Post by darthlunchbox on Feb 5, 2020 14:21:31 GMT -8
Turns Suppressed: 0
DEFENSE PHASE.
Opponent
Attack 1: Cade (130) vs Opponent (0) = Miss
Attack 2: Cade (130) vs Opponent (0) = Miss
Total damage: -3 dr =0 damage
OFFENSE PHASE.
At-Will:
Bonus Action:
Standard Action 1: (Crit on 92 or above)
Standard Action 2: (Crit on 92 or above)
EFFECTS.
Bandit Level 2
Class Features:
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Burgle - Once per turn, as a Bonus Action, you may add the following effect to any damage-dealing techniques you perform: “This technique reduces the target’s Accuracy or Defense modifiers(chosen when performing a technique) by -5 for 1 turn; increase your own Attack or Defense modifier(mirroring which was chosen previously) by +5 for 1 turn.”
Prey on the Weak - Your attacks targeting an opponent currently suffering from the “Wound” or “Cripple” status effects reduce their target’s Ki by 5 if they hit. If your attacks are benefiting from the “Burgle” class feature, you gain Ki equal to the amount this ability caused an opponent to lose; this ki is gained on your next turn and may not cause you to exceed your maximum Ki.
Sneakier Attack - Your Sneak Attack feature is now triggered by suppressing to 70% or less and increases damage by 1d6+1 per whole turn suppressed. Additionally, your Sneak Attacks inflict “Cripple” on their target(s).
Human Racial Trait: 9001 Lives
Techniques
Jaga Burst
Cade screams and then explodes into blue light; he soon reappears near his opponent and flickers around them, delivering a flurry of punches that explode in small novas of light as he delivers them
Type: Physical/Melee/Barrage
Action: Standard Action
Base Damage: 4d6+4
Major Effect: Slashing
Minor Effect: Blinding
Cost: 20 Ki
Learn: 2 Weeks
SONIC SWAY (Rank 3)
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.) 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.
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.
DRUNKEN FIST [Rank 3]
You adopt a fighting style fueled by booze that makes you unpredictable and hard to get a bead on.
Type: Utility
Action: Bonus Action / At-Will to take sips
Requirements: Requires Fighting skill of 40.
Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips.
--As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip.
--Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki
Limit: Once per thread. You may only have one stack of Sips active at a time.
Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Enhanced Basic Tech: Strike
Effect: d12 for damage with Strike.
Traits/Class traits
Dynamic Entry
Activation: Passive
Effect: You may perform 1 Attack on your first combat turn of a thread.
Limit: --
Instinct
Requirements: Reflexes Skill of 30
Activation: None (Passive)
Effect: Your Defense is increased by +10.
Sadist
Activation: None (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% chance to inflict those effects in addition to their other effects.
Limit: --
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.
Inventory
Cryo-Bomb
A grenade containing a complex compound that causes an immediate chain reaction upon being detonated- this compound quickly freezes the area around its detonation.
Type: Grenade
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Freeze status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
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.
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 reaosn.
Type: Supplementary - Magic
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.
Regenerative Infusion
While more advanced forms of this temporary nanite injection are not readily available, basic ‘kits’ can be purchased in specialty stores; the nanites contained therein work within the injected’s body to gradually replenish their health.
Type: Restorative - Infusion
Zeni Value: 10000
Zeni Cost: 40000
Activation: Bonus Action
Effect: The target of this item restores +5 HP and +3 Ki per turn, at the end of each turn, for 5 of their turns.
Limit: 1 use per thread.
HP: 70/70 | TEMP HP: 0/0 | KI: 100/100
FIGHTING: 50 | ENERGY CONTROL: 25 | REFLEXES: 50 | RESILIENCE: 30
MELEE ACCURACY: +60 | ENERGY ACCURACY: +35 | DEF: 130
DR: 3 | DMG MODIFIER: +3 | KI COST: -0
ACTIVE EFFECTS: N/A
LIMITED EFFECTS: N/A
DAMAGE TAKEN THIS TURN:
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