 4536 | CURRENT Edge: 0 HP: 75/85 | Ki: 62/100 | DEF: 115(90) | DR: +2 | Melee Accuracy: d100+40 | Ranged Accuracy: d100+40 Damage: +4 | Ki Cost: -2 Ki | Bonus Acc: +30(+5) 1d100+110·1d100
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Post by Melody on Dec 18, 2019 4:25:37 GMT -8
Riku closed in on her, she raised her sword to clash against his, absorbing some of the damage that spilled over on her right forearm in a form of a deep cut, she started bleeding, and successfully parried the second swing of his sword despite the pain. The violet aura surrounding her connected with the Samurai’s blade shocking him in retaliation for his successful assault now that his aim was true. While she focused her ki energy to return the blow, Will’s blue blast bounced off the ground and Melody took the full impact as she staggered on her pokkuri sandals; feeling herself become stunned for less than a second with newfound determination. As she gathered the remainder of her ki energy on her sword, tears cascaded down from her eyes down her cheeks, and the turmoil she had been suffering echoed in the vibration of the metal of the blade to strike down the samurai. [156] [2,923]
Crescendo Rik To Hit: ty1SRWuG1d100+50Damage: 5d8+11Effect: 1d10040% Shocking Initiative Order: 90- Melody 72- Riku 33- Bryce Vandross 13- Will O’ Wisp ____ Riku 107 vs 80= Crit! Incoming Damage= 9-6 DR= 3 104 vs 80= Hit Incoming Damage= 15-10 Guard=5 Lightning Aura Damage= -4 to Riku Will O’ Wisp 172 vs 80= Hit Incoming Damage=14 Status Effect: Shocking Total Damage= 22 Attack Phase[Passive Effect] Lightning Aura Rank 3 | Round 3/5 [Passive Action] [At-Will Action] Momentary Ascension Removed Shocking [Bonus Action] Guard, Haste: Focus Energy [Standard Action] Crescendo [Standard Action] Power Up Power Level: 8,827 -> Weighted Clothing -30%= 6,178.9 x 1.25= 7,723 Ki Regained from Powering Up 1/4 Name: Melody Species: Human Age: 30 Gender: Female Skills & StatisticsFighting: 35 Energy Control: 30 Reflexes: 40 Resilience: 40 Accuracy: 1d100+35(Fighting)+10 Level 1 Conqueror / 1d100+30(Energy Control)+10 Level 1 Conqueror Defense: 50+30 (Reflexes)= 80 HP: 50+ 40(Resilience)= 90-15(Conqueror Level 1 Class)= 71hp -22=49hp KI: 75 Ki +25= 100- 37 Crescendo -10 Guard -10 Focus Energy= 57ki DR: -6 DM: +1 Class: Conqueror Racial Trait: Lucky Dog Traits:Momentary AscensionActivation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector IndomitableRequirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Class Features:Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn. Final Word- You gain 1 additional use of every Finisher-Type special technique that you know, per thread. Reverberation - Whenever your Special Techniques successfully hit a target, subsequent uses of the same Special Technique gain +5 Accuracy. Reverberation applies only once per Special Technique. Enhanced Basic Technique after unlocking Potential Mastery:RAPID MOVEMENTYou use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits. Starting Non-Basic Technique Chosen: Heart StrokeA slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Techniques:CrescendoA deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only. DEFLECTYou deftly parry or knock aside an attack headed towards you. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. LIGHTNING AURAA buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. KI BLADE Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Technique Slots: 5/5 Equipped items:Katchin SwordForged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 uses per thread. Auxiliary CoreA power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time. Weighted ClothingSometimes, simple training weights are not enough-- a warrior must occasionally burden themselves with dramatic weighting to see the growth they desire, and these weighted clothing were made just for that purpose. Type: Outfit - Weights Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive / Bonus Action Effect: Decrease your base PL by -30% at the beginning of each Spar, Battle, and Event. You may deactivate this outfit’s PL reduction as a Bonus Action; Deactivating this PL reduction instead increases your Base PL by +5% for each turn that your PL was reduced by this outfit, to a maximum of +30% Base PL. This bonus lasts for the remainder of the thread. If you complete a Spar, Battle, or Event without Deactivating the Base PL reduction, you gain an additional +1 MP for Spars or Non-Deadly Events and +2 MP for Battles or Deadly Events. Limit: None. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.In exchange for learning the killer of Ma-Te, Grand Duke Oolong's grandson, she was cursed by her assistant's spiritual witch craft for a price. It is both a blessing in that is allows her gain an advantage in battle and a curse because it constantly whispers in her ear in a language only she understands. Type: Supplementary - Technology Spirit Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: -- Traits:HasteRequirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Quick-DrawActivation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn. SwashbucklerActivation: Passive Effect: You may use Sword-type items an additional 2 times per thread. Limit: -- 1d100+50·5d8+11·1d100
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Post by Rik on Dec 18, 2019 7:14:13 GMT -8
Rik winced as he managed a somewhat effective counter attack and felt the electricity from her defenses jolt through his blade. He stepped back, somewhat satisfied with the exchange. Master Wisp was a sight to see as he dodged, dipped, dove, ducked, and dodged all the blows the angry looking man was dishing out his way. As Will told him that he might want to get out of the way, he leaped back, giving the small master the room he needed to work. The master leaped high into the air and Riku saw a blue light forming in his hands. He eyed their opponents and took another judicious step back just in case. The blue light came down in a wave and crashed into their foes with quite some force, but once the light cleared they were still able to fight. Melody came in at him once more, tears on her cheeks... Pain? Regret? Anger? It was hard to tell and largely irrelevant he supposed in the middle of a fight. He extended his senses and saw he was not going to be quite fast enough; he had to tap into his ki and enhance his movement to bring his blade into line with her swift oscillating blade. He parried the blade and took a quick step to the right, slashing at her right shoulder as he moved to gain some room. He squared up on her and called up his ki to augment himself... a golden aura sprang into being around him and he could feel the hairs on his arms standing up as he called out, "KIAI!" his voice echoing as the ki enhanced his body. He charged forward, blade haled high as he started pounding at the duchesses defenses with a series of overhand cuts lit by an almost blinding glow and quick offsetting kicks. { } DEFENSE PHASE.
Melody Attack #1 (101) vs Rik's Def (105): Miss Melody Attack #2 (00) vs Rik's Def (90): Miss
0 dmg - 0 DR = 0 dmg. (-4 from lightning aura)
OFFENSE PHASE. +2 Momentum Stacks from Last turn +2 Ki from infinite Core At-Will Action: Sense (possible using Flawless Defense) +5 def and Acc
Bonus Action: Rapid Movement -15 ki +10 def (against finisher)
Action 1: Strike -0 ki DCf81AQw1d100+30 (Crit on 82 and up Opportunist and Lucky Trinket) Crit!
1d8+2 Crit! +5 Damage
Action 2: Boar Rushes Down the Mountain -15 ki - cost due to temper on CotM (Crit on 62 and up Opportunist and Lucky Trinket) - 1d100+30 Spending 1 momentum Stack - Total dice roll now at 64 - CRIT!
4d6+6 Crit +9 damage (slashing and crit) Blind on 30 or less 1d100
EFFECTS.
Current Momentum Stacks: 0
TRAITS. Infinite Core Type
Requirements: Android Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Opportunist - Increase your critical strike range by 10 with all attacks(95+ would instead be 85+.) If your target is currently suffering from a Status Effect, increase this to 15(95+ would instead be 80+.) Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type. 1/2
Momentum Requirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
ITEMS.
Star Sword From ore found in the deepest earth, you made a sword with the help of one of the planet's greatest smiths and created a sword fit for the stars. This weapon might be a legend in the making. Type: Weapon - Sword Zeni Value: -- Zeni Cost: -- Activation: Bonus Action Effect: Strikes you perform this turn increase their Critical Range by 10 (A Crit on 95 is now a Crit on 85), and increase Critical Damage this turn by +4. In addition, Strikes you perform this turn have a 50% Chance to inflict "Wound" on their target. Limit: 3 uses per battle.
Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reason. Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: 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.) Limit: Only one Lucky Trinket may be equipped at a time.
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.
Tranquilizer Dart Typically used for capture missions, this dart floods a target's body with a mild but effective sedative. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Stun status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
DEFENSE/UTILITY TECHS.
ATTACK TECHS. Circle of the Moon
Rik studies his opponent before he explodes into blurring motion and makes a sweeping slash at their weakest point to hinder their ability to defend themselves
Type: (Physical, Melee, Single) Action: Standard Action Base Damage: 3d10 Major Effect: Temper Minor Effect: Immobilize Cost: 15 ki
Boar rushes down the mountain
Rik lets out a ki enhanced yell and bursts forth as he launches into an all out furious barrage of sword strokes and kicks designed to hinder his opponent from returning an attack or being able to defend themselves proficiently.
Type: (Physical, Melee, Barrage) Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing Minor Effect: Blinding Cost: 20 Ki
PL: 2721 HP: 14/50 | TEMP HP: 0/0 | KI: 24/100 FIGHTING: 25 | ENERGY CONTROL: 15 | REFLEXES: 40 | RESILIENCE: 15 MELEE ACCURACY: +35 | ENERGY ACCURACY: +25 | DEF: 95 DR: 0 | DMG MODIFIER: +2 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [308/1766] 1d100+30·1d8+2·1d100+30·4d6+6·1d100
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Post by Tolvur-Q12 on Dec 18, 2019 8:26:10 GMT -8
''Wisp, was it?'' Bryce called out to the cat as he seemed to effortlessly dodge every punch thrown, which almost made the mandroid think this was going to be a fun fight. Almost. ''Who taught you?'' He asked, since most schools had been given some kind of mention where he was from, so hearing a certain school being mentioned would maybe jolt that knowledge back to the front of his brain. Sadly he was not able to mention too much on it since he was also extremely mad. Not only did that cat effortlessly dodge everything Bryce threw and make him look like a fool, but his next move.. well, it would anger the hell out of the mandroid. Wisp jumped into the air and told his foot soldier to get out of the way, which honestly Bryce should have seen as a hint but he still decided to stick around in spite of those words. Because his eye saw a massive surge in energy, and a lot of it condensed into one space. A blast, or maybe a beam? ''Never been in one of those before.'' The android murmured to himself as he widened his arms, closing his eyes even as the energy was released. The instant it was though, Bryce opened his eyes and sprung forward, letting his gaze slip to the side to see Melody be hit by it. This was where the anger set in. Forcing his way through the beam Bryce would attempt to land a fist right into the gut of the cat, hopefully flinging him back some. =================== WC: 264 EWC: 1306 Defensive Phase Bryce is hit 0 time(s) for 0 damage!
Battle effects
Edge
Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will: Champion's gi - +15 accuracy with basics this turn At will: Blitz
BONUS ACTION: Enhanced sense - +5 accuracy/defense, +2 DR/DMG STANDARD ACTION 1: Feint -14 ki STANDARD ACTION 2: Strike
ROLLS
STANDARD ACTION 1: Feint
STANDARD ACTION 2: e4L9D8eg1d100+70 Damage: 1d8+6 Thrill of the hunt: 1d6
STANDARD ACTION BLITZ: 1d100+70 Damage: 1d8+6 Thrill of the hunt: 1d6
Stats: Powerlevel: 10,152 Health Points; 90/90 Ki; 88/100 [0/100 regained] Defense; 100 Accuracy melee; 50 Damage modifier melee: 4 Accuracy ranged; 25 Damage modifier ranged: 3 Damage reduction: 3
Techniques
Clash [1/1] -19 ki + cost of attack When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused.
Enhanced Sense ∞ You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. [3/6]
Countermeasures [1/1] -14 ki You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure".
Feint [1/2] -14 ki You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Flying Swallow -14 ki Damage: 3d10 Effect: Temper - If this technique is the only Special Technique used on your turn, decrease the cost of the first Special Technique used on your next turn by 5 ki. Effect: Wounding - This technique has a 40% chance to inflict Wound on hit.
Items Flexmetal staff You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. 3 uses per thread [2/3] Bonus action
Champion's gi At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. 1 bonus per turn At-will
AI assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Traits Class Combo attack Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. [+0] Class Solid foundation You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Thrill of the hunt Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Racial Infinite core type You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. Instinct - AI assistant Your Defense is increased by +15. Quick draw - AI assistant You may activate Weapon-type items as At-Will Actions. Blitz - AI assistant When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. N/A
1d100+70·1d8+6·1d6·1d100+70·1d8+6·1d6
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Post by Will O. Wisp on Dec 18, 2019 19:44:58 GMT -8
"If you must know who taught me, Bryce, then so be it, as a child I was taught by my mother, and my father the Cat Hermit Korin, you may have heard of him. When I left I trained with the Turtle School under Turtle Hermit Krillin until I earned the status of a master at the age of sixty-four years old. Now, do you want to know anything else perhaps? My hobbies, my favorite book, or anything else? Or do you want to continue this pointless squabble?" Will said. It seemed that Bryce chooses to continue the fight as he comes out of the beam suffering no damage from the Kamehameha. In response Will manages to block the attack with his arms, preventing it from striking his gut. However, his arms were still badly hurt from the punch, but not as much as his organs would've been. There were other ways he could've taken care of the strike but he must conserve his energy as using such advanced techniques can cause one to be fatigued quickly. And this would be the worst time to be getting fatigued. After blocking the attack Will then sends out a bunch kicks in quick succession towards Bryce's gut in retaliation. Word Count: 207 Total Word Count: 1807 Tags: Melody , Tolvur-Q12 , Rik BATTLE TRACKER SUMMARY
(Hit by both strikes from Bryce. 24 damage minus 12 DR = 12 Damage.)
Bonus Action: Guard - You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) | -6 Ki
Standard Action 1: Strike @bryce
Accuracy: YyYXimpx1d100+75 (Dojo Gi + Class Level 1 Bonus + Wild Sense Bonus)
Damage: 1d8+4
Standard Action 2: Strike @bryce
Accuracy: 1d100+75 (Dojo Gi + Class Level 1 Bonus + Wild Sense Bonus)
Damage: 1d8+4
Status
1/3 Turns Wild Sense (+25/25 Defense and Accuracy)
CLASS FEATURES Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Flexible Technician - Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS Canon Descendant (Korin)
Flurry of Blows - You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn.
ITEMS
Dojo Gi
Scrying Staff
Field Responder Kit
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint)
Kiai
Wild Sense
Enhanced Focus Energy
Sonic Sway
Clash
Base PL: 4536 | Current PL: 4536 | CURRENT Edge: 0 HP: 63/85 | Ki: 56/100 | DEF: 115(90) | DR: +2 | Melee Accuracy: d100+40 | Ranged Accuracy: d100+40 Damage: +4 | Ki Cost: -2 Ki | Bonus Acc: +30(+5) 1d100+75·1d8+4·1d100+75·1d8+4
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Post by Melody on Dec 18, 2019 21:51:04 GMT -8
Melody pushed the limits of her specialized blade master techniques, while Riku would have been able to connect with his strikes she moved at an extreme speed leaving behind a green blur from the natural color her hair, and she continued to cry as a result from the use of her applied swordsmanship. Crescendo was directly from her heart, the blood that pumped through her veins channeled the ki energy she needed to deliver a second attempt, with newfound precision and clarity. Her violet colored eyes focused directly at the Samurai, as if the world around her slowed down enough for her to take aim, and she held her breath. The lightning aura that swirled around her form began to fade and she could tell that time was running out. The sound of steel against steel echoed through the forest, the black orb that hovered over the Duchess’ head snickered gleefully, and the sound of her soul increased in sound long enough to strike fear in a murder of crows in the forest trees. The black birds scattered in the air dropping their black feathers into the air to rain down on the scene. [194] [3,117]
Crescendo Rik To Hit: qgcYc|pY1d100+55Fighting +35 +10 Level 1 Conqueror + 10 Edge 3= 55 Damage: 5d8+15+1 Damage Modifier +4 Edge 3 Effect: 1d10040% Shocking -- Katchin Sword Strike 1d100+551d8+8+3 Katchin sword +4 edge 3 +1 Fighting Damage Modifier Wound 1d10050% Chance to inflict Crit +5 Damage for a total of 15 on Riku {Statistics} Initiative Order: 90- Melody 72- Riku 33- Bryce Vandross 13- Will O’ Wisp ____ Riku 85 vs 105= Miss Enhanced Rapid Movement 89 vs 105= Miss Attack Phase[Passive Effect] Lightning Aura Rank 3 | Round 4/5 [Passive Action] [At-Will Action] Quick Draw [Bonus Action] Rapid Movement, Haste: Power Up [Standard Action] Katchin Sword Strike [Standard Action] Crescendo Power Level: 8,827 -> Weighted Clothing -30%= 6,178.9 x 1.5= 9,268 Edge 3 on Riku Edge 3: Your PL must be 3x an opponent’s; you gain +10 to the value of your Accuracy dice roll, +4 bonus damage on all attacks, and +4 Damage Reduction. Ki Regained from Powering Up 2/4 Name: Melody Species: Human Age: 30 Gender: Female Skills & StatisticsFighting: 35 Energy Control: 30 Reflexes: 40 Resilience: 40 Accuracy: 1d100+35(Fighting)+10 Level 1 Conqueror / 1d100+30(Energy Control)+10 Level 1 Conqueror Defense: 50+30 (Reflexes)= 80 HP: 50+ 40(Resilience)= 90-15(Conqueror Level 1 Class)= 71hp -17= 54 hp KI: 57ki + 25 Power up= 82ki -37 Crescendo -15 Rapid Movement= 30ki DR: -6 -4 Edge 3= -10 DM: +1 Class: Conqueror Racial Trait: Lucky Dog Traits:Momentary AscensionActivation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector IndomitableRequirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Class Features:Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn. Final Word- You gain 1 additional use of every Finisher-Type special technique that you know, per thread. Reverberation - Whenever your Special Techniques successfully hit a target, subsequent uses of the same Special Technique gain +5 Accuracy. Reverberation applies only once per Special Technique. Enhanced Basic Technique after unlocking Potential Mastery:RAPID MOVEMENTYou use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits. Starting Non-Basic Technique Chosen: Heart StrokeA slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Techniques:CrescendoA deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only. DEFLECTYou deftly parry or knock aside an attack headed towards you. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. LIGHTNING AURAA buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. KI BLADE Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Technique Slots: 5/5 Equipped items:Katchin SwordForged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 uses per thread. Auxiliary CoreA power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time. Weighted ClothingSometimes, simple training weights are not enough-- a warrior must occasionally burden themselves with dramatic weighting to see the growth they desire, and these weighted clothing were made just for that purpose. Type: Outfit - Weights Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive / Bonus Action Effect: Decrease your base PL by -30% at the beginning of each Spar, Battle, and Event. You may deactivate this outfit’s PL reduction as a Bonus Action; Deactivating this PL reduction instead increases your Base PL by +5% for each turn that your PL was reduced by this outfit, to a maximum of +30% Base PL. This bonus lasts for the remainder of the thread. If you complete a Spar, Battle, or Event without Deactivating the Base PL reduction, you gain an additional +1 MP for Spars or Non-Deadly Events and +2 MP for Battles or Deadly Events. Limit: None. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.In exchange for learning the killer of Ma-Te, Grand Duke Oolong's grandson, she was cursed by her assistant's spiritual witch craft for a price. It is both a blessing in that is allows her gain an advantage in battle and a curse because it constantly whispers in her ear in a language only she understands. Type: Supplementary - Technology Spirit Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: -- Traits:HasteRequirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Quick-DrawActivation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn. SwashbucklerActivation: Passive Effect: You may use Sword-type items an additional 2 times per thread. Limit: -- 1d100+55·5d8+15·1d100·1d100+55·1d8+8·1d100
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Post by Rik on Dec 19, 2019 9:32:54 GMT -8
Riku parried the duchess's first swing as it hummed and sang through the air towards his body, leaving a trail of purple ki as it traced through the air. He barely got his guard back into place in time for her return stroke and managed to mitigate much of the damage, though her blade slipped through his defenses a bit and ripped a gash in his side. He knew it wasn't looking well for him and his companion... but honor would not let him simply surrender while Master Wisp fought on. He stepped in and launched a rising blow with his blade, from left to right that would wound the duchess's shoulder if she didn't evade. He followed it up with a thrust towards her center mass, which would force her to mount a defense. He was forced to ignore his HUD, which was constantly blipping in front of his eyes and buzzing in his ear... Danger! Level of function is lowering. Recommend extreme offense or Flight. Warning... Chassis is taking Damage!Like he didn't already know all of that. Still, sometimes a man had to ignore the danger and press on. Maybe he would even live to tell the tale. { } DEFENSE PHASE.
Melody Attack #1 (74) vs Rik's Def (90): Miss Melody Attack #2 (155) vs Rik's Def (90): Hit Critical Strike
15 dmg - 10 DR = 5 dmg. (-4 from lightning aura)
OFFENSE PHASE. +2 Momentum Stacks from Last turn +2 Ki from infinite Core At-Will Action: Guard -10 ki(flawless defense)
Bonus Action: Power Up +25 ki +25%PL
Action 1: Strike -0 ki ieJBwafD1d100+30 (Crit on 82 and up Opportunist and Lucky Trinket)
1d8+2
Action 2: Strike -0 ki 1d100+30 (Crit on 82 and up Opportunist and Lucky Trinket) 1d8+2 EFFECTS.
Current Momentum Stacks: 2
TRAITS. Infinite Core Type
Requirements: Android Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Opportunist - Increase your critical strike range by 10 with all attacks(95+ would instead be 85+.) If your target is currently suffering from a Status Effect, increase this to 15(95+ would instead be 80+.) Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type. 2/2
Momentum Requirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
ITEMS.
Star Sword From ore found in the deepest earth, you made a sword with the help of one of the planet's greatest smiths and created a sword fit for the stars. This weapon might be a legend in the making. Type: Weapon - Sword Zeni Value: -- Zeni Cost: -- Activation: Bonus Action Effect: Strikes you perform this turn increase their Critical Range by 10 (A Crit on 95 is now a Crit on 85), and increase Critical Damage this turn by +4. In addition, Strikes you perform this turn have a 50% Chance to inflict "Wound" on their target. Limit: 3 uses per battle.
Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reason. Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: 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.) Limit: Only one Lucky Trinket may be equipped at a time.
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.
Tranquilizer Dart Typically used for capture missions, this dart floods a target's body with a mild but effective sedative. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Stun status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
DEFENSE/UTILITY TECHS.
ATTACK TECHS. Circle of the Moon
Rik studies his opponent before he explodes into blurring motion and makes a sweeping slash at their weakest point to hinder their ability to defend themselves
Type: (Physical, Melee, Single) Action: Standard Action Base Damage: 3d10 Major Effect: Temper Minor Effect: Immobilize Cost: 15 ki
Boar rushes down the mountain
Rik lets out a ki enhanced yell and bursts forth as he launches into an all out furious barrage of sword strokes and kicks designed to hinder his opponent from returning an attack or being able to defend themselves proficiently.
Type: (Physical, Melee, Barrage) Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing Minor Effect: Blinding Cost: 20 Ki
PL: 2721-->3401 HP: 5/50 | TEMP HP: 0/0 | KI: 41/100 FIGHTING: 25 | ENERGY CONTROL: 15 | REFLEXES: 40 | RESILIENCE: 15 MELEE ACCURACY: +35 | ENERGY ACCURACY: +25 | DEF: 95 DR: 0 | DMG MODIFIER: +2 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [201/1967] 1d100+30·1d8+2·1d100+30·1d8+2
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Post by Tolvur-Q12 on Dec 19, 2019 13:26:03 GMT -8
Turtle school.. he knew about that one as it had been uttered a few times before in his past life, however, he failed to reminisce much as Wisp instantly made it.. maddening to do so, turning this simple and honest question into something that would make your average interrogator blush. ''As a matter of fact..'' Bryce smiled even after being hit in the gut, the fake oxygen leaving his system as the last kick connected, driving itself deep into the mnidriff of the mandroid. Now, everything beneath the skin was made of an alloy both lighter and sturdier than steel so he didn't feel too much of it. Still, the part of him that was still trying to be human reeled back from it and looked on in wonder, though not overly angry just yet. ''If it would make you happy I'd gladly listen to you run your mouth on those things. Waste your breath.'' It didn't look like much, but as Bryce brushed his arm over his lips he found some smudged blood, which was just about the first time someone had made him bleed. And if he wasn't angry before, he certainly was now. And if you had seen Bryce before, he would now be an entirely different person. He looked at Wisp and grinned. ''You fight well for an oldtimer.'' Bryce taunted the cat as he ran forward, aiming straight for the cat with a sliding tackle, as well as an upwards scissor kick trying to lock his legs in place and hopefully make him lose balance. ======================= WC: 260 EWC: 1566 Defensive Phase Bryce is hit 1 time(s) for 7 damage! 7 dmg - 5 DR = 2 dmg!
Battle effects
Edge
Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will: Champion's gi - +15 accuracy with basics this turn At will: Blitz
BONUS ACTION: Enhanced sense - +5 accuracy/defense, +2 DR/DMG STANDARD ACTION 1: Strike STANDARD ACTION 2: Strike
ROLLS
STANDARD ACTION 1: jJOVuG251d100+80 Damage: 1d8+6 Thrill of the hunt: 1d6
STANDARD ACTION 2: 1d100+80 Damage: 1d8+6 Thrill of the hunt: 1d6
STANDARD ACTION BLITZ: 1d100+80 Damage: 1d8+6 Thrill of the hunt: 1d6
Stats: Powerlevel: 10,152 Health Points; 88/90 Ki; 90/100 [0/100 regained] Defense; 100 Accuracy melee; 50 Damage modifier melee: 4 Accuracy ranged; 25 Damage modifier ranged: 3 Damage reduction: 3
Techniques
Clash [1/1] -19 ki + cost of attack When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused.
Enhanced Sense ∞ You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. [4/6]
Countermeasures [1/1] -14 ki You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure".
Feint [1/2] -14 ki You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Flying Swallow -14 ki Damage: 3d10 Effect: Temper - If this technique is the only Special Technique used on your turn, decrease the cost of the first Special Technique used on your next turn by 5 ki. Effect: Wounding - This technique has a 40% chance to inflict Wound on hit.
Items Flexmetal staff You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. 3 uses per thread [2/3] Bonus action
Champion's gi At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. 1 bonus per turn At-will
AI assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Traits Class Combo attack Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. [+10] Class Solid foundation You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Thrill of the hunt Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Racial Infinite core type You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. Instinct - AI assistant Your Defense is increased by +15. Quick draw - AI assistant You may activate Weapon-type items as At-Will Actions. Blitz - AI assistant When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. N/A
1d100+80·1d8+6·1d6·1d100+80·1d8+6·1d6·1d100+80·1d8+6·1d6
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Post by Will O. Wisp on Dec 19, 2019 14:23:14 GMT -8
Will's power began to spike after Bryce complimented him. "What can I say, I have a lot of experience under my belt," Will said. When Bryce came in for a sliding tackle he would find himself go right through Will. He would look back to see the image of Will dissipating before he finds the real one. When he goes in for the scissor kick Will nearly dodges it but is still hit by the attack. If it had hit it would hurt a lot more. Luckily Will is nowhere near ready to be down and out. Then he sees the state Riku is in, fighting with honor and suffering because of it. He may not be able to handle Melody's next attack, he then jumps over to Riku's side. Putting out a signal with his hands towards Melody calling for a timeout. He then gets out a Field Responder Kit to help heal Riku's wounds. "This is quite a challenge for the both of us, but worry not my new ally, you have been doing a great job matching blade to blade with Melody. I'll try to continue facing off against Bryce. Although I don't think he has fully shown me what he is capable of, and the thought of that frightens me, but that's not going to stop me from fighting." Will said. After applying the First Aid he walks back in front of Bryce. "I am sorry about that, I couldn't just do nothing about those serious injuries he suffered. I had that on me and I figured I would use it to heal him. Let us continue," Will said. Word Count: 273 Total Word Count: 2080 Tags: Melody , Tolvur-Q12 , Rik BATTLE TRACKERSUMMARY(Hit by both one strike from Bryce for 11 damage. 11 - 2 DR = 9 damage.) Bonus Action: Power Up - You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. 31/100 Ki Restored Standard Action 1: Feint - You avoid 1 attack targeting you on this turn; this does not work against Critical Hits. (Dodges first attack from Bryce.) | -11 Ki Standard Action 2: Field Responder Kit - Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. RikStatus0/3 Turns Wild Sense (+25/25 Defense and Accuracy)Powered Up - 2/2 Turns CLASS FEATURES Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1. Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Flexible Technician - Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type. SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS Canon Descendant (Korin) Flurry of Blows - You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn. ITEMSDojo Gi Scrying Staff Field Responder Kit Obi TECHNIQUESKamehameha Major Effect Charging Minor Effect Shocking After Image (Feint) 1/2 uses Kiai 1/1 use Wild Sense 0/1 useEnhanced Focus Energy Sonic Sway 0/1 useClash 1/1 use Base PL: 4536 | Current PL: 5670 | CURRENT Edge: 0 HP: 54/85 | Ki: 70/100 | DEF: 90 | DR: +2 | Melee Accuracy: d100+40 | Ranged Accuracy: d100+40 Damage: +4 | Ki Cost: -2 Ki | Bonus Acc: +5
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Post by Melody on Dec 19, 2019 16:45:23 GMT -8
Luck was on Riku’s side as the amount of damage he would have taken from specialized technique Will O’ Wisp managed to interfere and restore the equivalent. Melody’s violet colored eyes glared at the pair of them, try as they might, she was not going to bend over backwards to allow them to prove their pointless honor. Her entire life was dedicated to mastering the sword, with it she would be able to cut through all of her life goals, and that included any means possible to climb the ranks of the Pig Demon Duchies. Romanus was an anarchist, it was not her personal style, but if she could manipulate someone like him to do her bidding then she would; Cress was also such a person, who knew the truth from the beginning, and yet he remained by her side until he insulted her honor. Bryce Vandross refused the position she offered when they first me of becoming a vassal, instead opted to travel with Melody to the Western Lands, and became neighbors with their independent territories. It was a surprise to see him so far from Oolong city and quite coincidental that he happened upon her myriad of problems. With a sigh, she felt like she was going to owe the mandroid something for volunteering, and it was impossible to tell what he was thinking since he rarely spoke. For the most part, it seemed like he did not care about anything, but he did enjoy a good fight, that much was clear, everytime he flashed a smile. It made Melody shiver that someone so cold was still capable of expressing emotion given the circumstances. “Alright, Samurai Riku. Keep your eyes on me now.” Melody managed the words as she wiped her tears with her remaining drop sleeve on her left arm. The sword in her hand was swung twice over, at an X cut towards Riku with enough force to bring him near unconsciousness again. [327] [3,444] Rik Katchin Sword Strike r6SK34Ya1d100+551d8+8+3 Katchin sword +4 edge 3 +1 Fighting Damage Modifier Wound 1d10050% Chance to inflict -- Katchin Sword Strike 1d100+551d8+8+3 Katchin sword +4 edge 3 +1 Fighting Damage Modifier Wound 1d10050% Chance to inflict { Statistics}Initiative Order: 90- Melody 72- Riku 33- Bryce Vandross 13- Will O’ Wisp ____ Riku 44 vs 80= Miss 74 vs 80= Miss Attack Phase[Passive Effect] Lightning Aura Rank 3 | Round 5/5 [Passive Action] Swashbuckler [At-Will Action] Quick Draw [Bonus Action] Power Up [Standard Action] Katchin Sword Strike [Standard Action] Katchin Sword Strike Power Level: 8,827 -> Weighted Clothing -30%= 6,178.9 x 1.5= 9,268 Edge 3 on Riku Edge 3: Your PL must be 3x an opponent’s; you gain +10 to the value of your Accuracy dice roll, +4 bonus damage on all attacks, and +4 Damage Reduction. Ki Regained from Powering Up 3/4 Name: Melody Species: Human Age: 30 Gender: Female Skills & StatisticsFighting: 35 Energy Control: 30 Reflexes: 40 Resilience: 40 Accuracy: 1d100+35(Fighting)+10 Level 1 Conqueror / 1d100+30(Energy Control)+10 Level 1 Conqueror Defense: 50+30 (Reflexes)= 80 HP: 50+ 40(Resilience)= 90-15(Conqueror Level 1 Class)= 71hp -17= 54 hp KI: 30ki + 25 Power up= 55ki DR: -6 -4 Edge 3= -10 DM: +1 Class: Conqueror Racial Trait: Lucky Dog Traits:Momentary AscensionActivation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector IndomitableRequirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Class Features:Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn. Final Word- You gain 1 additional use of every Finisher-Type special technique that you know, per thread. Reverberation - Whenever your Special Techniques successfully hit a target, subsequent uses of the same Special Technique gain +5 Accuracy. Reverberation applies only once per Special Technique. Enhanced Basic Technique after unlocking Potential Mastery:RAPID MOVEMENTYou use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits. Starting Non-Basic Technique Chosen: Heart StrokeA slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Techniques:CrescendoA deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only. DEFLECTYou deftly parry or knock aside an attack headed towards you. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. LIGHTNING AURAA buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. KI BLADE Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Technique Slots: 5/5 Equipped items:Katchin SwordForged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 uses per thread. Expended this round. Activated Swashbuckler for 2 more uses. 1/2 bonus uses left. Auxiliary CoreA power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time. Weighted ClothingSometimes, simple training weights are not enough-- a warrior must occasionally burden themselves with dramatic weighting to see the growth they desire, and these weighted clothing were made just for that purpose. Type: Outfit - Weights Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive / Bonus Action Effect: Decrease your base PL by -30% at the beginning of each Spar, Battle, and Event. You may deactivate this outfit’s PL reduction as a Bonus Action; Deactivating this PL reduction instead increases your Base PL by +5% for each turn that your PL was reduced by this outfit, to a maximum of +30% Base PL. This bonus lasts for the remainder of the thread. If you complete a Spar, Battle, or Event without Deactivating the Base PL reduction, you gain an additional +1 MP for Spars or Non-Deadly Events and +2 MP for Battles or Deadly Events. Limit: None. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.In exchange for learning the killer of Ma-Te, Grand Duke Oolong's grandson, she was cursed by her assistant's spiritual witch craft for a price. It is both a blessing in that is allows her gain an advantage in battle and a curse because it constantly whispers in her ear in a language only she understands. Type: Supplementary - Technology Spirit Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: -- Traits:HasteRequirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. 3/3 Uses Expended.Quick-DrawActivation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn. SwashbucklerActivation: Passive Effect: You may use Sword-type items an additional 2 times per thread. Limit: -- 1d100+55·1d8+8·1d100·1d100+55·1d8+8·1d100
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