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Post by Ty on Jan 17, 2020 13:11:17 GMT -8
While Celerai and Tiger Lily were stretching their third opponent approached introducing himself while recognizing each other from somewhere else. Ty smiled when Zaru explained that he was from the southern islands but when he revealed being part of the turtle school she reflected the times she did pay attention to the black and white martial arts films. While it was typical to be trained by many schools students were loyal to one and she wondered if everyone present would be with Kiryu. Trust was difficult to come by, especially among strangers, and people changed for one reason or another. The more thought she put into it the further she over analyzed everything in her own head space. Of course, all these factors were being taken into consideration by the magus, and she sighed, wishing she was independent without making the people she cared about worry about her. The truth of the matter was that she had to essentially report to her family, boyfriend, and best friend or make them worry if she did not at least text them at least once in a span of twenty four hours. Perhaps being female was the primary reason, if she could prove that she was strong enough to travel the world alone without giving anyone the chance to be concerned, then winning this tournament would aid her independence at a mere seventeen years old. “I am from the southern islands, too! Nice to meet you, Celerai, and Zaru. I am going to leave a big impression on the both of you so remember my name!” Ty took off her sweater, the climate was getting to her, she wore a sleeveless white knit tank underneath, with a visible black swim top through it that was tied at the nape of her neck, and she secured the sleeves of her black sweater at her waist by tying them together. Long orange strands of her hair began to float in the air, she focused her ki to increase her power level, feeling the aura surround her entire body equivalent to a warm up. There was a glint on her ocean teal eyes as she focused entirely on her opponents, she had the natural ability to imitate techniques by remaining observant, and she had the tenacity to withhold from blinking so she would not miss a single detail. [392] [Passive Effect] Power Up Round 1 [Passive Action]
[At-Will Action]
[Bonus Action] Power up
[Standard Action]
[Standard Action]
Power Level: 10,010 x 1.25 Power Up= 12,512 0/4 Power up ki boost
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Name: Tiger Lily ‘Kuri’ aka Ty Species: Human Saiyan Hybrid Age: 16 Gender: Female
Skills & Statistics Fighting: 35 Energy Control: 35 Reflexes: 50 Resilience: 30 Power Level: 10,010
Accuracy: 1d100+35(Fighting) +5 Level 1 Prodigy / 1d100+ 35(Energy Control) + 5 Level 1 Prodigy Defense: 50+ 50 Reflexes =100 HP: 50+ 30 Resilience= 80 + 5 Level 1 Prodigy KI: 100 DR: -1 Level 1 Prodigy DM: +2 KCR: -1
Class: Prodigy
Racial Trait: Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
Class Features: Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice. Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Starting Non-Basic Technique Chosen:
SOLAR FLARE (RANK 3) You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD SENSE (RANK 3) You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle. Ranks: Rank 2 lasts for 4 turns. Rank 3 lasts for 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Cherry Bomb | Outou Bakuretsudan After testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home. Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks.
Technique Slots: 2/5
Enhanced Technique for unlocking all levels of potential Mastery: FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists.
Prodigy Plus Techniques:
Green Steel Strike | Midorikoudageki A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies. Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1. Learned via Cayle Pota.
COUNTERMEASURES Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Learned via Orizuru
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Learned via Kiryu
Prodigy Plus Technique Slots: 3/3
Equipment
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Professional Panacea Once thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 4 turns. Limit: 1 use per thread.
Intermediate Belt A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time.
Blaster Carbine Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread.
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Jan 18, 2020 4:42:09 GMT -8
His name was Zaru. Surprisingly, he actually remembered the Saiyan from the eating contest, and also remembered that he was friends with Cade. Celerai shook his head at the bald headed martial artist, when he stated that he was the fourth son of Krillin and said "Hmm. That's pretty good. Let's go Zaru. We have a spar we need to begin."Assuming that he followed, he walked to the arena once again, and finished up his stretches. Celerai, trying to create a conversation, said "You know, uhh, Ty.. I'm from the Southern Islands."Apparently, she herself was also from the Southern Islands. Celerai smiled hearing this, and also glad to hear that the girl, herself, would leave impression on his face. He hoped so, as he wanted a fun and challenging fight. Sure, he didn't expect that it would be a free for all. Once she took off the sweater, she tried it around her waist, and started to power up, raising her ki, as the fight was about to begin. He could feel her power increasing and realized that it was pretty close to his power. "Hey, wait for me."Celerai joined in, flariing up his neon green aura, as it danced around him violently. At this point, a scouter would pick up his power at about twelve thousand. Once he stopped, one could see the neon green aura still lingering around his body. After which he went in his fighting stance with his right arm accompanied by his right leg in front and his left arm accompanied by his left leg slightly behind. He stood there, waiting for the first move. WC: 280 | 280 {CELERAI'S BATTLE TRACKER} SUMMARY
Damage taken in total this turn- 0 dmg -2 DR= 0 dmg.
Bonus Action: Power Up | +25% PL | 0 ki
Standard Action:
Standard Action:
CLASS FEATURES
Unrivalled Potential- You begin play with all enhanced basic techs
Genius- Your stats are no longer restricted by the natural 50 cap.
Skillful - Mastery Level 1 now instead increases your chosen skill by +10.
CLASS TRAITS
Flawless Counter Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
SPECIES TRAITS
Zenkai | The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. TRAITS
Luchador: None (Passive) | Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: --
Instinct: None (Passive) | Your Defense is increased by +15.
ITEMS
The Orin Temple Robes of Krillin | The owner of these robes are considered to possessing an additional martial artist class feature. Those who do not possess the martial artist class may only pick from the level 0 features of martial artist. Those who do possess the martial artist class may pick from any feature from the levels they have unlocked, and when they unlock a new level they may switch out the artifact unlocked feature chosen. In addition, the possessor of this rare artifact is considered to have a 10% PL increase. | One use per player character per battle.
Bo Staff: Bonus Action | Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. | 3 uses per thread
Flexmetal Staff: Bonus Action | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Bo Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread.
Lucky Trinket: Passive | 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.) | Only one Lucky Trinket may be equipped at a time.
TECHNIQUES
FEINT I: Defensive (Standard Action) | You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. | Twice per thread, once per turn. | 15 ki
CUTTING EDGE: Physical, Melee, Single | Slashing | Crippling | 3d10 | -15 ki
PUNISHMENT OF A THOUSAND BLOWS: Physical, Melee, Finisher | Draining | Blinding | 5d8+15 | -35 ki, 5 HP
KI BLADE I: Attack (Standard Action) | You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. | 2 ki per Melee Energy Blast(Same cost as Energy Blast)
GIANT FORM: Utility (Bonus Action) | While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. | Once per battle. | 15 ki
EIGHT ARMS [Orin Temple Robes]: Utility (At-Will) | You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) | Twice per thread. | 10 ki
HEAL [Orin Temple Robes]: Utility (Bonus Action) | You restore 15 HP to a willing ally or yourself. | Once per ally. | 10 ki
BARRIER [Orin Temple Robes]: Defensive (Bonus Action) | You gain 15 Temporary HP and are immune to status effects inflicted by attacks. | Once per thread. | 15 ki
Fighting: 50 | Energy Control: 30 | Reflexes: 35 | Resilience: 20 Natural Power Level: 9,314 | Base Power Level: 10,245 | Current Power Level: 12,806 HP: 75/75 | Ki: 100/100 | DEF: 100(105) | Melee Accuracy: d100+55 | Ranged Accuracy: d100+35 Damage Reduction: 2 | Damage Modifier: 3 | Ki Cost: 1 Power Up Ki Regen: 0/100
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Post by Zaru on Jan 18, 2020 4:59:42 GMT -8
Even standing here, Zaru wondered if he should've just backed down. It wasn't that bad when he heard he was at least dealing with others from the Southern Isles, he supposed. Hearing that reminded him of home, but it had a sting to it. Even in his neighbourhood, it seemed like he wasn't the most powerful around, if he was feeling energy right. Still, he could prove himself the best martial artist - power wasn't everything, right? Even if it did make things a whole lot easier. The white Turtle-style gi fluttered in the wind as he stood in his place on the arena, his eyes darting between each of his opponents as his face held the same emotionless stare, for now. He wasn't looking to get blindsided, and in a fight like this, it was very easy for it to happen. He, most of all in this little group, couldn't afford to take a bad surprise attack that flattened him. Something like that could do real damage, so he had to be constantly on-guard, even if the two of them were downright bundles of joy in comparison to him. His eyes widened for a moment as he saw Ty's aura explode, and Celerai's did the same after it. Well, she wasn't lying when she said she'd make an impression. Zaru already wondered whether that was even her limit of power right now; she seemed to call on it so easily, from where he was standing. The other guy, Celerai, was every bit as strong as he'd imagined. Nevermind having the constitution to eat as much as he had the last time they'd met, it seemed like he had more than enough strength to back it up. Zaru stretched slightly, seeming calm even if on the inside he was feeling a bit of panic. "Alright. Well, whoever's through this better win at the end. I'm expecting a Southern Islander champ of this thing." Zaru remained still for a moment before he suddenly shot into a fighting pose, one that seemed to be orthodox for the Turtle School. His white aura suddenly exploded around him as he released his energy and controlled its flow, just as they had. His outreached hand swayed slightly in the direction of each opponent as he watched, wanting to see who would make the first move. WC: 390 {Spoiler}{BATTLE INFO -Zaru} DEFENSE PHASE.Passive Effect: Spiritualist Robes: +2 Ki regen per turn. [Opponent] Attack #1: [Opponent] Attack #2: 0 DMG - 0DR = 0 DMG OFFENSE PHASE. Bonus Action: Power Up | +25% Power Level | -0 Ki Action 1:
Action 2: TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. ITEMS.Spiritualist Robes Worn by the Namekian Dragon Clan, these robes have been crafted to dramatically increase the flow of energy through their wearer’s body. Type: Outfit - Robe Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase your maximum Ki by +25 and regain 2 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None. Katchin Sword Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 uses per thread. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: N/A CURRENTLY USING:
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Blitz Requirements: Fighting Skill of 50
Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: --
DEFENSE/UTILITY TECHS.SONIC SWAY (Rank 1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defensive Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less.
Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
Technique Slots: 3/5
ATTACK TECHS.COUNTER STRIKE Zaru waits for an opponent to make a movement to attack, and uses the opportunity to slip a strike of his own, most often a punch, through their guard, with the intent of causing serious damage and following up afterwards. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 50 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 50 NATURAL PL: 5,704 | BASE PL: 5,704 | CURRENT PL: 7,130 HP: 105/105 | KI: 125/125 | DEF: 75 | ENG ATK: 40 | PHY ATK: 55 | DR: 7 | DMG MOD: 3 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100 Tag: Ty Celerai
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Post by Ty on Jan 19, 2020 5:05:49 GMT -8
Tiger Lily’s grin began to fade as she measured her opponents power levels, she deduced that Celerai would give her trouble given that they were both evenly matched, and while Zaru appeared strong she would have to conserve some energy for him towards the end of the game they were playing at in a battle of wit. While her demeanor was a rather cheerful when sparring her friends, her saiyan blood welcomed a challenge innately, until her Uncle Toad Lily discovered the connection it will take some time for the teenage girl to apply more tact. Ty kept her stance wide, body lowered, and prepared herself for any incoming attack. In the meantime, she kept her distance from either of them, and used her concentrated energy to deliver a series of energy blasts. The first blast was one she developed while walking her Uncle’s pet Dog Wood Lily, it was accidental that she blinded the small dog, but she left an effective crater on the beach in which she released on to the marble arena between Celerai and Zaru. The blast was fired off her hand, it was as small as a cherry, but it bloomed into a blinding light that engulfed the entire area. Once she caught Celerai’s attention she fired two more energy blasts, one in each hand, centered at his chest like beam cannons. [226] [618]
Cherry Bomb @ ALL To Hit: 46iEYXE|1d100+55+15 AOE + 40 Energy Control Damage: 10 + 2 Damage Modifier = 12 Damage 10 + 4 Damage Modfier + Edge 1 on Zaru Only = 14 Damage Not sure about the damage modifier so I asked the rest of staff about it. I figured it does or else this tech is expensive to use just for 10 base. Blinding: 1d10030% Chance -- Energy Blast @celerai To Hit: 1d100+50+40 Energy Control +10 Embolden Damage: 2d6+4+2 Damage Modifier Enhanced Energy Blast @celerai To Hit: 1d100+50+40 Energy Control +10 Embolden Damage: 2d6+4+2 Damage Modifier CRIT! +5 Damage = 13 Total Damage {Statistics} Initiative:
Ty Celerai Zaru
Edge 1 on Zaru Edge 1: Your PL must be 1.5x an opponent’s; you gain +2 bonus damage on all attacks, and +2 Damage Reduction.
10,695 PL Needed to Retain it
[Passive Effect] Power Up Round 2/2, Embolden Round 1/2 +10 Accuracy on Basic Tech [Passive Action]
[At-Will Action]
[Bonus Action] Energy Blast @celerai
[Standard Action] Cherry Bomb @all
[Standard Action] Energy Blast @celerai
Power Level: 10,010 x 1.25 Power Up= 12,512 0/4 Power up ki boost
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Name: Tiger Lily ‘Kuri’ aka Ty Species: Human Saiyan Hybrid Age: 16 Gender: Female
Skills & Statistics Fighting: 35 Energy Control: 35 Reflexes: 50 Resilience: 30 Power Level: 10,010
Accuracy: 1d100+35(Fighting) +5 Level 1 Prodigy / 1d100+ 35(Energy Control) + 5 Level 1 Prodigy Defense: 50+ 50 Reflexes =100 HP: 50+ 30 Resilience= 80 + 5 Level 1 Prodigy KI: 100 -25 Cherry Bomb -2 Ki Blast= 73 ki DR: -1 Level 1 Prodigy DM: +2 KCR: -1
Class: Prodigy
Racial Trait: Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
Class Features: Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice.
Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Starting Non-Basic Technique Chosen:
SOLAR FLARE (RANK 3) You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD SENSE (RANK 3) You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle. Ranks: Rank 2 lasts for 4 turns. Rank 3 lasts for 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Cherry Bomb | Outou Bakuretsudan After testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home. Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks.
Technique Slots: 2/5
Enhanced Technique for unlocking all levels of potential Mastery: FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists.
Prodigy Plus Techniques:
Green Steel Strike | Midorikoudageki A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies. Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1. Learned via Cayle Pota.
COUNTERMEASURES Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Learned via Orizuru
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Learned via Kiryu
Prodigy Plus Technique Slots: 3/3
Equipment
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Professional Panacea Once thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 4 turns. Limit: 1 use per thread.
Intermediate Belt A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time.
Blaster Carbine Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread. 1d100+55·1d100·1d100+50·2d6+4·1d100+50·2d6+4
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Jan 19, 2020 7:41:00 GMT -8
The fight kicked off with Ty making her first move. But instead of charging at someone, she instead charged this small orb of energy, which seemed to be a cherry? It was pretty small though, but that small orb of energy burst into a blinding flash of light. Celerai was nearly blinded by this, but managed to close his eyes, just in time. Not long after, he felt a ki signature coming at him, in which he slapped away, while his eyes were closed. Once he opened his eyes, there was yet another ki blast coming at him. He didn't quite get to that one. With it connecting with his chest, there was already a small hole in his green and black gi. He looked at his friend, Zaru, to see if he was ok, and turned his attention to Ty once more. "Woah, you nearly got me right there. Man, you've got some power in that body of yours. I think I should do something special to start this off to. It won't be as flashy as yours, but hey.."Leaving that statement hanging in the air, he proceeded to charge up a neon green ki blast. He then squashed it, leaving the neon green energy around his fist. He signalled that he was going to come at her by saying "Ok, here I come."As he went in a charging position, his aura appeared brighter than before. His aura exploded around him, as he rushed at Ty. He attempted to get behind of the female teenage, in order to land one of his most used and most effective attacks. Once he got behind her, he swung his leg at her back. After which, he aimed his ki imbued fist at the same place. WC: 295 | 575 { CELERAI'S BATTLE TRACKER} SUMMARYDamage taken in total this turn- 13 dmg -2 DR= 11 dmg. Bonus Action: Rapid Movement | +25 Def | -14 ki Standard Action: Cutting Edge | -14 ki Ty To Hit: |mKl0RGk1d100+75Crits on a roll of 72 (75 Slashing, -2 Lucky Trinket) and does +9 dmg (4 Slashing, 5 Crit Hit) (+20 Acc due to the 'Flawless Counter' trait) Damage: 3d10+3Crippling: 1d10040% Chance Standard Action: Ki Blade | -1 ki Ty To Hit: 1d100+75Crits on a roll of 92 (Lucky Trinket) (+20 Acc due to the 'Flawless Counter' trait) Damage: 2d6+5Power Up | +25% PL | 2/2 Edge 1 is established over Zaru: +2 Dmg, +2 DR CLASS FEATURESUnrivalled Potential- You begin play with all enhanced basic techs Genius- Your stats are no longer restricted by the natural 50 cap. Skillful - Mastery Level 1 now instead increases your chosen skill by +10. CLASS TRAITSFlawless Counter Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector SPECIES TRAITS Zenkai | The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. TRAITSLuchador: None (Passive) | Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: -- Instinct: None (Passive) | Your Defense is increased by +15. ITEMSThe Orin Temple Robes of Krillin | The owner of these robes are considered to possessing an additional martial artist class feature. Those who do not possess the martial artist class may only pick from the level 0 features of martial artist. Those who do possess the martial artist class may pick from any feature from the levels they have unlocked, and when they unlock a new level they may switch out the artifact unlocked feature chosen. In addition, the possessor of this rare artifact is considered to have a 10% PL increase. | One use per player character per battle. Bo Staff: Bonus Action | Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. | 3 uses per thread Flexmetal Staff: Bonus Action | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Bo Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread. Lucky Trinket: Passive | 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.) | Only one Lucky Trinket may be equipped at a time. TECHNIQUESFEINT I: Defensive (Standard Action) | You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. | Twice per thread, once per turn. | 15 ki CUTTING EDGE: Physical, Melee, Single | Slashing | Crippling | 3d10 | -15 ki PUNISHMENT OF A THOUSAND BLOWS: Physical, Melee, Finisher | Draining | Blinding | 5d8+15 | -35 ki, 5 HP KI BLADE I: Attack (Standard Action) | You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. | 2 ki per Melee Energy Blast(Same cost as Energy Blast) GIANT FORM: Utility (Bonus Action) | While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. | Once per battle. | 15 ki EIGHT ARMS [Orin Temple Robes]: Utility (At-Will) | You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) | Twice per thread. | 10 ki HEAL [Orin Temple Robes]: Utility (Bonus Action) | You restore 15 HP to a willing ally or yourself. | Once per ally. | 10 ki BARRIER [Orin Temple Robes]: Defensive (Bonus Action) | You gain 15 Temporary HP and are immune to status effects inflicted by attacks. | Once per thread. | 15 ki Fighting: 50 | Energy Control: 30 | Reflexes: 35 | Resilience: 20 Natural Power Level: 9,314 | Base Power Level: 10,245 | Current Power Level: 12,806 HP: 64/75 | Ki: 71/100 | DEF: 100(105) | Melee Accuracy: d100+55 | Ranged Accuracy: d100+35 Damage Reduction: 2 | Damage Modifier: 3 | Ki Cost: 1 Power Up Ki Regen: 0/100
1d100+75·3d10+3·1d100·1d100+75·2d6+5
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Post by Zaru on Jan 19, 2020 10:00:29 GMT -8
The die was cast, and the girl, Ty, was the first to make a move. Zaru shouldn't have been surprised; her energy seemed to flow so much more smoothly than his own, it only made sense that she was the fastest here. Still, his instinct told him to be more cautious than usual with her. She'd have a few tricks up her sleeve, as would the Saiyan - he had to admit that he wasn't the refined and tempered blades that they were. He had the fundamentals down to perfection after he'd spent all these years finally trying to learn them just from observation from afar and getting his head punched in, but he wasn't the crafty master that some already were at this age. The first blast he saw set him on edge, and he knew not to trust it. The energy felt similar. The same kind that built up in the head during a technique he'd seen a lot. Without hesitation, Zaru shut his eyes, listening to his own ki guiding him as he crossed one arm over the other in a block, immediately moving back. He was shown to be smart to do so; the energy that was once so small suddenly blew up into a large blast, forcing Zaru to slide back across the marble tiles through sheer force as he held his guard, gritting his teeth. Once he had a moment to breathe, he opened his eyes again, with the Saiyan and the girl already engaging in combat. A purely pragmatic move would be to just stay back and let them wear each other down, but maybe his pride as a martial artist was a bit too much for that. Zaru seemed to disappear from view as he moved rapidly around, behind where Celerai was launching a back attack of his own. Focusing his ki into his leg, the bald man spun in the air, attempting to connect a roundhouse with the side of his opponent's temple. Without wasting a moment, regardless of whether or not he struck true, he flipped forward to try and slip inbetween the two and go low to the ground. He swung his leg to try and sweep Ty's, and with the same motion, turned his body and extended both legs upwards. They were aimed at the upper body, head or face, but more importantly, it was to try and launch her up into the air. Right now, they were all in real close quarters, and it was in his best interest not to be inbetween the two when they decided to retaliate; making distance was his best option. WC: 438 | 828 {Spoiler}{BATTLE INFO -Zaru} DEFENSE PHASE.Bonus Action: Guard | +10 DR | -6 Ki Passive Effect: Spiritualist Robes: +2 Ki regen per turn. Power Up (2/2): +25% Power Level [Ty] Attack #1: Cherry Bomb | 14 Damage [Opponent] Attack #2: 14 DMG - 17DR = 0 DMG OFFENSE PHASE. Bonus Action:Action 1: Strike Ty | -0 Ki Attack Bonus: +55 | DMG Mod: +6 | Inflict Bonus: +0% 1RlPAc6C1d100+55 - ATTACK 1d12+6 - DAMAGE N/A - INFLICT At-Will: Blitz Strike Ty | -0 Ki Attack Bonus: +55 | DMG Mod: +6 | Inflict Bonus: +0% 1d100+55 - ATTACK 1d12+6 - DAMAGE N/A - INFLICT Action 2: Strike @celerai | -0 Ki Attack Bonus: +55 | DMG Mod: +6 | Inflict Bonus: +0% 1d100+55 - ATTACK 1d12+6 - DAMAGE N/A - INFLICT At-Will: Blitz Strike @celerai | -0 Ki Attack Bonus: +55 | DMG Mod: +6 | Inflict Bonus: +0% 1d100+55 - ATTACK 1d12+6 - DAMAGE N/A - INFLICT TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. ITEMS.Spiritualist Robes Worn by the Namekian Dragon Clan, these robes have been crafted to dramatically increase the flow of energy through their wearer’s body. Type: Outfit - Robe Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase your maximum Ki by +25 and regain 2 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None. Katchin Sword Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 uses per thread. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: N/A CURRENTLY USING:
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Blitz Requirements: Fighting Skill of 50
Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: --
DEFENSE/UTILITY TECHS.SONIC SWAY (Rank 1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defensive Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less.
Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
Technique Slots: 3/5
ATTACK TECHS.COUNTER STRIKE Zaru waits for an opponent to make a movement to attack, and uses the opportunity to slip a strike of his own, most often a punch, through their guard, with the intent of causing serious damage and following up afterwards. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 50 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 50 NATURAL PL: 5,704 | BASE PL: 5,704 | CURRENT PL: 7,130 HP: 105/105 | KI: 121/125 | DEF: 75 | ENG ATK: 40 | PHY ATK: 55 | DR: 7 | DMG MOD: 3 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100 Tag: Ty Celerai 1d100+55·1d12+6·1d100+55·1d12+6·1d100+55·1d12+6·1d100+55·1d12+6
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Post by Ty on Jan 19, 2020 11:17:02 GMT -8
Tiger Lily kept her ocean teal eyes wide open but her opponents were fast, she was swept up by Celerai’s kick, followed by a ki imbued fist to her tensed up core, she rolled away from both martial artists which caused Zaru’s attacks to miss her despite being so low to the arena floor. As she stood back up, she smiled knowing that Zaru was going to try to get at the both of them, he was fast enough to attempt multiple strikes compared to what she could muster, and she was not going to change her mind about taking out Celerai first. Without an obvious saiyan tail, she assumed the young tan man was human, and her blood was practically boiling to hit him with everything she was capable of especially after the punch he administered was still stringing on her abs. With continued focus on Celerai, she charged up her energy blasts longer to increase their power, and fired them both at him in a vibrant orange hue compared to the yellow hue from before. [176] [794] Energy Blast @celerai To Hit: zS5RIC1t1d100+50+40 Energy Control +10 Embolden Damage: 2d8+4Blaster Carbine d8 +2 Damage Modifier Energy Blast @celerai To Hit: 1d100+50+40 Energy Control +10 Embolden Damage: 2d8+4Blaster Carbine d8 +2 Damage Modifier {Statistics}
Initiative:
Ty Celerai Zaru
Dropped Powering up and lost edge 1 on Zaru.
Attacks from Celerai: 91 vs 100= Miss 134 vs 100= Hit Incoming Damage: 11- 1 DR= 10
Attacks from Zaru: 85 vs 100= Miss 69 vs 100= Miss
[Passive Effect] Embolden Round 2/2 +10 Accuracy on Basic Tech [Passive Action]
[At-Will Action]
[Bonus Action] Blaster Carbine
[Standard Action] Energy Blast @celerai
[Standard Action] Energy Blast @celerai
0/4 Power up ki boost
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Name: Tiger Lily ‘Kuri’ aka Ty Species: Human Saiyan Hybrid Age: 16 Gender: Female
Skills & Statistics Fighting: 35 Energy Control: 35 Reflexes: 50 Resilience: 30 Power Level: 10,010
Accuracy: 1d100+35(Fighting) +5 Level 1 Prodigy / 1d100+ 35(Energy Control) + 5 Level 1 Prodigy Defense: 50+ 50 Reflexes =100 HP: 50+ 30 Resilience= 80 + 5 Level 1 Prodigy -10= 75 KI: 73 ki -3 Energy Blasts= 70ki DR: -1 Level 1 Prodigy DM: +2 KCR: -1
Class: Prodigy
Racial Trait: Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
Class Features: Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice.
Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Starting Non-Basic Technique Chosen:
SOLAR FLARE (RANK 3) You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD SENSE (RANK 3) You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle. Ranks: Rank 2 lasts for 4 turns. Rank 3 lasts for 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Cherry Bomb | Outou Bakuretsudan After testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home. Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks.
Technique Slots: 2/5
Enhanced Technique for unlocking all levels of potential Mastery: FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists.
Prodigy Plus Techniques:
Green Steel Strike | Midorikoudageki A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies. Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1. Learned via Cayle Pota.
COUNTERMEASURES Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Learned via Orizuru
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Learned via Kiryu
Prodigy Plus Technique Slots: 3/3
Equipment
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Professional Panacea Once thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 4 turns. Limit: 1 use per thread.
Intermediate Belt A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time.
Blaster Carbine Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread. Used: 2/3 1d100+50·2d8+4·1d100+50·2d8+4
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Jan 19, 2020 16:01:15 GMT -8
The fight has already intensified. Celerai's first attempt to hit her was unsuccessful with his hand slicing through the air, but the second one surely did it. To be fair, Celerai didn't forget about Zaru, and like anyone else, including himself, would take advantage of what was happening now, and try to attack. And as expected.. Zaru tried to attack both Saiyans. Celerai managed to realize that.. this Zaru was extremely quick on punches. Celerai was struck by the bald headed martial artist in the side of his temple. It.. hurt a little bit. But the way in which this is going, Celerai would run out of stamina in no time. Celerai dashed backwards on order to get out of the action for a few moments, but as soon as Ty did so, two ki blasts went straight at Celerai. This.. was kinda posing a problem. He was actually going to attack Zaru now, giving them equal attention, but now he had to deal with two ki blasts. He ended up slapping away the first blast, but the second one came at full force. He tensed his muscles for a few moments, in order to take the blow of the ki blast. Now it was back as how it started. Three fighters.. scattered on the stage. Celerai needed to think of a way to attack these guys both at the same time. But he didn't know how to. He remembered learning how to fly by just looking at Nal, and practicing, but she also did this thing. It made her larger in size and it also made her hit a little harder than before. But.. if he is even supposed to try it, would he be able to pull it off now? It was all up to him. I.. have to try this. If this means sparring with Kiryu, then I'll try.The energy that surrounded his fist dissipated, and he stood still. He closed his eyes, and tried to focus his ki on increasing his mass. Soon enough he was letting out a loud scream, and his neon green aura burst to life. The area shook slightly, and suddenly, the ground started to crack under his feet. His arms, legs.. his whole body increased in size and once he was finished, he was panting.. heavily. He looked at his arms and his body for a few moments and said to himself "Oh, I've finally done it. Ok guys, I'm ready."
Wasting not even a second, he clenched his fist, and immediately charged at both of his opponents. Once he got between the two, he swung his arms, attempting to hit them both.. in the back. WC: 446 | 1021 {CELERAI'S BATTLE TRACKER} SUMMARY
Damage taken in total this turn- 18 dmg -12 DR= 7 dmg.0
Bonus Action: Guard | +10 DR | -6 ki
Bonus Action: Giant Form | +25 Temp HP | -14 ki
Standard Action: Cutting Edge | -19 ki (Spending 5 ki to make this an area attack) To Hit: S|Nbi70G1d100+75 Crits on a roll of 72 (75 Slashing, -2 Lucky Trinket) and does +9 dmg (4 Slashing, 5 Crit Hit) (+20 Acc due to the 'Flawless Counter' trait)
Damage: 3d10+3
Extra dmg from Giant Form: 1d4
Crippling: 1d100 40% Chance
Standard Action: Sacrificed for Bonus Action
CLASS FEATURES
Unrivalled Potential- You begin play with all enhanced basic techs
Genius- Your stats are no longer restricted by the natural 50 cap.
Skillful - Mastery Level 1 now instead increases your chosen skill by +10.
CLASS TRAITS
Flawless Counter Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
SPECIES TRAITS
Zenkai | The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. TRAITS
Luchador: None (Passive) | Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: --
Instinct: None (Passive) | Your Defense is increased by +15.
ITEMS
The Orin Temple Robes of Krillin | The owner of these robes are considered to possessing an additional martial artist class feature. Those who do not possess the martial artist class may only pick from the level 0 features of martial artist. Those who do possess the martial artist class may pick from any feature from the levels they have unlocked, and when they unlock a new level they may switch out the artifact unlocked feature chosen. In addition, the possessor of this rare artifact is considered to have a 10% PL increase. | One use per player character per battle.
Bo Staff: Bonus Action | Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. | 3 uses per thread
Flexmetal Staff: Bonus Action | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Bo Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread.
Lucky Trinket: Passive | 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.) | Only one Lucky Trinket may be equipped at a time.
TECHNIQUES
FEINT I: Defensive (Standard Action) | You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. | Twice per thread, once per turn. | 15 ki
CUTTING EDGE: Physical, Melee, Single | Slashing | Crippling | 3d10 | -15 ki
PUNISHMENT OF A THOUSAND BLOWS: Physical, Melee, Finisher | Draining | Blinding | 5d8+15 | -35 ki, 5 HP
KI BLADE I: Attack (Standard Action) | You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. | 2 ki per Melee Energy Blast(Same cost as Energy Blast)
GIANT FORM: Utility (Bonus Action) | While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. | Once per battle. | 15 ki
EIGHT ARMS [Orin Temple Robes]: Utility (At-Will) | You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) | Twice per thread. | 10 ki
HEAL [Orin Temple Robes]: Utility (Bonus Action) | You restore 15 HP to a willing ally or yourself. | Once per ally. | 10 ki
BARRIER [Orin Temple Robes]: Defensive (Bonus Action) | You gain 15 Temporary HP and are immune to status effects inflicted by attacks. | Once per thread. | 15 ki
Fighting: 50 | Energy Control: 30 | Reflexes: 35 | Resilience: 20 Natural Power Level: 9,314 | Base Power Level: 10,245 | Current Power Level: 10,245 HP: 57/75 (25/25)| Ki: 32/100 | DEF: 100(105) | Melee Accuracy: d100+55 | Ranged Accuracy: d100+35 Damage Reduction: 2 | Damage Modifier: 3 | Ki Cost: 1 Power Up Ki Regen: 0/100
1d100+75·3d10+3·1d4·1d100
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Post by Zaru on Jan 19, 2020 16:21:36 GMT -8
Zaru was caught off-balance to find that his opponents were both a lot faster and tougher than he'd anticipated. Even striking Celerai in the side of his head, the other man hardly seemed that phased, and going for his attacks was rendered useless as Ty simply hopped back, making distance to fire off more dangerous-looking ki blasts. Zaru quickly used his Ki to push himself to slide along the marble tiles once more, barely avoiding the energy balls that seemed to rush straight towards Celerai instead. So, he wasn't the intended target after all; she was focusing on just one opponent? Why? Did she not see him as a threat due to their difference in energy? Did she know something about Celerai that she didn't? Or did she have a trick up her sleeve she knew she could beat him with. Either way, Zaru didn't like it. What he liked a lot less was that the other man's energy suddenly spiked, causing Zaru's eyes to widen for a moment. What was with these people? He was stuck in an arena with freaks of nature, it seemed like. He'd never heard of any of them, yet that girl had just about the deadliest looking ki shots he'd seen in a long while, and now this guy was growing! Zaru could only stare up as he saw Celerai grow to a freakish size, his entire body growing to proper proportions as it seemed like his strength only grew with it. Before the martial artist even had time to react, the giant came rushing straight towards him. Some kind of windmill blow struck him, but it felt more like a tree had been thrown at his whole body. Zaru went tumbling across the arena, spinning in the air like a ragdoll before he barely caught himself, manging to regain his footing just at the edge of the arena, standing on the precipice of falling into the water. Looked like they were pulling out the big guns already, then. Fine. The martial artist suddenly took a strong stance, his body tensing as his aura exploded around him, the man's ki focusing with incredible intensity within him. In a sudden movement, he was rocketing through the air, having thrown his entire body towards Celerai's giant abdomen to try and strike him. Before even waiting on a reaction, the martial artist was zipping around the giant man, disappearing and reappearing with his speed as he attempted blows on his sides, his neck, his head, and anywhere else. Usually he'd focus on two opponents; but there was a giant in his midst. He couldn't let this guy rampage for much longer, or he might be crushed to a pulp, nevermind being defeated in a sparring match. WC: 459 | 1287
{Spoiler}{BATTLE INFO -Zaru} DEFENSE PHASE.Bonus Action: N/A Passive Effect: Spiritualist Robes: +2 Ki regen per turn. [Celerai] Attack #1: Cutting Edge | 21 Damage [Opponent] Attack #2: 21 DMG - 7DR = 14 DMG OFFENSE PHASE. Bonus Action: Dragon Dash | -6 Ki | +10 Acc, +5 Damage Action 1: Strike @celerai | -0 Ki Attack Bonus: +65 | DMG Mod: +11 | Inflict Bonus: +0% SmNd2Fb|1d100+65 - ATTACK 1d12+11 - DAMAGE N/A - INFLICT At-Will: Blitz Strike @celerai | -0 Ki Attack Bonus: +65 | DMG Mod: +11 | Inflict Bonus: +0% 1d100+65 - ATTACK 1d12+11 - DAMAGE N/A - INFLICT
Action 2: Strike @celerai | -0 Ki Attack Bonus: +65 | DMG Mod: +11 | Inflict Bonus: +0% 1d100+65 - ATTACK 1d12+11 - DAMAGE N/A - INFLICT At-Will: Blitz Strike @celerai | -0 Ki Attack Bonus: +65 | DMG Mod: +11 | Inflict Bonus: +0% 1d100+65 - ATTACK 1d12+11 - DAMAGE N/A - INFLICT TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. ITEMS.Spiritualist Robes Worn by the Namekian Dragon Clan, these robes have been crafted to dramatically increase the flow of energy through their wearer’s body. Type: Outfit - Robe Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase your maximum Ki by +25 and regain 2 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None. Katchin Sword Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 uses per thread. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: N/A CURRENTLY USING:
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Blitz Requirements: Fighting Skill of 50
Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: --
DEFENSE/UTILITY TECHS.SONIC SWAY (Rank 1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defensive Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less.
Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
Technique Slots: 3/5
ATTACK TECHS.COUNTER STRIKE Zaru waits for an opponent to make a movement to attack, and uses the opportunity to slip a strike of his own, most often a punch, through their guard, with the intent of causing serious damage and following up afterwards. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 50 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 50 NATURAL PL: 5,704 | BASE PL: 5,704 | CURRENT PL: 5,704 HP: 91/105 | KI: 117/125 | DEF: 75 | ENG ATK: 40 | PHY ATK: 55 | DR: 7 | DMG MOD: 3 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100 Tag: Ty Celerai 1d100+65·1d12+11·1d100+65·1d12+11·1d100+65·1d12+11·1d100+65·1d12+11
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Post by Ty on Jan 20, 2020 3:32:02 GMT -8
The orange haired teenage girl was entirely caught in awe of Celerai’s increase in power and size learning the technique he utilized to achieve the feat through observation. In that process, she quickly leaped out of the way from the saiyan’s attack, and remained in a close enough range to focus her own ki energy. “Hey! That’s pretty cool, never seen that done before. Hopefully I get to try it out sometime. Here is a technique I learned from my father whenever sea kings were invading our home island.”With her outstretched fingers fanning the sides of her face, she focused ki between her eyes after closing them, and released a blinding flash in a second attempt to subdue her primary opponent. After a few seconds Tiger Lily opened her eyes again as the light dissipated. With Zaru entirely focused on delivering a wave of strikes on Celerai, she took the opportunity to anticipate the next assault wave instead, as the opening she was given was more than likely the only one she would get. [175] [969] Solar Flare @celerai HicHR9HN1d10070% Chance 1d6{Statistics}
Initiative:
Ty Celerai Zaru
Dropped Powering up and lost edge 1 on Zaru.
Attacks from Celerai: 123 vs 125= Miss
Attacks from Zaru: N/A
[Passive Effect] Wild Sense Round 0/5, Next Turn [Passive Action]
[At-Will Action] Learned Giant Form
[Bonus Action] Wild Sense
[Standard Action] Solar Flare @ Celerai
[Standard Action] Turned into a Bonus: Enhanced Rapid Movement
0/4 Power up ki boost
_____
Name: Tiger Lily ‘Kuri’ aka Ty Species: Human Saiyan Hybrid Age: 16 Gender: Female
Skills & Statistics Fighting: 35 Energy Control: 35 Reflexes: 50 Resilience: 30 Power Level: 10,010
Accuracy: 1d100+35(Fighting) +5 Level 1 Prodigy / 1d100+ 35(Energy Control) + 5 Level 1 Prodigy Defense: 50+ 50 Reflexes =100 HP: 50+ 30 Resilience= 80 + 5 Level 1 Prodigy -10= 75 KI: 70ki -14 RM -9 Wild Sense -4 Solar Flare= 43 DR: -1 Level 1 Prodigy DM: +2 KCR: -1
Class: Prodigy
Racial Trait: Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
Class Features: Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice.
Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Starting Non-Basic Technique Chosen:
SOLAR FLARE (RANK 3) You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD SENSE (RANK 3) You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle. Ranks: Rank 2 lasts for 4 turns. Rank 3 lasts for 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Cherry Bomb | Outou Bakuretsudan After testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home. Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks.
Technique Slots: 2/5
Enhanced Technique for unlocking all levels of potential Mastery: FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists.
Prodigy Plus Techniques:
Green Steel Strike | Midorikoudageki A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies. Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1. Learned via Cayle Pota.
COUNTERMEASURES Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Learned via Orizuru
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Learned via Kiryu
Prodigy Plus Technique Slots: 3/3
Equipment
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Professional Panacea Once thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 4 turns. Limit: 1 use per thread.
Intermediate Belt A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time.
Blaster Carbine Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread. Used: 2/3
1d100·1d6
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Jan 20, 2020 15:16:41 GMT -8
It worked! Celerai ended up hitting them both, and finally learnt how to use his ki to gain mass and muscles. That strike to the back sent Zaru flying across the platform, but Ty dodged it. Celerai observed that Ty was pretty quick, and was also pretty strong.. as strong as him. Celerai saw what she could do, but was pretty sure that she had more.. and so did he. It wasn't long after, when the giant Celerai turned around, only to see Zaru coming at him. His mind was ready for any attacj he throw at him. But.. something really unexpected happen. Celerai heard the girl commended him on what he just did, but when he heard her say something about a technique that she learnt, he was rather pumped to see it. Well, he thought that it was gonna be some sort of massive melee attack, but once he saw her laying her fingers on her forehead, he thought to himself That looks.. familiar.And it was. Soon enough, a bright light appeared from her head, forcing the Saiyan to close his eyes. Hopefully he wasn't blinded by this. But, once he tried to open his eyes.. it worked. He wasn't blinded, which was good. Suddenly he saw Zaru going at him, and he got his mind ready to dodge his attacks. Celerai dodged and weaved through his attacks, but some of his punches ended up hitting. Giant Celerai dashed backwards once again, think about what to do now. Once he did so, he rushed at both of his opponents, with his aura exploding around him. He stretched his arm sideways, attempting to hit Zaru while he was passing and once he got to Ty, he did the same. WC: 291 | 1312 {CELERAI'S BATTLE TRACKER} SUMMARY
Damage taken in total this turn- 13 dmg -3 DR= 10 dmg.
Bonus Action: Sense | +5 Acc, +5 Def, +1 Dmg, +1 DR | -0 ki
Standard Action: Grapple | -0 ki (Spending 5 ki to make an Area Attack) To Hit: ikI9TbiV1d100+60 Crits on a roll of 92 ( Lucky Trinket)
Damage: 1d6+3 Dmg roll bypasses DR (Enhanced Grapple)
Extra dmg from 'Luchador' trait: 1d6
Extra dmg from Giant Form: 1d4
Immobilizing: 1d100 40% Chance
Standard Action: Feint | -14 ki (Solar Flare)
Sense! | +5 Acc & Def, +1 Dmg & DR
CLASS FEATURES
Unrivalled Potential- You begin play with all enhanced basic techs
Genius- Your stats are no longer restricted by the natural 50 cap.
Skillful - Mastery Level 1 now instead increases your chosen skill by +10.
CLASS TRAITS
Flawless Counter Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
SPECIES TRAITS
Zenkai | The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. TRAITS
Luchador: None (Passive) | Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: --
Instinct: None (Passive) | Your Defense is increased by +15.
ITEMS
The Orin Temple Robes of Krillin | The owner of these robes are considered to possessing an additional martial artist class feature. Those who do not possess the martial artist class may only pick from the level 0 features of martial artist. Those who do possess the martial artist class may pick from any feature from the levels they have unlocked, and when they unlock a new level they may switch out the artifact unlocked feature chosen. In addition, the possessor of this rare artifact is considered to have a 10% PL increase. | One use per player character per battle.
Bo Staff: Bonus Action | Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. | 3 uses per thread
Flexmetal Staff: Bonus Action | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Bo Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread.
Lucky Trinket: Passive | 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.) | Only one Lucky Trinket may be equipped at a time.
TECHNIQUES
FEINT I: Defensive (Standard Action) | You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. | Twice per thread, once per turn. | 15 ki | 1/2
CUTTING EDGE: Physical, Melee, Single | Slashing | Crippling | 3d10 | -15 ki
PUNISHMENT OF A THOUSAND BLOWS: Physical, Melee, Finisher | Draining | Blinding | 5d8+15 | -35 ki, 5 HP
KI BLADE I: Attack (Standard Action) | You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. | 2 ki per Melee Energy Blast(Same cost as Energy Blast)
GIANT FORM: Utility (Bonus Action) | While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. | Once per battle. | 15 ki
EIGHT ARMS [Orin Temple Robes]: Utility (At-Will) | You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) | Twice per thread. | 10 ki
HEAL [Orin Temple Robes]: Utility (Bonus Action) | You restore 15 HP to a willing ally or yourself. | Once per ally. | 10 ki
BARRIER [Orin Temple Robes]: Defensive (Bonus Action) | You gain 15 Temporary HP and are immune to status effects inflicted by attacks. | Once per thread. | 15 ki
Fighting: 50 | Energy Control: 30 | Reflexes: 35 | Resilience: 20 Natural Power Level: 9,314 | Base Power Level: 10,245 | Current Power Level: 10,245 HP: 57/75 (15/25)| Ki: 13/100 | DEF: 105(95) | Melee Accuracy: d100+55 | Ranged Accuracy: d100+35 Damage Reduction: 2 | Damage Modifier: 3 | Ki Cost: 1 Power Up Ki Regen: 0/100
1d100+60·1d6+3·1d6·1d4·1d100
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Post by Zaru on Jan 20, 2020 15:36:15 GMT -8
Thankfully, Zaru was familiar with a trick that was the favourite of other bald martial artists, those who had sported the hairstyles for much longer than him. Once more, he shut his eyes tight, hoping to avoid the bright light that could send him loopy if he wasn't careful. He hopped back from Celerai's giant form as he did so, trying to make some distance and figure out his next move. He was trying to fight a bit more conservatively than his opponents; so far, they were happy to use their ki as they liked, but he knew he would have to preserve a lot of energy for later in the fight, considering the power and experience they both displayed. Thankfully, almost every move he did was a fundamental of martial arts to some degree, so it wasn't exactly energy-intensive compared to the battle tactics of some martial arts schools. Zaru once more had a giant Saiyan rushing at him, this time with his arms extended out, likely to try and flatten anyone in front of him. Deciding to trust his instincts, he actually rushed forward, towards his opponent. He used his smaller size to rush quickly through the air, hopping over the swing and onto Celerai's arm. Once more throwing himself with his Ki, he rushed towards Celerai's head, attempting to land an elbow strike towards the side of his jaw before tumbling down and suddenly extending his legs, trying to kick both his feet into the man's oversized sternum, ki behind both strong blows. Using the momentum of his strike, Zaru tried to use Celerai as a form of slingshot off of his kick; he rocketed through the air once more, this time towards Ty. Not wanting to give his other opponent any more breathing space than she already had, he swung his leg forward, trying to land a knee strike straight to her face as he rocketed towards her like a missile. Right now, he had to use speed and take advantage of distance; where it was, and where it wasn't. Celerai clearly liked to attack up close, whereas Ty appeared to stay at range. That left him as piggy in the middle; he couldn't stop moving. Not for a second. WC: 374 | 1661 DEFENSE PHASE.Bonus Action: Sense | -0 Ki | Acc +5, Def +5, DR +2, Damage +2 (Have spent 3 rounds in battle) Passive Effect: Spiritualist Robes: +2 Ki regen per turn. [Celerai] Attack #1: Grapple | Misses due to raised defense [Opponent] Attack #2: 0 DMG - 9DR = 0 DMG OFFENSE PHASE. Bonus Action: Action 1: Strike @celerai | -0 Ki Attack Bonus: +60 | DMG Mod: +8 | Inflict Bonus: +0% 0dTyOOfn1d100+60 - ATTACK 1d12+8 - DAMAGE N/A - INFLICT CRIT! ADD +5 DMG = 14 Total Damage
At-Will: Blitz Strike @celerai | -0 Ki Attack Bonus: +60 | DMG Mod: +8 | Inflict Bonus: +0% 1d100+60 - ATTACK 1d12+8 - DAMAGE N/A - INFLICT
Action 2: Strike Ty -0 Ki Attack Bonus: +60 | DMG Mod: +8 | Inflict Bonus: +0% 1d100+60 - ATTACK 1d12+8 - DAMAGE N/A - INFLICT At-Will: Blitz Strike Ty -0 Ki Attack Bonus: +60 | DMG Mod: +8 | Inflict Bonus: +0% 1d100+60 - ATTACK 1d12+8 - DAMAGE N/A - INFLICT TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. ITEMS.Spiritualist Robes Worn by the Namekian Dragon Clan, these robes have been crafted to dramatically increase the flow of energy through their wearer’s body. Type: Outfit - Robe Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase your maximum Ki by +25 and regain 2 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None. Katchin Sword Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 uses per thread. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: N/A CURRENTLY USING:
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Blitz Requirements: Fighting Skill of 50
Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: --
DEFENSE/UTILITY TECHS.SONIC SWAY (Rank 1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defensive Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less.
Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
Technique Slots: 3/5
ATTACK TECHS.COUNTER STRIKE Zaru waits for an opponent to make a movement to attack, and uses the opportunity to slip a strike of his own, most often a punch, through their guard, with the intent of causing serious damage and following up afterwards. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 50 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 50 NATURAL PL: 5,704 | BASE PL: 5,704 | CURRENT PL: 5,704 HP: 91/105 | KI: 119/125 | DEF: 75 | ENG ATK: 40 | PHY ATK: 55 | DR: 7 | DMG MOD: 3 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100 Tag: Ty Celerai 1d100+60·1d12+8·1d100+60·1d12+8·1d100+60·1d12+8·1d100+60·1d12+8
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Post by Ty on Jan 21, 2020 3:39:01 GMT -8
Tiger Lily stepped out of the way when Celerai reached out to grab her with his huge hands without breaking a sweat but in her efforts she ran into the bald martial artist who began to swing at her. She was so caught off guard she panicked with a gasp and flinched out of the way instinctively to avoid his first punch. As she blinked from one square tile on the arena floor, she instantly appeared in another, but Zaru was so fast she hit her with a second punch. The teenage girl used both her forearms pressed together to brace herself for impact. “Yikes! Zaru, you know how to pack a punch. All that martial arts training has paid off well! I am jealous. I need to think about my approach a bit better...”She walked away from both Zaru and Celerai while rubbing the side of her neck nervously. As she reflected, she was forgetting something again, and rather than waste anymore time she instinctively powered up to replenish the ki she had reserved. Kiryu had warned her about keeping track of all the energy she used in a fight which caused her to be rendered unconscious when she fought the magus, so after siphoning her reserved ki pool to restore what she called fighting spirit, she felt renewed with a newfound sense of determination. “Ah! Sorry guys, I got distracted! Okay, hit me with your best shots, I am ready.” [243] [1,212] {Statistics}
Initiative:
Ty Celerai Zaru
Powered up and gained edge 2 on Zaru for 1/2 rounds. 10,010 -> 12,512
11,408 PL needed to retain Edge 2 on Zaru.
Attacks from Celerai: 76 vs 100= Miss +5 to Defense from Wild Sense
Attacks from Zaru: 143 vs Feint +5 Defense from Wild Sense 152 vs 110 = Hit! Incoming Damage: 16 -10 Guard -1 DR= 5
[Passive Effect] Wild Sense Round 1/5 [Passive Action]
[At-Will Action] Guard - Counter measures
[Bonus Action] Counter Measures
[Standard Action] Feint
[Standard Action] Enhanced Power Up
1/3 Power up ki boost 1/2 Countermeasures
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Name: Tiger Lily ‘Kuri’ aka Ty Species: Human Saiyan Hybrid Age: 16 Gender: Female
Skills & Statistics Fighting: 35 Energy Control: 35 Reflexes: 50 Resilience: 30 Power Level: 10,010
Accuracy: 1d100+35(Fighting) +5 Level 1 Prodigy / 1d100+ 35(Energy Control) + 5 Level 1 Prodigy +10 Accuracy from Wild Sense Defense: 50+ 50 Reflexes =100 +10 Wild Sense HP: 75-5= 70hp KI: 43 -15 Feint -15 Countermeasures- 6 for Enhanced Guard= 7ki +50ki Enhanced Power up= 57ki DR: -1 Level 1 Prodigy DM: +2 KCR: -1
Class: Prodigy
Racial Trait: Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
Class Features: Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice.
Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Starting Non-Basic Technique Chosen:
SOLAR FLARE (RANK 3) You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD SENSE (RANK 3) You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle. Ranks: Rank 2 lasts for 4 turns. Rank 3 lasts for 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Cherry Bomb | Outou Bakuretsudan After testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home. Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks.
Technique Slots: 2/5
Enhanced Technique for unlocking all levels of potential Mastery: FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists.
Prodigy Plus Techniques:
Green Steel Strike | Midorikoudageki A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies. Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1. Learned via Cayle Pota.
COUNTERMEASURES Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Learned via Orizuru
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Learned via Kiryu
Prodigy Plus Technique Slots: 3/3
Equipment
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Professional Panacea Once thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 4 turns. Limit: 1 use per thread.
Intermediate Belt A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time.
Blaster Carbine Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread. Used: 2/3
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Post by Kiryu on Jan 21, 2020 12:38:23 GMT -8
Kiryu casts some spells to make things more interesting! Ty suffers IMMOBILIZE for 1 round! Celerai suffers STUN for 1 round! Zaru suffers HEAVY for 1 round!
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Post by Kite on Jan 21, 2020 14:20:50 GMT -8
That Giant Form was slowing Celerai down, but it was still effective, in his opinion. Once he charged at Zaru, he used his arm as an aid to help with his next attack. Celerai ended up getting bashed wih Zaru's strike to the jaw and his sternum. It did hurt.. a lot. Once he got to Ty, she simply hopped out of the way, and that was it for Celerai and his Gigantic Form. Once he turned around to charge at Ty once more, he started to pant.. heavily. His huge muscular form looked as if it wa deflating, decreasing the size of his arms, legs.. basically his whole body. We was exhausted to be honest, and once he saw Ty powering up, after complimenting Zaru about his performance, Celerai thought to himself Why not? I'm kinda drained from all of that action.
He didn't waste a second, standing properly, and flaring up his neon green aura. It wasn't a long process this time, so once he was finished, he looked at Ty and Zaru simultaneously, and tried to decide who he should attack next. It was pretty confusing fighting in a three way spar, as once he focused on one opponent, the other came.. beating him to a pulp. But he had to do this. If he focused on both of the fighters, it would be harder. So.. he decided to go after Zaru. He hasn't really tried to attack the martial artist that much and he thought it was time. He rushed at Zaru, igniting his neon green aura, attempting to tackle him to the ground. WC: 268 | 1580 { CELERAI'S BATTLE TRACKER} SUMMARYDamage taken in total this turn- 32 dmg -12 DR= 20 dmg. Bonus Action: Power Up | +25% PL, +50 Ki | -0 ki Bonus Action: Guard | +10 DR | -6 ki Standard Action: Grapple | -0 ki ZaruTo Hit: uuTbyDRy1d100+80Crits on a roll of 92 ( Lucky Trinket) Damage: 1d6+6Dmg roll bypasses DR (Enhanced Grapple) Extra dmg from 'Luchador' trait: 1d6Immobilizing: 1d10040% Chance Standard Action: Sacrificed for Bonus Action Edge 2 is established over Zaru | +5 Acc, +3 Dmg, +3 DR Power Up! | +25% PL | 1/2 Stun! | 1 CLASS FEATURESUnrivalled Potential- You begin play with all enhanced basic techs Genius- Your stats are no longer restricted by the natural 50 cap. Skillful - Mastery Level 1 now instead increases your chosen skill by +10. CLASS TRAITSFlawless Counter Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector SPECIES TRAITS Zenkai | The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. TRAITSLuchador: None (Passive) | Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: -- Instinct: None (Passive) | Your Defense is increased by +15. ITEMSThe Orin Temple Robes of Krillin | The owner of these robes are considered to possessing an additional martial artist class feature. Those who do not possess the martial artist class may only pick from the level 0 features of martial artist. Those who do possess the martial artist class may pick from any feature from the levels they have unlocked, and when they unlock a new level they may switch out the artifact unlocked feature chosen. In addition, the possessor of this rare artifact is considered to have a 10% PL increase. | One use per player character per battle. Bo Staff: Bonus Action | Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. | 3 uses per thread Flexmetal Staff: Bonus Action | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Bo Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread. Lucky Trinket: Passive | 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.) | Only one Lucky Trinket may be equipped at a time. TECHNIQUESFEINT I: Defensive (Standard Action) | You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. | Twice per thread, once per turn. | 15 ki | 1/2 CUTTING EDGE: Physical, Melee, Single | Slashing | Crippling | 3d10 | -15 ki PUNISHMENT OF A THOUSAND BLOWS: Physical, Melee, Finisher | Draining | Blinding | 5d8+15 | -35 ki, 5 HP KI BLADE I: Attack (Standard Action) | You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. | 2 ki per Melee Energy Blast(Same cost as Energy Blast) GIANT FORM: Utility (Bonus Action) | While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. | Once per battle. | 15 ki EIGHT ARMS [Orin Temple Robes]: Utility (At-Will) | You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) | Twice per thread. | 10 ki HEAL [Orin Temple Robes]: Utility (Bonus Action) | You restore 15 HP to a willing ally or yourself. | Once per ally. | 10 ki BARRIER [Orin Temple Robes]: Defensive (Bonus Action) | You gain 15 Temporary HP and are immune to status effects inflicted by attacks. | Once per thread. | 15 ki Fighting: 50 | Energy Control: 30 | Reflexes: 35 | Resilience: 20 Natural Power Level: 9,314 | Base Power Level: 10,245 | Current Power Level: 12,806 HP: 52/75 | Ki: 57/100 | DEF: 100(105) | Melee Accuracy: d100+55 | Ranged Accuracy: d100+35 Damage Reduction: 2 | Damage Modifier: 3 | Ki Cost: 1 Power Up Ki Regen: 0/100
1d100+80·1d6+6·1d6·1d100
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