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Post by Vidar (PROJECT: RAGNAROK) on Jan 17, 2020 6:38:55 GMT -8
He had been chosen to spar with Riku; the only person he actively knew that was in attendance in what was essentially one big audition to be Kiryu's student, his disciple. That is what it really felt like; they were auditioning for some talent show, to show off their abilities, their strengths, their weaknesses, their character, their honor in defeat, and their humility in victory. Who would be best to take on as Kiryu's student? Find out today in SO YOU THINK YOU CAN PUNCH? Or at least, that would have been the somewhat humorous comment that would flow through the mind of the cyborg if he really thought like that. For the most part, after listening to Kiryu's simple instructions, he began to make his way toward the arena. Their battle ground was a simple stone stage. There was nothing about it that stood out. The floor was composed of smooth stone tiles. Each tile was a perfect square. Whomever made this stage had done so with a great focus to detail. "I have never partaken in such an event," He openly admitted to Riku, "Are there specific rules I must follow?" He turned to face the cyborg samurai, he was sure that the man would be following him out onto the stage and taking his position. "I wish you luck, my friend," He commented to Riku, bowing his head again then he allowed his energies to collect, to swell and grow, as the air around him appeared to waver as if from a sudden increase in heat. It almost appeared as if flames were engulfing the blonde cyborg, yet the fire did not appear to burn him. It licked along his sides, his face, and flicked off into the air harmlessly and then it roared outward as he powered up before settling back down to idly and lazily flicker around him. That was his aura, which quickly dissipated, a simple show of power albeit it was not an intentional brag. The blonde cyborg had just simply powered up. WC: 340 CWC:BATTLE INFO - Vidar DEFENSE PHASE.
[Riku] Attack #1: N/A [Riku] Attack #2: N/A
OFFENSE PHASE.
Bonus Action: Power Up | +25% PL | -0 ki
Action 1: N/A
Action 2: N/A
EFFECTS. N/A
TRAITS. General Traits:
Efficiency 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.
Racial Trait:
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.
CLASS FEATURES:
Power 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.
Tidebreaker Your natural DR may not be bypassed or ignored by attacks unless the opponent targeting you possesses at least Edge 2 vs you. Utility techniques and other Class Features are not considered "attacks" for the purposes of this ability.
CLASS TRAITS:
Desperado Activation: At-Will Effect: When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. Limit: 3 times per thread.
ITEMS.
EQUIPMENT: 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.
Supplementary: Auxiliary Core 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.
Outfit: UPGRADED Pomegranate Class Power Armor Prototype An advanced armor prototype designed by elusive Tuffle Scientists. Type: Outfit Zeni Value: 20,000 Zeni Cost: -- Activation: Passive Effect: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit. You may use 'Intercept' one additional time per battle.
Supplementary: Prayer beads A set of ancient prayer beads, blessed by all the monks that have utilized them. These are known to provide bounty to even those who are not devout. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: You may now restore up to 125 Ki with your Power Up basic technique. Limit: --
DEFENSE/UTILITY TECHS.N/A ATTACK TECHS.SPECIAL TECHNIQUES: Joker Vidar's cybernetic arm transforms, turning into something similar to a Gatling Gun that fires a violent hale of tightly condensed and volatile ki "bullets" at an enemy in order to overwhelm their defenses. Type: Energy/Ranged/Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Piercing: This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Wounding: This technique has a 40% chance to inflict Wound on hit. Cost: 20 Ki
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Ace of Spades While it appears to look like a regular barrage of energy attacks, Vidar rains a volley of flame augmented energy spheres at his opponent, the attacks do not appear to really be aimed at anyone in particular; looking to miss. However, almost all the energy spheres are weak and would do no damage, except for one which hovers in between Vidar's opponents. This one will detonate and cause a large firestorm within a radius of itself in an attempt to engulf as many opponents as possible. Type: Energy / Ranged / Area Action: Standard Action Base Damage: 10 Damage to up to 3 Targets, +15 Accuracy Major 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. Minor Effect: Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: 25
Finisher Techniques
Royal Flush Using his cybernetic augmentations in his arms, Vidar unleashes an immense torrent of flame augmented power with such great ferocity, pressure, and heat that it is capable of melting the ground underneath it, turn sand into glass, and engulf the opponent to burn them to ash. Type: Energy / Ranged / Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Charging: Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy. Minor Effect: Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: 35 Ki
PL: 14,078 HP: 130/130 | KI: 120/120 | DEF: 75 | ENG ATK: +55 | PHY ATK: +35 | DR: +6 | Ki Cost Reduction: -2 | DMG Modifier: +2
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Post by Rik on Jan 17, 2020 9:28:37 GMT -8
Riku followed his friend out onto the simple and elegant stone platform. He slowed his steps a bit to study it as he stepped into their half of it. He scuffed his feet against it to test the grip it provided; it seemed adequate for fighting. Curiously he reached out and felt the wall that bisected the arena space; it was smooth and clear while feeling as solid as the stone platform beneath his feet. He picked his pace back up and stopped about 5 feet from Vidar, facing his friend with a friendly grin on his face as he expressed his concerns about participating in an event such as this. "Don't worry, Vidar, the rules are simple. We will pit our strength against each other, a test of martial prowess. We simply will not be trying to do any lasting harm to each other. The match will end when one of us can no longer fight or they concede the match. Other than that..." he made a low sound in his throat as he considered, "No that is about it." Riku took a ready stance in a form called Lion on a Hill; his padded sword held in both hands in a high stance above his head at a right to left diagonal angle. He nodded to Vidar, "I wish you all the luck in the world, my friend. Let's give these folks a show and show them what cyborgs can do. May both of us find honor on this day." He navigated through his HUD with a few idle thoughts as he began dropping into what he called his battle mind. The world seemed to slow just a tiny bit, allowing him to take full stock of the move and countermove of the battle and distance his feelings just enough to process what he was feeling without needing to let them distract him in the moment. Opening file Vidar... Open. Creating File: Riku vs. Vidar tourney match File Created! Beginning recording... Video recording initiated.The recording began just before his friend appeared to burst into flames that wreathed his form and outlined it in stark intensity before it died down into a idle flickering light after its initial burst. Riku reached out and gathered more power into himself, his own aura burst into being a golden shroud that surrounded him in a fluctuating pattern as it surrounded him before settling back into a loose pattern of light that flowed around his form with brighter specks occasionally shooting through the light. Riku waited, wanting to see what Vidar would decide to do if he let him take initiative... you could learn a lot by how someone decided to open a fight. { } DEFENSE PHASE.
Vidar Attack #1 (0) vs Rik's Def (105): Vidar Attack #2 (0) vs Rik's Def (105):
0 dmg - 2 DR = 0 dmg.
OFFENSE PHASE. +2 Ki from infinite Core
Bonus Action: Power up +25% PL
Action 1:
Action 2:
EFFECTS. Current Momentum Stacks: 0 Power up: 2/2
TRAITS. Infinite Core Type
Requirements: Android
Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Opportunist - Increase your critical strike range by 10 with all attacks(95+ would instead be 85+.) If your target is currently suffering from a Status Effect, increase this to 15(95+ would instead be 80+.) Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type. Counteroffensive - On a turn in which you have used a Defensive technique in response to an opponent’s attack(s), attacks you make gain +10 Accuracy and +4 damage on that turn.
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.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
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.
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.
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.
Enhanced Basic for Pot Mastery 5: Enhanced Sense: 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.
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.
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: 8486--> 10,608 HP: 60/60 | TEMP HP: 0/0 | KI: 100/100 FIGHTING: 40 | ENERGY CONTROL: 25 | REFLEXES: 50 | RESILIENCE: 25 MELEE ACCURACY: +50 | ENERGY ACCURACY: +35 | DEF: 110 DR: 2 | DMG MODIFIER: +4 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [452/452]
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Post by Vidar (PROJECT: RAGNAROK) on Jan 17, 2020 17:25:10 GMT -8
Pitting their strength against one another sounded simple enough. In fact, it was very simple; it was a tournament, a battle. And while Vidar had never been involved in a tournament before, he had been involved in a battle. In fact, Riku was there when it happened; when the ocean attempted to swallow them both, when they washed ashore an island that did not - or should not - exist, and when they faced the anomalous entities, the guardians, that watched over the captive fishing crew. They battled, not for themselves but for the lives of others, for the lives of the crew. Now, they were to battle again but this time against each other. As he stood there, his eyes glowed softly. His HUD was working, quickly, opening the file he had created on Riku. ACCESSING FILE.... FILE FOUND: RIKUACCESSING.... ENTER NEW DATA? Y / N ...Y... CREATING NEW DATA ENTRY... INITIATING RECORDING... His eyes were giving off a soft glow, though it was rather imperceptible now as his entire body was giving off that soft flickering shimmer as his power flickered around him. The flames of his aura licked at the air, and he got into a stance, just as Riku had. However, he did not have a sword. He did not carry one. Everything around him appeared to slow slightly, as he took in every detail of Riku, his friend and now his opponent. Something was happening. One could see it. His body was glowing but it was emanating from within. There was light glowing from between the metal plates in his cybernetic arms, emanating from underneath his shirt, in his chest, and then from his shoulders - which were bare, his shirt was sleeveless - two ports glowed bright and then what looked like flames, almost like twin rocket boosters, erupted forth from it. He propelled across the ring with such immense speed and dexterity, charging across it toward samurai, then at the last second, his entire body twisted. A powerful, tightly clenched fist, swung up at the man toward his face, a straight. But, as strong as that attack was, he hoped that it would distract from the real attack. Yes, he shot a powerful blow toward Riku's face but the real attack was the secondary blow he was aiming at the man's stomach. His first attack was a distraction; people tended to automatically, instinctively, protect their face. If the samurai did that, if he protected his face, he would aim with that second blow to strike with great force into his stomach. He did not aim to break any bones or cause any permanent harm, rather to knock the air out of him and stagger him somewhat. Vidar was not an opponent with immense physical power behind his punches; he was designed with more of an arsenal with raw energy, with ki. He was a cannon. Throwing a punch was rather out of style for him, but the cyborg did want to show off the best of his abilities. Plus, he wanted to see how Riku would react. WC: 510 CWC: 2,675 BATTLE INFO - Vidar DEFENSE PHASE.
[Riku] Attack #1: N/A [Riku] Attack #2: N/A
OFFENSE PHASE.
Bonus Action: Dragon Dash. Effect: Increase Damage with Melee Attacks used on this turn by +3. Cost: 4 Ki.
Action 1: Basic Strike Technique (Straight Punch aimed at Face)
Strike Dice Roll: aEvunAxz1d100+35
Strike Damage Roll: 1d8+5
Action 2: Basic Strike Technique (Uppercut Aimed at Stomach)
Strike Dice Roll: 1d100+35
Strike Damage Roll: 1d8+5
EFFECTS. N/A
Gain back 2 Ki from INFINITE ENERGY CORE. Ki Used this Turn: 2
TRAITS. General Traits:
Efficiency 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.
Racial Trait:
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.
CLASS FEATURES:
Power 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.
Tidebreaker Your natural DR may not be bypassed or ignored by attacks unless the opponent targeting you possesses at least Edge 2 vs you. Utility techniques and other Class Features are not considered "attacks" for the purposes of this ability.
CLASS TRAITS:
Desperado Activation: At-Will Effect: When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. Limit: 3 times per thread.
ITEMS.
EQUIPMENT: 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.
Supplementary: Auxiliary Core 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.
Outfit: UPGRADED Pomegranate Class Power Armor Prototype An advanced armor prototype designed by elusive Tuffle Scientists. Type: Outfit Zeni Value: 20,000 Zeni Cost: -- Activation: Passive Effect: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit. You may use 'Intercept' one additional time per battle.
Supplementary: Prayer beads A set of ancient prayer beads, blessed by all the monks that have utilized them. These are known to provide bounty to even those who are not devout. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: You may now restore up to 125 Ki with your Power Up basic technique. Limit: --
DEFENSE/UTILITY TECHS.N/A ATTACK TECHS.SPECIAL TECHNIQUES: Joker Vidar's cybernetic arm transforms, turning into something similar to a Gatling Gun that fires a violent hale of tightly condensed and volatile ki "bullets" at an enemy in order to overwhelm their defenses. Type: Energy/Ranged/Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Piercing: This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Wounding: This technique has a 40% chance to inflict Wound on hit. Cost: 20 Ki
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Ace of Spades While it appears to look like a regular barrage of energy attacks, Vidar rains a volley of flame augmented energy spheres at his opponent, the attacks do not appear to really be aimed at anyone in particular; looking to miss. However, almost all the energy spheres are weak and would do no damage, except for one which hovers in between Vidar's opponents. This one will detonate and cause a large firestorm within a radius of itself in an attempt to engulf as many opponents as possible. Type: Energy / Ranged / Area Action: Standard Action Base Damage: 10 Damage to up to 3 Targets, +15 Accuracy Major 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. Minor Effect: Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: 25
Finisher Techniques
Royal Flush Using his cybernetic augmentations in his arms, Vidar unleashes an immense torrent of flame augmented power with such great ferocity, pressure, and heat that it is capable of melting the ground underneath it, turn sand into glass, and engulf the opponent to burn them to ash. Type: Energy / Ranged / Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Charging: Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy. Minor Effect: Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: 35 Ki
PL: 14,078 HP: 130/130 | KI: 118/120 | DEF: 75 | ENG ATK: +55 | PHY ATK: +35 | DR: +6 | Ki Cost Reduction: -2 | DMG Modifier: +2
1d100+35·1d8+5·1d100+35·1d8+5
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Post by Rik on Jan 17, 2020 20:06:06 GMT -8
Riku didn't dare to blink as he watched Vidar prepare to attack; he knew just how fast his friend was. He had seen him almost blur when he had went on the offensive during their ill fated fishing trip. All of a sudden Vidar burst forth, propelled by some sort of rockets towards where Rik waited. Vidar launched a simple rocket pro-pulsed straight punch aimed directly towards his nose. As straight forward and simple as it was, he was unable to react in time to evade the blow as it was thrown with such speed. Riku was forced to swing his sword in a tight circle to parry the metallic arm away from him and take a quick step to the right. This had the unexpected and welcome benefit of bringing him out of line for Vidar's follow up attack as the uppercut whooshed through the air to the side of him. Riku took a step back and recovered his form, sliding into the first stance for a series of attacks called "Bundling Hay". As Vidar turned back to face him, Riku flowed forward and feinted a low blow towards his friends knee with his blade as he snapped his right foot up in a swift forward kick to the other cyborg's face. As he brought his foot back down to the ground, he launched a series of three blows, an overhand strike at the shoulder, a left slice at the ribs followed by an immediate reversal at the right side of the ribs. Hopping back, he couldn't help but grin as excitement spread through his chest. Testing yourself against a friend was a special and sacred thing. He hoped Vidar enjoyed this as much as he, and if nothing else he hoped Vidar learned from this and took away something from it like he planned to. { } DEFENSE PHASE.
Vidar Attack #1 (127) vs Rik's Def (105): Hit! Vidar Attack #2 (_63) vs Rik's Def (105): Miss
7 dmg - 12 DR = 0 dmg.
OFFENSE PHASE. +15 Acc from Champion's Gi +2 Ki from infinite Core Bonus Action: Guard -9 ki
Action 1: Strike (Critical on 82 and up due to Opportunist and Lucky Trinket) anbfkUcc1d100+65
1d8+4
Action 2: Strike (Critical on 82 and up due to Opportunist and Lucky Trinket) 1d100+65
1d8+4
EFFECTS. Current Momentum Stacks: 0 Power up: 1/2 | 0/100 ki gained Total Turns in Battle: 2
TRAITS. Infinite Core Type
Requirements: Android
Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Opportunist - Increase your critical strike range by 10 with all attacks(95+ would instead be 85+.) If your target is currently suffering from a Status Effect, increase this to 15(95+ would instead be 80+.) Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type. Counteroffensive - On a turn in which you have used a Defensive technique in response to an opponent’s attack(s), attacks you make gain +10 Accuracy and +4 damage on that turn.
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.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
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.
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.
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.
Enhanced Basic for Pot Mastery 5: Enhanced Sense: 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.
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.
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: 8486--> 10,608 HP: 60/60 | TEMP HP: 0/0 | KI: 93/100 FIGHTING: 40 | ENERGY CONTROL: 25 | REFLEXES: 50 | RESILIENCE: 25 MELEE ACCURACY: +50 | ENERGY ACCURACY: +35 | DEF: 110 DR: 2 | DMG MODIFIER: +4 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [307/759] 1d100+65·1d8+4·1d100+65·1d8+4
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Post by Vidar (PROJECT: RAGNAROK) on Jan 18, 2020 20:00:14 GMT -8
He was moving at incredible speeds, cutting the space between himself and his opponent, the cyborg samurai, Riku. Both of them were augmented men, augmented with powerful cybernetics, although they came from different eras, different worlds, they had some similarities. And now they were going to prove their strength, their abilities, not just to Kiryu but to each other and themselves. The yellow eyed cyborg cut the distance with blinding speed, his fist was tightly clenched and it sliced through the air with intent of slamming into the face of the face of the samurai. But, much to Vidar’s comfort - a small smile crossed his face as it happened - the samurai managed to redirect his attack. His fist sliced through empty air, the force of it, the displaced air, was strong enough that it shot past and struck several trees outside of the ring. The trees were not harmed, they shook and the birds took to the sky but nothing else. That was just from missing his attack, the displaced air did that. He spun around, turning to face the samurai. The man charging forward with a series of precise attacks. His HUD was going into overdrive. His eyes glowing a searing gold as he attempted to extrapolate ways to deflect the man's attacks. Even as the samurai charged inward, the world around him appeared to slow down to a crawl. The leaves slowed their descent, twirling and spinning at slug's pace through the air. CALCULATING.... INITIATING DEFENSE PROTOCOL - VALEYARD. The first attack was a blow for his knee; while he could not predict everything with exact precision, he could at least predict to a certain degree what his opponent was planning. He was not omniscient. But according to his calculations, from the way he was postured, from how he threw the attack. He set off his defense protocol. One hand went down to defend his knee; he did not attempt to stop the attack but deflect it with the same gentle fluidity that a well trained master of aikido would show - a martial arts style based on defense that focuses on the well being of both the attacker and defender. His other hand shot up to block the second blow as he allowed his eyes to sear gold once more. "You're quite skilled in hand to hand combat. Trained, I would say. I am not as trained as you are, I will admit. It is one of the things I will need work on." He pushed the man away with a bit of force as he leapt away from him, this was to keep that second barrage of blows from hitting home. The cyborg raised his hand as soon as his feet touched the stone floor, he had created a bit of distance between them. His palm aimed forward, energy rushing through his arm, bright energy glowing from between the metal plates in his limbs, and came surging out of the cyborg's open palm. Two glowing simple energy blasts; they shot through the air toward the samurai. Not with enough power to cause serious injury. The attacks were potent but condensed and controlled. WC: 525 CWC: 3,200 BATTLE INFO - Vidar DEFENSE PHASE.
[Riku] Attack #1: Strike (Critical on 82 and up due to Opportunist and Lucky Trinket) (HIT!) [Riku] Attack #2: Strike (Critical on 82 and up due to Opportunist and Lucky Trinket) (HIT!)
21 Damage - 16 DR = 5 Damage +3 Ki at Start of Turn - Powerful Ki +2 Ki at End of Turn - Infinite Core
OFFENSE PHASE.
Bonus Action: Guard. -7 Ki Cost.
Action 1: Basic Energy Blast, Cost: 1 Ki
Strike Dice Roll: WMzcc4gC1d100+55
Strike Damage Roll: 2d6+4
Action 2: Basic Energy Blast, Cost: 1 Ki
Strike Dice Roll: 1d100+55
Strike Damage Roll: 2d6+4
EFFECTS. N/A
Ki Used this Turn: 5
TRAITS. General Traits:
Efficiency 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.
Racial Trait:
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.
CLASS FEATURES:
Power 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.
Tidebreaker Your natural DR may not be bypassed or ignored by attacks unless the opponent targeting you possesses at least Edge 2 vs you. Utility techniques and other Class Features are not considered "attacks" for the purposes of this ability.
CLASS TRAITS:
Desperado Activation: At-Will Effect: When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. Limit: 3 times per thread.
ITEMS.
EQUIPMENT: 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.
Supplementary: Auxiliary Core 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.
Outfit: UPGRADED Pomegranate Class Power Armor Prototype An advanced armor prototype designed by elusive Tuffle Scientists. Type: Outfit Zeni Value: 20,000 Zeni Cost: -- Activation: Passive Effect: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit. You may use 'Intercept' one additional time per battle.
Supplementary: Prayer beads A set of ancient prayer beads, blessed by all the monks that have utilized them. These are known to provide bounty to even those who are not devout. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: You may now restore up to 125 Ki with your Power Up basic technique. Limit: --
DEFENSE/UTILITY TECHS.N/A ATTACK TECHS.SPECIAL TECHNIQUES: Joker Vidar's cybernetic arm transforms, turning into something similar to a Gatling Gun that fires a violent hale of tightly condensed and volatile ki "bullets" at an enemy in order to overwhelm their defenses. Type: Energy/Ranged/Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Piercing: This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Wounding: This technique has a 40% chance to inflict Wound on hit. Cost: 20 Ki
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Ace of Spades While it appears to look like a regular barrage of energy attacks, Vidar rains a volley of flame augmented energy spheres at his opponent, the attacks do not appear to really be aimed at anyone in particular; looking to miss. However, almost all the energy spheres are weak and would do no damage, except for one which hovers in between Vidar's opponents. This one will detonate and cause a large firestorm within a radius of itself in an attempt to engulf as many opponents as possible. Type: Energy / Ranged / Area Action: Standard Action Base Damage: 10 Damage to up to 3 Targets, +15 Accuracy Major 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. Minor Effect: Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: 25
Finisher Techniques
Royal Flush Using his cybernetic augmentations in his arms, Vidar unleashes an immense torrent of flame augmented power with such great ferocity, pressure, and heat that it is capable of melting the ground underneath it, turn sand into glass, and engulf the opponent to burn them to ash. Type: Energy / Ranged / Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Charging: Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy. Minor Effect: Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: 35 Ki
PL: 14,078 HP: 125/130 | KI: 113/120 | DEF: 75 | ENG ATK: +55 | PHY ATK: +35 | DR: +6 | Ki Cost Reduction: -2 | DMG Modifier: +2
1d100+55·2d6+4·1d100+55·2d6+4
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Post by Rik on Jan 18, 2020 20:36:14 GMT -8
Riku nodded at Vidar's words about being trained, "Indeed I have spent many hours learning the art of the sword and walking the path of the warrior. If you would like, after this I could show you a few things. Not that you have to worry too much, I think; with power of your level, sometimes raw ability is enough."Vidar leaped back and shot blasts of energy towards Rik as soon as he landed. Rik began moving as soon as he saw his friends arms starting to glow, diving aside and avoiding the first shot easily, though Vidar's tracking system seemed to be kicking in and the second blast was much closer. He started charging towards the other cyborg, pushing his sensors for any additional information they could give to him... Scanning... Vidar: Weakness: None known. Highlight potential weak spots? Y/NThe HUD highlighted a few areas in red on his friend's body. Rik had to make a quick decision, so he went for the easiest and sent a horizontal rising slash at Vidar's left elbow as he closed into melee distance. He backed up a quick step and began slowly weaving his sword in front of him, changing forms and holds to keep Vidar guessing at the attack angle as he assessed what he had seen of his opponent so far this battle. He smiled at his friend and conversationally said, "If you win this match I expect you to win it all, my friend and carry our honor through to the end."
He saw the opening he thought he was waiting for directly after that; he swept his sword around in a circular motion once more before he finally launched a lightning quick strike at Vidar's right knee, seeking to open his defense and slow his responses to future attacks. After he finished this attack Riku would take 3 quick steps back and fall into a defensive form called Heron in the Rushes... he studied his friend, waiting to see what his answering salvo would entail...
{ } DEFENSE PHASE.
Vidar Attack #1 (_96) vs Rik's Def (105): Miss Vidar Attack #2 (104) vs Rik's Def (105): Miss
0 dmg - 2 DR = 0 dmg.
OFFENSE PHASE. +15 Acc to basic attacks from Champion's Gi +2 Ki from infinite Core Bonus Action: Enhanced Sense +5 Acc +5 Def +2 Damage +2 DR
Action 1: Strike (Critical on 82 and up due to Opportunist and Lucky Trinket) X2Qy7TJA1d100+70 CRIT! 1d8+6 CRIT! +5 Damage!
Action 2: Circle of the Moon (Critical on 82 and up due to Opportunist and Lucky Trinket) -14 ki 1d100+50
3d10+6
Immobilize on 40 or less if this attack hits 1d100
EFFECTS. Current Momentum Stacks: 0 Power up: 1/2 | 0/100 ki gained Total Turns in Battle: 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. Counteroffensive - On a turn in which you have used a Defensive technique in response to an opponent’s attack(s), attacks you make gain +10 Accuracy and +4 damage on that turn.
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.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
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.
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.
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.
Enhanced Basic for Pot Mastery 5: Enhanced Sense: 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.
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.
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: 8486--> 10,608 HP: 60/60 | TEMP HP: 0/0 | KI: 81/100 FIGHTING: 40 | ENERGY CONTROL: 25 | REFLEXES: 50 | RESILIENCE: 25 MELEE ACCURACY: +50 | ENERGY ACCURACY: +35 | DEF: 110 DR: 2 | DMG MODIFIER: +4 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [340/1099] 1d100+70·1d8+6·1d100+50·3d10+6·1d100
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Post by Vidar (PROJECT: RAGNAROK) on Jan 19, 2020 15:39:38 GMT -8
"Raw power is good. But, it is never enough," The cyborg replied to the samurai's comment. At his level of power? His level of power was still rather low, especially compared to the one whom began the tournament in the first place, the one whom had paired them up to fight for his amusement, the one who was hovering over them at that moment, watching; Kiryu overshadowed Vidar by quite a lot. In fact, even at full power, even having powered up, Vidar's power was still not even close to half of what Kiryu had. He had some power. He would not lie about that. He could not lie about that; one, because it was obvious he had some power, and two, because he was a terrible liar. "My form is adequate. Against an anomalous and untrained creature, I could handle myself fine," The blonde commented as he clenched his fists and attempted to get into a stance, "However, against a trained combatant, I am ill suited," He was being honest; thus far, his attempts at attacking have been met with ... well, not success. He wouldn't say failure. This wasn't about putting himself down, it was about assessing his own abilities, his own strengths, and his own weaknesses. The first step in solving a problem is admitting that there is a problem. His lack of active experience was the biggest problem. Simulations within the lab was one thing. Active experience is another beast entirely. His attacks were potent, concentrated, and controlled, but unfortunately, they did not land. Not a single one; neither energy attack made contact and instead they shot past the samurai as it continued on and instead hit the water and burst. Water shot up into the air in the form of a geyser, twice, as it then came raining down causing various rainbows as the sun's light filtered through the droplets hanging in the air. His eyes shot toward the samurai. He was fast. He was agile and he had skill that rivaled and surpassed Vidar's. While the samurai claimed that he believed Vidar would win the match, the yellow eyed blonde was internally calculating if that were the case. CALCULATING... CHANCE OF VICTORY... .... 70% POSITIVE. The attack from the blade swung up and struck his arm as he shifted his stance; rather than having it hit his elbow, he allowed the weapon to strike into his forearm, using it as a kind of shield from the attack as the weapon slammed into it. The weapon was sheathed, so it was more of a bludgeoning blow than anything else. Still, the blow was surprisingly strong, capable of causing him to slide back along the ground several inches. When he saw that the samurai was relentlessly pursuing him with a follow up attack, his HUD began to blare alarms at him. WARNING. WARNING. WARNING. Evasive Maneuvers Required. Rerouting Excess Power. His energy flared visibly but it was drawn back into his body, being used to increase his speed, his agility, as he kicked off the ground, zipping from one side of the square stage to the other with such incredible fluidity and quickness that he almost left a blurred images of himself behind. The dust barely had time to settle before he turned around and raised his arm toward his samurai friend. His arm changed. It shifted, the metal plates moving quickly as his arm became something else; a Gatling gun. His eyes were glowing, a brilliant searing gold as his HUD locked onto the samurai. “Joker,” He called out as the weapon’s cylinder spun madly, rapidly, and unleashed a hail of glowing and searing energy bullets toward the samurai at great speed. WC: 615 CWC: 3,815 BATTLE INFO - Vidar DEFENSE PHASE.
[Riku] Attack #1: Strike (Critical on 82 and up due to Opportunist and Lucky Trinket) (HIT! + Crit) [Riku] Attack #2: Circle of the Moon (Critical on 82 and up due to Opportunist and Lucky Trinket) (Miss!)
14 Damage - 6 DR = 8 Damage +3 Ki at Start of Turn - Powerful Ki +2 Ki at End of Turn - Infinite Core
OFFENSE PHASE.
Bonus Action: Rapid Movement against Attack #2. +25 Defense. 75 Defense -> 100 Defense vs 85 Riku Roll. Dodge! Cost: 12 Ki. 0 Damage Taken.
Action 1: (Expended to Become Second Bonus Action) Focus Energy. Cost: 7 Ki. +15 Accuracy.
Action 2: Joker. Cost: 13 Ki. Major Effect: Piercing: This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Wounding: This technique has a 40% chance to inflict Wound on hit.
Joker Dice Roll: egHfkWwd1d100+70
Strike Damage Roll: 4d6+6
Wounding Roll: 1d100
EFFECTS. N/A
Ki Used this Turn: 27
TRAITS. General Traits:
Efficiency 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.
Racial Trait:
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.
CLASS FEATURES:
Power 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.
Tidebreaker Your natural DR may not be bypassed or ignored by attacks unless the opponent targeting you possesses at least Edge 2 vs you. Utility techniques and other Class Features are not considered "attacks" for the purposes of this ability.
CLASS TRAITS:
Desperado Activation: At-Will Effect: When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. Limit: 3 times per thread.
ITEMS.
EQUIPMENT: 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.
Supplementary: Auxiliary Core 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.
Outfit: UPGRADED Pomegranate Class Power Armor Prototype An advanced armor prototype designed by elusive Tuffle Scientists. Type: Outfit Zeni Value: 20,000 Zeni Cost: -- Activation: Passive Effect: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit. You may use 'Intercept' one additional time per battle.
Supplementary: Prayer beads A set of ancient prayer beads, blessed by all the monks that have utilized them. These are known to provide bounty to even those who are not devout. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: You may now restore up to 125 Ki with your Power Up basic technique. Limit: --
DEFENSE/UTILITY TECHS.N/A ATTACK TECHS.SPECIAL TECHNIQUES: Joker Vidar's cybernetic arm transforms, turning into something similar to a Gatling Gun that fires a violent hale of tightly condensed and volatile ki "bullets" at an enemy in order to overwhelm their defenses. Type: Energy/Ranged/Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Piercing: This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Wounding: This technique has a 40% chance to inflict Wound on hit. Cost: 20 Ki
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Ace of Spades While it appears to look like a regular barrage of energy attacks, Vidar rains a volley of flame augmented energy spheres at his opponent, the attacks do not appear to really be aimed at anyone in particular; looking to miss. However, almost all the energy spheres are weak and would do no damage, except for one which hovers in between Vidar's opponents. This one will detonate and cause a large firestorm within a radius of itself in an attempt to engulf as many opponents as possible. Type: Energy / Ranged / Area Action: Standard Action Base Damage: 10 Damage to up to 3 Targets, +15 Accuracy Major 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. Minor Effect: Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: 25
Finisher Techniques
Royal Flush Using his cybernetic augmentations in his arms, Vidar unleashes an immense torrent of flame augmented power with such great ferocity, pressure, and heat that it is capable of melting the ground underneath it, turn sand into glass, and engulf the opponent to burn them to ash. Type: Energy / Ranged / Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Charging: Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy. Minor Effect: Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: 35 Ki
PL: 11,262 HP: 117/130 | KI: 86/120 | DEF: 75 | ENG ATK: +55 | PHY ATK: +35 | DR: +6 | Ki Cost Reduction: -2 | DMG Modifier: +2
1d100+70·4d6+6·1d100
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Post by Rik on Jan 19, 2020 20:13:19 GMT -8
Riku blinked as Vidar seemed to blur after he had flared with light to avoid his follow up attack. He considered what Vidar had said about going against a trained opponent. He called back across the arena, "There is some merit to your argument, my friend. You are more than a match for most beings that you meet, and are able to overpower them with little issue like you said. Training has let me keep pace with you at least for a time; however as you fight you will gain the experience you currently lack. If you have a teacher and trainer then you will gain it even faster." Rik's eyes narrowed as Vidar's arm began to shift and change adapting to a new configuration... Scanning... Analyzing pattern... DANGER! IMMEDIATE EVASIVE MANEUVERS RECOMMENDED!Riku started moving as his friends arm finished morphing into some sort of weapon, he didn't recognize it off hand. The arm began to spin up with a whining whirring sound and spitting out bullets of energy towards him. If he hadn't already started running, he would have been obliterated where he stood. As Vidar swung the weapon towards him, he was forced to keep moving as the bullets whined by, some sending chips of concrete flying, some hitting the water and sending splashes of water up in response. What in the the name of Heaven is that thing?Query Received... The Gatling gun is a machine gun that consists of multiple barrels revolving around a central axis and is capable of being fired at a rapid rate. It was invented in...
Riku frantically swiped the information out of the way and stopped for a moment to catch his breath as the bullets finally stopped raining out from his friend's arm. A little out of breath he called out, "That was a good trick, Vidar. I'll have to try to come up with something flashy as well..."Riku began gathering an aura of golden ki around his padded sword as he assumed an arrogant looking stance called The Cat Crosses the Courtyard and slowly started walking towards the other cyborg. The stance had Riku holding the sword in one hand down at his side, point down as he walked with a stiff back and rigid posture of a nobleman, though somehow more fluid and dangerous than such people usually managed. The light on his sword traveled down to the point as he neared his sparring partner; he stopped and raised the blade with both hands and raised the blade up with the point aiming at Vidar. Riku snapped his eyes shut and looked down as the ball of ki exploded into a blinding flare of light. He snapped his eyes open and stepped towards Vidar, snapping two quick blows at him. One was a thrust at his stomach that would feel more like a punch than anything else. His followup attack was a quick slash at his friends right knee. Riku decided to stay in close with Vidar this time... he seemed to want to use ranged attacks now. He would make him move away if he wanted to do it effectively... { } DEFENSE PHASE.
Vidar Attack #1 (102) vs Rik's Def (105): Miss Vidar Attack #2 (000) vs Rik's Def (105): Miss
0 dmg - 2 DR = 0 dmg.
OFFENSE PHASE. +15 Acc to basic attacks from Champion's Gi +2 Ki from infinite Core +1 Stack Momentum Bonus Action: Solar Flare -5 Ki
Blind on 70 or less
S1ErgGzz1d100 Success on BLIND: Defense and Accuracy is decreased by 25 for 1 turn.
At-Will Action: Activate Star Sword - +10 Crit Range, +4 Crit Damage, 50% chance to wound with strikes
Action 1: Strike (Critical on 72 and up due to Opportunist, Star Sword, and Lucky Trinket) 1d100+65 Crit!
1d8+4 Crit: +9 Damage
wound on 50 or less if this attack hits
1d100 Wound: -3 damage per turn for 2 turns
Action 2: Strike (Critical on 72 and up due to Opportunist, Star Sword, and Lucky Trinket) 1d100+64 Crit!
1d8+4 Crit! +9 Damage
wound on 50 or less if this attack hits 1d100
EFFECTS. Current Momentum Stacks: 1 Power up: 0/2 | 0/100 ki gained Total Turns in Battle: 4 Star Sword: 2/3 uses left 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. Counteroffensive - On a turn in which you have used a Defensive technique in response to an opponent’s attack(s), attacks you make gain +10 Accuracy and +4 damage on that turn.
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.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
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.
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.
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.
Enhanced Basic for Pot Mastery 5: Enhanced Sense: 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.
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.
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: 8486 HP: 60/60 | TEMP HP: 0/0 | KI: 78/100 FIGHTING: 40 | ENERGY CONTROL: 25 | REFLEXES: 50 | RESILIENCE: 25 MELEE ACCURACY: +50 | ENERGY ACCURACY: +35 | DEF: 110 DR: 2 | DMG MODIFIER: +4 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [525/1624] 1d100·1d100+65·1d8+4·1d100·1d100+64·1d8+4·1d100
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Post by Vidar (PROJECT: RAGNAROK) on Jan 20, 2020 5:41:34 GMT -8
His attack was a potent hail of energy bullets. The energy barrage tore through the air with incredible blinding speed. And like all of the others, the attack hit nothing. He hit the edge of the arena. He hit the water. He hit trees across the way. Their thick trunks managed to take the barrage of energy rounds, the tree shook, yet remained standing. The birds that had been nested within squawked in anger and fear and confusion then took to the air in a flurry of flapping wings. But. His target was unharmed. His target was untouched. Was there something wrong with his targeting system? He had been dormant for so long and without maintenance. Was his targeting system in need of an overhaul? He canted his head, seeing that once again he had missed. A look of confusion on his face. There was something wrong. He shouldn’t be missing every single attack. Why was that? How could that be? How was his aim so bad even with a targeting system built into him? He looked at his arm for a moment, as if thinking that it would read his mind and respond. Of course, it would not. It’s an arm. It’s a cybernetic arm, but it is just an arm. “That is quite bothersome…” The yellow eyed cyborg spoke to no one. If he couldn’t even land a single basic attack on someone during a friendly spar, how was he supposed to protect the Earth? How was he supposed to protect her people? How was he supposed to complete his Doctor Kringle’s goal of toppling the monster, Piccolo? He had NO chance to do that with the way he was fighting. No chance at all. The snake woman was right. He was going out there to be destroyed. TROUBLESHOOTING TARGETING SYSTEM… INITIATING TROUBLESHOOT… TIME NEEDED….CALCULATING… In the meantime, he peered up, his eyes pulling away from his internal HUD, when he saw Riku was on the move once more. He did something with his hands, there was a blinding bright flash and all he could see was….brightness. He saw nothing. He could see nothing. He couldn’t see Riku at all. WARNING. WARNING. WARNING. VISION IS IMPAIRED. VISION IS IMPAIRED. Visibility is down to 50%. Within seconds of that warning, there was another. This time it was a louder one. Though one that he could do nothing about. WARNING. WARNING. WARNING. IMPACT IMMINENT. He couldn’t see the impact. In fact, Vidar could see nothing at all. “... My vision appears to be impaired…” He was hit with something. Two somethings in fact. The two attacks that came down on him battered him from one side to the other and he was left staggering back. He couldn’t defend against an attack he couldn’t see. And he couldn’t dodge whilst against an attack he couldn’t see nor was fast enough to dodge. There was nothing he could do but stand there, looking confused, and eat the strikes as they came to him. “Not a very good trick if it did not manage to hit its target.” He commented to the man’s previous statements. He did not feel much pain. In fact, pain was something he could choose to feel or not, and whilst he never turned off his ability to feel pain, he was a bit too distracted by his inability to see much to notice it. Slowly his vision began to return, his world was fuzzy at first, and as he rubbed his face, he began to see a bit more clearly but not much more. “Interesting…” He could only hope that he was able to record that event with his internal cameras. He peered over at the samurai. He had to do something. Anything at all. He had been flailing about like an inexperienced child up to that point. Or at least that is what he felt the scientists would say to Doctor Kringle were they alive to see him miss every single attack he threw. Doctor Kringle would be a bit more understanding. He would point out his targeting system being in need of maintenance, upgrades, overhaul. He would speak kindly to the cyborg, tell him not to worry, he was doing fine. Vidar did not feel as if he were doing fine. RECALCULATING PROGNOSTICATION OF VICTORY.. CHANCE OF VICTORY: 50%... Well, that was a visibly decreased chance since the last time... He would have to do something to bring those numbers up. “Unfortunately, my chances of winning this match are decreasing with every round.” He spoke in a matter of fact tone. The yellow eyed blonde flared his power around himself once more. Flames surging from his body as he attempted to pull away from the samurai, to put some distance between them. It was clear that he wasn ot a melee fighter. Vidar could not compete in physical prowess. But if he could at least focus his fire… TARGETING SYSTEM TROUBLESHOOT COMPLETE… Well, there was that. He raised his arm again as he unleashed a barrage of energy attacks. But these did not appear to have the same glow as the previous, these were more controlled. Perhaps for better aiming? Perhaps. However, they were missing, every single one of the attacks shot past Riku, by his shoulder, over his head, just missing and shooting past. One particular energy bolt zoomed right past his head and he may have felt the displaced air around it. That was it. That was all that Riku would have felt. Well, that is if he didn’t pay close attention to the attacks that were missing. After all, he had been missed by every single attack up to that point, what would another missed attack do? If he didn’t pay attention to the attack, that one bolt that slid past, he wouldn’t notice that that particular bolt didn’t fizzle out like the others. It almost hovered nearby and then it detonated with shocking potency. The force of it shaking the arena underneath their feet as the firestorm that the detonation created radiated outward in an attempt to strike the cyborg samurai. WC: 1,020 CWC: 4,835 BATTLE INFO - Vidar DEFENSE PHASE.
[Riku] Attack #1: Strike (Critical on 72 and up due to Opportunist, Star Sword, and Lucky Trinket)(Hit+Crit) [Riku] Attack #2: Strike (Critical on 72 and up due to Opportunist, Star Sword, and Lucky Trinket)(Hit + Crit)
38 Damage - 6 DR = 32 Damage +3 Ki at Start of Turn - Powerful Ki +2 Ki at End of Turn - Infinite Core
OFFENSE PHASE.
Bonus Action: Power Up, +25% PL. +25 Ki.
Action 1: (Expended to Become Second Bonus Action) Focus Energy. Cost: 7 Ki. +15 Accuracy.
Action 2: Ace of Spades, +15 Accuracy, Ki Cost:: 0 Ki, Auxiliary Core.
Major 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. Minor Effect: Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only.
Dice Roll: qXOSDnmB1d100+60
Damage: 10 Base Damage + 2 = 12 damage
Effect Roll: 1d100
EFFECTS. Defense / Accuracy Decreased by 25 This Turn.
Defense: 50 Energy Accuracy: 30 Melee Accuracy: 10
Ki Used this Turn: 0
TRAITS. General Traits:
Efficiency 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.
Racial Trait:
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.
CLASS FEATURES:
Power 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.
Tidebreaker Your natural DR may not be bypassed or ignored by attacks unless the opponent targeting you possesses at least Edge 2 vs you. Utility techniques and other Class Features are not considered "attacks" for the purposes of this ability.
CLASS TRAITS:
Desperado Activation: At-Will Effect: When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. Limit: 3 times per thread.
ITEMS.
EQUIPMENT: 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.
Supplementary: Auxiliary Core 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.
Outfit: UPGRADED Pomegranate Class Power Armor Prototype An advanced armor prototype designed by elusive Tuffle Scientists. Type: Outfit Zeni Value: 20,000 Zeni Cost: -- Activation: Passive Effect: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit. You may use 'Intercept' one additional time per battle.
Supplementary: Prayer beads A set of ancient prayer beads, blessed by all the monks that have utilized them. These are known to provide bounty to even those who are not devout. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: You may now restore up to 125 Ki with your Power Up basic technique. Limit: --
DEFENSE/UTILITY TECHS.N/A ATTACK TECHS.SPECIAL TECHNIQUES: Joker Vidar's cybernetic arm transforms, turning into something similar to a Gatling Gun that fires a violent hale of tightly condensed and volatile ki "bullets" at an enemy in order to overwhelm their defenses. Type: Energy/Ranged/Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Piercing: This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Wounding: This technique has a 40% chance to inflict Wound on hit. Cost: 20 Ki
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Ace of Spades While it appears to look like a regular barrage of energy attacks, Vidar rains a volley of flame augmented energy spheres at his opponent, the attacks do not appear to really be aimed at anyone in particular; looking to miss. However, almost all the energy spheres are weak and would do no damage, except for one which hovers in between Vidar's opponents. This one will detonate and cause a large firestorm within a radius of itself in an attempt to engulf as many opponents as possible. Type: Energy / Ranged / Area Action: Standard Action Base Damage: 10 Damage to up to 3 Targets, +15 Accuracy Major 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. Minor Effect: Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: 25
Finisher Techniques
Royal Flush Using his cybernetic augmentations in his arms, Vidar unleashes an immense torrent of flame augmented power with such great ferocity, pressure, and heat that it is capable of melting the ground underneath it, turn sand into glass, and engulf the opponent to burn them to ash. Type: Energy / Ranged / Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Charging: Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy. Minor Effect: Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: 35 Ki
PL: 14,078 HP: 85/130 | KI: 109/120 | DEF: 75 | ENG ATK: +55 | PHY ATK: +35 | DR: +6 | Ki Cost Reduction: -2 | DMG Modifier: +2
1d100+60·1d100
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Post by Rik on Jan 20, 2020 8:24:21 GMT -8
Riku felt a pang of regret in his gut as Vidar seemed to be giving up hope of winning; despite his friends power he was still in need of honing. Riku made a decision and spoke, "I have been trained as a strategist as well as a warrior. It helps me use the abilities to their best effect, even against a stronger opponent. If neither of us are chosen, we should go and train together. I would be happy to show you what I know. Even if one of us is chosen, I would be happy to instruct when we have time. Consider the offer open, my friend."Vidar started shooting off another barrage of energy blasts towards him, so Rik powered up his sword with ki and prepared to dance out of the way... but none of then blasts seemed to get that close. Save one that zipped right past his ear... he leaned away from it and didn't bat it away. Is he trying to contain me for some reason? What is the purpose of this barrage? Riku began to step forward and took a quick glance over his shoulder to check for an attack... and saw the ball of light just hanging there, pulsing.
DANGER! DANGER! Explosion Imminent! TAKE DEFENSIVE MEASURES!Riku whirled about and extended the ki from his blade out in a half shield between himself and the ball of light... just as it exploded and sent him tumbling across the arena. The world spun in his vision as he rolled across the arena, coming to a stop as he plowed into the barrier at the edge of the fight. He took half a moment to clear his head as he lay there with his ears ringing before he used the barrier to slide up to his feet. That had been a good move; likely Vidar wasn't giving himself enough credit on his own ability to be strategic. He briefly considered holding back for a few rounds, but the words of his sensei echoed down through the ages into his ear, "If you hold back for your student all the time, they will expect their opponents to hold back. When you spar, sometimes you must show your teeth so they can learn to face the reality of war."Riku began trotting towards Vidar, extending his senses towards the cyborg... and forming his plan of attack. He began seeing it form in his minds eye and nodded to himself, Now to execute it. He began picking up speed and launched into a flying kick aimed at Vidar's chest; he would then either push off and flip back to his feet and set himself up for a new form - Boar Rushes Down the Mountain. Rik charged his sword blade with his golden ki and then launched himself forward with a wordless cry and unleashing a barrage of overhead cuts at the shoulders, arms and head of his sparring partner. Each blow was accompanied by a burst of light, that if it hit the eyes just right could be potentially blinding. As he finished his sequence of attacks, Rik backpedaled a few steps and took a few deep breaths, awaiting Vidar's response... { } DEFENSE PHASE.
Vidar Attack #1 (128) vs Rik's Def (105): Hit! Vidar Attack #2 (000) vs Rik's Def (105): Miss
12 dmg - 14 DR = 0 dmg.
OFFENSE PHASE. Counteroffensive activated: +10 Accuracy +4 Damage +15 Acc to basic attacks from Champion's Gi +2 Ki from infinite Core
Bonus Action: Sense +5 Acc +5 Def +2 Dr +2 Damage to attacks
At-Will Action: Guard -9 ki (Flawless Defense)
Action 1: Strike (Critical on 77 and up due to Opportunist/opponent has status inflicted, and Lucky Trinket) 0nhdTZ9F1d100+75
1d8+10
Action 2: Boar Rushes Down the Mountain (Critical on 72 and up due to Opportunist, Slashing, and Lucky Trinket) -19 ki 1d100+60
4d6+14
Blind on 30 or less if this attack hits 1d100
EFFECTS. Current Momentum Stacks: 1 Power up: 0/2 | 0/100 ki gained Total Turns in Battle: 5 Star Sword: 2/3 uses left Flawless Defense: 1/2 uses left
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. Counteroffensive - On a turn in which you have used a Defensive technique in response to an opponent’s attack(s), attacks you make gain +10 Accuracy and +4 damage on that turn.
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.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
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.
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.
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.
Enhanced Basic for Pot Mastery 5: Enhanced Sense: 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.
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.
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: 8486 HP: 60/60 | TEMP HP: 0/0 | KI: 52/100 FIGHTING: 40 | ENERGY CONTROL: 25 | REFLEXES: 50 | RESILIENCE: 25 MELEE ACCURACY: +50 | ENERGY ACCURACY: +35 | DEF: 110 DR: 2 | DMG MODIFIER: +4 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [534/2158] 1d100+75·1d8+10·1d100+60·4d6+14·1d100
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Post by Vidar (PROJECT: RAGNAROK) on Jan 20, 2020 9:42:58 GMT -8
The pulsating energy ball detonated. It sent the samurai hurtling across the ring. But ultimately, as he stood up, he showed no signs of damage. Once again. Once again his attacks had no effect. No effect whatsoever. No matter what he did. No matter what he tried, he did not have any effect whatsoever in this spar. He had done absolutely nothing to his opponent. He hadn’t even scratched his skin. Nothing. At all. CHANCES OF VICTORY… CALCULATING… 40%. Well, his chances of victory took yet another precipitous drop… If the blonde cyborg were anyone else, he would be feeling quite a lot of distress at that point; the very idea that he was completely ineffective would be dawning on him. He was powerless. Useless in this battle. Most of his attacks shot wildly past, and the one attack he did manage to somewhat land had no effect. What was he doing there? What was the point? That is what anyone else would ask. What was the point of trying? His opponent clearly outmatched him in every aspect. Yet, he stood there, looking less angry, less depressed, and more confused. What was the matter? What was wrong? It wasn’t his guidance systems this time. His attack clearly had hit. Perhaps he just wasn’t as strong as he believed? Or at least, not as strong as his self diagnostics led him to believe. “It would appear my chances of victory have perilously dropped once more.” He commented, not really to Riku, much more to himself. SELF DIAGNOSIS, COMMENCING… 25%...50%....65%....80%....93%....100%... The HUD readouts were not looking particularly optimistic. Sure, he was solidly built, and he was still standing. Sure, he was not suffering from any lasting damage, but he was nowhere near as good a shape now as he was when he started this spar. All the while, his eyes glowed a searing golden hue as his scanners swept over Riku, his opponent was in perfect condition. CHANCES OF VICTORY… RECALCULATING… CHANCE OF VICTORY: 30%... Another precipitous drop… “Neither the math nor the odds are on my side, it appears.” He commented as he turned his eyes to look at the samurai who appeared to be preparing another attack of his own. In fact, the samurai cyborg charged toward him. He trotted across the square tournament stage at surprising speed, despite the fact that he had been hurled across the ring by a small detonation only a few seconds ago. But, as he had previously imagined, his attack had done nothing. It had been a pointless endeavor to attempt at strategizing and it did not pay off. He was burning through his energy reserves fast and he was being knocked around from one side of the ring to the other and thus far has had no effect on his opponent. His current situation was looking more than a little dire. Just as the samurai charged toward him and leapt at him to strike him in the chest, there appeared to be some slight miscalculation? Because the samurai sailed past, almost comically, the confused blonde cyborg who didn't even bother moving from his spot. The attack had missed. But not just missed. It had missed to hilarious effect. The cyborg turned to look at the man as he leapt onto his feet. "Are you quite alright? You did not injure yourself?" He questioned, looking the man over. Even when he was being knocked down several pegs, he still bothered to ask his opponent if they were alright. Perhaps it was because of his nature. He didn't really think to question it. He just did it. The second barrage of attacks, however, did not miss. Those had more luck. The attacks hit, one after another. Once again his vision was impaired. WARNING. WARNING. WARNING. DAMAGE TO SHOULDER. DAMAGE TO LEFT ARM. DAMAGE TO RIGHT ARM. He raised his arm and used his forearm once again to guard against damage to his head, then he leapt away from the samurai as quickly as he could. Somewhat dazed, somewhat wobbly. "Chances of victory... 20%..." He muttered, reading over his HUD once more. "Well. That is quite distressing." He spoke more to himself. "May as well try one final gambit." He shot forward. Straight toward the samurai but he didn't get in close enough to be within striking distance of his sword. Instead, he came to a sudden halt, raised both arms, as he clasped his hands together in front of him. His arms changed once more. Metal plates opening, spreading wide, flowering almost like a rose as the samurai could see the interior of the cybernetic limbs. Energy surged through his body. His chest glowed, his entire body gave off raw flaring power, and it collected in his arms, "Royal Flush." A massive wall of energy and flames surged forward with such pressure and heat that the ground underneath the attack would crack from the rising temperatures. It wouldn't kill the samurai. It may singe him, though due to his performance thus far, he was sure it would not actually land. WC: 850 CWC: 5,685 BATTLE INFO - Vidar DEFENSE PHASE.
[Riku] Attack #1: Strike (Critical on 77 and up due to Opportunist/opponent has status inflicted, and Lucky Trinket)(Miss) [Riku] Attack #2: Boar Rushes Down the Mountain (Critical on 72 and up due to Opportunist, Slashing, and Lucky Trinket)(Hit)
26 Damage - 16 DR = 10 Damage +3 Ki at Start of Turn - Powerful Ki +2 Ki at End of Turn - Infinite Core
OFFENSE PHASE.
Bonus Action: Guard. 7 Ki Cost.
Action 1: (Expended to Become Second Bonus Action) Focus Energy. Cost: 7 Ki. +15 Accuracy.
Action 2: Royal Flush. 23 Ki Cost.
Major Effect: Charging: Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy. Minor Effect: Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only.
Dice Roll: r8hrUyed1d100+55
Damage Roll: 5d8+13
Effect Roll: 1d100
EFFECTS. Accuracy Decreased by 25 This Turn.
Energy Accuracy: 30 Melee Accuracy: 10
TRAITS. General Traits:
Efficiency 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.
Racial Trait:
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.
CLASS FEATURES:
Power 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.
Tidebreaker Your natural DR may not be bypassed or ignored by attacks unless the opponent targeting you possesses at least Edge 2 vs you. Utility techniques and other Class Features are not considered "attacks" for the purposes of this ability.
CLASS TRAITS:
Desperado Activation: At-Will Effect: When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. Limit: 3 times per thread.
ITEMS.
EQUIPMENT: 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.
Supplementary: Auxiliary Core 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.
Outfit: UPGRADED Pomegranate Class Power Armor Prototype An advanced armor prototype designed by elusive Tuffle Scientists. Type: Outfit Zeni Value: 20,000 Zeni Cost: -- Activation: Passive Effect: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit. You may use 'Intercept' one additional time per battle.
Supplementary: Prayer beads A set of ancient prayer beads, blessed by all the monks that have utilized them. These are known to provide bounty to even those who are not devout. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: You may now restore up to 125 Ki with your Power Up basic technique. Limit: --
DEFENSE/UTILITY TECHS.N/A ATTACK TECHS.SPECIAL TECHNIQUES: Joker Vidar's cybernetic arm transforms, turning into something similar to a Gatling Gun that fires a violent hale of tightly condensed and volatile ki "bullets" at an enemy in order to overwhelm their defenses. Type: Energy/Ranged/Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Piercing: This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Wounding: This technique has a 40% chance to inflict Wound on hit. Cost: 20 Ki
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Ace of Spades While it appears to look like a regular barrage of energy attacks, Vidar rains a volley of flame augmented energy spheres at his opponent, the attacks do not appear to really be aimed at anyone in particular; looking to miss. However, almost all the energy spheres are weak and would do no damage, except for one which hovers in between Vidar's opponents. This one will detonate and cause a large firestorm within a radius of itself in an attempt to engulf as many opponents as possible. Type: Energy / Ranged / Area Action: Standard Action Base Damage: 10 Damage to up to 3 Targets, +15 Accuracy Major 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. Minor Effect: Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: 25
Finisher Techniques
Royal Flush Using his cybernetic augmentations in his arms, Vidar unleashes an immense torrent of flame augmented power with such great ferocity, pressure, and heat that it is capable of melting the ground underneath it, turn sand into glass, and engulf the opponent to burn them to ash. Type: Energy / Ranged / Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Charging: Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy. Minor Effect: Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: 35 Ki
PL: 14,078 HP: 75/130 | KI: 77/120 | DEF: 75 | ENG ATK: +55 | PHY ATK: +35 | DR: +6 | Ki Cost Reduction: -2 | DMG Modifier: +3
1d100+55·5d8+13·1d100
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Post by Kiryu on Jan 20, 2020 12:19:28 GMT -8
Looking over the conflict, Kiryu decides to make it more interesting! Kiryu causes a bright burst of light to appear in front of Riku's eyes and inflicts BLIND on Riku, lowering Attack and Defense by 20 for 1 rounds! Kiryu casts a spell charged with electrical energy to interfere with Vidar's systems, inflicting STUN on Vidar, raising the ki cost of special techs by 10 for 1 round!
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Post by Rik on Jan 20, 2020 13:32:22 GMT -8
Riku shook his head at his friends dour pronouncement, "The battle is not won or lost at the first pass; or even the second. Only once one of us is standing victorious will it be over. Have heart and never give up on yourself. Give me your all and I will give you mine, brothers in combat and out."A blinding flash erupted directly in front of Riku's eyes as he saw Vidar's arms starting to reconfigure themselves, opening up like some sort of odd steel blossoms... He hurriedly activated his sensors and pushed ki through his body, ready to react once he had an idea of which way to go. Scanning... LARGE KI BUILDUP! RECOMMEND IMMEDIATE EVASIVE MANEUVERS HEAD LEFT AND TAKE EVASIVE LEAP IMMEDIATELY!
Riku took 4 hurried steps and felt a wall of heat approaching him as he dove and rolled out of the path of the attack. His shirt was smoking a little, but he smacked at it and put the flame that had jumped onto him out. He dashed the back of his left hand quickly across his eyes, clearing a little of the blur from them - just enough that he could make out the shape of Vidar in the near distance. He was a bit more deliberate in his pace this time as he approached the other cyborg, settling into a form named the dove takes flight as he closed into range. His sword held low in both hands, at waist level with the blade pointed behind him, it swept up in a curving motion at chest level. For a follow up, Riku would bring it down on the other side and do the same sweeping upwards curving slash at chest level on Vidar's other side before he shuffled back. He blinked the last of the blindness out of his eyes and looked at Vidar with eyes that would be clear soon. { } DEFENSE PHASE.
Vidar Attack #1 (105) vs Rik's Def (115): Miss Vidar Attack #2 (000) vs Rik's Def (115): Miss
0 dmg - 0 DR = 0 dmg.
OFFENSE PHASE. Counteroffensive activated: +10 Accuracy +4 Damage +15 Acc to basic attacks from Champion's Gi +2 Ki from infinite Core +1 Stack momentum
Bonus Action: Sense +5 Acc +5 Def +3 Dr +3 Damage to attacks
At-Will Action: Rapid Movement -14 ki (Flawless Defense)
Action 1: Strike (Critical on 77 and up due to Opportunist/opponent has status inflicted, and Lucky Trinket) CFHLnzyC1d100+60
1d8+11
Action 2: Strike (Critical on 77 and up due to Opportunist/opponent has status inflicted, and Lucky Trinket) 1d100+60
1d8+11
EFFECTS. Current Momentum Stacks: 2 Power up: 0/2 | 0/100 ki gained Total Turns in Battle: 6 Star Sword: 2/3 uses left Flawless Defense: 0/2 uses left
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. Counteroffensive - On a turn in which you have used a Defensive technique in response to an opponent’s attack(s), attacks you make gain +10 Accuracy and +4 damage on that turn.
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.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
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.
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.
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.
Enhanced Basic for Pot Mastery 5: Enhanced Sense: 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.
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.
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: 8486 HP: 60/60 | TEMP HP: 0/0 | KI: 40/100 FIGHTING: 40 | ENERGY CONTROL: 25 | REFLEXES: 50 | RESILIENCE: 25 MELEE ACCURACY: +50 | ENERGY ACCURACY: +35 | DEF: 110 DR: 2 | DMG MODIFIER: +4 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [318/2476] 1d100+60·1d8+11·1d100+60·1d8+11
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Post by Vidar (PROJECT: RAGNAROK) on Jan 20, 2020 19:43:39 GMT -8
The yellow eyed cyborg had set up the attack. He had powered up the attack. Energy radiated off his body as did heat; pulsating heat and pressure, as he revved up the engine, so to speak, on his potent attack. Royal Flush, a powerful if not dangerous wave of fire augmented ki that, if not controlled properly, could cause serious damage. Thankfully, he had enough control over the attack that it would not be fatal if it were to hit head on. He also angled the attack in such a way that it would fire - for lack of a better term - upwards. It would tear through the air, across the distance between himself and Riku, but it would continue with an upward trajectory should it hit the cyborg samurai, in order to miss the tree line which was at the edge of the small beautiful lake over which the tournament ring hovered peacefully. Though, he was sure there was some kind of barrier around the ring in order to protect the environment, it didn't seem to encompass every single side of the large square ring. Yet something was wrong. There was a flash of bright light that appeared in front of the samurai's eyes. He could see it. It was hard not to see it. It was similar to what happened to him twice during their fight already; the first time he had been blinded for several long seconds, all he could see was brilliant white light, and the second time, while the bright light had returned, the length of time during which his vision was impaired did not last as long, however it lasted long enough. Who was it? Who had blinded Riku? Had it blinded the samurai? He couldn't quite make the assumption but theoretically, the man could be blinded like he could? So it was possible, probable perhaps, that he had been temporarily blinded by the sudden flashing light. He had finished firing off his attack and he turned to see just who it was that had done this, interfered in their match, when he saw Kiryu; the one whom had called them to the stadium in the first place. He was the one who had interfered? He barely got the chance to speak when he was struck with an electric current. The potent shock coursed through his system and he arched his back, clenched his fists tight, felt his jaw clench tight and his eyes narrowed with an expression of visible anger. His eyes were locked onto Kiryu the entire time, and once the electric current passed, his body somewhat wobbly after that, he kept his eyes locked onto Kiryu for several more seconds. He looked back to Riku; he appeared to be fine, well aside from the smoldering shirt, still smoking from Vidar's attempted attack. "Are you alright?" He spoke up, concerned, to the Samurai. He shot the interfering Kiryu one more glance, one more little sniping glare, before he turned back to Riku. He appeared to be alright. He was able to dodge his attack. So he was, at least, not slowed down by the strange sudden blinding light that Kiryu had used. That was good, at least. In fact, the samurai appeared to be recovering well. He charged toward the yellow eyed cyborg and, clutching that sheathed weapon, he attacked Vidar. The first attack struck him and caused him to stagger back, moving away from the man in his attempt to avoid yet another impact from that heavy sheathed weapon. That attack managed to miss the cyborg. Well, that just meant that their fight could continue, hopefully uninterrupted. He charged towards the man, this time he feinted, he would zip to the side at the last second, arm raised as he allowed energy to swell within his body and collect once more in his arm. This time, he revealed what appeared to be some kind of built in weapon, in the palm of his hand, different than the Gatling Gun he had unveiled before. This one was in his palm, appearing in the palm of the blonde cyborg. So the rest of his arm did not change at all this time, at least. There were three potent energy attacks in total that he fired, one right after the other. Glowing bright and tightly condensed and packed with as much power as he could jam into each of the energy spheres. The attacks sliced through the air between the blonde cyborg and the samurai. They were not grouped together; though he did shoot them one after another, he spaced them out in order to make dodging them all the more difficult. He needed to do something; the entire time that he has fought during the tournament, he has missed, or if he did manage to hit, the attack was futile, did little to no damage. His final attack had been what he felt his final gambit and it too had missed. He had very few options left now. He had to try to go at the samurai with everything he had left and as he attempted to wear the man down, he couldn't help but feel that his chances for victory were no longer diminishing; they were now stuck at their current spot. But, at least they didn't drop. WC: 885 CWC: 6,570 BATTLE INFO - Vidar DEFENSE PHASE.
[Riku] Attack #1: Strike (Critical on 77 and up due to Opportunist/opponent has status inflicted, and Lucky Trinket)(Hit) [Riku] Attack #2: Strike (Critical on 77 and up due to Opportunist/opponent has status inflicted, and Lucky Trinket)(Miss)
17 Damage - 8 DR = 9 Damage +3 Ki at Start of Turn - Powerful Ki +2 Ki at End of Turn - Infinite Core
OFFENSE PHASE.
Bonus Action: Power Up, +25% PL, +25 Ki, +Edge 1, +2 Damage, +2 Damage Reduction
Action 1: (Converted into Bonus Action) -> Activate Hidden Weapon. 1 / 2 Uses
At Will Action: Activate Desperado. 1 / 3 Uses
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.
Action 2: Basic Energy Attack, Ki Cost: 1
Dice Roll: FfUMde5S1d100+45
Damage Roll: 2d6+4
Action 3: Basic Energy Attack, Ki Cost: 1
Dice Roll: 1d100+45
Damage Roll: 2d6+4
Action 4: Basic Energy Attack, Ki Cost: 1
Dice Roll: 1d100+45
Damage Roll: 2d6+4
EFFECTS. Stun: Special Techs cost 10 Ki more during this 1 Turn.
Power Up Ki Regain: 50 / 125
TRAITS. General Traits:
Efficiency 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.
Racial Trait:
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.
CLASS FEATURES:
Power 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.
Tidebreaker Your natural DR may not be bypassed or ignored by attacks unless the opponent targeting you possesses at least Edge 2 vs you. Utility techniques and other Class Features are not considered "attacks" for the purposes of this ability.
CLASS TRAITS:
Desperado Activation: At-Will Effect: When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. Limit: 3 times per thread.
ITEMS.
EQUIPMENT: 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.
Supplementary: Auxiliary Core 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.
Outfit: UPGRADED Pomegranate Class Power Armor Prototype An advanced armor prototype designed by elusive Tuffle Scientists. Type: Outfit Zeni Value: 20,000 Zeni Cost: -- Activation: Passive Effect: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit. You may use 'Intercept' one additional time per battle.
Supplementary: Prayer beads A set of ancient prayer beads, blessed by all the monks that have utilized them. These are known to provide bounty to even those who are not devout. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: You may now restore up to 125 Ki with your Power Up basic technique. Limit: --
DEFENSE/UTILITY TECHS.N/A ATTACK TECHS.SPECIAL TECHNIQUES: Joker Vidar's cybernetic arm transforms, turning into something similar to a Gatling Gun that fires a violent hale of tightly condensed and volatile ki "bullets" at an enemy in order to overwhelm their defenses. Type: Energy/Ranged/Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Piercing: This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Wounding: This technique has a 40% chance to inflict Wound on hit. Cost: 20 Ki
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Ace of Spades While it appears to look like a regular barrage of energy attacks, Vidar rains a volley of flame augmented energy spheres at his opponent, the attacks do not appear to really be aimed at anyone in particular; looking to miss. However, almost all the energy spheres are weak and would do no damage, except for one which hovers in between Vidar's opponents. This one will detonate and cause a large firestorm within a radius of itself in an attempt to engulf as many opponents as possible. Type: Energy / Ranged / Area Action: Standard Action Base Damage: 10 Damage to up to 3 Targets, +15 Accuracy Major 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. Minor Effect: Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: 25
Finisher Techniques
Royal Flush Using his cybernetic augmentations in his arms, Vidar unleashes an immense torrent of flame augmented power with such great ferocity, pressure, and heat that it is capable of melting the ground underneath it, turn sand into glass, and engulf the opponent to burn them to ash. Type: Energy / Ranged / Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Charging: Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy. Minor Effect: Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: 35 Ki
PL: 14,078 HP: 66/130 | KI: 104/120 | DEF: 75 | ENG ATK: +55 | PHY ATK: +35 | DR: +6 | Ki Cost Reduction: -2 | DMG Modifier: +3
1d100+45·2d6+4·1d100+45·2d6+4·1d100+45·2d6+4
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Post by Rik on Jan 21, 2020 11:20:03 GMT -8
Riku glanced up with Vidar at Kiryu; it seemed he had meant what he said about introducing obstacles. He turned his attention back to his friend but didn't see the gun poking out of Vidar's palm until it was too late. The blasts started issuing forth from the barrel and all he could do was push his ki into his body and speed his movement up; He avoided the first two shots, but the third was placed too perfectly. Vidar had placed it just where he couldn't dodge if he dodged the others; it was truly well done. He tried to get his blade up to deflect it, but barely managed to alter it's course at all. Riku grunted as the ball of energy slammed into his left shoulder, leaving it temporarily numb and hanging at his side. He winced for a moment and called up more power, his aura bursting forth again, the auric glow shading the nearby stone and extending to his blade. He rolled his shoulder and felt feeling beginning to make it's way back to his limb, but he couldn't afford to wait for it to recover. He changed his grip on his blade subtly and assumed a stance with the point held out extended towards Vidar; one would not be remiss in comparing it to a fencing form. As he neared he paused and gave a quick nod and a smile to his friend, "That was well done, Vidar. Having an ace in the hole is wise indeed; and your shot placement was nearly ideal. I look forward to seeing which of us proves the victor!"Riku finished his approach and quickly launched into a three pronged attack named Lizard in a Thornbush. Riku's blade flashed as he thrust three times quickly; right shoulder, chest, and then he dropped to his left knee and thrust upwards towards Vidar's gut. Riku quickly spun as he stood back up and stepped back to gain a bit of maneuvering room. He eyed his sparring partner carefully, watching for his next initiation of hostilities; he was going to have to be more careful to avoid getting hit like this. { } DEFENSE PHASE. +10 Defense this turn from Champion's Gi
Vidar Attack #1 (083) vs Rik's Def (100): Miss Vidar Attack #2 (091) vs Rik's Def (100): Miss Vidar Attack #3 (139) vs Rik's Def (100): Hit
12 dmg - 1 DR = 11 dmg.
OFFENSE PHASE. Counteroffensive activated: +10 Accuracy +4 Damage +2 Ki from infinite Core +1 Stack momentum
Bonus Action: Rapid Movement -14 ki
At-Will Action:
Action 1: Power Up +25 ki +25% PL
Action 2: Strike (Critical on 82 and up due to Opportunist, and Lucky Trinket) YSxQy_1J1d100+60
1d8+8
EFFECTS. Current Momentum Stacks: 3 Power up: 1/2 | 25/100 ki gained Total Turns in Battle: 7 Star Sword: 2/3 uses left Flawless Defense: 0/2 uses left
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. Counteroffensive - On a turn in which you have used a Defensive technique in response to an opponent’s attack(s), attacks you make gain +10 Accuracy and +4 damage on that turn.
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.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
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.
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.
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.
Enhanced Basic for Pot Mastery 5: Enhanced Sense: 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.
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.
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: 8486 --> 10,608 HP: 49/60 | TEMP HP: 0/0 | KI: 53/100 FIGHTING: 40 | ENERGY CONTROL: 25 | REFLEXES: 50 | RESILIENCE: 25 MELEE ACCURACY: +50 | ENERGY ACCURACY: +35 | DEF: 110 DR: 2 | DMG MODIFIER: +4 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [360/2836] 1d100+60·1d8+8
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