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Post by Zaru on Jan 21, 2020 14:53:49 GMT -8
Well, at least someone appreciated his skills. It was just that it took him this long to find someone that wasn't either a tournament crowd or someone being sarcastic, or at least he didn't think she was. Zaru had spent so long studying martial arts, he had hoped he would be good enough to hold his own in a fight or two, even if he was in a three-way battle with two much more dangerous fighters. Zaru was almost about to talk back to her, until he realised what the other guy was doing. Celerai had shrunk back to a normal size, which was a nice change compared to what they were previously dealing with. That made him hard to catch again, though. It felt like both of these two were incredibly fast, at least compared to how he moved; they had certain grace and rush in how they made manouevres that he couldn't properly keep up with. He wouldn't admit it out loud, but some of the moves that had happened here, he hadn't actually been able to see. He'd just been using his training and instincts to try and predict them ahead of time to plan his counters. That didn't work so well this time. Since he wasn't expecting Celerai to barrel at him head first into his body, similar to what he'd done to the giant version of him not long ago. Turnabout was fair play, it seemed. The Saiyan rushed into Zaru, and as the martial artist went to move, hoping to leap over, his feet stopped. Wait, why was he so heavy? Why was everything so heavy? He felt his body begin to slow as his Ki did with it, and he desperately lashed out with his senses, trying to feel where the ki was coming from. It wasn't from either of his opponents, it- Kiryu. It had to be Kiryu. He'd said he would be doing something like throwing curveballs, right? Still, Zaru wasn't thinking too much about that. As he stared at the barreling man rushing towards him, bathed in green, only one thought went through his mind. Shit.The Saiyan suddenly gored into him, and Zaru experienced blinding pain for a split second. He felt something in his abdomen give, though in that moment he wasn't sure what it was. Adrenaline kicked in, and it took everything the martial artist had to plant his feet and try to stop, only to start sliding across the arena, the juggernaut rushing him preventing him from holding position. Unable to land properly quick and precise strikes, Zaru focused his Ki, as heavy as it was, and attempted to ball it up. He grit his teeth hard and focused it into his knee, lifting it powerfully to try and crash it into his opponent's sternum, and hopefully use his own momentum against him. Whether he struck or not, Zaru was able to use the momentum to force himself to the side as Celerai moved forward, avoiding being thrown into the water. He fell back and had trouble forcing himself up, as heavy as he felt. Suddenly, the pain in his abdomen came back as he doubled over, holding it. His breathing became slightly ragged, and there was a break in his composure. For this whole time, he'd looked emotionless, but for the first time, he showed some semblance of an expression. There was real, genuine pain on his face. WC: 574 | 2235 DEFENSE PHASE.Bonus Action 1: Sense | -4 Ki | Acc +5, Def +5, DR +2, Damage +2 (Have spent 4 rounds in battle) Bonus Action 2: Power Up | +25% PL, +25 Ki Passive Effect: Spiritualist Robes: +2 Ki regen per turn. Heavy: All actions cost +5 Ki, including those that do not usually cost ki Power Up (1/3)
[Celerai] Attack #1: Grapple | Hits for 6 Ignoring DR Damage, 11 DR'able damage [Opponent] Attack #2: 17 DMG - 9DR = 8 DMG OFFENSE PHASE. Bonus Action: Action 1: Counter Strike @celerai | -19 Ki | Embolden + Wounding Attack Bonus: +60 | DMG Mod: +8 | Inflict Bonus: +40% to Wound MhGsmDZ71d100+60 - ATTACK 3d10+8 - DAMAGE 1d100 - INFLICT WOUND, 40% Chance
Action 2: Sacrificed for Bonus action 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: 83/105 | KI: 123/125 | DEF: 75 | ENG ATK: 40 | PHY ATK: 55 | DR: 7 | DMG MOD: 3 | KI DISCOUNT: -1 | POWER UP KI REGEN: 25/100 Tag: Ty Celerai 1d100+60·3d10+8·1d100
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Post by Ty on Jan 21, 2020 18:35:28 GMT -8
When she announced welcoming a hit, Kiryu was the first to respond, she felt a pressure point become rather compressed, and she was all to familiar with his abilities to block the flow of ki. With a sigh, she worked through the block, expecting her opponents to deliver a blow but instead witnessed Celerai take advantage of an opening with Zaru. This was the second time she was given a chance of doing what she pleased, without being forced to defend herself, and she felt with the magic Kiryu had applied she would have burned through her ki pool heavily. Tiger Lily ran over to Zaru, a bit concerned after the blow he took from the saiyan, and pouted by puffing the inside of her cheek with air. “Are you alright? That looked painful. You’re doing great!” She smiled, they were not allies in this test of wit, but she was going to carry on as planned by getting Celerai out of the way, so she can focus on Zaru afterwards to learn every technique they mustered. “Hey! Don’t forget about me Celerai!” Ty replicated the technique from before flashing him in a blinding light followed by a couple energy blasts that she pitched at him like concentrated baseballs of energy. [211] [1,422] qbq4ujVo1d10070% Chance Damage: 1d6-- To Hit: 1d100+50+35 Energy Control + Level 1 Prodigy + 10 Wild Sense Damage: 2d6+4+2 DM To Hit: 1d100+50+35 Energy Control + Level 1 Prodigy + 10 Wild Sense Damage: 2d6+4+2 DM
{Statistics} Initiative:
Ty Celerai Zaru
Powered up and gained edge 2 on Zaru for 2/2 rounds. 10,010 -> 12,512
11,408 PL needed to retain Edge 2 on Zaru.
Attacks from Celerai: N/A
Attacks from Zaru: N/A
Attacks from Kiryu: Immobilize for 1/1 Rounds IMMOBILIZE: Defensive techniques cost an additional 10 ki to use
[Passive Effect] Wild Sense Round 2/5 [Passive Action]
[At-Will Action]
[Bonus Action] Solar Flare @ Celerai
[Standard Action] Energy Blast @ Celerai
[Standard Action] Energy Blast @ Celerai
2/3 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: 70hp KI: 57ki -4 Solar Flare - 2 Energy Blast = 51ki 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
1d100·1d6·1d100+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 22, 2020 15:31:19 GMT -8
It was obvious in the way that Zaru reacted.. that it did hurt. Celerai didn't know exactly to what extent that it hurt, but.. he didn't mean to hurt him that much. "Oh. Are you ok? Sorry about that.. hehe."After which, Ty caught his attention, saying that she hasn't forgotten about him. She was pretty competitive, yes, and so was Celerai. But.. right now.. his push to win this fight right now.. is to be his dicsiple and being his ducsiple means fighting him, or in other words, sparring with him. Training with him is another way to say it, but hey.. he wants to spar with Kiryu. She did that bright light flash thing once more and Celerai learnt from the last experience, closing his eyes just in the nick of time. He then looked at Zaru, looking like he was still in pain, doubling over, after his attempt to yet again hit the Saiyan in his sternum with his knee. "Uhh.. yeah. Sorry, I guess? Let's continue."Celerai took a half step backwards hoping Zaru would ready himself for his attack. "Ok, use this as a training session. I'm gonna punch you, ok? Try to dodge this."With that said, he quickly rushed at the martial artist, with his aura bursting to life. He attempted to punch the bald headed martial artist in the stomach. WC: 228 | 1808 { CELERAI'S BATTLE TRACKER} SUMMARYDamage taken in total this turn- 0 dmg - 2 DR= 0 dmg. Bonus Action: Rapid Movement | +25 Def | -14 ki Standard Action: Strike | -0 ki ZaruTo Hit: 5dey4F8k1d100+75Crits on a roll of 92 (Lucky Trinket) Damage: 1d12+6Standard Action: Feint | -14 ki (Solar Flare) Edge 2 is established over Zaru | +5 Acc, +3 Dmg, +3 DR Power Up! | +25% PL | 2/2 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 | 2/2 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 | 1/1 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: 29/100 | DEF: 100(105) | Melee Accuracy: d100+55 | Ranged Accuracy: d100+35 Damage Reduction: 2 | Damage Modifier: 3 | Ki Cost: 1 Power Up Ki Regen: 50/100
1d100+75·1d12+6
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Post by Zaru on Jan 22, 2020 16:06:52 GMT -8
Alright, he had this. He could get back on track. He just had to try and compensate for his breathing. Cracked rib, maybe? It was possible that Celerai had just caught a bad place in his ki flow, and that interruption was causing his ragged attempts to breathe. He glanced to Ty in surprise as she seemed to move up alongside him and start...checking if he was okay. He's doing great? Zaru felt a vein in his forehead start to twitch, and his eye immediately join it. Even as he began to stand up straight again, he could feel himself starting to boil. They were like a couple of kids, the pair of them. The girl must have been ten years younger than him or thereabouts, Celarai...maybe a teenager, or just barely out of it. They were treating this like some kind of fun day out, like it was all so casual. Knowing his older age, and yet how much stronger his opponents were only made him start to get more and more angry. He tried to control it, his face still maintaining the emotionless expression at first once the pain started to subside. He tried to control it. That was, until he heard Celerai. He was making fun of him. He had to be - warning him before he threw a punch? He gets a good hit in, suddenly he thinks this is some kind of joke? That HE was a joke? Zaru's teeth began to grit as Celerai rushed towards him, and as a fist came rushing up towards his stomach, one of the martial artist's hands suddenly shot out, catching it in the palm. Zaru stared towards Celerai as his blow was stopped, and even as his expression flickered between calm to whatver it was becoming, it was obvious there was fury in Zaru's eyes. "You think that's funny?" Zaru asked it with a certain tension in his voice as he stared forward, and he was finding it difficult to maintain his composure. Why was he even about to go for this guy again? His eyes darted towards Ty. She had remained conveniently untargeted over there. "I'll be back for you." Suddenly, Zaru pushed off Celerai's fist, using his ki almost as a slide under him to glide across the tiled arena. Hurtling towards Ty, Zaru stuck his leg out low, to try and quickly strike his boot into her shin and set her off balance. He followed up by whipping the back of his fist up towards her face, hoping to stun her. Without a moment's hesitation, his leg that had previously gone for her shin shot up and extended, trying to slam into her abdomen. Zaru didn't feel himself thinking straight, and there was a certain lack of technique in these blows compared to earlier - he just needed to let out some frustration. Perhaps deep down, it wasn't really anything that had been said; they were so much more naturally powerful, seemingly more talented. Perhaps on the inside, he simply wished he had such gifts instead. WC: 512 | 2747 DEFENSE PHASE.Bonus Action 1: Guard | -16 Ki | +10 DR Passive Effect: Spiritualist Robes: +2 Ki regen per turn. Power Up: +25% PL (2/2) Immobilize: Defensive Actions cost +10 Ki (1/2) [Celerai] Attack #1: Strike | Hits for 17 Damage [Opponent] Attack #2: 17 DMG - 17DR = 0 DMG OFFENSE PHASE. Bonus Action: Action 1: Strike Ty | -0 Ki Attack Bonus: +55 | DMG Mod: +6 | Inflict Bonus: N/A dbSX54FA1d100+55 - ATTACK 1d12+6 - DAMAGE N/A - INFLICT At-Will: Blitz Strike Ty | -0 Ki Attack Bonus: +55 | DMG Mod: +6 | Inflict Bonus: N/A 1d100+55 - ATTACK 1d12+6 - DAMAGE N/A - INFLICT Action 2: Strike Ty | -0 Ki Attack Bonus: +55 | DMG Mod: +6 | Inflict Bonus: N/A 1d100+55 - ATTACK 1d12+6 - DAMAGE N/A - INFLICT CRIT! +5 Damage!At-Will: Blitz Strike Ty | -0 Ki Attack Bonus: +55 | DMG Mod: +6 | Inflict Bonus: N/A 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: 83/105 | KI: 109/125 | DEF: 75 | ENG ATK: 40 | PHY ATK: 55 | DR: 7 | DMG MOD: 3 | KI DISCOUNT: -1 | POWER UP KI REGEN: 25/100 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 22, 2020 23:55:35 GMT -8
While Celerai was laughing, Ty understood his reaction as having fun, she realized right away that Zaru was frustrated about the attitude both Saiyans exhibited, and martial arts was to be taken seriously. For a time she wondered why Orizuru was upset about knowing the sky dance art, some of the techniques took people years to master, and she was too quick of a study to correctly execute any style of martial arts. It was her only method of applying herself without proper training and she was guilty of having fun as a result. Zaru closed in on her as promised, she dodged the first attempt of a sweep, she blocked the second punch without a flinch, and third strike under chin sent her flying into the air missing the fourth as a result. Ty held her jaw for a minute, almost losing focus as she looked down at the arena as she flew in the air, her ocean teal eyes locked on to Celerai. With her first leading the way of her flight path, she crash landed on the saiyan, with a technique she learned from her boyfriend Cayle. [190]
To Hit: Fq1xKhCz1d100+55+35 Fighting +20 Wildsense Damage: 3d10+2{Statistics}
Initiative:
Ty Celerai Zaru
Powered up and gained edge 1 on Zaru for 1/2 rounds. 10,010 -> 12,512
11,408 PL needed to retain Edge 1 on Zaru.
Attacks from Celerai: N/A
Attacks from Zaru: 62 vs 110 Miss +5 wild sense 144 vs 115 Hit Incoming Damage: 12 -10 Guard -1 DR -1 DR Edge 1= 0 155 vs 115 Enhanced Flight Incoming Damage: 8 - 1 DR Edge 1= 7 91 vs 120 Miss +5 Wild Sense
Attacks from Kiryu: No longer immobilized
[Passive Effect] Wild Sense Round. 2/5 [Passive Action]
[At-Will Action] Countermeasures: Enhanced Flight
[Bonus Action] Powered up
[Standard Action] Guard
[Standard Action] Green Steel Strike @celerai
3/4 Power up ki boost 2/2 Countermeasures
_____
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 +20 Accuracy from Wild Sense Defense: 50+ 50 Reflexes =100 +20 Wild Sense HP: 70hp -7 = 63 KI: 51ki +25 Power Up= 76 -9 Flight -6 Guard -14 Steel strike = 47 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. Used: 2/3
1d100+55·3d10+2
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Jan 23, 2020 16:42:22 GMT -8
To be honest, Celerai was having fun while he was fighting, and it seemed as if Ty was also having fun. But Zaru over here.. he's probably taking it seriously. That was not the reaction that Celerai was expecting, and he was glad that Zaru was able to guard. Once he grabbed the Saiyan's fist, Celerai said "Nice." But once the martial artist blamed him for having him as a joke, he wasn't really expecting that reaction. "Uhh, no, why would you think that?"It wasn't long after when Zaru went after Ty, throwing a flurry of blows at her. This was a relief for Celerai, to be honest. They were both attacking him at the same time, and now he finally had a chance to actually take some time to breathe. Once Celerai looked up, he saw Ty in the air, going straight at him.. aiming her fist right at him. The first thing that came to his mind at that point was to cross his arms, and that's what he did. He successfully guarded the attack, but man.. the impact was hard, really hard. The floor cracked slightly, and Celerai's legs felt numb for a few seconds. He dashed backwards and said "Man, you hit hard. You remind me of a guy named Luther. He kinda got lost somewhere though. I haven't seen him in a while, I wish to see him again someday, so that we could fight. Wait.. why am I telling you this? I don't think that you know him."With that said, he ran in the direction of Ty, after which, somersaulting over her head, in order to get to Zaru. Once he landed, his aura exploded around him, and he charged at Zaru, attempting to punch him again, after which tackling him to the ground again. WC: 303 | 2111 {CELERAI'S BATTLE TRACKER} SUMMARY
Damage taken in total this turn- 19 dmg - 12 DR= 7 dmg.
At-Will Action: Eight Arms | -14 ki
Bonus Action: Guard | +10 DR | -6 ki
Bonus Action: Strike (Eight Arms) | -0 ki To hit: 35rUCdbX1d100+75 Crits on a roll of 92 (-3 Lucky Trinket)
Damage: 3d4
Standard Action: Grapple | -0 ki To hit: 1d100+75 Crits on a roll of 92 (-3 Lucky Trinket
Damage: 1d6+3
Extra damage from the 'Luchador' trait: 1d6
Immobilising: 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 | 2/2
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 | 1/1
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 | 1/2
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: 45/75 | Ki: 9/100 | DEF: 100(105) | Melee Accuracy: d100+55 | Ranged Accuracy: d100+35 Damage Reduction: 2 | Damage Modifier: 3 | Ki Cost: 1 Power Up Ki Regen: 50/100
1d100+75·3d4·1d100+75·1d6+3·1d6·1d100
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Post by Zaru on Jan 23, 2020 17:09:25 GMT -8
Despite the fact that he rushed her, the girl focused on their other opponent. The two of them, the both seemed relentless, hard-headed almost in their stubborn strategies to try and put down a particular opponent. At least, that was the theory Zaru had hoped to test. Even in his anger, he was trying to think ahead of his opponents; they were faster, stronger and seemed to have an innate battle instinct that he lacked. His ego still reassured him he was the superior martial artist, but the pragmatic aspect of his mind was in control enough to prevent him from being too stupid. He had to test what his opponents would do, and although he'd tried to watch so far, this was the first actual experiment. Zaru watched with interest as the Saiyan man actually leaped over his other opponent who was rushing at him with a ferocity she hadn't displayed beforehand in this fight. Once again he came at him, aiming another powerful strike. Zaru's arm raised, partly to block the blow, but mostly to deflect the force as his forearm seemed to twist and actually move with the strike, preventing him from taking real damage thanks to it. He was caught off-guard when Celerai once again bullrushed, this time at such short range. Once more, he felt the immediate pain as his still weak ribs were smashed into yet again. He was positive he felt something really give out that time. Did something break? It didn't matter much to Zaru right now, adrenaline running through his system as he moved a hand underneath, attempting to slip it through Celerai's guard and actually palm strike at his throat; the move was more to disrupt his breathing and throw him off, if only for a moment. Keeping his hands low, Zaru went for a body blow and inched forward, following up as he attempted to kicked his leg forcefully down into Celerai's knee. The moves were not as harsh or violent as they had been moments ago, when the frustration had taken over. Yet, they were a bit less disciplined than before. He was up against battle-hungry opponents, so there was no sense in not using the edge he had as a fighter. It was just about the only chance he had. WC: 383 | 3130 DEFENSE PHASE.Bonus Action 1: N/A Passive Effect: Spiritualist Robes: +2 Ki regen per turn. Immobilize: Defensive Actions cost +10 Ki (2/4) [Celerai] Attack #1: Strike | Hits for 6 damage [Celerai] Attack #2: Grapple | Hits for 7 Damage (4 Ignores DR), Immobilizes 13 DMG - 7DR = 6 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: N/A pZi_maxs1d100+65 - ATTACK 1d12+11 - DAMAGE N/A - INFLICT At-Will: Blitz Strike @celerai | -0 Ki Attack Bonus: +65 | DMG Mod: +11 | Inflict Bonus: N/A 1d100+65 - ATTACK 1d12+11 - DAMAGE N/A - INFLICT Action 2: Strike @celerai | -0 Ki Attack Bonus: +65 | DMG Mod: +11 | Inflict Bonus: N/A 1d100+65 - ATTACK 1d12+11 - DAMAGE N/A - INFLICT At-Will: Blitz Strike @celerai | -0 Ki Attack Bonus: +65 | DMG Mod: +11 | Inflict Bonus: N/A 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: 77/105 | KI: 105/125 | DEF: 75 | ENG ATK: 40 | PHY ATK: 55 | DR: 7 | DMG MOD: 3 | KI DISCOUNT: -1 | POWER UP KI REGEN: 25/100 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 23, 2020 19:26:21 GMT -8
Tiger Lily realized she did not replicate the punch on Celerai exactly as she learned it, she was off by a millimeter in applying a pressure point with her fingers on the exact moment of impact to attempt crippling the saiyan, but as she prepared for retaliation he hopped over her orange red head to hit Zaru instead. It was a free for all, at this rate there was a chance they would all take each other out at the same time, but she still wanted to win this match. It had been around six months since she left her parents' home island and with this win she would have something to show for gaining her independence. Siphoning the remainder of her reserved ki, she used the last boost to apply her special technique, and focused long enough to increase the clarity to hit them both at the same time. Again, the small cherry sized orb of ki was tossed between Celerain and Zaru, but instead of hitting the floor it burst right between their line of sight of each other in a blinding flash of light to cause enough damage to their retinas. [194] [1,596]
To Hit @ all 8Bry2VmI1d100+90+35 Energy Control +5 Level 1 Prodigy +20 Wild sense +15 Focus Energy +15 AOE +5 to Zaru with Edge 2 +95 on the roll Base Damage: 10+2= 12 +3 Damage to Zaru with Edge 2= 15 Damage Blinding: 1d10030% + 15% Focus Energy= 45% {Statistics}
Initiative:
Ty Celerai Zaru
Powered up and gained edge 2 on Zaru for 1/2 rounds. 10,010 -> 15,015 Edge 2: Your PL must be 2x an opponent’s; you gain +5 to the value of your Accuracy dice roll, +3 bonus damage on all attacks, and +3 Damage Reduction. 11,408 PL needed to retain Edge 2 on Zaru.
Attacks from Celerai: N/A
Attacks from Zaru: N/A
Attacks from Kiryu: N/A
[Passive Effect] Wild Sense Round. 3/5, Embolden: Increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Round 1/2 [Passive Action]
[At-Will Action] Learned 8 arms
[Bonus Action] Powered up
[Standard Action] Focus Energy
[Standard Action] Cherry Bomb
4/4 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 +25 Accuracy from Wild Sense Defense: 50+ 50 Reflexes =100 +20 Wild Sense HP: 63 KI: 47 ki + 25 Powerup= 72 -9 Focus Energy -24 Cherry Bomb= 39ki 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+90·1d100
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Jan 24, 2020 15:59:27 GMT -8
What happened after the last few moments, was rather surprising. Celerai knew that he didn't have enough energy left to actually do anything, but for some reason he still decided to fight. Once Celerai got a hit in Zaru, Zaru three a flurry of blows at him and man.. it did hurt.. a lot. But to be fair, these punches if Zaru's are wearing the Saiyan down, and by the time he could've guarded, a punch went straight to the throat. Celerai held his throat as he took the rest of the blows and stepped back after taking too many hits. "I don't feel so good.. aah! My throat!"
He looked at Ty as she threw that small cherry ball in between the two martial artists, and as the bright light struck his retina, he fainted in the middle of the area. His eyes were slightly open, while he was on the ground when he said to himself Well I guess I won't be able to be Kiryu's disciple and I won't be able to see Nal for a while.
His eyes closed slowly, even though he wasn't dead, but by the looks of it, he'll probably wake up by the end of the tournament. WC: 205 | 2316 {CELERAI'S BATTLE TRACKER} SUMMARY
Damage taken in total this turn- 72 dmg - 2 DR= 70 dmg.
At-Will Action:
Bonus Action:
Bonus Action:
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 | 2/2
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 | 1/1
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 | 1/2
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: 0/75 | Ki: 9/100 | DEF: 100(105) | Melee Accuracy: d100+55 | Ranged Accuracy: d100+35 Damage Reduction: 2 | Damage Modifier: 3 | Ki Cost: 1 Power Up Ki Regen: 50/100
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Post by Zaru on Jan 24, 2020 16:30:10 GMT -8
Finally, after all he'd taken, the Saiyan stumbled back, and it seemed all of the attacks were taking effect at once. Celerai had been struck in the throat, his breathing disrupted before the other attacks had collided with him. Without proper breath control and ability to evenly flow ki, any being would find it difficult to deal with a barrage of precise attacks. Even one that had such a power advantage over him. One way or another, everyone went down. Before he could celebrate his moment of thinking he had accomplished something, he glanced down between him and Celerai. A small, white orb of energy. A Cherry Bomb. "Son of a-" Zaru shut his mouth along with his eyes as the orb exploded, his arms throwing up as his body tried to steady itself. There was pain, of course, a warmth that still wrapped around his arms, but he was holding up. For now, he was holding up. No doubt, not for much longer. His eyes stayed firmly shut, the searing pain still rushing through them. It felt like they were on fire, even still. Zaru tried to focus. He was still fighting. Who was he fighting? The girl, he had to find the girl. She was here, somewhere. Now, all he had to do was reach out to try and find her, but - there was no real time to listen to his Ki. He would follow his instincts; he remembered where she had been after striking Celerai, and where an instinctual fighter, following her gut would likely go. Move there, and strike. He had to see her in his mind's eye, and follow his rhythms. Even with his eyes firmly shut, Zaru approached Ty steadily and then rushed forward, trying to gauge the distance from the small flickerings of Ki he could naturally feel. He attempted basic blows first, aiming for jabs, a palm strike and a low kick towards where her leg would be. He wasn't exactly feeling a lot of faith in his ability to try and take her down right now, or to even hit her, but he'd trust his training. He always had, and it was all he could do now. WC: 367 | 3497 DEFENSE PHASE.Bonus Action 1: Guard | -16 Ki | +10 DR Passive Effect: Spiritualist Robes: +2 Ki regen per turn. Immobilize: Defensive Actions cost +10 Ki (3/4) Blind: Defense and Accuracy Decreased by 25 (1/1) [Ty] Attack #1: Cherry Bomb | Hits for 15 Damage, Blinds [Opponent] Attack #2: 15 DMG - 17DR = 0 DMG OFFENSE PHASE. Bonus Action: N/A Action 1: Strike Ty | -0 Ki Attack Bonus: +30 | DMG Mod: +6 | Inflict Bonus: N/A 5Du2UDOH1d100+30 - ATTACK 1d12+6 - DAMAGE N/A - INFLICT At-Will: Blitz Strike Ty | -0 Ki Attack Bonus: +30 | DMG Mod: +6 | Inflict Bonus: N/A 1d100+30 - ATTACK 1d12+6 - DAMAGE N/A - INFLICT Action 2: Strike Ty | -0 Ki Attack Bonus: +30 | DMG Mod: +6 | Inflict Bonus: N/A 1d100+30 - ATTACK 1d12+6 - DAMAGE N/A - INFLICT At-Will: Blitz Strike Ty | -0 Ki Attack Bonus: +30 | DMG Mod: +6 | Inflict Bonus: N/A 1d100+30 - 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: 5,704 HP: 77/105 | KI: 91/125 | DEF: 75 | ENG ATK: 40 | PHY ATK: 55 | DR: 7 | DMG MOD: 3 | KI DISCOUNT: -1 | POWER UP KI REGEN: 25/100 Tag: Ty Celerai 1d100+30·1d12+6·1d100+30·1d12+6·1d100+30·1d12+6·1d100+30·1d12+6
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Post by Ty on Jan 25, 2020 4:09:34 GMT -8
The series of strikes Zaru delivered to Celerai in retaliation forced the saiyan to take a hit on the throat, Ty instinctively held her own throat grimacing from the pain her was feeling from being defeated, and she watched him leave the stage with a pout of her lips. Living with her uncle Toad Lily, she knew there was a hyoid bone in the throat that could cause damage to the trachea from a hit from a trained martial artist. Ocean teal eyes observed her remaining opponent, the way he was moving, she could tell his ki pathways were being suppressed from the previous round of blows, and without thinking about it she reflexed around his strikes by taking a couple of evasive steps around the marble arena floor. It was near impossible to think longer than a second when fighting against Zaru and his impeccable speed of flying fists. With a deep breathe she precisely imitated the technique Celerai performed before so she could delivery a series of punches to match the bald headed martial artist’s speed. “All or nothing. Right?”It seemed that they both had something to prove and it was not for this tournament but rather their individual families. [203] [1,799]
To Hit: rYZ8hIh11d100+70+35 Fighting + 5 Prodigy Level 1 + 20 Wild Sense + 10 Embolden from Cherry Bomb Damage: 3d4+7+2 DM +2 Edge 1+3 Intermediate Belt -- To Hit: 1d100+70Damage: 3d4+7-- To Hit: 1d100+70Damage: 3d4+7{Statistics}
Initiative:
Ty Celerai Zaru
Dropped Power up and retained edge 1 on Zaru for 2/2 rounds. 10,010 -> 12,512 Your PL must be 1.5x an opponent’s; you gain +2 bonus damage on all attacks, and +2 Damage Reduction. 8,856 PL needed to retain Edge 1 on Zaru. 11,408 PL needed to gain Edge 2
Attacks from Celerai: N/A
Attacks from Zaru: N/A
Attacks from Kiryu: N/A
[Passive Effect] Wild Sense Round. 4/5, Embolden: Increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Round 2/2 [Passive Action] Intermediate Belt
[At-Will Action] 8 Arms Activated
[Bonus Action] 8-Arms Strike
[Standard Action] Strike
[Standard Action] Strike
4/4 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 +20 Accuracy from Wild Sense Defense: 50+ 50 Reflexes =100 +20 Wild Sense HP: 63 KI: 39ki - 9 Eight Arms- 6 Intermediate Belt= 24ki 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+70·3d4+7·1d100+70·3d4+7·1d100+70·3d4+7
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Post by Zaru on Jan 25, 2020 7:17:09 GMT -8
Zaru stood there, frustrated. He had not hit her, though he remained where he was, calm in his fighting stance. She was too fast, too quick in her movements. How could he possibly catch her like this? He attempted to open his eyes, yet the pain was still too much. His breathing was still ragged as he stood there; Celerai had certainly broken a bone. Likely his rib was shattered, and he was just lucky to have no damage to his lung. Ki users were far more resilient to injury with the natural control over your body that came with it, and yet he couldn't stave off this damage. He just wasn't as strong, as fast. He felt outmatched in this fight, even against one of them. He wondered if his composure would fade again. Zaru knew he couldn't allow it. Yet as he felt her ki rushing closer, the way she was closing in to soften him up for the kill - he felt helpless. Even if he had simply turtled up and tried to minimise damage, she would have broken through. She was too strong. He had his training, and his discipline, which he always tried to use in place. Yet, he'd never used them along with his natural tendencies. He had shied away from it for years now, but he needed to use it - his killer instinct. The blows came rushing down upon Zaru, and his eyes were still tightly shut. Yet, there was a blank look on his face. As the first punch came, Zaru's head simply slipped to the side, avoiding the blow at first. Without pause, he began doing it repeatedly as the strikes came at him; when he predicted one would be too close, he used his hands to gently divert it. Zaru never gave ground or moved - he held position, simply holding back the blows. He had let a little bit out, but he could feel the restraints slip; just a little. One of Zaru's eyes shot open, and he stared at Lily with an intense look. His arm reached out to catch her last punch, gripping at her wrist to try and force it aside. Without a moment of hesitation, the martial artist thrust his head forward, attempting to collide his head with the bridge of her nose. Still not giving a moment's rest, his other hand went out to grab at her second wrist. Attempting to keep a hold on both her arms, he yanked her towards him and down, lifting his knee to try and drive it into her face and force her head to whip back. Zaru suddenly hopped into the air, still attempting to keep his grip on Ty's arms. The man lifted a boot upwards and attempted to thrust it down, hoping to essentially stomp on her face as he came rushing downwards and slam her into the arena. He didn't have the natural abilities to overcome her, so he would rely on his experience. He would not fight dirty, but he wouldn't be nice and orthodox. WC: 510 | 4007 DEFENSE PHASE.Bonus Action 1: Sonic Sway | -24 Ki | Dodge any attack that naturally rolls less than 10 Damage Passive Effect: Spiritualist Robes: +2 Ki regen per turn. Immobilize: Defensive Actions cost +10 Ki (4/4) [Ty] Attack #1: Strike | Hits for 9 Damage naturally, dodged [Ty] Attack #2: Strike | Hits for 9 Damage naturally, dodged [Ty] Attack #3: Strike | Hits for 9 Damage naturally, dodged 0 DMG - 7DR = 0 DMG OFFENSE PHASE. Bonus Action: N/A Action 1: Strike Ty | -0 Ki Attack Bonus: +55 | DMG Mod: +6 | Inflict Bonus: N/A sao_vLmd1d100+55 - ATTACK 1d12+6 - DAMAGE N/A - INFLICT At-Will: Blitz Strike Ty | -0 Ki Attack Bonus: +55 | DMG Mod: +6 | Inflict Bonus: N/A 1d100+55 - ATTACK 1d12+6 - DAMAGE N/A - INFLICT Action 2: Strike Ty | -0 Ki Attack Bonus: +55 | DMG Mod: +6 | Inflict Bonus: N/A 1d100+55 - ATTACK 1d12+6 - DAMAGE N/A - INFLICT CRIT! +5 Damage= 18 DamageAt-Will: Blitz Strike Ty | -0 Ki Attack Bonus: +55 | DMG Mod: +6 | Inflict Bonus: N/A 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: 5,704 HP: 77/105 | KI: 69/125 | DEF: 75 | ENG ATK: 40 | PHY ATK: 55 | DR: 7 | DMG MOD: 3 | KI DISCOUNT: -1 | POWER UP KI REGEN: 25/100 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 25, 2020 9:59:31 GMT -8
After all those attempts to strike Zaru failed and he refused to take the defensive, she simply used the last bit of ki to avoid all of them in return despite putting herself in the position she had attempted to apply, and they were both equally fast in that regard. However, Ty was tired at this point, she had already taken out one opponent, and did not have any energy left to take on a second. In one final attempt, she blinded Zaru for the fifth time, it was her only option left avoid getting pushed to the defensive, and if she missed this time then she was simply planning to fly off the stage and give up the match. There was nothing else at the teenage girl’s disposal to continue and only the fittest would be able to proceed to the next round. “Hey! You’re really good Zaru, you really try to push everyone to the edge, with confidence. Blow for blow but I know my limits and I am over reaching it quite a bit here.”[178] To Hit: 6scmlynf1d10070% Chance Damage: 1d6{Statistics}
Initiative:
Ty Celerai Zaru
Power up and regained edge 2 on Zaru for 1/2 rounds. 10,010 -> 15,015 Edge 2: Your PL must be 2x an opponent’s; you gain +5 to the value of your Accuracy dice roll, +3 bonus damage on all attacks, and +3 Damage Reduction.
11,408 PL needed to retain Edge 2
Attacks from Celerai: N/A
Attacks from Zaru: 134 vs 145 Miss Wild Sense +5 136 vs 155 Miss 152 vs 155 Miss 77 vs 155 Miss
Attacks from Kiryu: N/A
[Passive Effect] Wild Sense Round. 5/5 [Passive Action]
[At-Will Action] Bend the limits on Solar Flare
[Bonus Action] Power Up
[Standard Action] Enhance Rapid Movement
[Standard Action] Solar Flare
4/4 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 +20 Accuracy from Wild Sense Defense: 50+ 50 Reflexes =100 +20 Wild Sense HP: 63 KI: 24ki - 14 Enhanced Rapid movement -4 Solar Flare=10ki 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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Post by Zaru on Jan 25, 2020 10:23:02 GMT -8
He had missed her again. How did she avoid it? Zaru had thrust his head forward, but she had avoided the blow. The pulling of the arms never really came about, nevermind the knee strike that would follow it up, and his stomp had only connected with tiles. Yet, he could tell, through the eye he was still capable of using right now. The girl was getting tired; whether that was because that flashbang technique she used was particularly cumbersome or Celerai had taken a lot of her energy to drop, he wasn't sure. Still, he stood there, contemplating his next move. Ty spoke to him, and although his expression had returned to the more regular, emotionless type that stayed on his face, he started to feel a bit better. He'd been pushing himself this whole time, and he had assumed it wouldn't be anywhere near as much effort on the part of his opponents. He supposed on the inside, he had been more than a little bitter about their talent. Still, what could they help that? For Celerai, maybe it was just a Saiyan thing. Ty here didn't seem the same. She was human, as far as he knew, and aside from having natural abilities he couldn't replicate, her young age and inexperience compared to some would work against her. Yet, she was still here. Up against two opponents, tired out, and still going. "Thanks." There was a sincerity in his voice, and although perhaps she didn't know it, Ty was one of a very few select people who'd ever heard that word from him. He wondered if he should have regretted that. He had a moment of clarity before suddenly the flash came again. Blinding light seared the one eye he could actually open, and now his retinas really burned. He yelled out in pain as he stumbled back, a hand moving up to cover or even massage his eye, closed and hidden away now. Zaru wondered momentarily if he was ever going to see right again after this. He couldn't be distracted, though. He grit his teeth for a moment before returning to a calm expression, taking the fighting stance he knew best. Zaru followed his instincts, as before. He followed her Ki, his aura bursting around him just for a moment as Ki flowed rapidly from his body. A keen observer would notice that it was not a simple explosion of power, though; it was to make his ki react to hers, to show him exactly where she was, exactly how she stood. Still without sight, Zaru used his hand to make precise punches and finger jabs towards Ty's shoulders, then adomen. Finally, he reared back, aiming a powerful uppercut for her solar plexus. Just a bit further, now. You're almost there.WC: 467 | 4474 DEFENSE PHASE.Bonus Action 1: N/A Passive Effect: Spiritualist Robes: +2 Ki regen per turn. Blinded: Defense and Accuracy Reduced by 25 (1/2) [Ty] Attack #1: Solar Flare| Hits for 1 Damage, passes DR [Opponent] Attack #2: N/A 1 DMG - 7DR = 1 DMG (Passes DR) OFFENSE PHASE. Bonus Action: Dragon Dash | -6 Ki | +10 Acc, +5 Damage Action 1: Strike Ty | -0 Ki Attack Bonus: +40 | DMG Mod: +11 | Inflict Bonus: N/A L3Tfup5q1d100+40 - ATTACK 1d12+11 - DAMAGE N/A - INFLICT At-Will: Blitz Strike Ty | -0 Ki Attack Bonus: +40 | DMG Mod: +11 | Inflict Bonus: N/A 1d100+40 - ATTACK 1d12+11 - DAMAGE N/A - INFLICT Action 2: Strike Ty | -0 Ki Attack Bonus: +40 | DMG Mod: +11 | Inflict Bonus: N/A 1d100+40 - ATTACK 1d12+11 - DAMAGE N/A - INFLICT At-Will: Blitz Strike Ty | -0 Ki Attack Bonus: +40 | DMG Mod: +11 | Inflict Bonus: N/A 1d100+40 - 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: 76/105 | KI: 65/125 | DEF: 75 | ENG ATK: 40 | PHY ATK: 55 | DR: 7 | DMG MOD: 3 | KI DISCOUNT: -1 | POWER UP KI REGEN: 25/100 Tag: Ty Celerai 1d100+40·1d12+11·1d100+40·1d12+11·1d100+40·1d12+11·1d100+40·1d12+11
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Post by Ty on Jan 25, 2020 10:48:39 GMT -8
After the flash dissipated, Tiger Lily’s entire childhood flashed before her eyes, she knew the match was lost the moment Zaru pushed himself even harder than before, while she was focused before the clarity she had retained for such a long time it was now gone. It was like she was losing sight from fatigue despite not having looked at the solar flare technique directly. It was human instinct that forced her to fly away and land outside the arena. While there was no such rules in place from Kiryu for remaining on the arena, with just one look from her, he would know that she threw the match with a shrug of her shoulders.
“Sorry, Zaru, I normally fight until I cannot move, but the last time I ran out of ki I fainted, and if I am going to learn anything in the next round of the tournament by observation… Well, I need to keep my eyes open for it. Keep throwing punches like that on the next guy and you might win this tournament! Good luck! ”
[179] [2,156]
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