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Post by Achido on Jan 15, 2020 16:43:57 GMT -8
South of Pilafland there was an anomaly happening just outside the shore of one of the beaches. The water began to bubble up slowly, causing pressure around the ocean floors to push massive waves toward the nearby beaches. The bubbling continued and within a few short minutes, an ancient temple began to rise from the waters, until it was no longer submerged under the ocean. With the building standing upon a very small island, it wouldn't take much for anyone or anything to make their way to the mysterious temple.
Weeks passed by and several disappearances have been noted and reported to the local police, but they could never get a solid lead to who or why anyone would just vanish like that out of nowhere. Many kept on searching for those who went missing, but it seemed that even more would end up gone in the end. Whatever it was, it all started when the mysterious temple ascended from the ocean floor and caused a tsunami to hit all the nearby beaches, wiping out everything in its path.
A small school to the north had a couple students going missing as well, causing their master to become suspicious to what was going on. He didn't panic, but it was now his duty to travel to the mysterious temple and figure out what was causing all the disappearances. Daiko was unsure what to prepare for, but the beastman had to search for his missing students and get to the bottom of this mystery. With little knowledge of this temple, Daiko had to make sure nobody else would get inside without his permission, so he remained outside the temple entrance on guard.
In order to participate in an event you must post your character sheet to sign up!
You must put the effort of traveling to Pilaf Land right away. You may spend EP to make up the difference in the 1,000 word count. You have two weeks from the date of this thread to travel.
Do not expect the GM to help you out with your character, if you are signing up, it is because you understand the character you created. If you forget to roll a status effect do not expect the GM to roll it for you.
Your character is at risk for death; you understand what the limits of what that character entails. Living on the edge! Death battles, bounties, and events have a chance at character death. However, you can make an effort to escape should the need arise with techniques and equipment necessary to aid that.
When the event battle begins you are required to put everything your character has and traits in a spoiler based on the locked stats you signed up with. Do your best not to edit your post once it is posted or staff will call you out on it. Also remember that the maximum word count for each post is 1,000.
Event Location: Pilaf-land Start Date: 1-29-20 Reply to this thread to officially sign up.
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Post by Kinryu "The Shinryu" Kyto on Jan 15, 2020 19:00:22 GMT -8
I'm coming { Just a little bit of Info } Name: Kinryu "Shinryu" Kyto Species: Human-Saiyan Hybrid Age:22 Born: AGE 1132, May 14th Gender: Male Father: Shin Kyto - Heir Successor of the Okatera Clan (Deceased) Mother: Son Dan Sisters: Matcha Kyto (Elder), Taru Kyto (Younger | AGE 1140, April 16) Brother-in-law: TBA Skills & StatisticsFighting: 25 Energy Control: 20 Reflexes: 35 Resilience: 20 Accuracy: 1d100+30(Fighting+Class) / 1d100+25(Energy Control+Class) Defense: 100 =(50+35 Reflexes+15 Instinct) HP: 75 =(50+Resilience+Class) KI: 100 DR: +1 Prodigy Damage Bonus: +1 Natural Power Level: 5420 Base Power Level: Class: Prodigy Current Class Level: 1 Racial Trait: Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. {Traits:} Canon Descendant: As a ardent student of Martial Arts and being a descendant of Son Gohan. Kinryu should receive a one week reduction on learning Demon School Techniques if they are ever developed like the Masendan Bomb, Masenko, or Special Beam Cannon.
Flawless Counter: Class Trait Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
GENERAL | SKILL TRAITS. |*A.I. Assistant granted Traits*|
|*1| Luchador Activation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: --
|*2| Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
|*3| Thrill of the Hunt Activation: Passive Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Limit: -- { Class Abilities:} Class Level | HP Modifier | Accuracy Modifier | Defense Modifier
| Damage Modifier | Damage Reduction Modifier | 0 | 0 | +5 | 0 | 0 | 0 | 1 | +5 | +5 | 0 | +1 | +1 | 2 | +10 | +10 | 0 | +2 | +2 | 3 | +15 | +15 | 0 | +3 | +3 |
Class Features:Level | 0 | Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genius - Your Skills are no longer restricted by the natural 50 cap. Level | 1 | Skillful - Focus Mastery Level 1 now instead increases your chosen skill by +10. { EQUIPMENT.} |•| Artifact |•| Bansho Fan A large and magical fan once used to stoke the flames of a powerful magical furnace- a furnace that served as a portal to Other World atop a long forgotten mountain. It is said to have the power to control the weather, rumored to have the capability to raise a typhoon with a single wave, a thunderstorm with two and a monsoon with three. Type: Lost Artifact - Weapon - Fan Zeni Value: 600,000 Zeni Cost: 120,000 Activation: Bonus Action Effect: When Bansho Fan is activated, the first Special Technique used by you on this turn has an additional 40% chance to afflict Freeze on its target. The second Special Technique you use on this turn has an additional 50% chance to afflict Stun. Additionally, techniques you use on a turn in which Bansho Fan has been activated may not critically fail. If a technique does not already have a chance to afflict Freeze or Stun to their target, this item allows them to do so at the aforementioned rates. The maximum chance to afflict any status effect is 95%. Questing Word Requirement: 5,000 Words Limit: Three times per thread. |•| Weapon |•| Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. |•| Supplement - Tech |•| AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology 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: -- |•| Companion: |•| Mai-Mai(Kinryu's Lover, Witch, and a Crime Boss of South City) ZENI VALUE: 40,000 ZENI COST: 120,000 RARITY: MYTHIC -This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and it’s HP is 20. -A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both. |•| Restorative |•| First Aid Kit From household to soldier’s equipment, the first aid kit is a staple across the known universe. Type: Restorative - Medical Zeni Value: 10000 Zeni Cost: 40000 Activation: Standard Action Effect: Restore +30 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread. { TECHNIQUES } DEFENSE/UTILITY TECHNIQUES.
SONIC SWAY - RANK 1 You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: 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.) Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE - Rank 3 You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHNIQUES.
DRAGON CLAWS This secret technique of the Okatera Clan causes the user to focus so much of their Ki around their hands triggering the shroud of aura to take shape of a pair of dragon heads. Type: Energy, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: 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. Minor Effect: Imbued ; Shocking Cost: 22 Ki Learn: 2 weeks
STATIC PULSE This secret technique of the Okatera Clan is a derivation of the Turtle School legendary Thundershock Surprise. After charging a large amount of lightning elemental chakra into a orb akin to a Kamehameha it is thrust down by a single hand into the ground shocking everyone around the user weakening their defense. Type: Energy, Ranged, Area Action: Standard Action, +15 Accuracy Base Damage: 10 Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself.
Minor Effect: Immobilize 40% chance Cost: 25 Ki Learn: 2 weeks
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Post by Ty on Jan 15, 2020 21:09:08 GMT -8
Name: Tiger Lily ‘Kuri’ aka Ty Species: Human Saiyan Hybrid Age: 16 Gender: Female
Skills &Statistics Fighting: 35 Energy Control: 35 Reflexes: 50 Resilience: 30
Accuracy: 1d100+35(Fighting) +5 Level 1 Prodigy / 1d100+ 35(Energy Control) + 5 Level 1 Prodigy Defense: 50+ 50 Reflexes =100 HP: 50+ 30 Resilience= 80 + 5 Level 1 Prodigy KI: 100 DR: +1 Level 1 Prodigy
Class: Prodigy
Racial Trait: Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
Infuse Requirements: Energy Control Skill of 35 Activation: None (Passive) Effect: Your Energy Blast Basic Technique ignore 2 of their target’s DR and inflict their target with Burning; this Trait may only apply one stack of Burning to a target per turn.
Haste Requirements: 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.
Class Features: Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice. Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Starting Non-Basic Technique Chosen:
SOLAR FLARE (RANK 3) You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD SENSE (Rank 3) You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle. Ranks: Rank 2 lasts for 4 turns. Rank 3 lasts for 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Cherry Bomb | Outou Bakuretsudan After testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home. Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks.
EIGHT ARMS (Rank 3) You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Technique Slots: 2/5
Enhanced Technique for unlocking all levels of potential Mastery: FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists.
Prodigy Plus Techniques:
Learned via Cayle Pota.
Learned via Orizuru
Learned via Kiryu
Prodigy Plus Technique Slots: 3/3
Equipment
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Professional Panacea Once thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 4 turns. Limit: 1 use per thread.
Intermediate Belt A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time.
Blaster Carbine Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread.
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Post by Kite on Jan 16, 2020 20:34:55 GMT -8
{ } Personal Info:Name: Kite Species: Human Age: 16 Gender: Male { } Appearance:Height: 5' 6 inches Weight: 150 lbs Hair Style: Short and Spiky Hair Color: Near Grey Eye Color: Emerald Green Pupils Notable/Distinctive Characteristics: His arms, legs, and stomach looks like that of a professional body builder. Personality:
Kite is a 16 year old young boy that normally gets into fights and has always been bullied in school, which caused him to have anger issues, which he tries to control. Mostly, he just loves fighting, obviously not to hurt people, but it's just a thing he does to get his mind off things. He normally likes to walk around shirtless, exposing his chest and his abs. He just likes to feel to air brushing against his chest sometimes. When he is about to go into a fight, he always takes off his shirt. He likes to fight people who are strong and gives him a challenge. He likes to exercise, which is what brought out his physique over the years. He likes taking advice so, yes, he's a sociable person, even though he had a tough past. His main goals right now is to find his father and confront him about abandoning him when he needed him and find his siblings. But other than that, it's to become one of the strongest humans alive. History:Kite was mostly a city guy. He lived in a middle class family with his mom. He also had siblings. He had a younger brother that always annoyed him and he had a sister which is older than him by two years. But they mostly stayed at his dad's place. Since his mother could afford it, she sent him to school. She wanted him to have a good life ahead of him, where he could have a nice wife, children and also, to be able to take care of his family. In the primary level, he topped all of his classes in Math and English, but struggled with the other subjects because he had the mind-set that both of these subjects were good enough for him. His mother did convince him in high school that this wouldn’t work. And from that moment onwards, he started to focus on all of his subjects and passing all of them. He was bullied in school. He used to complain to his mom about this, but all she told him to do was to man up. Kite didn’t have anyone there in his life that could teach him how to fight. He offered a solution to his mother about this. He wanted to go to Martial Arts classes, but his mother refused to pay for any and she said she only cares about his education. He was bullied to the point where his anger issues that was controlled was worsened. He nearly got expelled for that fight. But something extremely bad happpened that changed his whole life. His mother died in a fire. He was about 13 at this time. Just entered high school, without a mother. There wasn't really anyone to take care of the boy. His father was still alive, but he forgot about Kite and now the boy was left alone on the streets. The hungry thirteen year old stayed on the road for a week. Then a man saw him, sitting on the road, then went up to him asking where his parents were. Kite didn’t answer the question. That same man decided to bring Sonar to his house. He stayed in his house for about one month, but didn’t go to school. But eventually did when this man offered to send him to school and pay all of his expenses. From that day on, Kite went to a different high school, and eventually learnt Martial Arts from him. It was a Saiyan named Nero. Well, there were other kids there at the time, and Kite has learnt to call them his sister's and brothers. He trains with them every time they have a training session with Nero, except for when he does his normal exercises. He actually trained for three years, while studying, to get to the physique he has now. RP Sample:Not needed Referred By: No one { } Skills & Statistics Level Information:Natural Power Level: 5817 Base Power Level: 9307 (+50% Power Of Legends, +10% Auxillary Core) Mastery Points Spent:Skill Points:+30: Character Creation +25: Potential Mastery +5: Focus Mastery Total: 60 Skills & Stats:HP: 75 Ki: 120 Fighting: 10 Energy Control: 30 Reflexes: 15 Resilience: 20 Defense: 50 DR: 3 Melee Accuracy: 1d100 +15 Energy Accuracy: 1d100 + 35 Damage Bonus: 1 Ki Cost Reduction: 1 Class Information:Class: Powerhouse Class Level: 0 Class Trait Slots: 0 Stat Modifiers [Level 0] HP Modifier: +15 Accuracy Modifier: +5 Defense Modifier: -20 Damage Modifier: +1 DR Modifier: +2 Class FeaturesPower of Legends
Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural. Powerful Ki
Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns. Class Traits:N/A Masteries:Focus Mastery Rank: 1 Potential Mastery Rank: 2 Ability Mastery Rank: 0 Technique Mastery Rank: 0 Class Mastery Rank: 0 Focus Mastery [rk. 1] Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25. Potential Mastery [rk. 2] Each level of Potential Mastery increases all of your Skills by +5 permanently. The total value of Potential Mastery’s skill increases is +25 to all Skills. Ability Mastery [rk. 0] Every level of Ability Mastery grants you a single General or Skill Trait of your choice. You do not have to spend any additional MP to gain these Traits, as they are simply chosen and added to your sheet at the time you purchase a level of Ability Mastery. You may not use Ability Mastery to learn Class Traits or Racial Traits. Technique Mastery [rk. 0] Each level of Technique Mastery unlocks a new Technique Slot. When you purchase a level of Technique Mastery, you are not required to fill that technique slot immediately, but we do recommend making a decision as quickly as you can given that each technique still has learning time attached to it. Legendary Mastery [rk. 0] This Mastery has only one rank, but grants access to your Legendary Technique slot. Class Mastery [rk. 0] Every level of Class Mastery increases your Class Level by 1; at level 1 and 2, you gain access to 1 Class Trait, chosen when you purchase respective ranks of Class Mastery (found on the Traits Page). Class Trait choices are restricted by your chosen Class. Additionally, each level of Class Mastery grants you one additional Class Feature based on your class, as seen in the Classes page. General Traits:N/A Racial Trait:9001 LivesRequirements: Human Effect: 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 amount of words you are given to write to recover from such battles. { } Technique InformationTechnique Slots: 2 | 5 Extra Techniques Slots: N/A Enhanced Technique Slots: 0 Techniques Known: 3 | 5 Technique List:Basic Techniques
Utility Techniques
Defensive Techniques Special Techniques
Finisher Techniques
{ } EquipmentSlot 1:
Auxiliary Core.. Pending.. A 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. Slot 2:Slot 3: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. Slot 4:
Obi A belt worn by martial artists, often designating their rank within a particular school. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Decrease the cost of all your Techniques by 2 ki. Limit: -- INVENTORYWolf Fang Chopper (Gift from Ty) A rough and tumble chopper type motorcycle made by Desert Wolf Motorcycles, if you have one you’re either pretty rich or you were one of their test dummies, as this is the elitist of elite choppers! Type: Vehicle - Single User Zeni Value: 16,750 Zeni Cost: 75,000 Activation: Out of Battle Effect: The possessor of a Wolf Fang Chopper has a 25% discount in time, EP, and words towards traveling. Add-on Slots: 1/1 Limit: N/A Gummi Shenron: +25% gains boost to everyone in the thread you choose to use them in.
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Post by Will O. Wisp on Jan 25, 2020 17:53:42 GMT -8
Will shall answer the call and help this fellow Master seeking aide. Name: Will O. Wisp Species: Cat Animal-Man Age: 101 years old Gender: Male Skills & StatisticsFighting: 50 Energy Control: 40 Reflexes: 40 Resilience: 25 Accuracy: 1d100+50(Fighting) / 1d100+40(Energy Control) Defense: 50+40 (Reflexes) +10 (Martial Artist Lvl. 2) HP: 50+25 (Resilence) +15 HP (Martial Artist Lvl. 2) KI: 100 DR: +3 (Martial Artist Lvl.2 and 20 Resilience points)
Damage: +5 (Martial Artist Lvl. 2 and 40 Fighting points) Ki Cost: -2 (40 Energy Control) Accuracy Mod: +10 (Martial Artist Lvl. 2)
Power Level: 11,471
Class: Martial Artist
Effort Points: 4,262 Zeni: 312,600 Zeni Mastery Points: 0/80 Effort Points Spent: 53,000 MP Spent: 80 Zeni Spent: 120,000
Traits: Canon Descendant (Korin) 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. 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. Flawless Counter - On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Class Features:
Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
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.
Practice Makes Perfect - You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage.
Masteries
Focus: Lvl. 5
Potential: Lvl. 5
Ability: Lvl. 1
Technique: Lvl. 0
Class: Lvl. 2
Appearance: Will O. Wisp is a small black and white cat wearing an orange Turtle-Style Gi complete with a white cape. Always seen wielding a wooden staff with a cat bell tied to it that he pretends to be needed to help him walk when it reality it's his weapon. Personality:Will is a kind old martial arts master who is said to be very wise. He follows the motto of the Turtle School "Move well, learn well, play well, rest well, eat well!" to heart. Although in his old age he has forgotten quite a lot of what he has learned, especially after taking a cat nap that went on for a bit too long. He can also be quite deceptive when it comes to making his enemies doubt his power and how he trains his students. While it's partially to teach them a lesson he just finds it amusing. History: Will O. Wisp was the son of the legendary Korin of Korin Tower. His mother was a female cat person martial artist who managed to climb up and well one thing led into another and if you knew where babies came from you would know what happened. Although Will, of course, didn't want to be cooped up in the tower forever so Korin let him go see the world. Eventually, he made his way and met the masters of the Turtle School then at age 44. The student was becoming a master as thanks to his parents' training he managed to become strong quite quickly and protected his fellow students from an attack by the Demon Kingdom that would have lost their lives had he not intervened. He had become a legend and earned the rank of master one day. Until 13 years ago he took a nap in his secret meditation spot on a paw-shaped set of islands he calls Neko Bay and only woke up recently. Now he must regain his lost strength. RP Sample: On a secluded island, with four sets of islands that are in the shape of a cat's pawprint, a small black white cat man in an orange gi, white cape, is curled up asleep. He may not look like it but this cat is a powerful martial arts master. Never judge a book by a cover; no matter how fluffy, small, and cute that book is. What's even more surprising is this cat has been asleep for 13 years, thankfully he is half immortal so muscle dystrophy hasn't set in. The waves crashing ashore and the seagulls cawing overhead were all unable to wake him up, in fact, it served as nice ambiance noise to further lull him into slumber. Only a raging storm would be able to wake him up at this point, although something else comes ashore that seems to be the key to waking the sleeping sensei. A crab saunters over to the beach to find a morsel to eat when it spots the cat's tail which it thinks is a big black worm. It clamps its claws onto the tail bites it which shocks the cat awake from his long slumber. It looks at its tail and flicks the crab off which runs off and begins to rub his tail. He then notices that his muscles weren't as toned as they were before. He must've had accidentally slept for a few weeks or even a month by accident it's not the first time something like this happened. He reaches out his C-Phone to see it was out of battery, thankfully it's solar-powered so he points the phone towards the sun for it to begin charging the phone. After he charged it enough he turned it on to see what the date was. And at first, he thought he was seeing things as he opened his mouth and eyes in shock in finding that the year was 1164. He had been asleep for thirteen years straight. He then checked his messages and apparently some people called and texted him wondering where he was since they thought he has been meditating for a long time but he's been gone for so long that they messaged him out of worry. After giving a text message of all of his followers that he's alive and that he has stopped his decade long meditation he sighs as he looks over the horizon. He just hopes that things have been alright since he was asleep and things didn't change too much. He calls upon a gift from his father, the Flying Nimbus, which flies to him as he jumps on and rides it like a surfboard back to the mainland. Once he gets back he's going to need to start training to get his strength back. Referred by: I saw Kayle Pota on Dragon Ball New Era and he told me about his site, and Ipo from New Era told me more details about the site and why was it made so after checking and reading up on things I decided to join this site as well. I also learned from Tap that she has been working on the site. (If any. Your referrer and yourself gain bonuses in threads together when it comes to Joule gains (a 10% static bonus together) and also are given a 2000 Joule bonus for being recruited/recruiting.)
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Post by Will O. Wisp on Jan 25, 2020 18:35:31 GMT -8
So I just realized and noticed everyone else also shared their Techniques and Items for their character sheets, but since mine didn't have those on the first page that I quoted. I am making a second post to post that quote here, I can't edit my previous post cause it would make me look fishy. Again sorry about that. Items
Slot 1 - Champion Gi
Slot 2 - Scrying Staff Slot 3 - Field Responder Pack
Slot 4 - Obi
Inventory
Kinto-Un | Flying Nimbus
The Legendary Flying Nimbus Is actually a species of semi-sentient spiritual energy encased in a cloud. Generally the white Nimbus clouds only carry those pure of heart, while the dark grey or Nimbus Clouds have no compulsions against anyone.
Type: Vehicle - Single User
Zeni Value: 150,000
Zeni Cost: 570,000
Activation: Out of Battle
Effect: The possessor of a Flying Nimbus has a 50% discount in time, EP, and words towards traveling. Additionally, it has the following add-ons built in:
Eye-catching- Increase your initiative by 5. Your vehicle is eye-catching in someway and it distracts opponents ever so slightly. 60,000 Zeni.
Disguise- Your vehicle allows you to blend in with the surroundings in some way or another. Maybe your van looks like an ice cream truck. Maybe your Motorcycle is covered with a box. Whatever the case, you’ve got a disguise on your vehicle that helps you cut down on the amount of time (aka words) needed to spend hunting down a bounty. You receive a reduction of 20% to the words required before a bounty must appear. This is not a reduction in the amount of words required to complete the bounty. 60,000 Zeni.
Robes
Knife
Battle Armor
Novice Belt
Advanced Battle Armor
First Aid Kit
Phase Spike (2)
Special Items Inventory
Dragon Ball Shard
Celebrity Rank 1
Techniques
Technique Slots: 2/5
Kamehameha The user cups their hands together to form Ki within their hands before unleashing it all into a single powerful beam of energy. Type: (Energy, Ranged, Barrage) Action: Standard Action Base Damage: 4d6+2 Major Effect: Charging Minor Effect: Shocking Cost: 20 Ki Ranks: 1
After Image (Feint)
Kiai
Instinctual Defense
Enhanced Focus Energy
Sonic Sway
Clash
Countermeasures
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Post by Cayle Pota on Jan 27, 2020 23:06:48 GMT -8
Skills and StatisticsFighting: 45 Energy Control: 30 Reflexes: 40 Resilience: 40 Fighting Accuracy: 1d100+55(Fighting+Class) Energy Control Accuracy: 1d100+40 (Energy Control+class) Defense: 75 HP: 130/130 Temp HP: 20/20 KI: 100/100 KI Restored with Power Up: 000/100 – 100 KI Able to still be restored Fighting Damage Modifier: +2 Energy Control Damage Modifier: +2 Ki Reduction Per Attack: -1 Class Damage Modifier: +2 DR: 12 Masteries: Potential Mastery- Each Level of Potential Mastery Increases all of your skills by +5. Afer purchasing all 5 levels of potential mastery, your skills should be increased by +25. When respeccing your character, MP spent on Potential Mastery is never refunded. Rank 5.(-30MP) Focus Mastery- Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25. Rank 4. (10 MP) Rank 1, and 2 to fighting. Rank 3 and 4 to Reflexes. Class Mastery- Every level of Class Mastery increases your Class Level by 1; at level 1 and 2, you gain access to 1 Class Trait chosen when you purchase respective ranks of Class Mastery (found on the Traits page). Class Trait choices are restricted to your chosen class. Additionally, each level of Class Mastery grants you one additional Class Feature based on your class, as seen in the Classes page. Level 1: Last Stand, Flurry of Blows Level 2: Intrepid Advance, Trample Technique Mastery- Each level of Technique Mastery unlocks a new Technique Slot. When you purchase a level of Technique Mastery, you are not required to fill that technique slot immediately, but we do recommend making a decision as quickly as you can given that each technique still has learning time attached to it. (Rank 2/5: -10 MP) Traits: Zenkai (Racial Trait) Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. Flurry of BlowsActivation: Passive Effect: 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. Limit: -- Classes: Martial Artist, Protector, Techie TrampleActivation: At-Will Effect: If an attack you make on this turn would deal more damage than its target has in Temp HP, your attack bypasses their Temp HP and treats their DR as though it were reduced by half, rounded up to the nearest whole number. This has no effect on targets that have no Temp HP. Limit: 2 times per thread. Classes: Powerhouse, Protector, Ravager Class: Protector Class Features: Tank- You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit. Bristling Defenses- Whenever a combatant deals damage to you with an attack, they receive damage equal to your class damage modifier (2 per attack); this bypasses Temporary HP and DR. Last Stand- If an attack would reduce you to 0HP (or lower), you are instead reduced to 1HP and 20Ki (even if you had less than 20Ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread. Intrepid Advance- Whenever you receive damage from an opponent’s attacks, increase your Accuracy modifier (with all attacks) by +15 on the turn you received damage; this may be triggered only once per turn.[/spoiler] CLASH You unleash a vicious counter attack to ensure neither you or your foe gets away unharmed. Type: Defensive Action: 2 Standard Actions - Reactive Effect: 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. Cost: 20 + (Cost of your Attack) ki Limit: Once per thread. Ranks: Rank 2 reduces the ki cost to 15 + (Cost of your Attack), Rank 3 reduces the ki cost to 10 + (Cost of your Attack) Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
LIGHTNING AURA A 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.
KIAI (Rank 3) You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HEAL You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Requirements: Requires an Energy Control skill of 30 or the Mystic class. Effect: You restore 15 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally. Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Defensive Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
AFTER IMAGE You disappear, leaving behind an illusion of yourself where you were before. It fades after a second, but works to misdirect your opponent. Type: Utility Action: Bonus Action Requirements: Reflexes skill of 40. Effect: Any reactive techniques, traits, or items a single opponent uses that are At-Will or use a Bonus Action instead require a Standard Action. Duration: 1 turn. Cost: 15 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 tech costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
EQUIPPED ITEMS: Equipped Items -Cape of Vegeta the IVth (Artifact Slot)
-Bio Suit (Accessory Slot) -Expert Training Gear (Outfit Slot) -Modern Scouter (Supplementary - Technology Slot)
-AI Assistant (Supplementary - Technology Slot 2)
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Post by Kiryu on Jan 28, 2020 16:24:43 GMT -8
Signing up, sheet is below; Battle TrackerDefense Resolution-
At-Will-
Bonus Action-
Standard Action-
Standard Action-
Arcane Points- 5/5 Techniques
Dermal Armor (Barrier Rank 3) 1/1 Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration. Until temp HP is gone. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Evade (Feint Rank 3) 2/2 Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Instinctual Defense (Rank 3) 1/1 Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Blocker (Demon Eye Rank 3)- 3/3 Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Construct (Paparapapa Rank 3)- 1/1 Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. As an At-Will Action your sidekick can take one action listed below:
Make a melee or energy attack with a +30 modifier that deals 1d6 damage.
Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an “Equipped” item.)
Increase the damage of 1 Special Technique used on this turn by +1d6.
As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage.
Limit: One sidekick may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Gun Type: Energy/Ranged/Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Burn Cost: 15 ki Learn: 2 weeks
Magic Materialization (Rank 3)- 2/2 Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2 ki per 10,000 zeni of the desired item. If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Pressure Point Strikes (Paralyze Rank 3)- 2/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
Seikuken (Sonic Sway Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: 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. Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
Solar Flare (Rank 3) 2/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Sonic Sway (Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: 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. Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to learn. Additional ranks do not take time but cost 2 MP.
Susanoo (Energy Constructs Rank 3) 1/1 Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below. You may use at-wills from this technique more than once in a given turn. --Give +10 to a single Accuracy roll on your turn. One per attack. --Gain +2 bonus damage for a single attack you make. Two per attack max. --Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack. --As a reaction you gain +5 Defense against all attacks. One per turn. --As a reaction you gain 2 DR against all attacks during turn. One per turn. Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP.
Teleport (Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
The Snap Type: Ranged Energy Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Immobilizing Cost: 35 ki Learn: 2 weeks
True Sight (Wild Attack Rank 3)- 1/1 Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Traits
Instinct (Ability 1) Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
Intimidating Power (Class 1) Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Sadist (Class 2) Activation: Passive Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% cance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
Technique Slots (Ability 2)
Efficiency (Ability 3) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Haste (Ability 4) Requirements: 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. Class Abilities
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Shun Goku Satsu (Bane) After repeatedly targeting an opponent's pressure points, Kiryu targets his foe's entire ki network with powerful blows and pinpoint strikes that can badly damage the internal organs of nearly any enemy.
Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on each opponent. Equipped Items
Baba's Crystal Ball- When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level.
Guardian Staff Activation: Bonus Action - Reactive
Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy.
Limit: 3 uses per thread.
Recovery Package- The target of this item restores +6 HP and +4 Ki per turn, at the end of each turn, for 5 of their turns. Activation- Bonus Action
Expert Training Gear- You gain an additional 50% PL from thread rewards while wearing this outfit.
Lucky Trinket- Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.)
Battle Stats
Natural PL: 24,782
Base PL: 27,360
HP: 70/70 | KI: 100/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 120
DR: +4 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 0/100
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Post by Ty on Jan 30, 2020 1:49:23 GMT -8
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Post by Lilith Nevermore on Jan 30, 2020 23:50:10 GMT -8
With Warr's permission, I'm hopping in a little late! STATS{Click me!}Fighting: 15 Energy Control: 30 Reflexes: 30 Resilience: 15
Class: Witch | -15 HP, +5 ACC, +1 DR Racial Trait: Student of a Thousand Arts (human racial) | When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play. (Chose Focus Energy)
BATTLE TRACKER{Click me!}DEFENSE PHASE. Opponent Attack 1: Lilith 80 vs Opponent (Acc) = Result Attack 2: Lilith 80 vs Opponent (Acc) = Result Total damage: - 1 =
OFFENSE PHASE.
At-Will: - Bonus Action: -
Standard Action 1: -
Standard Action 2: -
EFFECTS. Sorcery | AP left: 4
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | You begin every thread with 4 Arcane Points (AP) and may spend them At-Will for the following effects: -Afflict: Gain one additional Bonus Action on this turn. May only be used to perform Utility Techniques. -Divinate: Gain +10 Defense on next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: Sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
EQUIPMENT. Champion’s Gi | At the beginning of a turn, choose one: +10 Def (Reactive), +15 Acc with Basic Attacks, or +15 Acc with one Special Attack | Passive Demon Ring | Status Effects also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. Damage bypasses DR. | Passive Professional Panacea | Remove 1 non-special status effect and gain immunity to it for 4 turns. | Bonus Action | 1 use.
DEFENSE/UTILITY TECHS. Magic Materialization (Conjury) - Rank 3 Action: At-Will Effect: You create an item and equip it in the place of another item or in an empty slot. Cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). Limit: Twice per thread. Can materialize items up to Rare rarity.
Paparapapa (Conjury) Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. As an At-Will Action your sidekick can take one action listed below: --Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage. Limit: One sidekick per thread. 4 total actions per thread. Cost: -14 ki
Countermeasures - Rank 3 | Gain 3 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -9 ki | 1 use per thread.
Solar Flare - Rank 3 | 70% chance to inflict Blind. The effect lasts for +1 turn and deals 1d6 damage that bypasses all DR. | Bonus Action | -9 ki | 2 uses per thread.
Teleport | Avoid all attacks and utility techniques in a turn, except critical hits. Can be used to flee from a thread. | Standard Action - Reactive | -24 ki | 1 use per thread.
Demon Eye - Rank 3 | 85% chance to inflict Cripple and Cursed. The effects last for +2 turns. Cursed target loses -3 ki at the start of every turn. | Bonus Action | -4 ki | 3 uses per thread.
Focus Energy (Enhanced) | Energy attacks gain +15 ACC and +15% Status Effect chance during this turn. | Bonus Action | -9 ki
ATTACK TECHS. Hex Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Versatile - As an At-Will Action, you may change the Minor Effect on this technique. (Not Imbued or Projectile.) Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -14 ki
HP: 50/50 | KI: 100/100 PL: 4011 (base) FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 35 | DEF: 80 DR: +1 | KI COST: -1
@tag
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Post by Helix on Jan 30, 2020 23:51:56 GMT -8
Name: Helix Species: Namekian (Gray) Age: 32 Gender: None (Masculine) Base Power Level: 1,100 Effort Points: 2,000 Zeni: 1,000
Skills & StatisticsFighting: 10 Energy Control: 10 Reflexes: 15 Resilience: 15 Accuracy: 1d100+10 / 1d100+10 Defense: 45 HP: 85 KI: 100 DR: 4 Class: Protector
Racial Trait
Namekian - You may make melee attacks from range, twice per battle. When you do, your attack has a +10 accuracy modifier. In addition, heal 2 HP naturally at the end of each turn. TraitsClass FeaturesTank - You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this Temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit. Taunting Presence - Twice per battle, as an At-Will Action, your opponents’ Accuracy modifiers are reduced to 0 on their next turn if they target any of your allies- they retain their full Accuracy modifier when targeting you. Appearance: Helix exhibits many of the classical Namekian traits. Green, hairless skin complimented by pink colored patterns over many major muscle groups, long ears with sharp points capable of great hearing, and a pair of antennae protruding from his forehead. As a Warrior-Class, he has a stronger build than most of his tribe, with his in particular being larger and more heavily built than average. He dresses in traditional Namekian garb, including loose fitting pants fitted with a sturdy blue belt, and a heavy purple cape. Like on his race's native homeworld, the tropical climate in which they've settled allows for only light wear to stay comfortable. Personality: Headstrong and overeager, at least compared to his own kind. This is perhaps less pronounced when compared to some of the younger races. Helix has a strong desire to protect those weaker than himself, and works tirelessly to improve himself in pursuit of this. Without much experience with the native species of Earth, his is wary of outsiders, although not too much to allow these generally much weaker races to suffer at the hands of cruelty and destruction when he sees it happening. When not working to defend his tribe or training himself, he enjoys sculpting ajisa plants in his free time. He is the sole child of Namek Island's chief Warrior, Molus. History: Born on Earth well after his people relocated from their native Namek. Helix is the youngest among the Warrior-Clan, not that this lack of experience prevents him from trying hard to shine among his peers. His first taste of actual combat came when he had been alive for 17 of Earth's solar years. A band of lesser demons emerged, laying assault on the peaceful island where his people resided. The Warrior-Clan responded in force, and though they were a far stronger force than the demon invaders, the Namekian Kowry suffered a fatal wound due to a hasty error by Helix. In charging ahead of the group to engage the enemy leader in combat, he knocked his companion off balance allowing them to be caught in a deadly attack made up of evil energy. The guilt of this weighs heavily on him, even years later, though his resolve to defend others still conflicts on occasion with his drive to establish himself as a heroic figure. Mastery Points: 1/3
Potential Master Lvl. 1
Technique Slots: 4/5 ENERGY SHIELDYou create a sphere of ki around your body that insulates and protects you from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
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Post by Ty on Jan 31, 2020 0:33:14 GMT -8
Yep. Same rules. You have a week to travel to Pilaf and post ic.
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Post by Copy on Jan 31, 2020 21:57:58 GMT -8
"Shadow Anomaly, you say? My... this could prove to be interesting..."
Skills & Statistics
Fighting: 25 Energy Control: 25 Reflexes: 30 Resilience: 50
Melee Accuracy: 1d100+30 Ranged Accuracy: 1d100+30 Defense: 90 HP: 155 KI: 100 DM: 1 DR: 11 PL: 1151
Class: Prodigy
HP Modifier: 0 Accuracy Modifier: +5 Defense Modifier: 0 Damage Modifier: 0 DR Modifier: 0
Class Features: Prodigious Student - Twice per battle, as a Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots.
Unrivalled Potential - You begin play with all Enhanced Basic Techniques.
Racial Trait: Like Rubber - You possess a natural 2 DR.
Traits: Indomitable - Increase your DR by 4.
Endure(A.I.'s Assistant) - Increase your HP by +25.
Willpower(A.I.'s Assistant) - As a Reactive At-Will action, you may reduce all the damage you would've taken on your turn to 0. May only be used once per battle.
Instinct(A.I.'s Assistant) - Your Defense is increased by +10.
Techniques(1/5):
ENERGY SHIELD I Copy creates a sphere of ki around her form that insulates and protects her from incoming damage. Type: Defensive Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: -15 ki Limit: Once per thread.
Equipped Items: Katchin Armour Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armour Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit.
AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology 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.
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Post by Jack Pota on Jan 31, 2020 23:33:04 GMT -8
I'll be joining into the fray myself, and I'll be weiving my GM priviledge. Inventory
Equipped
- Phaser Ring x1
This ruby ring contains a hidden blaster and is a popular, if not gaudy, accessory employed by assassins and nobility alike. Type: Weapon - Hidden Zeni Value: 40000 Zeni Cost: 120000 Activation: At-Will Effect: Activating Phaser Ring performs a Ranged Enhanced Energy Blast attack, even if you do not possess the Enhanced Energy Blast technique. This attack may not Critically Hit or Critically Miss its target and is not modified by your Traits or Class Features in any way. This Enhanced Energy Blast does not cost any ki. Limit: 4 uses per thread.
- Wolf Fang Chopper
A rough and tumble chopper type motorcycle made by Desert Wolf Motorcycles, if you have one you’re either pretty rich or you were one of their test dummies, as this is the elitist of elite choppers! Type: Vehicle - Single User Zeni Value: 16,750 Zeni Cost: 75,000 Activation: Out of Battle Effect: The possessor of a Wolf Fang Chopper has a 25% discount in time, EP, and words towards traveling. Add-on Slots: 1/1 Limit: N/A
- Blaster Carbine x1
Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread. One Bonus use with Fruits of the Tuffle Race. (4 uses per thread)
- Follower x1
Your follower is a friend, student, or comrade. They’re not nearly as heroic as you, but their presence motivates you to fight harder. Zeni Value: 10,000 Zeni Cost: 40,000 Rarity: COMMON -This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +20, its damage dice is 1d8, and it’s HP is 5. -More followers may be gained as a replacement for a dead/wounded one by possessing the ‘barracks’ stronghold add-on.
Storage
- Dragon Ball Orange Hard Candy x1
Shaped like a Dragon Ball, but luckily doesn’t taste like one too! Increase your gains in one thread by 20%. This item is consumed after it has been redeemed.
- Blaster Carbine x1
Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread.
- Battle Armor x1
Found commonplace across the universe, this Battle Armor was modeled after the classic armor of the Saiyan Army. Type: Outfit - Armor Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your maximum HP by +10 and gain +1 DR while wearing this outfit. Limit: None.
- Auxiliary Core x1
A 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.
- Novice Belt x1
A belt worn by novice martial artists and enthusiasts, indicating rank within a particular school.
Type: Supplementary - Belt
Zeni Value: 10000
Zeni Cost: 40000
Activation: Passive
Effect: When using your Strike basic technique, you may choose to pay 2 Ki to give it a damage modifier of +2.
Limit: Only one Belt may be equipped at a time.
- Demon Ring
An onyx ring etched with demonic runes- this was commonly worn by nobility in the Demon Kingdoms to show status and subjugate their lessers.
Type: Supplementary - Magic
Zeni Value: 30000
Zeni Cost: 80000
Activation: Passive
Effect: Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR.
Limit: --
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Post by Zaru on Feb 4, 2020 16:22:32 GMT -8
Via permission from Warr, I am throwing 'round me GM privilege to take part.
DEFENSE PHASE.[Opponent] Attack #1: [Opponent] Attack #2: 0 DMG - 0DR = 0 DMG OFFENSE PHASE. Bonus Action: N/A Action 1:
Action 2: TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Flawless Counter Requirements: N/A Activation: None (Passive) Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Bend The Limits Requirements: N/A Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: 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 amount of words you are given to write to recover from such battles. ITEMS.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: 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. Limit: 1 bonus applied per turn. Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 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: N/A CURRENTLY USING:
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Blitz Requirements: Fighting Skill of 50
Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: --
Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 3) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus Action - Reactive Effect: 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.) Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less.
Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 Ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
OCTOPUS STLYE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 55 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 55 NATURAL PL: 14,506 | BASE PL: 14,506 | CURRENT PL: 14,506 HP: 115/115 | KI: 100/100 | DEF: 75 | ENG ATK: 45 | PHY ATK: 65 | DR: 8 | DMG MOD: 4 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100
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