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Post by Rik on Dec 20, 2019 4:40:21 GMT -8
Rik bowed his head gratefully as his ally gave him swift aid, "Thank you, Master Wisp. I will continue to do my best... though I may indeed be outmatched. We shall see though. I shall strive to stand by your side as long as I am able." He rolled his shoulders experimentally and nodded to himself. Whatever was in that kit was top notch stuff. If he had possessed such things in his time, he could have... but that was not a thought for this time and place. His self diagnostics whirred onto his screen briefly again...
Subject has received medical care. Assessing status... ..... Fighting Status: Near Nominal. Care is needed to not reopen wounds.
Melody's challenge for him to watch her broke his concentration from his HUD; honestly it probably gave him enough time to to prepare his defense. He shifted his blade quickly, meeting first one blade then the other in the x she slashed at him with her ease and speed. Rik let the rhythm of the battle start to control his tempo. He jabbed at her midsection as he started to feel the old battle reflexes take over, and was fully in their grip as he pulled back and flourished his blade. He followed up with a slash at the Duchess Melody's left arm, feeling a bit better about the fight for the first time. It wasn't as if he was winning... but he felt like he was not as weak as he had feared at least. Maybe he could make a place in this time. { } DEFENSE PHASE.
Melody Attack #1 (87) vs Rik's Def (90): Miss Melody Attack #2 (87) vs Rik's Def (90): Miss
0 dmg - 10 DR = 5 dmg. (0 from lightning aura no hit)
OFFENSE PHASE. +2 Momentum Stacks from Last turn +2 Ki from infinite Core At-Will Action: Guard -10 ki(flawless defense)
Bonus Action: Activate Star Sword
Action 1: Strike -0 ki tHmxz2FF1d100+30 (Crit on 72 and up Opportunist, Star Sword, and Lucky Trinket)
1d8+2 Wound on 50 or Below 1d100 Action 2: Strike -0 ki 1d100+30 (Crit on 72 and up Opportunist, Star Sword, and Lucky Trinket) Use 2 stacks of Momentum: total for dice is 721d8+2 +9 damage - crit and star sword Wound on 50 or Below
1d100 EFFECTS.
Current Momentum Stacks: 4 Star Sword: used 1/3
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: 45/50 | 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: [260/2227] 1d100+30·1d8+2·1d100·1d100+30·1d8+2·1d100
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Post by Tolvur-Q12 on Dec 20, 2019 6:17:04 GMT -8
The cat.. was postponing fighting Bryce to help the samurai. Maybe they were allies, and it even caused the mandroid to look over at Melody, but he did not speak any words to her. The other android being helped by Wisp exclaimed grattitude and vowed to keep fighting on his behalf, which was a weird thing to say, or so Bryce thought. His eyes found Melody once more as he relaxed a bit, allowing the cat to help his ally. Now, normally he would get mad at things like this, but this time.. it was a welcome distraction seeing as Bryce would basically get a free opening if the cat returned. And what more, Melody would be able to trash the android that the cat just healed again. ''Are you sure you wouldn't have needed that for yourself?'' Bryce asked, watching the cat move in front of him again. If there was ever an opening to be found while keeping the fight in his own lane, this was definitely it. Besides, opening or not, the cat needed to be paid back for dodging the tackle Bryce attempted against him. So he charged forward in the hopes of catching Wisp off guard, a fist aimed straight for the forehead of the cat that, if hit would hopefully expose the soft skin under his chin, which he would then attempt to hit with a vicious uppercut, fingers like a claw attempting to dig their way in there as it hopefully flung the small 'master' into the air. Next up, would be a simply grab of his leg, if Bryce managed to do so, after which he would brutally and hopefully slam the cat down on the ground. ============= WC: 285 EWC: 1851 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: Strike STANDARD ACTION 2: Strike
ROLLS
STANDARD ACTION 1: 3Jc_MUSU1d100+70 Damage: 1d8+6 Thrill of the hunt: 1d6
STANDARD ACTION 2: 1d100+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; 88/90 Ki; 92/100 [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. [5/6]
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+6·1d6·1d100+70·1d8+6·1d6
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Post by Will O. Wisp on Dec 20, 2019 20:01:10 GMT -8
"It is a member of the Turtle School's duty to help those that can't help themselves. That samurai suffered a grave injury that needed to be treated and I couldn't stand idly by and do nothing. While yes I could have used it on myself if I were to need it I could always get another. And I think you already know that I am not so easily rid of." Will explained. The first attacked was dodged thanks to Will's smaller size, able to let him duck under the fist easily, however the uppercut was another story. Like a spring he jumped high in the air propelled by Ki from underneath his feet. While he was falling back down Bryce manages to snag his tail. And finds himself slammed into the earth making in an impact crater where he now laid. After getting up he is looking pretty battered and beaten, but not nearly enough to be put down yet. Still, though his opponent has barely suffered any damage throughout this fight, time to change that. Will then made some distance between him and Bryce. After he was far enough he spread his arms out and from his hands, two orbs of Ki were formed. As he moved them around his body as if they were orbiting him he then kicked them towards Bryce with great velocity and force. Word Count: 229 Total Word Count: 2309 Tags: Melody , Tolvur-Q12 , Rik BATTLE TRACKER SUMMARY
(Hit by both one strike from Bryce for 14 damage. 14 - 2 DR = 12 damage.)
Bonus Action: Flight - Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Dodges second strike from Bryce. | -11 Ki
Standard Action 1: Energy Blast @bryce | -1 Ki
Accuracy: FChXFeAR1d100+50 (Dojo Gi)
Damage: 2d6+6
Standard Action 2: Energy Blast @bryce | -1 Ki
Accuracy: 1d100+50 (Dojo Gi)
Damage: 2d6+6
Status
0/3 Turns Wild Sense (+25/25 Defense and Accuracy)
Powered Up - 1/2 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.
ITEMS
Dojo Gi
Scrying Staff
Field Responder Kit
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 1/2 uses
Kiai 1/1 use
Wild Sense 0/1 use
Enhanced Focus Energy
Sonic Sway 0/1 use
Clash 1/1 use
Base PL: 4536 | Current PL: 5670 | CURRENT Edge: 0 HP: 42/85 | Ki: 57/100 | DEF: 90 | DR: +2 | Melee Accuracy: d100+40 | Ranged Accuracy: d100+40 Damage: +4 | Ki Cost: -2 Ki | Bonus Acc: +5
1d100+50·2d6+6·1d100+50·2d6+6
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Post by Melody on Dec 21, 2019 4:10:51 GMT -8
Melody plucked a black crow feather from her hair as she maneuvered out of the way of Riku’s first attack but was sliced by the second cutting her forearm clean through the wide opening of her marigold yukata drop sleeve. While she maintained her power level up it reached a dead stop, she was unable to harness any more ki apart from what she already had, and that limited the options to take down her opponent. With her guard up as high as it would go she was slowing down from her injuries. The green haired woman barely made a sound from the deep cut on her left forearm, she had been through twenty five years of training to withstand the pain, and she took the time to wrap the wound quickly with a roll of gauze; typical for blademasters who often kept their limbs wrapped up but she never bothered to ruin her sense of fashion with it. With a sigh, she had no choice but to continue pressing Riku while she remained standing, the first strike took the last bit of strength to utilize and the second required to expend a little of her ki to whip off the blade in a violet crescent slash. [207] [3,651] RikKatchin Sword Strike ReTdsdBW1d100+551d8+8+3 Katchin sword +4 edge 3 +1 Fighting Damage Modifier Wound 1d10050% Chance to inflict — Ki Blade 1d100+552d6+7+4 edge +1 Energy Control {Statistics} Initiative Order: 90- Melody 72- Riku 33- Bryce Vandross 13- Will O’ Wisp ____ Riku 34 vs 80= Miss 92 vs 80= Crit from momentum stack Incoming Damage: 15-10 DR= 5 -3 wound= 8 Status effect: Wounded 1/2rounds Attack Phase[Passive Effect] [Passive Action] [At-Will Action] Quick Draw [Bonus Action] Power Up [Standard Action] Katchin Sword Strike [Standard Action] Ki Blade 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 4/4 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)= 54 hp -8 = 46 hp KI: 55ki + 25 Power Up= 80 -2 ki blade= 78ki 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. Techniques: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. 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. 2/2 bonus uses left. 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: -- 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+55·2d6+7
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Post by Rik on Dec 21, 2019 4:41:02 GMT -8
Riku drew back and widened his stance a bit... he had managed to score another hit on the Duchess' arm, breaking through her near perfect defenses. He allowed her time to bind herself, as she had allowed him. Right was right. She would a quick bandage, sealing the wound and hiding the tear in her sleeve before she turned her attention back to him with a sigh and hefted her sword menacingly. Her first swing seemed to come faster than he could track and slipped through his defense and slammed into his side, almost lodging itself into his rib before she pulled back and attacking again. The second blow he deflected easily despite its eerie violet glow, he blade parried it towards the earth. DANGER Massive impact detected. Caution Recommended.Rik pressed his hand against his side, seeking to staunch the blood flow but not letting it stop what he needed to do. He took a step to the side and whipped his sword down at his opponent's right knee; maybe he could hamper her mobility, though she seemed to guard her legs well. After that attack he immediately spun in a tight circle the opposite direction and made a powerful slash towards the green haired woman's left side. If he couldn't beat her with power, he would just come at her from as many different sides as he could. If that didn't work... he would think of something else. { } DEFENSE PHASE.
Melody Attack #1 (154) vs Rik's Def (90): Crit hit Melody Attack #2 (59) vs Rik's Def (90): Miss
21 dmg - DR = 21 dmg.
OFFENSE PHASE. +1 Momentum Stacks from Last turn +2 Ki from infinite Core At-Will Action:
Bonus Action: Activate Star Sword
Action 1: Strike -0 ki VdsGjFNY1d100+30 (Crit on 67 and up Opportunist with stat inflicted, Star Sword, and Lucky Trinket)
1d8+2 Wound on 50 or Below 1d100 Action 2: Strike -0 ki 1d100+30 (Crit on 67 and up Opportunist with stat inflicted, Star Sword, and Lucky Trinket) Use 2 stacks of Momentum: total for dice is 721d8+2 Crit! +9 damage from crit and star sword Wound on 50 or Below
1d100 EFFECTS.
Current Momentum Stacks: 3 Star Sword: used 2/3
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 HP: 24/50 | TEMP HP: 0/0 | KI: 43/100 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: [240/2467] 1d100+30·1d8+2·1d100·1d100+30·1d8+2·1d100
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Post by Tolvur-Q12 on Dec 21, 2019 12:09:06 GMT -8
I used to have the same mindset as you.'' Bryce recalled as Wisp spoke of helping those who can't very well help themselves, and while generous of him to do so and being a great showcase for good will, the mandroid still shook his head even as the cat then stepped back into the fray. The samurai that had been healed by him was now locking blades with Melody again, and Bryce swore he could see some emotion coming from her in the form of a tear. Quite sad. Luckily Bryce didn't have those human limitations anymore, and was only now starting to embrace that fact. ''But how can I help others when I can't even help myself?'' He asked rhetorically. The dodges made by Wisp continued to amuse the mandroid as he then lowered his arms while the cat went in for his own attacks, or so Bryce assumed when he saw those two bright orbs of light on each of the paws. ''So I decided to stop trying.'' There was a smirk on his face as he tilted his head, his arms now crossed over his chest as he vanished from sight the instant one of those blasts would have hit. The other one followed quickly after, and that one was then also dodged by Bryce once again vanishing to the side, his arms still crossed over his chest. ''All I know how to do now is fight.'' He grinned as he simply continued standing in place. ====================== WC: 249 EWC: 2100 Defensive Phase Bryce is hit 0 time(s) for 0 damage!
Battle effects Countermeasures 2/2
Edge
Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will: Champion's gi - +15 accuracy with basics this turn At will: Blitz
BONUS ACTION: Enhanced sense - +5 accuracy/defense, +3 DR/DMG STANDARD ACTION 1: Bonus action - rapid movement -14 ki, +25 def STANDARD ACTION 2: Bonus action - countermeasures -14 ki
ROLLS
STANDARD ACTION 1: Damage: Thrill of the hunt:
STANDARD ACTION 2: Damage: Thrill of the hunt:
Stats: Powerlevel: 10,152 Health Points; 88/90 Ki; 66/100 [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. [6/9]
Countermeasures [0/1] -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
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Post by Will O. Wisp on Dec 21, 2019 22:14:37 GMT -8
Will could feel something from Melody, sadness it felt like. She doesn't seem like she is about to die or is about to be beaten. Is it because she is feeling regret hurting them? More and more Will is starting to realize why Melody did what she did. However, it doesn't seem Bryce is as eager to give up fighting as him and she might be. It seemed that Bryce decided to go to defensive and dodge his blasts, to Will's surprise Bryce didn't take another opportunity to attack him again. Which only gives Will some time to plan out his next course of action. "Standing by and doing nothing is worse than trying. Cause when one tries even if they fail they would improve little by little until eventually, they get it right. That's the purpose of training in the first place, not just to become stronger or to be able to dodge attacks like the wind but to improve one's self. You are very skilled at fighting, there are many ways you can still help others while doing that such as a bounty hunter. However, you made a mistake of choosing me as your enemy," Will said. He then shot out two energy blasts from both of his hands, although these are special ones that Krillin taught him long ago. These blasts would be able to home in on Bryce, of course, there are multiple ways one can counteract such a move, but now it's time to see how good this Android is at making split-second decisions under pressure. Word Count: 261 Total Word Count: 2570 Tags: Melody , Tolvur-Q12 , Rik BATTLE TRACKER SUMMARY
Bonus Action: Power Up - You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. (56/100 Ki Restored)
Standard Action 1: Tsuibikidan (Energy Blast) @bryce | -1 Ki
Accuracy: ldrrfsQz1d100+50 (Dojo Gi)
Damage: 2d6+6
Standard Action 2: Tsuibikidan (Energy Blast) @bryce | -1 Ki
Accuracy: 1d100+50 (Dojo Gi)
Damage: 2d6+6
Status
0/3 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.
ITEMS
Dojo Gi
Scrying Staff
Field Responder Kit
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 1/2 uses
Kiai 1/1 use
Wild Sense 0/1 use
Enhanced Focus Energy
Sonic Sway 0/1 use
Clash 1/1 use
Base PL: 4536 | Current PL: 5670 | CURRENT Edge: 0 HP: 42/85 | Ki: 80/100 | DEF: 90 | DR: +2 | Melee Accuracy: d100+40 | Ranged Accuracy: d100+40 Damage: +4 | Ki Cost: -2 Ki | Bonus Acc: +5
1d100+50·2d6+6·1d100+50·2d6+6
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Post by Melody on Dec 22, 2019 16:25:10 GMT -8
Pride, honor, and the strong will that the Duchess was correct in solving her problems by fighting through them all, is what she needed to fix the turmoil she was suffering from. The tears were from her blademaster techniques that were from the recesses of her memories, no matter how emotionally painful, it was the fuel she needed to apply everything she had in her power to slice through Riku. It was enough to bring the samurai down to half of what he was healed for and she was stubborn about giving in despite the injuries she was suffering from. There were deep cuts in both of her forearms, the left arm bled through the wraps, and the sleeve of her yukata. Melody sheathed her sword, she was unable to hold it properly without opening her wounds, and with what little ki energy she had left she concentrated it on her hand. As she dodged out of the way of Riku’s first attack to avoid injury on her knee, she caught his blade on her left side, the thick obi belt tied on her waist was sliced through, and she yelped from pain this time. It was her limbs that held the most resistance of being cut as the rest of her body was sacred; which she failed to protect due to her relentless determination to end the Samurai from where he stood. In fact, it only made her angrier that he took aim at a sensitive location, she whipped both her hands out, forming two violet colored crescent shaped ki blasts that boomeranged across the air towards Riku. [269] [3,920]
Ki Blade _Eg|nK5A1d100+55 45 Fighting + 10 Accuracy from Edge 3
2d6+7+4 edge +1 Energy Control Ki Blade 1d100+552d6+7+4 edge +1 Energy Control { Statistics} Initiative Order: 90- Melody 72- Riku 33- Bryce Vandross 13- Will O’ Wisp ____ Riku So are you immune to wounding? Because your HP should be 21 for -3 wounding from crit of katchin sword. After this turn it should be 18 unless I smack you hard enough. :v 50 vs 80= Miss 101 vs 80= Crit from momentum stack Incoming Damage: 17-10 DR= 7 -3 wound= 10 Status effect: Wounded 2/2rounds Attack Phase[Passive Effect] [Passive Action] [At-Will Action] [Bonus Action] Power Up [Standard Action] Ki Blade [Standard Action] Ki Blade 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 4/4 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)= 54 hp -8 = 46 hp -10= 36hp KI: 78ki -4 ki from Ki blade= 74ki 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. Techniques: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. 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: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: -- 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. 1d100+55·2d6+7·1d100+55·2d6+7
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Post by Rik on Dec 23, 2019 4:51:24 GMT -8
Once again the duchess took the wounds to her arms... she was forced to sheathe it as he hands seemed to become unable to wield it properly. He doubted that made her any less dangerous... they didn't give out duchies to just anyone here after all. A look of anger seemed to cross her face... maybe it was frustration? It quickly stopped ceasing to matter however as she sent ki powered crescent blades towards him. His eyes tracked them carefully as they came spinning towards him, leaving a purple streak in the night air. A course of action quickly formed in his mind... of course his HUD chimed in with its info.. WARNING! Ki attack immenent! Suggest evasive or other defensive maneuvers
Riku set his feet and called upon his ki to empower himself as they spun towards him timing his moves carefully... He slashed his sword up with a golden flash and deflected the first one before he danced out of the way of the second, avoiding it entirely. He had to respect a foe who had some many different weapons at her disposal... perhaps it was time for him to change his own tactics, at least momentarily. He charged back in at the Duchess and launched himself into the air, leveling a flying kick at her chest... { } DEFENSE PHASE. Forgot the wounding on last turn, HP fixed -3 from last turn Melody Attack #1 (128) vs Rik's Def (120): Hit Melody Attack #2 (99) vs Rik's Def (120): Miss
10 dmg -10 DR from guard = 0 dmg. -3 from wounded)
OFFENSE PHASE. +1 Momentum Stacks from Last turn +2 Ki from infinite Core At-Will Action:
Bonus Action: Guard -10 Ki
Action 1: Strike -0 ki ctX37pPh1d100+30 (Crit on 82 and up Opportunist and Lucky Trinket) Using 2 stacks of Momentum: Dice total is 83 and total accuracy is 113
1d8+2 Crit! +5 Damage Wound on 50 or Below - Ignore this forgot to delete. Missed anyway. 1d100 Action 2: Rapid Movement -15 ki
EFFECTS.
Current Momentum Stacks: 2 Star Sword: used 2/3
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 HP: 18/50 | TEMP HP: 0/0 | KI: 20/100 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: [219/2686] 1d100+30·1d8+2·1d100
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Post by Tolvur-Q12 on Dec 23, 2019 7:23:37 GMT -8
The bait had worked. Though in this case the bait was just him speaking nonsense, but it was taken anywa as that cat replied in turn, about how it was basically weak not to try and just stand around. This was what Bryce had gotten from it anyway. A smirk appeared on his face though, listening to the words spoken and lowering his arms to give him a more natural feel. ''I'm not standing by.'' He replied even as the cat spoke on and on for centuries it felt like. Bryce shook his head and gave the cat another smile, but any humanity that could be felt before was suddenly no longer there, as if something had completely changed how Bryce responded. Two blasts were thrown at him and as quickly as they were thrown, Bryce bolted out of the way, getting his next sentence cut short in the process. However, the orbs followed him and while he was outrunning them he felt like another burst of speed like before was the only option. And so he shot out of existence for a while as he then reappeared right in front of Wisp, the orbs no longer following him and blowing a chunk out of a nearby rock. Bryce looked down on Wisp and smirked. ''Maybe choosing you as my opponent seems like standing by, but your corpse will serve a purpose..'' And as quickly as that was said, the cat would find a single opened palm aimed at his sternum. ==================== WC: 251 TWC: 2351 Defensive Phase Bryce is hit 0 time(s) for 0 damage!
Battle effects Countermeasures 2/2
Edge
Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will: Champion's gi - +15 accuracy with basics this turn At will: Blitz
BONUS ACTION: Enhanced sense - +5 accuracy/defense, +3 DR/DMG STANDARD ACTION 1: Bonus action - rapid movement -14 ki, +25 def STANDARD ACTION 2: Strike
ROLLS
STANDARD ACTION 1: Damage: Thrill of the hunt:
STANDARD ACTION 2: sB|AoRJl1d100+70 Damage: 1d8+7 Crit! +5 damage! Thrill of the hunt: 1d6
Stats: Powerlevel: 10,152 Health Points; 88/90 Ki; 54/100 [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. [7/9]
Countermeasures [0/1] -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+7·1d6
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Post by Will O. Wisp on Dec 23, 2019 10:26:52 GMT -8
Somehow Bryce was able to move faster than his Double Tsuibikidan could follow. As the blasts hit and destroyed a rock Will looked for Bryce before Bryce would appear right in front of him, towering over him. Even as he is claiming he will kill WIll as an example he refuses to show or feel fear. As Bryce makes his attack Will manages to predict where it would be and block his solar plexus with his arms blocking most of the damage and hardened with Ki. However, it still hits somewhat as the impact from his arms against his chest from the attack causes him to cough out some blood as he flung backward. Unfortunately for Bryce, who may not be able to sense Ki, Will has been biding his time and refilling his reserves while he has been dodging most of Bryce's attacks earlier. He then begins to cup his hands together and charges and forms another ball of energy within it. Focusing it all into one big beam only for Bryce. He didn't use much energy for that last explosive attack cause he didn't want to cause too much damage to the forest, this one, however, will do a lot more if it hits then it did to Melody earlier. He just needs to make it count. "Kame...hame...ha!" he yells out as a large blue beam of Ki is hurtling towards Bryce at great speed vaporizing everything in its path. Word Count: 244 Total Word Count: 2814 Tags: Melody , Tolvur-Q12 , Rik BATTLE TRACKER SUMMARY Gets hit by a critical strike for 21 damage. 21 - 13 = 8 (DR from Guard and because I forgot 25 Resilience gives Will 1 extra DR added with the Class DR he has so he naturally has 3 DR now.)
Bonus Action 1: 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
Bonus Action 2: 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:
At-Will: Flexible Technician - Changes Kamehameha from a Barrage to a Single.
Standard Action 2: Kamehameha | Single | Major Effect: Charging | Minor Effect: Shocking | -11 Ki
Accuracy: 7Pp6GsFs1d100+70
Damage: 3d10+4
Stun Chance(%55): 1d100
Status
0/3 Turns Wild Sense (+25/25 Defense and Accuracy)
Powered Up - 1/2 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.
ITEMS
Dojo Gi
Scrying Staff
Field Responder Kit
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 1/2 uses
Kiai 1/1 use
Wild Sense 0/1 use
Enhanced Focus Energy
Sonic Sway 0/1 use
Clash 1/1 use
Base PL: 4536 | Current PL: 5670 | CURRENT Edge: 0 HP: 34/85 | Ki: 57/100 | DEF: 90 | DR: +3 | Melee Accuracy: d100+40 | Ranged Accuracy: d100+40 Damage: +4 | Ki Cost: -2 Ki | Bonus Acc: +5
1d100+70·3d10+4·1d100
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Post by Melody on Dec 26, 2019 17:17:44 GMT -8
Melody held her side, breathing heavily, as she raised her guard at his attempt to kick her chest with his seemingly wooden geta sandal and leaped backwards. There was still enough force in the air to wind her slightly making it difficult for her to breathe. In one fluid movement she untied her indigo blue bow of her obi from her back and used the excess fabric to tie her waist into a clinch so that she could stop the bleeding at her left rib with a flinch of pain. The battle with her opponent had almost been won but now she was suffering from the length of time it had taken. Being human she was nearing her limits against an android samurai who held no signs of needing to breathe the same air. The aura that surrounded her channeled her ki energy to continue sending Riku ki blades that whipped up towards him; if she could only break through his defenses. [162] [4,02] RikKi Blade PltaSiN21d100+5535 Fighting +10 edge 3 + 10 Level 1 Conqueror 2d6+7+4 edge 3 +1 Fighting Ki Blade 1d100+552d6+7{Statistics} Initiative Order: 90- Melody 72- Riku 33- Bryce Vandross 13- Will O’ Wisp ____ Riku 103 vs 80= Crit from momentum stack Incoming Damage: 13-10 DR= 3 Status effect: No longer wounded. Attack Phase[Passive Effect] [Passive Action] [At-Will Action] [Bonus Action] Power Up [Standard Action] Ki Blade [Standard Action] Ki Blade 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 4/4 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)= 36hp- 3= 33hp KI: 74ki -4 Ki blade= 70ki 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. Techniques: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. 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: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: -- 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. 1d100+55·2d6+7·1d100+55·2d6+7
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Post by Rik on Dec 26, 2019 19:32:10 GMT -8
Riku recovered after his kick and narrowed his eyes as the Duchess pulled the obi to bind her wound and watched her moments for signal to her next attack, It wasn't long in coming - two purple crescents flew towards him again; he charged up his blade with ki and parried the first one as it closed in. He was unable to fully deflect it and it dug a deep burning gouge in his side as he hissed at the pain. His blade whipped up and around, able to deflect the next one without taking more damage. His vision was getting fuzzy again and his consciousness felt like it was floating. He stepped forward and whipped his blade across in a horizontal slash at the Duchess, barely bothering to aim it except at her center mass. He followed it up with a sloppy return stroke at her legs before pulling back to a defensive stance. The battle was all but over; he was sure that unless something changed soon he was likely outmatched by the duchess. Despite that, he hardened his resolve to stand until he couldn't any longer. He took a deep breath and steadied himself, trying to bring his vision back into focus. This next pass would likely be the end... but maybe he could make it count. { } DEFENSE PHASE.
Melody Attack #1 (141) vs Rik's Def (95): Hit Melody Attack #2 (86) vs Rik's Def (95): Miss
19 dmg -10 DR from guard = 9 dmg. -3 from wounded)
OFFENSE PHASE. +2 Ki from infinite Core
At-Will Action:
Bonus Action: Guard -10 Ki
Action 1: Strike -0 ki 7DGfdMvJ1d100+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 Star Sword: used 2/3
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 HP: 9/50 | TEMP HP: 0/0 | KI: 12/100 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: [219/2905] 1d100+30·1d8+2·1d100+30·1d8+2
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Post by Tolvur-Q12 on Dec 27, 2019 6:57:51 GMT -8
There Bryce was, having landed his attack but also knowing it did minimal damage. But at least it did damage. Wearing his opponent out was what he had been taught, and he was now applying that. Then all of a sudden Wisp leapt back a bit, moving his hands like he had before with that beam that hit Melody, but failed to hit him. Funny how someone could rely on something so.. weak and proven to be futile, and Bryce was going to take full advantage. ''I thought I was insane.'' He called out at the cat as the attack was charged. No response. That just meant Bryce would have to finish his own thought. ''But I'm not the one relying on failed attacks!'' The mandroid let out a laugh even as the beam shot out of the paws of the cat, to engulf the android whole and do it's damage. Thing was, it would do that were Bryce in it still, which he wasn't. Due to the nature of the thing he could easily see where it was going and with a simple burst of speed he found himself avoiding the large beam in its entirety. Appearing to the side of the cat he stood, silently waiting for the beam to dissipate, slowly raising his hand as he brought it down the second the beam was done. Not really caring if it hit, he would then swipe his free hand sideways in an attempt to swipe that cat on it's skull, before lowering himself and attempting a low sweeping kick to the feet of the cat. With a smile as he did so. ================== WC: 274 EWC: 2625 Defensive Phase Bryce is hit 0 time(s) for 0 damage!
Battle effects Countermeasures 1/2
Edge
Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will: Champion's gi - +15 accuracy with basics this turn At will: Blitz At will: Rapid movement -15 ki, +25 def
BONUS ACTION: Enhanced sense - +5 accuracy/defense, +3 DR/DMG STANDARD ACTION 1: Strike STANDARD ACTION 2: Strike
ROLLS
STANDARD ACTION 1: JlsS0Yip1d100+75 Damage: 1d8+7 Thrill of the hunt: 1d6
STANDARD ACTION 2: 1d100+75 Damage: 1d8+7 Thrill of the hunt: 1d6
STANDARD ACTION BLITZ: 1d100+75 Damage: 1d8+7 Thrill of the hunt: 1d6
Stats: Powerlevel: 10,152 Health Points; 88/90 Ki; 42/100 [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. [8/9]
Countermeasures [0/1] -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. 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. [+5] 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+75·1d8+7·1d6·1d100+75·1d8+7·1d6·1d100+75·1d8+7·1d6
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Post by Will O. Wisp on Dec 27, 2019 14:59:47 GMT -8
It seemed that Bryce's speed was greater than that of Will's Kamehameha. What hurts more is how he insulted it, the attack that was the pride of the Turtle School, a move that took the original Turtle Hermit Master Roshi years to make and Will years to master. And this man just brushes it off as a failed attack. He didn't just insult Will, he insulted the honor of his school. He's not going to let this man get away with this. As Bryce came to strike his arm went through Will as he just once again hit an After Image instead of the real thing. Will thought he was in the clear and would be able to perform an attack on Bryce from behind. Then his ears pricked up as he heard the sweeping kick coming his way. He tries to dodge but his leg ends up being kicked and he is sent flying to the side. He manages to catch himself as the white parts of his fur is now covered with patches of his blood. He then looked towards Bryce, who likes he is about to be taken down by Melody. He already used up his Field Responder Kit, but there may be some way for him to help. There is one but if he does he could leave himself vulnerable to his next attack and Melody might be able to take Rik down with her next strike anyway. Considering that most of Will's moves so far were all unable to hit or do much damage to Bryce he had to take a risk out of kindness. He then begins to transfer some of his own Ki into Rik which would power them up and hopefully allow them to have a better chance against Melody.
"Take this energy friend, make it yours, and make it count!" yelled Will.
Word Count: 313 Total Word Count: 3127 Tags: Melody , Tolvur-Q12 , Rik BATTLE TRACKER SUMMARY Hit by third strike from Bryce for 14 damage. 14 - 3 DR = 11.
Bonus Action 1: Sense - You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn.
Standard Action 1: After Image (Feint) - You avoid 1 attack targeting you on this turn; this does not work against Critical Hits. Dodges first strike from Bryce. | -11 Ki
Bonus Action 2: Ki Transfer - You spend 10 ki to restore 25 ki to an ally. Their base power level is also boosted by +25% of your current PL. The total boost cannot exceed more than 50% of their current PL. (Gives Rik 1134 PL.) | -6 Ki
At-Will: Flexible Technician - Changes Kamehameha from a Barrage to a Single.
Standard Action 2:
Accuracy:
Damage:
Stun Chance(%55):
Status
0/3 Turns Wild Sense (+25/25 Defense and Accuracy)
Powered Up - 0/2 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.
ITEMS
Dojo Gi
Scrying Staff
Field Responder Kit
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 0/2 uses
Kiai 1/1 use
Wild Sense 0/1 use
Enhanced Focus Energy
Sonic Sway 0/1 use
Clash 1/1 use
Base PL: 4536 | Current PL: 4536 | CURRENT Edge: 0 HP: 23/85 | Ki: 40/100 | DEF: 90 | DR: +3 | Melee Accuracy: d100+40 | Ranged Accuracy: d100+40 Damage: +4 | Ki Cost: -2 Ki | Bonus Acc: +5
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