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Post by Vidar (PROJECT: RAGNAROK) on Jan 22, 2020 17:51:28 GMT -8
His three bright glowing energy attacks shot through the air, cut the distance between the blonde cyborg and his opponent, the cyborg samurai. The first two were easily dealt with; in fact, Vidar would have been more than a little surprised should all three of the attacks had landed. However, the third one is the one that made it through, it slipped past. It was, perhaps, due to how he fired them, the timing, and the way he fired them. The third one was a sneak shot, popped off to be ignored or not seen until it was too late. And it did its job quite well. The energy attack struck with a great deal of force; it wasn't overpowered. He didn't pour so much energy into the attack to cause the man permanent harm, but he certainly would feel as if he'd been hit by a truck. Maybe. He wasn't quite sure just how sturdy the samurai was built, especially after the cybernetic upgrades. Still, a normal man would be in a good deal of discomfort. "It was a calculated maneuver. I am happy that it bore fruit." He commented as he got into stance as well, one that was slightly more defensive as he saw the samurai get into stance as well. Though, the stance that he took gave the cyborg some pause. He was not a swordsman, he had not been trained in the art of the sword. However, he did know quite a bit about it; not just from the films that some of the scientists in Doctor Kringle’s lab liked to watch. Movies with swashbuckling buccaneers, but also others with samurais, ninjas, and shoguns, as well as those with musketeers and fencing. That stance that the samurai took was akin to a fencing pose, which he found somewhat odd considering fencing and kendo were two separate sword styles. "Interesting stance," he commented, "A rapier is best used for thrusting rather than slashing." He commented, "Though, you are not equipped with a rapier." He did note that the samurai had a katana, or a sword similar, not a rapier, which was not made for slashing or cutting but rather thrusting. The tip was sharp while the blade itself was dull. "If you are the victor of this battle, I foresee that with your level of skill and mastery, you would get quite far in this tournament. He would be quite privileged to have such a worthwhile disciple." He complimented the samurai. Despite the fact that they were fighting, despite the fact that he felt the samurai was winning the match due to his rather bad run of luck as his shots were missing quite often, he was still being quite frank and quite friendly with him. The blows that followed were fast, precise, as he had come to expect from the samurai. Much like how he had expected, the attacks were potent, and quick, much like the rapid thrusts of a professional fencer. They hit, one after another as he was sent staggering back across the tournament stage, staggering several feet as he was hit once , twice, three times. The last one hit him in the stomach and he jerked back somewhat as he staggered back. Why didn't he attempt to block? He wanted to see what he would do. He wanted to study his form. As it was expected, his form was quite good, "I am quite impressed. Your stance is perfect. Your thrusts are quite well placed." He complimented the sword wielder as he took his stance once more. "I have never used a sword before. However, I can see that you could teach me quite a lot about the subject." The blonde cyborg moved, fast, as always; but, he didn't move toward the samurai. Instead, he pulled away as he created some space between the two of them and raised his other arm; this one transformed, changing much like his other arm had, a Gatling Gun emerged from what had been his arm as he unleashed a potent hail of energy rounds at the samurai once more. This time with more controlled precision. WC: 690 CWC: 7,260 BATTLE INFO - Vidar DEFENSE PHASE.
[Riku] Attack #1: N/A [Riku] Attack #2: Strike (Critical on 82 and up due to Opportunist, and Lucky Trinket)(Hit!)
15 Damage - 6 DR = 9 Damage +3 Ki at Start of Turn - Powerful Ki +2 Ki at End of Turn - Infinite Core
OFFENSE PHASE.
Bonus Action: Focus Energy. +15 Accuracy. -7 Ki
Action 1: (Converted into Bonus Action) -> Activate Hidden Weapon. 2 / 2 Uses
Action 2: Joker. - 13 Ki Cost.
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.
Dice Roll: VElQdNiX1d100+70
Damage Roll: 4d6+7
Effect Roll: 1d100
EFFECTS.
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: 57/130 | KI: 89/120 | DEF: 75 | ENG ATK: +55 | PHY ATK: +35 | DR: +6 | Ki Cost Reduction: -2 | DMG Modifier: +3
1d100+70·4d6+7·1d100
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Post by Rik on Jan 22, 2020 18:43:04 GMT -8
Rik nodded at Vidar's comment about being the potential victor of the battle, "Thank you for your praise; It is my hope that whoever comes out of our spar will emerge as the victor. If not, at least we had a chance to test ourselves against worthy foes and hone our skills. More importantly, I think we could find allies and friends here; it seems to be part of the aim of this whole event. And, my friend, he could have no better disciple than yourself, I think. That choice is out of our hands, however, so let us just do our best."The feeling had mostly returned to his arm as he retreated from his attack and nodded, "It was the art I spent the most time honing, though I was taught hand to hand fighting. I'd be happy to show you how to use a sword or even just teach you how to defend against one more effectively." He rolled his shoulder a few times and felt it come fully back to life, just in time to face Vidar's latest assault. The other cyborg's arms morphed one more into the gatling gun whatever that was; he would have to study that later, when he had more time. Vidar's arm started spinning and making that whining noise again as energy bullets spun out once again, more tightly grouped this time. He extended his senses and took a few steps to dodge the initial barrage, but was soon rattled by a continuous hail of bullets and send stumbling back. He grimaced and winced at the sharp pain flashing in his side; his hand clamped down as he felt a wound open in his side accompanied by warm dampness. He knew he was going to have to strike back hard or this battle was going to be over; he braced himself and took a deep breath, gathering his focus and letting go of the wound and letting it bleed for now. He changed his grip on the sword and fed a bit of ki into it through his hands, feeling it infuse the blade and making it more responsive to his will. He charged in at his friend and opened with a form called The Courtier Taps his Fan, which consisted of a sharp downwards strike aimed for the forearm that was currently a gatling gun. From there he moved into The Moon Rises Over the Lake; which was performed by moving his downward moving sword into place as if it was sheathed for a beat then bringing it up in a swift arc directly at Vidar's ribs. After completed his attacks, Riku took a couple of shuffling steps back and pressed his hand against his wound once again, trying to staunch the blood flow... odds were he would have to defend himself again before that was done, but he would do his best. "Well done, my friend. Your are getting more dialed in with your shots the more we battle. Soon I might be the one dropping on the floor."{ } DEFENSE PHASE.
Vidar Attack #1 (140) vs Rik's Def (060): Hit! Vidar Attack #2 (000) vs Rik's Def (100): Miss
16 dmg - 4 DR = 12 dmg. -3 dam from wound
OFFENSE PHASE. Counteroffensive activated: +10 Accuracy +4 Damage +15 Accuracy From Champ Gi +2 Ki from infinite Core at end of turn
Bonus Action: Sense +5 Acc +5 Def +3 DR +3 Damage
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) U6oDoV3w1d100+75 Crit!
1d8+11 Crit: +9 Damage for a total of 22
Wound on 50 or below
1d100 Success! Inflict a stack of wounding
Action 2: Strike (Critical on 72 and up due to Opportunist, Star Sword, and Lucky Trinket) 1d100+75
1d8+11
Wound on 50 or below 1d100 Success! 2 stacks of wounding applied this turn if this attack hits - -6 health for two turns
EFFECTS. Current Momentum Stacks: 3 Power up: 1/2 | 25/100 ki gained Total Turns in Battle: 8 Star Sword: 1/3 uses left Flawless Defense: 0/2 uses left Wound: 1 turn remaining -3 health per turn
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: 34/60 | TEMP HP: 0/0 | KI: 55/100 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: [510/3346] 1d100+75·1d8+11·1d100·1d100+75·1d8+11·1d100
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Post by Vidar (PROJECT: RAGNAROK) on Jan 24, 2020 6:52:30 GMT -8
The blonde cyborg had managed to hit the, surprisingly hard to catch, samurai. But, as he watched, his eyes glowing once more as his scanners went to work, his attack had managed to wound him. His scanners caught that rather quickly. Sure, this was a battle. Though it was supposed to be a friendly spar, not one to the death. Which was why his attacks were controlled. They would hurt, yes, to some degree, but they would not cause fatal damage nor permanent damage. The wound that he had inflicted on the samurai was minor, though it did bleed. He very well couldn't fight the man by punching him softly while wearing bunny mittens, could he? This was a battle, and in the real world people got hurt in battle. Especially those participating in it. "That injury appears to be superficial," He commented, allowing his scanners to take in the data. He had continued to record the entire time, though he did take several shots of the wound, which were immediately saved to Riku's file, as he stood there, gun arm raised up, "Are you alright to continue?" The cyborg questioned, his voice sounded genuinely concerned for the samurai. After all, he was the first friend that Vidar had; not counting the strange snake woman who had awoken him from his stasis chamber, as she did not appear to find the idea of having him for a friend to be worth entertaining since he did not provide her with any artifacts. The samurai, as always, appeared to bounce back very quickly; which was a good thing for both of them. They couldn't, after all, have their fight bore their audience of one - Kiryu. While at the same time, it allowed the yellow eyed cyborg the chance to study his opponent some more. By studying his opponent, he could improve upon himself. He watched the samurai for a moment longer, studying his stance, how he balanced his body in order to take pressure off the wound, to see how he moved; everything about his opponent was being photographed, recorded, and catalogued for future reference. If he were to fight the samurai again, he would be far more prepared. He was, admittedly, ill prepared for this bout. He had never partaken in such a battle, and he had never faced off against someone like Riku before. One thing was to fight against anomalous fish creatures that did not possess the training nor keen warrior intellect and instinct that the cyborg samurai possessed and the other was fighting a thoroughly trained warrior. Sure, the cyborg had a good chunk of power behind him, and if he managed to land a hit, he could do a bit of damage. However, power was nothing compared to experience and training. As Vidar had said previously, raw power meant nothing if he couldn't land his hits or if he can't out maneuver his opponent. Right now, he was just a big strong wall that absorbed damage not unlike a sponge while being able to miss almost every shot. The counter attack that followed was swift and merciless. The samurai charged in. He didn't stand much of a chance against the flurry of blows that followed. Not with the sheer amount of speed that the samurai had on him, his defenses were too great, and Vidar was, woefully, under prepared. He attempted to block against the downward sword swing. But it was performed with such speed and such force, that as the weapon came down it slammed into what his arm had become, a Gatling Gun, and it struck with such force that all Vidar could do was look on with wide eyes as the sheathed weapon crushed the weapon under its weight. Both men saw the gun bend and twist, saw the shrapnel, the metal pieces, as the cyborg was, for lack of a better term, disarmed. His arm was shattered to pieces which scattered across the air and bounced all across the tournament floor and he staggered back. He was too shocked to even react or defend against the swing that struck him across the chest. The force was so strong that the blonde's shirt was shredded, revealing his mix of organic flesh and metal cybernetic augmentations; his flesh was very much bruised and wounded, he was bleeding rather profusely, and his metal parts were dented and warped and he staggered back, beaten, looking as if he had been hit by a truck that proceeded to go in reverse and run him over a second time. WARNING, WARNING, WARNING. EXTREME DAMAGE DETECTED. LEFT SIDE FIREARM UNUSABLE. LEFT SIDE FIREARM DETACHING. His shattered limb released a loud hydraulic hiss and then fell to the ground with a loud heavy crash. The impact of it hitting the tile actually cracked the tile apart and he staggered away from his broken limb, looking at it with a look of confusion. WARNING. WARNING. WARNING. CONTINUED DAMAGE WILL RESULT IN EMERGENCY SHUT DOWN. CONTINUED DAMAGE WILL RESULT IN EMERGENCY SHUT DOWN. CHANCES OF VICTORY... CALCULATING... CHANCES OF VICTORY: 0% "She was right," He muttered, staring at his shattered limb. It was as if a realization had dawned upon him. "The woman was right. I am woefully unprepared for my mission." ACTIVATING OFFENSE PHASE: ODIN’S WRATH. The now determined cyborg raised his other arm, the one good arm he had left and allowed it to change. His body flared with power as he focused, aimed, and fired another hail of energy bullets toward the samurai. If he was going to lose, if he was going to go down, he would go down in a hail of bullets. WC: 945 CWC: 8,205 BATTLE INFO - Vidar DEFENSE PHASE.
[Riku] Attack #1: Strike (Critical on 72 and up due to Opportunist, Star Sword, and Lucky Trinket)(Hit!) [Riku] Attack #2: Strike (Critical on 72 and up due to Opportunist, Star Sword, and Lucky Trinket)(Hit)
42 Damage - 8 DR = 34 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 bonus damage on all attacks, and +2 Damage Reduction.
Action 1: (Converted into Bonus Action) -> Focus Energy, +15 Accuracy, 7 Ki Cost
Action 2: Joker, 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.
Dice Roll: ufGYlnRu1d100+70
Damage Roll: 4d6+9
Effect Roll: 1d100
EFFECTS. Wound, -6 HP for 2 turns, 1/2
Power Up Ki Regain: 75 / 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: 23/130 | KI: 99/120 | DEF: 75 | ENG ATK: +55 | PHY ATK: +35 | DR: +6 | Ki Cost Reduction: -2 | DMG Modifier: +3
1d100+70·4d6+9·1d100
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Post by Rik on Jan 24, 2020 13:01:17 GMT -8
Riku stopped in shock and almost stuttered, "V-v-vidar... I didn't mean for your arm to get..." horror was in his eyes at the wound he had inflicted on his friend; his own strength seemed to have escaped him in that moment and he almost dropped his sword. His friend stumbled away from his harm as Riku's stomach twisted itself into knots. His eyes stayed on the arm, laying on the cracked tile and leaking oil... he didn't even notice Vidar turning towards him and shifting his other arm at first; it took his alarm ringing in his HUD to catch his attention, dazed as he was in the moment. DANGER! DANGER! Incoming Energy Attack! Evasive Maneuvers Recommended! Danger! Impact Imminent!Riku knelt and threw his arms up in front of his face, but still took the worst part of the barrage, which sent him sliding back against the arena floor, his arms and torso smoking from the intense heat of the blasts. Riku stood on momentarily shaky feet and eyed Vidar; he seemed to have the will to fight still in him. Rather than dishonor his friend and insist on the match ending, Riku decided to honor his wishes and carry through to the bitter end. If he was fortunate, this would be the last pass. He started forward, his legs steadying as they fell into familiar motion. As he got within 5 feet of Vidar, he launched himself into the air and brought his sword crashing down in an overhead blow towards Vidar's chest. After he landed, Riku would spin and twist to his right and swing the sword low and hard at the back of Vidar's knee, looking to trip him and put him down to end the fight. Either way after his attacks he retreats and tucks his sword into his belt; from this point in the battle on he will fight with his hands... { } DEFENSE PHASE.
Vidar Attack #1 (154) vs Rik's Def (110): Hit! Vidar Attack #2 (000) vs Rik's Def (110): Miss
23 dmg - 6 DR = 17 dmg. -3 dam from wound
OFFENSE PHASE. Counteroffensive activated: +10 Accuracy +4 Damage +15 Accuracy From Champ Gi +2 Ki from infinite Core at end of turn
Bonus Action: Sense +5 Acc +5 Def +4 DR +4 Damage
At-Will Action: Activate Star Sword +10 Crit Range, +4 Crit Damage, 50% chance to wound with strikes
Action 1: Strike (Critical on 67 and up due to Opportunist w/opponent inflicted, Star Sword, and Lucky Trinket) S1_PtYzm1d100+75 Using 3 stacks of Momentum - total attack roll now 101
1d8+12
Wound on 50 or below
1d100
Action 2: Strike (Critical on 67 and up due to Opportunist w/opponent inflicted, Star Sword, and Lucky Trinket) 1d100+75
1d8+12
Wound on 50 or below 1d100
EFFECTS. Current Momentum Stacks: 0 Power up: 0/2 | 25/100 ki gained Total Turns in Battle: 9 Star Sword: 0/3 uses left Flawless Defense: 0/2 uses left Wound: 0 turn remaining -3 health per turn
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: 14/60 | TEMP HP: 0/0 | KI: 55/100 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: [318/3664] 1d100+75·1d8+12·1d100·1d100+75·1d8+12·1d100
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Post by Vidar (PROJECT: RAGNAROK) on Jan 25, 2020 17:01:42 GMT -8
At this point his internal alarms were going off non-stop. His HUD was going crazy, flooding his view with messages. WARNING. WARNING. WARNING. DAMAGE TO THE LEFT SIDE OF THE BODY. WARNING. WARNING. WARNING. DAMAGE TO THE RIGHT SIDE OF THE BODY. WARNING. WARNING. WARNING. DAMAGE TO THE CHEST PLATE. It went on and on, listing where damage had occurred during the last few moments of the match, and each time the HUD would scream at him that he was also losing blood from the wound, that he could not take much more damage or EMERGENCY SHUT DOWN would occur. In fact, his body had seen much better days at that point. He felt something that he could only guess was pain in his chest, where the sword had struck him and caused him to bleed. It was not a comfortable experience, but it was an experience; he rarely felt pain, and this was something that he knew he would have to experience sooner or later, in order to learn to avoid feeling it again. He forced the messages to the side, ignoring them for the moment. Even if they were very persistent and would reappear in his HUD quickly. "It is fine," Vidar commented as the samurai attempted to apologize. It was a battle after all, "Your attack was swift, I did not shore up defenses, and my arm is replaceable." A small smile crossed his face as he looked at the samurai, "I am learning a lot during this bout; I now know I have many ways in which I need to improve my capabilities if I am to truly fight to protect this Earth and hope to stand any kind of chance." That was the truth. He needed to learn, he needed to improve, and he had to get stronger. At this point in time, he was not strong enough to defend the Earth from her many enemies, let alone Piccolo Daimou. "Any chance to gain experience, any chance to gain knowledge and improve upon myself, is a good one. Even in defeat, or should I say, especially in defeat, can I learn what I must improve upon in order to gain future victory." He got into stance as he watched the samurai in front of him. The man was shaken by what had happened; the utter decimation of one of his limbs, but Vidar surprisingly took it in stride. He peered up at Kiryu then back at Riku once more, "Plus, we must put on the best performance that we can for our benefactor. Fight to the bittersweet end." His attack managed to land, the samurai was pushed back somewhat by it, and then it was his new friend's turn to attack, to launch a renewed assault on the blonde, now one armed, cyborg. Vidar could only assume that the samurai was beginning to feel battle fatigue, blood loss and constant movement would do that even to the best warriors. He had to admit, he was getting somewhat fatigued but that could have been due to the blood loss rather than actual exhaustion. He could not guess just how much of Riku’s body had been augmented or replaced with cybernetic enhancements so he could not guess if the man could get tired or not through normal means. The samurai's attack was, as expected, swift and precise. He was calculated, and he rushed toward Vidar with determination in his eyes. The look of a man who was ready to end the battle once and for all. The first attack of the barrage was a fast downward slash toward the yellow eyed cyborg's chest. He saw that one coming and he shot out of its path; or more like, he leapt back as quickly as he could in order for the sheathed weapon to hit nothing but air. However, the second attack, when the samurai landed and swept his sword through the air, that one managed to hit. It struck him on the back of the knee, and it caused his knee to buckle. He fell to his knees almost instantly. WARNING. WARNING. WARNING. DAMAGE TO LOWER EXTREMITIES. Once again his HUD was displaying the warning signs, and he could see that he was growing dangerously close to an emergency shut down. His system would shut itself down to force him to surrender, to force his hand, in an attempt at self preservation that he was apparently turning a blind eye to. However, he could not just give up now. He could not just surrender the battle. Not with the amount of blood and sweat that Riku had spilled for his hard earned victory. He had fallen to his knees, yes, but he turned himself and raised his weaponized arm once again as he unleashed one final barrage of energy bullets at Riku. WC: 805 CWC: 9,010 BATTLE INFO - Vidar DEFENSE PHASE.
[Riku] Attack #1: Strike (Critical on 67 and up due to Opportunist w/opponent inflicted, Star Sword, and Lucky Trinket)(Miss) [Riku] Attack #2: Strike (Critical on 67 and up due to Opportunist w/opponent inflicted, Star Sword, and Lucky Trinket)(Hit)
22 Damage - 8 DR = 14 Damage +3 Ki at Start of Turn - Powerful Ki +2 Ki at End of Turn - Infinite Core
OFFENSE PHASE.
Bonus Action: Sense. +5 Accuracy, +5 Defense.
Action 1: (Converted into Bonus Action) -> Rapid Movement, +25 Defense, -12 Ki Cost
Action 2: Joker, 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.
Dice Roll: k6Fj_R|d1d100+60
Damage Roll: 4d6+9
Effect Roll: 1d100
EFFECTS. Wound, -6 HP for 2 turns, 2/2
Power Up Ki Regain: 75 / 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: 9/130 | KI: 79/120 | DEF: 75 | ENG ATK: +55 | PHY ATK: +35 | DR: +6 | Ki Cost Reduction: -2 | DMG Modifier: +3
1d100+60·4d6+9·1d100
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Post by Rik on Jan 25, 2020 19:14:02 GMT -8
Riku felt a little better as Vidar seemed ok with the loss of his limb and seemed to think it could be replaced easily enough. He felt some of the nausea in his stomach recede and told his friend, "I will help you repair your arm after this is over, Vidar. I'm adept with my hands, and you can direct me on what to do." At his friends further words, he joined him in a quick glance towards Kiryu and then nodded, "Indeed, my friend. Until the end. Do your best and I will do mine. Here at the end of our strength, let our willpower carry us to victory!"He had moved then to attack, his initial jumping charged was avoided when Vidar shot himself backwards out of range. However, he was able to catch him on the back of the knee with his twisting followup, dropping his sparring partner to the stone floor of the arena with a booming clatter. He moved back and sheathed his sword and prepared to finish this fight with his bare hands... he started calling up some ki to enhance his fists. They started glowing golden as he fed power into them and sensed Vidar to see if he planned to counter attack. Scanning opponent... Opponent in Critical Status. Danger! Attack Incoming!Riku forced his legs to move as swiftly as they were still able to and then leaped to the side as Vidar raised his remaining arm up and released a barrage of energy bullets towards him. He hit the ground with a grunt, rolled and came up to his feet, already redirecting himself to run towards VIdar before he could swing his weapon around. As he neared he threw a right handed haymaker down at his friend's face with a ki enhanced fist. He then followed by grabbing the remnants of Vidar's shirt with his right hand and crashing his left fist down at the other man's face before letting him go. If his friend went down he would immediately begin tending his wounds and signalling for help to stop the bleeding. { } DEFENSE PHASE.
Vidar Attack #1 (081) vs Rik's Def (110): Miss Vidar Attack #2 (000) vs Rik's Def (110): Miss
0 dmg - 6 DR = 0 dmg.
OFFENSE PHASE. Counteroffensive activated: +10 Accuracy +4 Damage +15 Accuracy From Champ Gi +1 Momentum Stack +2 Ki from infinite Core at end of turn
Bonus Action: Sense +5 Acc +5 Def +4 DR +4 Damage
At-Will Action:
Action 1: Strike (Critical on 82 and up due to Opportunist and Lucky Trinket) 8OnPEzT01d100+75 CRIT!
1d8+12 +5 damage, crit!
Action 2: Strike (Critical on 82 and up due to Opportunist and Lucky Trinket)
1d100+75 Use 1 stack of momentum - Crit!
1d8+12 +5 damage, crit!
EFFECTS. Current Momentum Stacks: 0 Power up: 0/2 | 25/100 ki gained Total Turns in Battle: 10 Star Sword: 0/3 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: 14/60 | TEMP HP: 0/0 | KI: 55/100 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: [351/4015] 1d100+75·1d8+12·1d100+75·1d8+12
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Post by Vidar (PROJECT: RAGNAROK) on Jan 26, 2020 6:11:26 GMT -8
WARNING. WARNING. WARNING. System failure. System failure. Weapon Systems, failed. Guidance Systems, failed. Sensors, failed. It was happening, whether he wanted it to happen or not, his systems were crumbling. It was too much. His body could not take all the brutal punishment that Riku had hurled upon it; potent attack after potent attack chewed away at his defenses and he was left broken. His systems were failing, a cascade of rapid fire shut downs. His left sidearm, literally his arm, lay on the ground several feet away, shattered to pieces with its remnant parts scattered all across the broken tile floor of the tournament stage. His chest was reminiscent of a crushed soda can due to the potent damage that had befallen it not long ago. He was bleeding. He felt the blood flow out of the open wounds that he could do nothing about. WARNING. WARNING. WARNING. His attack, his final burst of glowing energy bullets, tore through the air. He would go down fighting, swinging, kicking, refusing to dishonor his samurai cyborg friend by just backing down. He would go down in a hail of bullets. The bullets missed. His attack was dodged. His guidance system had assured him a hit, but as he had guessed, there was something wrong with his guidance system. Perhaps it was due to being without maintenance or upgrades for decades as he lay in stasis in that hidden pod in that hidden lab in the Southern Islands. That must have been it. It did not matter. It did not matter one bit. He had missed. His attack rushed through the air with breakneck speed and it missed. The samurai managed to dodge and roll and duck out of the way. He hit nothing but the barrier that had erected itself around the tournament stage; they could see the barrier as the bullets slammed into it, as it caused a ripple effect that wobbled the barrier from the point of impact outwards. That was it. That was all he had left. He didn't have the strength to get up. He didn't have the strength to push his body up off the floor from the kneeling position that he was in. He had no energy left; he could do nothing but watch as the samurai stood up, his body radiating heat and energy, his eyes were filled with the spark of a warrior. This is what Vidar was supposed to be, what he was meant to be, and he failed at that task. He failed to live up to his creator's dream, his surrogate father, Doctor Kringle. He could not win a tournament. How could he hope to best Piccolo? How could he hope to protect the Earth from her enemies? A small smile crossed his face, even as the samurai drew closer and he knew that the attack would be swift and powerful. He smiled nonetheless. He was still recording. That was the one thing that he refused to allow to fail. Every other system was crumbling around him as his HUD warned of impending shut down. WARNING. WARNING. WARNING. CONTINUED DAMAGE WILL RESULT IN EMERGENCY SHUT DOWN. It was very persistent. As the samurai drew closer to him, his fists glowing bright with power, all he could do was wait for the inevitable. He could not fight back. He didn't have the strength to fight back. He could just watch it come his way, a child standing on the train tracks and seeing the bright light at the end of the tunnel and knowing that the light wasn't Heaven or some ethereal plane of peace. It was the 12:30 to West City and it was coming in hot, fast, and its brakes were not functioning as they were supposed to. He had no hope of stopping the train, and all he could do was stand there and watch it bare down on him. He also thought back to the snake woman. She had called herself Hebihime. She was strange; she had been so annoyed with him, with his optimism, and his open flat out statement that he was going to go out into the world, he would beat her enemies, he would bring down the Daimou, and he would save the Earth and her peoples from any and all of her enemies. She had told him that he had been dreaming. He had been asleep in his stasis pod for so long that the world moved on around him. He was a relic of the past. Going out there would do nothing but get him destroyed. Now as he knelt there, in the ring, he saw that she was right. He was not strong enough. But, even with this crushing defeat, he learned quite a lot. He learned where he had to improve on himself. There was no shame in defeat. The only shame, the only real failure, came when one surrendered to inevitability and gave up. He was not surrendering to inevitability now, he just couldn't move, and thus, the end came. The two attacks that were thrown his way both hit. One was a resounding haymaker, a potent punch that slammed into the blonde cyborg's face with such force that he was almost knocked off his knees entirely. But, the cyborg samurai did not allow that. He reached out and grasped hold of the android's collar, caught him before he could fall to the ground like a useless sac of potatoes. He held the blonde man's collar and they looked at each other. Vidar's yellow eyes and his black sclera appeared to be somewhat losing focus. Even as his eyes glowed brilliant gold, Riku could see that they were fading. He was going in and out of consciousness. "Well done...Riku..." He barely managed to get the words out, when the second punch slammed into his face. The blow hit hard. Once again Riku stopped him from falling to see the attack hit. It did. And he was released. He slumped to the ground. His eyes flickered one last time, the golden hue of his scanners flickering. Then they went dark as he was knocked completely out cold. WC: 1,030 CWC: 10,040 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)
41 Damage - 8 DR = 33 Damage +3 Ki at Start of Turn - Powerful Ki +2 Ki at End of Turn - Infinite Core
OFFENSE PHASE.
Bonus Action:
Action 1:
Action 2:
EFFECTS.
Power Up Ki Regain: 75 / 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: 0/130 | KI: 79/120 | DEF: 75 | ENG ATK: +55 | PHY ATK: +35 | DR: +6 | Ki Cost Reduction: -2 | DMG Modifier: +3
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