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Post by Zaru on Jan 28, 2020 11:39:23 GMT -8
Zaru was unable to really control himself, as he felt himself barreling through rock and metal, even if just for a few seconds. More importantly, he was barreling into flesh and blood, even if he wished he could be blasting a hole in it just as easily as he was doing to the side of the plateau. He had Atalan in a full-body tackle, both men carving through the solid rock that was in their way as they fired through the air. Suddenly, in the view from outside, where a battle was raging between demons and the ki-trained humans who were fighting to resist them, the plateau seemed to explode outwards. Rocks and energy shot through the air, blasted away from the sheer force of the two forcing their way free. The two of them tumbled through the air, and at some must have separated. Zaru landed in amongst the mass of bodies who were more caught up in the fight than anything. Yet, the martial artist's eyes gave away what he was far more interested in. His teeth were gritting and his eyes widened, viciousness and malice in them as he turned, swinging his elbow painfully into the temple of a demon who tried to get in his way. In his rage and with all the bodies around, he was finding it difficult to spot his quarry. He knew what would bring him out, and it felt good to say, whether or not it was true. "Atalan! Show your face, coward!" Zaru could barely even manage to bark that out as his head whipped from side to side, trying to spot him even as his energy lashed out wildly to try and detect his. He had to be here somewhere. He wasn't getting away. WC: 308 | 308 0KGygaJb1d100 - INITIATIVE [/div] DEFENSE PHASE.[Opponent] Attack #1: [Opponent] Attack #2: 0 DMG - 0DR = 0 DMG OFFENSE PHASE. Bonus Action: N/A Action 1:
Action 2: TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Flawless Counter Requirements: N/A Activation: None (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. Bend The Limits Requirements: N/A 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.
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.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn. Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. 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: --
Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 1) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus 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.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. 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.
OCTOPUS STLYE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: 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.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 55 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 50 NATURAL PL: 8,874 | BASE PL: 8,874 | CURRENT PL: 8,874 HP: 110/110 | KI: 100/100 | DEF: 75 | ENG ATK: 45 | PHY ATK: 65 | DR: 8 | DMG MOD: 4 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100 [/spoiler] 1d100
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Post by Atalan on Jan 28, 2020 12:05:14 GMT -8
Atalan didn't even have time to register surprise as the bald headed buffoon launched into him. They plowed through the side of the plateau, through steel and stone they flew and out into the open air, where Zaru's momentum carried him up and over Atalan before the Baron could quite grasp the slippery little man's ankle to break him. He slammed down into the hard pan earth of the badlands and rolled into a group of rebels that were advancing out to attack his forces, bowling them over like some weirdly organic version of ten pins. He recovered before they did and rolled over, snapping vicious elbows down and snapping bone before he rolled to his feet and seized two of them and threw them into the oncoming human forces. At Zaru's call for him to show his face, he was able to turn and pinpoint the coward's location. He saw the bald human, muscles locked in rage and face red with anger... and smiled. He couldn't help it... the man was so indignant... it was just funny. He started idly walking towards the man, calling back, "Zaru my boy... It's far more cowardly to attack an unaware opponent..." he paused and laughed some more unable to help it before he continued, "What did you think was going to happen? Did you think the big bad demon was going to hug them and tweak their noses? They are rebels and traitors, spreading lies and sedition. Brainwashing my loyal people. It was unacceptable. I did hope you would be more useful though, I admit. Too bad you're going to die now as well."Initiative Pg2wcxe51d100{ Battle Stats} DEFENSE PHASE. +3 Ki at end of turn
Zaru Attack #1 (0) vs Atalan's Def (100): Zaru Attack #2 (0) vs Atalan's Def (100):
0 dmg - 6 DR = 0 dmg.
OFFENSE PHASE.
Bonus Action: At-Will:
Action 1:
Action 2:
EFFECTS.
TRAITS. Racial Trait: Like Rubber: You possess a natural 2 DR LuchadorActivation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: -- Submission Hold Activation: Bonus Action Effect: When you activate Submission Hold, target 1 opponent. If any of your Grapple Basic Techniques successfully Immobilize the opponent targeted with this trait, they lose 1 Standard Action during their turn. Limit: 2 times per thread. Class Traits:Flawless CounterActivation: 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 Class Features: Level 0 Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Level 1
Assault: Twice per thread you may roll two seperate accuracy Rolls for attacks used on your turn; you may choose between the two rolls.
ITEMS. Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None.
Demon Ring An onyx ring etched with demonic runes- this was commonly worn by nobility in the Demon Kingdoms to show status and subjugate their lessers. Type: Supplementary - Magic Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR. Limit: --
Phaser Ring This ruby ring contains a hidden blaster and is a popular, if not gaudy, accessory employed by assassins and nobility alike. Type: Weapon - Hidden Zeni Value: 40000 Zeni Cost: 120000 Activation: At-Will Effect: Activating Phaser Ring performs a Ranged Enhanced Energy Blast attack, even if you do not possess the Enhanced Energy Blast technique. This attack may not Critically Hit or Critically Miss its target and is not modified by your Traits or Class Features in any way. This Enhanced Energy Blast does not cost any ki. Limit: 4 uses per thread.
DEFENSE/UTILITY TECHS.
PARALYZE You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: 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. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
BARRIER You create a shroud of protective ki around your body to soften blows and protect against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until temp HP is gone. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT (Level 2) 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.
KIAI (Level 3) You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Tectonic Slam Atalan seizes his opponent by a handy limb and lifts them over his head, smashing them into the ground with earth shattering force. Type: (Physical/Energy, Melee/Ranged, Single/Barrage/Area/Finisher) Action: Standard Action Base Damage: 3d10 Major Effect: Bashing Minor Effect: Wounding Cost: 15 ki Learn: 2 weeks
Enhanced Techs: Grapple, Sense
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
PL: 10,096 HP: 100/100 | TEMP HP: 0/0 | KI: 135/135 FIGHTING: 45 | ENERGY CONTROL: 25 | REFLEXES: 45 | RESILIENCE: 40 MELEE ACCURACY: +50 | ENERGY ACCURACY: +30 | DEF: 100 DR: 6 | DMG MODIFIER: +4 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [272/272]
Kiryu 1d100
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Post by Kiryu on Jan 28, 2020 12:06:21 GMT -8
OOC: I will be adjudicating this LoD battle. Proceed as a normal battle. If there are any alterations necessary to rolls, I will handle them; message me on Discord for that. If anyone attempts to flee, I will adjudicate that as well
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Post by Zaru on Jan 28, 2020 12:21:40 GMT -8
There he was. Zaru's frenzied expression was still tight across his face, and he found it difficult to even focus right. His body stayed still as energy burst from around him, forcing away some of those who were around them and sending them flat on their backs. Zaru's body was tense, far more than it had ever been as his Ki almost felt like it was hardening within him with how fast it was flowing. His teeth began to grind as he began to control his anger, but was unable to pull it within; all he could do was concentrate it. He focused it, all of his rage, directly towards Atalan as he stared daggers through the Baron who had thoughtlessly murdered people who had no chance to defend themselves, and now he was gloating. He liked it. He really did. Zaru's fists only tightened more as his aura grew larger, his energy starting to burst. His senses were beginning to return to him, and his eyes darted over various parts of Atalan's body. Eventually, his eyes settled on his throat. That was his target, for now. He didn't want to drag this out; he just wanted to end this bastard now. He couldn't speak for the fury, but he could certainly plan. WC: 213 | 521 DEFENSE PHASE.[Opponent] Attack #1: [Opponent] Attack #2: 0 DMG - 0DR = 0 DMG OFFENSE PHASE. Bonus Action: Power Up | +25% Power Level Action 1:
Action 2: TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Flawless Counter Requirements: N/A Activation: None (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. Bend The Limits Requirements: N/A 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.
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.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn. Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. 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: --
Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 1) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus 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.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. 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.
OCTOPUS STLYE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: 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.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 55 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 50 NATURAL PL: 8,874 | BASE PL: 8,874 | CURRENT PL: 11,092 HP: 110/110 | KI: 100/100 | DEF: 75 | ENG ATK: 45 | PHY ATK: 65 | DR: 8 | DMG MOD: 4 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100
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Post by Atalan on Jan 28, 2020 12:29:13 GMT -8
He could see the fury building on the young man's face as he let his aura burst forth and envelop him. Good... very good. Angry fighters make mistakes. he thought as he called upon his own power and let it burst into a fiery crimson aura that roared out around him, crackling like a fireball before it settled back in around him, flickering. He idly sketched a few symbols in the air as he continued forward, imbuing his skin with unnatural strength in preparation for the battle to come. It was a fool who went in headlong and unprepared. Now it was time. Time to see if he had made the right choice in reforging himself into this image. Time to see if he had what it took against an opponent that was nearly as powerful as he was.
He ignored the battle roiling around him, barely paying mind enough to lean to avoid an energy bolt here or deflect a bullet there. His golden glowing eyes were locked onto his target... he was going to smash this upstart into the rock and dirt and leave his corpse there for the buzzards. It was the only just reward for refusing the kind offer he had extended to serve him... He would regret his decision in the void forever after. { Battle Stats} DEFENSE PHASE.
Zaru Attack #1 (0) vs Atalan's Def (100): Zaru Attack #2 (0) vs Atalan's Def (100):
0 dmg - 6 DR = 0 dmg.
OFFENSE PHASE. +3 Ki at end of turn
Bonus Action: Barrier: +15 temp HP -15 KI At-Will:
Action 1: POWER UP +25% PL
Action 2:
EFFECTS. Power up: 1/2 0/100 ki regained Barrier: unable to be affected by statuses while I have temp hp
TRAITS. Racial Trait: Like Rubber: You possess a natural 2 DR LuchadorActivation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: -- Submission Hold Activation: Bonus Action Effect: When you activate Submission Hold, target 1 opponent. If any of your Grapple Basic Techniques successfully Immobilize the opponent targeted with this trait, they lose 1 Standard Action during their turn. Limit: 2 times per thread. Class Traits:Flawless CounterActivation: 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 Class Features: Level 0Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.Level 1
Assault: Twice per thread you may roll two separate accuracy Rolls for attacks used on your turn; you may choose between the two rolls. ITEMS. Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None.
Demon Ring An onyx ring etched with demonic runes- this was commonly worn by nobility in the Demon Kingdoms to show status and subjugate their lessers. Type: Supplementary - Magic Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR. Limit: --
Phaser Ring This ruby ring contains a hidden blaster and is a popular, if not gaudy, accessory employed by assassins and nobility alike. Type: Weapon - Hidden Zeni Value: 40000 Zeni Cost: 120000 Activation: At-Will Effect: Activating Phaser Ring performs a Ranged Enhanced Energy Blast attack, even if you do not possess the Enhanced Energy Blast technique. This attack may not Critically Hit or Critically Miss its target and is not modified by your Traits or Class Features in any way. This Enhanced Energy Blast does not cost any ki. Limit: 4 uses per thread.
DEFENSE/UTILITY TECHS.
PARALYZE You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: 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. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
BARRIER You create a shroud of protective ki around your body to soften blows and protect against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until temp HP is gone. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT (Level 2) 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.
KIAI (Level 3) You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Tectonic Slam Atalan seizes his opponent by a handy limb and lifts them over his head, smashing them into the ground with earth shattering force. Type: (Physical/Energy, Melee/Ranged, Single/Barrage/Area/Finisher) Action: Standard Action Base Damage: 3d10 Major Effect: Bashing Minor Effect: Wounding Cost: 15 ki Learn: 2 weeks
Enhanced Techs: Grapple, Sense
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
PL: 10,096 --> 12,620 HP: 100/100 | TEMP HP: 15/15 | KI: 123/135 FIGHTING: 45 | ENERGY CONTROL: 25 | REFLEXES: 45 | RESILIENCE: 40 MELEE ACCURACY: +50 | ENERGY ACCURACY: +30 | DEF: 100 DR: 6 | DMG MODIFIER: +4 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [219/491]
Kiryu
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Post by Zaru on Jan 28, 2020 12:47:13 GMT -8
Cocky shit.Zaru could see the confidence on Atalan's face, and it only infuriated him more. He didn't see this as a fight, did he? He saw it as some kind of warm-up, some kind of exercise where he'd work up a sweat, kill his opponent and go on with his day. It only further boiled Zaru's blood. He was going to kill him - he knew it in his heart now. He was fully prepared to become what he'd been told he was, because why the hell shouldn't he? How many more people was Atalan going to hurt? The Alliance wasn't going to risk war with the Demonlands by keeping this guy in prison. He had to deal with it himself. There was no other way. That was how he justified it to himself, anyway. The martial artist suddenly rushed forward, almost as though he made no movement at all and was suddenly nearly touching Atalan. As his body moved low, his right hand came up, extended out flat. He jabbed it out, attempting to poke the demon in his throat, to force the breath out of him and disorient him. It was a dangerous, potentially lethal attack that he didn't use much; only against one opponent before, who he was confident had the physiology to survive. Immediately following up, his other hand stayed low, and he threw his body into a rising hook; not to the body, but aimed straight towards Atalan's groin. Demons may have been different to humans, but they'd hurt all the same before this was over. No rules in a fight like this; he wasn't going to bother playing nice or fair. Zaru again would go to follow up after his strike, trying to bring his left fist up to uppercut Atalan's chin, hoping the groin strike would double him over. Without a moment's hesitation, Zaru spun his whole body around, attempting to spinkick across Atalan's face and send him flying. He couldn't help the amount of bodies still fighting around them right now. Don't think about it. Focus on your target. That was all there was in the world, right now. Him, and his objective. WC: 362 | 883 ACTIVE EFFECTS.Bio-Suit: +3 HP Every turn Power Up(2/2): +25% Power Level Champion's Gi: +15 to Accuracy with Basic Attacks DEFENSE PHASE.[Opponent] Attack #1: [Opponent] Attack #2: 0 DMG - 0DR = 0 DMG OFFENSE PHASE. Bonus Action: Dragon Dash | -6 Ki | +10 to Accuracy, +5 to Damage Action 1: Strike | -0 Ki Attack Bonus: +90 | DMG Mod: +12 | Inflict Bonus: N/A 1Xktj1wZ1d100+90 - ATTACK 1d12+12 - DAMAGE N/A - INFLICT At-Will: Blitz Strike | -0 Ki Attack Bonus: +90 | DMG Mod: +12 | Inflict Bonus: N/A 1d100+90 - ATTACK 1d12+12 - DAMAGE N/A - INFLICT CRIT! +5 DAMAGE = 29 DAMAGEAction 2: Strike | -0 Ki Attack Bonus: +90 | DMG Mod: +12 | Inflict Bonus: N/A 1d100+90 - ATTACK 1d12+12 - DAMAGE N/A - INFLICT At-Will: Blitz Strike | -0 Ki Attack Bonus: +90 | DMG Mod: +12 | Inflict Bonus: N/A 1d100+90 - ATTACK 1d12+12 - DAMAGE N/A - INFLICT TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Flawless Counter Requirements: N/A Activation: None (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. Bend The Limits Requirements: N/A 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.
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. Unmatched Skill: Focus Mastery Level 3 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.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn. Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. 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: --
Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 1) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus 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.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. 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.
OCTOPUS STLYE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: 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.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 55 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 50 NATURAL PL: 8,874 | BASE PL: 8,874 | CURRENT PL: 11,092 HP: 110/110 | KI: 94/100 | DEF: 75 | ENG ATK: 45 | PHY ATK: 65 | DR: 8 | DMG MOD: 4 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100 1d100+90·1d12+12·1d100+90·1d12+12·1d100+90·1d12+12·1d100+90·1d12+12
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Post by Atalan on Jan 28, 2020 13:36:19 GMT -8
He could see the anger overwhelm the bald headed fighter at last as he charged forward, intent on mayhem. He moved faster than Atalan had anticipated, however he was able to brush aside the leading attack to his throat with little problem. Then the little bastard did something Atalan hadn't been anticipating a "good" guy to do... he punched him right in the family jewels. His fist was slowed by the barrier but still impacted with quite some force and knocked his breath out of him as agony and nausea crept up his stomach. He barely had time to recover enough to raise his guard to deflect some of the force of the uppercut he saw swiping in with deadly intent; it still broke through a bit and snapped his head back. He took half a step back and shook his head, blinking his eyes quickly he saw Zaru starting to spin around as if for another attack... so he darted forward as if he was charging and then hopped back, letting the young man's kick sail by in front of him. As the kick reached the point nearest him, Atalan snaked his hand out and snatched at the passing foot, trying to grab it around the ankle. If he succeeded he would twist his whole body and swing Zaru over his head to slam into the rebel corpse pile right by him. Either way, afterwards, the demon lord steps back and grins as he wags a finger in front of Zaru, "Now, now... temper will get you hurt, young man. You should try to control that."{ Battle Stats} DEFENSE PHASE.
Zaru Attack #1 (096) vs Atalan's Def (100): Miss Zaru Attack #2 (188) vs Atalan's Def (100): Hit! Crit Zaru Attack #3 (184) vs Atalan's Def (100): Hit!
Zaru Attack #4 (110) vs Atalan's Def (100): Feinted
43 dmg - 16 DR = 27 dmg.
OFFENSE PHASE. +3 Ki at end of turn Flawless Counter Active
Bonus Action: Guard -9 ki At-Will:
Action 1: Feint -9 ki
Action 2: Grapple
4tXtZPrY1d100+70
2d6+4
[Immobilize on 40 or below 1d100
EFFECTS. Power up: 1/2 0/100 ki regained Barrier: unable to be affected by statuses while I have temp hp Turns in combat: 2 Feint uses 1/2 remaining
TRAITS. Racial Trait: Like Rubber: You possess a natural 2 DR LuchadorActivation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: -- Submission Hold Activation: Bonus Action Effect: When you activate Submission Hold, target 1 opponent. If any of your Grapple Basic Techniques successfully Immobilize the opponent targeted with this trait, they lose 1 Standard Action during their turn. Limit: 2 times per thread. Class Traits:Flawless CounterActivation: 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 Class Features: Level 0Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.Level 1
Assault: Twice per thread you may roll two separate accuracy Rolls for attacks used on your turn; you may choose between the two rolls. ITEMS. Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None.
Demon Ring An onyx ring etched with demonic runes- this was commonly worn by nobility in the Demon Kingdoms to show status and subjugate their lessers. Type: Supplementary - Magic Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR. Limit: --
Phaser Ring This ruby ring contains a hidden blaster and is a popular, if not gaudy, accessory employed by assassins and nobility alike. Type: Weapon - Hidden Zeni Value: 40000 Zeni Cost: 120000 Activation: At-Will Effect: Activating Phaser Ring performs a Ranged Enhanced Energy Blast attack, even if you do not possess the Enhanced Energy Blast technique. This attack may not Critically Hit or Critically Miss its target and is not modified by your Traits or Class Features in any way. This Enhanced Energy Blast does not cost any ki. Limit: 4 uses per thread.
DEFENSE/UTILITY TECHS.
PARALYZE You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: 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. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
BARRIER You create a shroud of protective ki around your body to soften blows and protect against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until temp HP is gone. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT (Level 2) 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.
KIAI (Level 3) You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Tectonic Slam Atalan seizes his opponent by a handy limb and lifts them over his head, smashing them into the ground with earth shattering force. Type: (Physical/Energy, Melee/Ranged, Single/Barrage/Area/Finisher) Action: Standard Action Base Damage: 3d10 Major Effect: Bashing Minor Effect: Wounding Cost: 15 ki Learn: 2 weeks
Enhanced Techs: Grapple, Sense
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
PL: 10,096 --> 12,620 HP: 88/100 | TEMP HP: 0/0 | KI: 108/135 FIGHTING: 45 | ENERGY CONTROL: 25 | REFLEXES: 45 | RESILIENCE: 40 MELEE ACCURACY: +50 | ENERGY ACCURACY: +30 | DEF: 100 DR: 6 | DMG MODIFIER: +4 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [267/758]
Kiryu 1d100+70·2d6+4·1d100
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Post by Zaru on Jan 28, 2020 14:15:00 GMT -8
The kick was a bad choice. Too open of a move, too easy to catch. Atalan was the kind to grab and crush, with about as much martial arts skill as the rocks in this valley, at least to Zaru's eyes. He felt his ankle be yanked up in the air as his kick was countered, even if he was far too focused on this, right here and now to allow such a thing to slow him down from ending the beast that Atalan was. Zaru yanked his foot free as he was mid-swing and actually used the momentum to flip forward and land feet-first on the side of a rock formation. Wasting no time, he focused his ki and rocketed himself straight towards Atalan like a missile. Zaru attempted to throw himself into Atalan's body to send him flying once more, aiming to try and crash him into another nearby plateau and keep himself up close and personal. While they were flying towards it, Zaru tried to land more powerful blows, aiming precise punches to his solarplexus, even popping his head up once to turn his elbow and attempt to strike Atalan just above the eye with the point of it. He was not attempting blunt force, but to cut; a bad wound above the eyes was the worst place to have it. He could barely hear anything, and all he could feel was the dull impact everytime he struck something or Atalan hit him. Zaru found himself lost in his desire to wipe the Baron from the face of the planet, to never allow this again. Most of all, it was a seething bile of hatred in him - the knowledge that he had lost himself. That Atalan had been the thing to make him into what he wanted to avoid the most. In a way, Atalan had already beaten him. He would never forgive him for it. WC: 1202 | 883 ACTIVE EFFECTS.Bio-Suit: +3 HP Every turn Champion's Gi: +15 to Accuracy with Basic Attacks DEFENSE PHASE.[Atalan] Attack #1: Grapple | CRIT MISS [Opponent] Attack #2: 0 DMG - 0DR = 0 DMG OFFENSE PHASE. Bonus Action: Dragon Dash | -6 Ki | +10 Accuracy, +5 Damage Action 1: Strike | -0 Ki Attack Bonus: +90 | DMG Mod: +12 | Inflict Bonus: N/A TgJbG|d21d100+90 - ATTACK 1d12+12 - DAMAGE N/A - INFLICT At-Will: Blitz Strike | -0 Ki Attack Bonus: +90 | DMG Mod: +12 | Inflict Bonus: N/A 1d100+90 - ATTACK 1d12+12 - DAMAGE N/A - INFLICT Action 2: Strike | -0 Ki Attack Bonus: +90 | DMG Mod: +12 | Inflict Bonus: N/A 1d100+90 - ATTACK 1d12+12 - DAMAGE N/A - INFLICT At-Will: Blitz Strike | -0 Ki Attack Bonus: +90 | DMG Mod: +12 | Inflict Bonus: N/A 1d100+90 - ATTACK 1d12+12 - DAMAGE N/A - INFLICT TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Flawless Counter Requirements: N/A Activation: None (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. Bend The Limits Requirements: N/A 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.
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. Unmatched Skill: Focus Mastery Level 3 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.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn. Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. 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: --
Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 1) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus 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.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. 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.
OCTOPUS STLYE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: 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.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 55 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 50 NATURAL PL: 8,874 | BASE PL: 8,874 | CURRENT PL: 8,874 HP: 110/110 | KI: 88/100 | DEF: 75 | ENG ATK: 45 | PHY ATK: 65 | DR: 8 | DMG MOD: 4 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100 1d100+90·1d12+12·1d100+90·1d12+12·1d100+90·1d12+12·1d100+90·1d12+12
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Post by Atalan on Jan 28, 2020 19:04:03 GMT -8
Atalan growled as Zaru's foot slipped from his grasp before he was able to get a good strike in. The battle was proving somewhat frustrating for him so far, and it didn't look to be getting any better any time soon. The man seemed completely lost to reason at this point and threw himself at him, launching them towards a nearby plateau. Atalan began to take the fight a little more seriously... he wanted to be the one who killed the human and not the other way around. His golden eyes glowed with a fierce inner light as he tuned his senses into Zarus movements and fed ki into his limbs so he could respond to them more efficiently. He snaked around many of the blows aimed towards his solar plexus but was forced to knock away a few as he stole glances over his shoulder... gauging the distance to the rapidly approaching rock wall. He gauged it nearly perfectly and swung his legs towards the wall as he grabbed for Zaru's arm, trying to secure a solid grip. As soon as his feet slammed into the rock face, he would immediately begin swinging Zaru into it with all of the power that was being fueled by his mounting fury. He screamed, "I think it's time to hammer home the fact you're about to die, you puny mortal. Come to grips with your own mortality!" He would keep swinging, trying to pound the bald haired martial artist through the rock to see which would give out first, stone or flesh. He figured either way... he won. { Battle Stats} DEFENSE PHASE.
Zaru Attack #1 (126) vs Atalan's Def (130): Miss Zaru Attack #2 (105) vs Atalan's Def (130): Miss Zaru Attack #3 (126) vs Atalan's Def (130): Miss Zaru Attack #4 (114) vs Atalan's Def (130): Miss
0 dmg - 6 DR = 0 dmg.
OFFENSE PHASE. +3 Ki at end of turn Flawless Counter +20 Def Bonus Action: Sense +5 Acc +5 Def +1 DR +1 Damage At-Will:
Action 1: Rapid Movement -14 Ki
Action 2: Tectonic Slam -14 Ki Inflicts Bashing if it hits (The target of this attack loses 5 ki and -5% of their Base Power Level on hit.)
IWRpvdgK1d100+75
3d10+5
Wound on 40 or below 1d100 +1 damage (4 total) on wound because of Demon Ring
EFFECTS. Power up: 1/2 0/100 ki regained Barrier: unable to be affected by statuses while I have temp hp Turns in combat: 2 Feint uses 1/2 remaining
TRAITS. Racial Trait: Like Rubber: You possess a natural 2 DR LuchadorActivation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: -- Submission Hold Activation: Bonus Action Effect: When you activate Submission Hold, target 1 opponent. If any of your Grapple Basic Techniques successfully Immobilize the opponent targeted with this trait, they lose 1 Standard Action during their turn. Limit: 2 times per thread. Class Traits:Flawless CounterActivation: 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 Class Features: Level 0Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.Level 1
Assault: Twice per thread you may roll two separate accuracy Rolls for attacks used on your turn; you may choose between the two rolls. ITEMS. Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None.
Demon Ring An onyx ring etched with demonic runes- this was commonly worn by nobility in the Demon Kingdoms to show status and subjugate their lessers. Type: Supplementary - Magic Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR. Limit: --
Phaser Ring This ruby ring contains a hidden blaster and is a popular, if not gaudy, accessory employed by assassins and nobility alike. Type: Weapon - Hidden Zeni Value: 40000 Zeni Cost: 120000 Activation: At-Will Effect: Activating Phaser Ring performs a Ranged Enhanced Energy Blast attack, even if you do not possess the Enhanced Energy Blast technique. This attack may not Critically Hit or Critically Miss its target and is not modified by your Traits or Class Features in any way. This Enhanced Energy Blast does not cost any ki. Limit: 4 uses per thread.
DEFENSE/UTILITY TECHS.
PARALYZE You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: 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. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
BARRIER You create a shroud of protective ki around your body to soften blows and protect against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until temp HP is gone. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT (Level 2) 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.
KIAI (Level 3) You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Tectonic Slam Atalan seizes his opponent by a handy limb and lifts them over his head, smashing them into the ground with earth shattering force. Type: (Physical/Energy, Melee/Ranged, Single/Barrage/Area/Finisher) Action: Standard Action Base Damage: 3d10 Major Effect: Bashing Minor Effect: Wounding Cost: 15 ki Learn: 2 weeks
Enhanced Techs: Grapple, Sense
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
PL: 10,096 --> 12,620 HP: 88/100 | TEMP HP: 0/0 | KI: 83/135 FIGHTING: 45 | ENERGY CONTROL: 25 | REFLEXES: 45 | RESILIENCE: 40 MELEE ACCURACY: +50 | ENERGY ACCURACY: +30 | DEF: 100 DR: 6 | DMG MODIFIER: +4 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [266/1024]
Kiryu 1d100+75·3d10+5·1d100
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Post by Zaru on Jan 29, 2020 10:39:04 GMT -8
Zaru felt Atalan's powerful grip wrap around his arm, only to have a moment before he felt his face and body being slammed into the plateau he'd been charging towards. He was used like a primitive form of demolition tool, his ki protecting him enough that the strikes were slamming through the rock with significant power, without doing too much damage to him yet. Soon, they were actually further inside the plateau, surrounded by rock that was beginning to collapse around him. The fury still burned in Zaru's eyes, and he moved his own arm to snake around Atalan's and actually hold it in place; not through superior strength, but redirecting the force of the more powerful opponent. Zaru had a wound above one of his eyes that was now bleeding quite heavily, spilling red down his face and onto his robes. The outer portion of gi was beginning to get torn apart with the black undershirt showing more and more, the black handwraps on his free hand having almost gone entirely from being used to help brace him against the rock. "Is that all you've got?!" Zaru yelled it defiantly, leaning up as he kept his own grip on Atalan's arm to thrust his head forward, trying to slam his forehead into the bridge of the demon's nose. It only made his wound bleed more, but he wasn't thinking clearly enough to worry about it in that moment. He managed to free his arm, and began throwing powerful and precise body shots, aimed towards Atalan's ribs and solarplexus. He was relentless in his attack, as though unaware of anything else. The sheer force of his strikes and the concentrated ki behind them was causing shockwaves around them, and the already unstable plateau began to collapse inwards, towards the two combatants and no doubt to the shock of anyone outside it. Zaru feinted as though he was going to throw another a body shot before his fist suddenly reared up and snapped forward in an attempted punch towards Atalan's temple; he was trying to send him through the rock, and hopefully outside. The intensely close quarters didn't favour him much. WC: 361 | 1563 ACTIVE EFFECTS.Bio-Suit: +3 HP Every turn Wound(1/2): Take 4 Damage past DR each turn Champion's Gi: +15 to Accuracy with Basic Attacks Bashed: Power Level reduced by 5% Flawless Counter: +20 to Accuracy DEFENSE PHASE.[Atalan] Attack #1: Tectonic Slam | Hits for 18 Damage, Bashes (-5% Power Level) [Opponent] Attack #2: 18 DMG - 18DR = 0 DMG OFFENSE PHASE. Bonus Action: Guard | -6 Ki | +10 DR Action 1: Strike | -0 Ki Attack Bonus: +100 | DMG Mod: +7 | Inflict Bonus: N/A rCh7ucvz1d100+100 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT At-Will: Blitz Strike | -0 Ki Attack Bonus: +100 | DMG Mod: +7 | Inflict Bonus: N/A 1d100+100 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT Action 2: Strike | -0 Ki Attack Bonus: +100 | DMG Mod: +7 | Inflict Bonus: N/A 1d100+100 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT At-Will: Blitz Strike | -0 Ki Attack Bonus: +100 | DMG Mod: +7 | Inflict Bonus: N/A 1d100+100 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Flawless Counter Requirements: N/A Activation: None (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. Bend The Limits Requirements: N/A 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.
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. Unmatched Skill: Focus Mastery Level 3 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.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn. Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. 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: --
Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 1) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus 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.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. 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.
OCTOPUS STLYE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: 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.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 55 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 50 NATURAL PL: 8,874 | BASE PL: 8,874 | CURRENT PL: 8,431 HP: 109/110 | KI: 82/100 | DEF: 75 | ENG ATK: 45 | PHY ATK: 65 | DR: 8 | DMG MOD: 4 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100 1d100+100·1d12+7·1d100+100·1d12+7·1d100+100·1d12+7·1d100+100·1d12+7
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Post by Atalan on Jan 29, 2020 11:31:57 GMT -8
Atalan had smashed the human into the stone of the plateau and far from trying to escape it, Zaru seized his arm and dragged him in after him. The fool. He righted himself in the newly formed cavern and saw the human bearing down on him again with murderous intent. Blood was flowing down his face now... it was good to see him wounded. It made Atalan hunger to spill the rest of his blood. He shook his head... "Such a shame you didn't want to work with me Zaru... you have such a fine murderous rage pent up there..." He took a deep breath and let out a ki enhanced shattering bellow as Zaru bore in to attack him. The bald man had managed to land one blow to the ribs... but the rest of the attacks would be swept away or deflected by the shattering stone of the plateau as it gave away and exploded around them, leaving them on the new top of the formation. Below them combatants on both sides were crushed by huge chunks of falling stone as they crashed down and bounced across the battlefield. Atalan charged forward and grabbed for a hold on Zaru once more, crouching and going for his left leg this time. If he was successful, then once again, he was going to slam the martial artist into the plateau as he screamed, "If I can't shape you to MY PURPOSE... I WILL USE YOU TO SHAPE THE EARTH FOR YOUR GRAVE!"{ Battle Stats} DEFENSE PHASE.
Zaru Attack #1 (125) vs Atalan's Def (130): Miss (kiai) Zaru Attack #2 (173) vs Atalan's Def (130): Hit! Zaru Attack #3 (158) vs Atalan's Def (130): Miss (kiai) Zaru Attack #4 (149) vs Atalan's Def (130): Miss (kiai)
15 dmg - 8 DR = 7 dmg.
OFFENSE PHASE. +3 Ki at end of turn Flawless Counter +20 Def Bonus Action: Sense +5 Acc +5 Def +2 DR +2 Damage
At-Will:
Action 1: Kiai -9 Ki
Action 2: Tectonic Slam -14 Ki Inflicts Bashing if it hits (The target of this attack loses 5 ki and -5% of their Base Power Level on hit.)
QRKs0_a_1d100+75
3d10+6
Wound on 40 or below 1d100 +1 damage (4 total) on wound because of Demon Ring
EFFECTS. Power up: 0/2 0/100 ki regained Turns in combat: 3 Feint uses 1/2 remaining
TRAITS. Racial Trait: Like Rubber: You possess a natural 2 DR LuchadorActivation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: -- Submission Hold Activation: Bonus Action Effect: When you activate Submission Hold, target 1 opponent. If any of your Grapple Basic Techniques successfully Immobilize the opponent targeted with this trait, they lose 1 Standard Action during their turn. Limit: 2 times per thread. Class Traits:Flawless CounterActivation: 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 Class Features: Level 0Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.Level 1
Assault: Twice per thread you may roll two separate accuracy Rolls for attacks used on your turn; you may choose between the two rolls. ITEMS. Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None.
Demon Ring An onyx ring etched with demonic runes- this was commonly worn by nobility in the Demon Kingdoms to show status and subjugate their lessers. Type: Supplementary - Magic Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR. Limit: --
Phaser Ring This ruby ring contains a hidden blaster and is a popular, if not gaudy, accessory employed by assassins and nobility alike. Type: Weapon - Hidden Zeni Value: 40000 Zeni Cost: 120000 Activation: At-Will Effect: Activating Phaser Ring performs a Ranged Enhanced Energy Blast attack, even if you do not possess the Enhanced Energy Blast technique. This attack may not Critically Hit or Critically Miss its target and is not modified by your Traits or Class Features in any way. This Enhanced Energy Blast does not cost any ki. Limit: 4 uses per thread.
DEFENSE/UTILITY TECHS.
PARALYZE You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: 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. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
BARRIER You create a shroud of protective ki around your body to soften blows and protect against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until temp HP is gone. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT (Level 2) 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.
KIAI (Level 3) You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Tectonic Slam Atalan seizes his opponent by a handy limb and lifts them over his head, smashing them into the ground with earth shattering force. Type: (Physical, Melee, Single) Action: Standard Action Base Damage: 3d10 Major Effect: Bashing Minor Effect: Wounding Cost: 15 ki Learn: 2 weeks
Enhanced Techs: Grapple, Sense
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
PL: 10,096 HP: 81/100 | TEMP HP: 0/0 | KI: 63/135 FIGHTING: 45 | ENERGY CONTROL: 25 | REFLEXES: 45 | RESILIENCE: 40 MELEE ACCURACY: +50 | ENERGY ACCURACY: +30 | DEF: 100 DR: 6 | DMG MODIFIER: +4 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [252/1276]
Kiryu 1d100+75·3d10+6·1d100
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Post by Zaru on Jan 29, 2020 12:37:48 GMT -8
Despite how many of his blows didn't seem register, he felt Atalan's ribs shake at the impact of his fist striking them. There. There it was, that feeling he'd been trying to find. It seemed to encourage him, to push him harder to get past the skin, to start pummeling at his body until it gave out entirely. His teeth grit further as he heard the demon's first comment. It drove him nuts to hear this pompous, murderous bastard speak that way to him. His rage wasn't the blazing fire you'd see in a Saiyan, but it was cold and murderous, even if it was clear from his twisted face how much of it he was feeling. Zaru was caught off guard as Atalan ducked down and seemed to go for a typical takedown, but used his superior strength once again to try and just lift him and slam him, which worked far better this time. The back of Zaru's head, and soon his whole body began slaming into the rock below, blowing parts out of the new plateau's formation as scratches and cuts became more clear on his body, his undershirt now beginning to suffer similar damage that the main part of his gi had earlier. Eventually, when Atalan lifted him to slam again, Zaru wrapped his other leg around the demon's neck and pulled him back, flipping over as he tried to put the baron on his back, with Zaru stood low, more like squatting above him. Without hesitation, he began throwing wild and dangerous strikes, aiming punches and elbows at vital areas. He went for the neck, face, chest and abdomen. He was attempting to find weak spots, or create them, along with attacking places most beings would cover. Feeling that the destruction their fight was already causing, Zaru tried to get on with ending it. The martial artist suddenly leaped incredibly high in the air and used his ki like a slingshot to send him rocketing back down, his fist cocked back as he was preparing a punch. His eyes focused on Atalan's throat, his intended target; he wasn't doing this fight for fun, or to satisfy some kind of battle-lust. He was going to try and break this guy's neck before he had to hear one more sentence from him. WC: 385 | 1948 ACTIVE EFFECTS.Bio-Suit: +3 HP Every turn Wound(2/2): Take 4 Damage past DR each turn Champion's Gi: +15 to Accuracy with Basic Attacks Bashed: Power Level reduced by 10% Flawless Counter: +20 to Accuracy DEFENSE PHASE.[Atalan] Attack #1: Tectonic Slam | Hits for 25 Damage, Bashes (-5% Power Level) [Opponent] Attack #2: 25 DMG - 18DR = 7 DMG OFFENSE PHASE. Bonus Action: Guard | -6 Ki | +10 DR Action 1: Strike | -0 Ki Attack Bonus: +100 | DMG Mod: +7 | Inflict Bonus: N/A tjWTvXi61d100+100 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT At-Will: Blitz Strike | -0 Ki Attack Bonus: +100 | DMG Mod: +7 | Inflict Bonus: N/A 1d100+100 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT Action 2: Strike | -0 Ki Attack Bonus: +100 | DMG Mod: +7 | Inflict Bonus: N/A 1d100+100 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT At-Will: Blitz Strike | -0 Ki Attack Bonus: +100 | DMG Mod: +7 | Inflict Bonus: N/A 1d100+100 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Flawless Counter Requirements: N/A Activation: None (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. Bend The Limits Requirements: N/A 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.
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. Unmatched Skill: Focus Mastery Level 3 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.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn. Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. 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: --
Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 1) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus 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.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. 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.
OCTOPUS STLYE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: 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.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 55 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 50 NATURAL PL: 8,874 | BASE PL: 8,874 | CURRENT PL: 8,004 HP: 101/110 | KI: 71/100 | DEF: 75 | ENG ATK: 45 | PHY ATK: 65 | DR: 8 | DMG MOD: 4 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100 1d100+100·1d12+7·1d100+100·1d12+7·1d100+100·1d12+7·1d100+100·1d12+7
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Post by Atalan on Jan 29, 2020 18:58:38 GMT -8
Atalan felt bones breaking and hot blood flowing as his flesh tore under Zaru's relentless barrage. Pain consumed his world for a moment and he almost went limp. He was completely incapable of stopping the blows... so he embraced the pain and used it as fuel. Fuel for the rage that shot through him and consumed him whole now. His eyes shone so bright that they might have hurt to look at for a moment as he started cackling madly and grabbed a fist descending towards him once more. He wrapped the arm up and shot his legs up to lay across Zaru's shoulders, pulling him to the ground as he locked in an armbar and leaned back, pulling and trying to rip the arm back. To tear the muscles... pop the tendons... and of course break the bones to release the sweet symphony of pain. His vision turned read and he snarled down at the martial artist, "You hit a lot harder than the rebels down there... did you kill many of them? Did any of them push you to snuff their worthless lives? Even if you defeat me, their blood with stain your hands right beside mine. A comforting thought indeed." The demon began cackling and trying to apply more pressure, seeking to do lasting damage to the fighter. { Battle Stats} DEFENSE PHASE.
Zaru Attack #1 (175) vs Atalan's Def (130): Hit! Zaru Attack #2 (181) vs Atalan's Def (130): Hit! Zaru Attack #3 (158) vs Atalan's Def (130): Hit! Zaru Attack #4 (158) vs Atalan's Def (130): Hit!
60 dmg - 16 DR = 44 dmg.
OFFENSE PHASE. +3 Ki at end of turn Flawless Counter +20 Def Bonus Action: Guard -9 ki
At-Will:
Action 1: Activate Submission hold: If immobilize inflicts -1 standard action for opponent
Action 2: Grapple bxcLyAgd1d100+75
2d6+4
Immobilize on 40 or below 1d100 +1 damage on infliction because of Demon Ring
EFFECTS. Power up: 0/2 0/100 ki regained Turns in combat: 3 Feint uses 1/2 remaining
TRAITS. Racial Trait: Like Rubber: You possess a natural 2 DR LuchadorActivation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: -- Submission Hold Activation: Bonus Action Effect: When you activate Submission Hold, target 1 opponent. If any of your Grapple Basic Techniques successfully Immobilize the opponent targeted with this trait, they lose 1 Standard Action during their turn. Limit: 2 times per thread. Class Traits:Flawless CounterActivation: 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 Class Features: Level 0Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.Level 1
Assault: Twice per thread you may roll two separate accuracy Rolls for attacks used on your turn; you may choose between the two rolls. ITEMS. Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None.
Demon Ring An onyx ring etched with demonic runes- this was commonly worn by nobility in the Demon Kingdoms to show status and subjugate their lessers. Type: Supplementary - Magic Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR. Limit: --
Phaser Ring This ruby ring contains a hidden blaster and is a popular, if not gaudy, accessory employed by assassins and nobility alike. Type: Weapon - Hidden Zeni Value: 40000 Zeni Cost: 120000 Activation: At-Will Effect: Activating Phaser Ring performs a Ranged Enhanced Energy Blast attack, even if you do not possess the Enhanced Energy Blast technique. This attack may not Critically Hit or Critically Miss its target and is not modified by your Traits or Class Features in any way. This Enhanced Energy Blast does not cost any ki. Limit: 4 uses per thread.
DEFENSE/UTILITY TECHS.
PARALYZE You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: 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. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
BARRIER You create a shroud of protective ki around your body to soften blows and protect against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until temp HP is gone. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT (Level 2) 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.
KIAI (Level 3) You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Tectonic Slam Atalan seizes his opponent by a handy limb and lifts them over his head, smashing them into the ground with earth shattering force. Type: (Physical, Melee, Single) Action: Standard Action Base Damage: 3d10 Major Effect: Bashing Minor Effect: Wounding Cost: 15 ki Learn: 2 weeks
Enhanced Techs: Grapple, Sense
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
PL: 10,096 HP: 37/100 | TEMP HP: 0/0 | KI: 56/135 FIGHTING: 45 | ENERGY CONTROL: 25 | REFLEXES: 45 | RESILIENCE: 40 MELEE ACCURACY: +50 | ENERGY ACCURACY: +30 | DEF: 100 DR: 6 | DMG MODIFIER: +4 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [221/1497]
Kiryu 1d100+75·2d6+4·1d100
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Post by Zaru on Jan 30, 2020 10:38:04 GMT -8
Zaru stayed in his almost squatting position as he stared down at Atalan moved to try and wrap his legs up around the human's shoulder. In almost an instant, Zaru had moved back, avoiding the grab entirely. His face wasn't twisting with anger as it had been before, and was once more expressionless. He'd gotten out a lot of the primal feelings, but the hatred was still in his eyes. It was a cold anger, but not any less dangerous. He began walking towards Atalan, the remains of his undershirt barely hanging on as the bleeding on his head finally seemed to slow. "Comforting thoughts? Already worrying about how dying'll feel, huh?"In a moment, Zaru rushed forward when Atalan would likely be trying to get up, attempting to thrust a knee into his face and send him flying. However it landed, he would try and get behind and underneath the demon lord, if only to attempt to land an elbow in his back and pop him into the air, with an unusual amount of precision. "Maybe you can finally get how they felt." Zaru suddenly started with a barrage of punches and elbow strikes towards Atalan's back, attempting to keep him bouncing in the air where he could keep the intense volley of strikes, charging back to attempt to land a powerful single blow. Hoping to send Atalan flipping through the air, Zaru's speed increased as he seemed to flash in and out of sight, appearing ahead of and above the baron. He suddenly dropped, aiming to precisely land the most powerful part of his boot into the base of Atalan's spine and drive him all the way down into the ground. There was a clinical method to the way he was attempting to pick apart and subdue his opponent now, even if the built up anger was still there in every attack. WC: 316 | 2264 ACTIVE EFFECTS.Bio-Suit: +3 HP Every turn Champion's Gi: +15 to Accuracy with Basic Attacks Bashed: Power Level reduced by 10% Flawless Counter: +20 to Accuracy DEFENSE PHASE.Bonus Action: Rapid Movement | -14 Ki | +25 Defense [Atalan] Attack #1: Grapple | Misses [Opponent] Attack #2: 0 DMG - 8DR = 0 DMG OFFENSE PHASE. Action 1: Strike | -0 Ki Attack Bonus: +100 | DMG Mod: +7 | Inflict Bonus: N/A LOLA5Mmy1d100+100 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT At-Will: Blitz Strike | -0 Ki Attack Bonus: +100 | DMG Mod: +7 | Inflict Bonus: N/A 1d100+100 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT Action 2: Strike | -0 Ki Attack Bonus: +100 | DMG Mod: +7 | Inflict Bonus: N/A 1d100+100 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT At-Will: Blitz Strike | -0 Ki Attack Bonus: +100 | DMG Mod: +7 | Inflict Bonus: N/A 1d100+100 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Flawless Counter Requirements: N/A Activation: None (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. Bend The Limits Requirements: N/A 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.
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. Unmatched Skill: Focus Mastery Level 3 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.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn. Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. 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: --
Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 1) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus 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.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. 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.
OCTOPUS STLYE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: 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.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 55 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 50 NATURAL PL: 8,874 | BASE PL: 8,874 | CURRENT PL: 8,004 HP: 104/110 | KI: 57/100 | DEF: 75 | ENG ATK: 45 | PHY ATK: 65 | DR: 8 | DMG MOD: 4 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100 1d100+100·1d12+7·1d100+100·1d12+7·1d100+100·1d12+7·1d100+100·1d12+7
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Post by Atalan on Jan 30, 2020 11:40:31 GMT -8
Atalan's face felt like it exploded with pain as Zaru's knee connected right into his nose and snapped it, squashing the aquiline feature down into something squat and mushy. He staggered back and barely felt the elbow crack into his back and send him flying... he heard the peasant's voice droning on about something... but couldn't be bothered to decipher it at the moment through the haze of pain. His instincts kicked in and he shot ki through his body, speeding up his reflexes. He moved mechanically, dodging the hail of kicks and punches raining down upon him from the cold eyed warrior. Then, he saw his chance and flew forward into the man, grabbing a hold and sliding around to his back, he propelled them towards the ground, flying down into a super high German suplex that crashed them into the plateau, leaving a crater in the center. He rolled up to his feet and tottered for a moment as a wave of vertigo washed over him. He relentless squashed the dizziness and weakness, stopping down to grab Zaru's leg, he started spinning him around like and olympic hammer thrower and threw him towards the side of the crater to hopefully drive him through it. He stood there after releasing the martial artist, panting for a moment, and then wiping the blood from his face, really just spearing it around, and started stalking back towards his foe... { Battle Stats} DEFENSE PHASE.
Zaru Attack #1 (134) vs Atalan's Def (125): Hit! Zaru Attack #2 (194) vs Atalan's Def (125): Hit! Zaru Attack #3 (120) vs Atalan's Def (125): Miss Zaru Attack #4 (111) vs Atalan's Def (125): Miss
28 dmg - 6 DR = 22 dmg.
OFFENSE PHASE. +3 Ki at end of turn Flawless Counter +20 Def Bonus Action: Guard -9 ki
At-Will:
Action 1: Tectonic Slam -14 ki
AHhpOgpb1d100+75
3d10+4
Wound on 40 or below
1d100 +1 damage on infliction because of Demon Ring
Action 2: Tectonic Slam -14 ki 1d100+75
3d10+4
Wound on 40 or below 1d100 +1 damage on infliction because of Demon Ring
EFFECTS. Power up: 0/2 0/100 ki regained Turns in combat: 4 Feint uses 1/2 remaining
TRAITS. Racial Trait: Like Rubber: You possess a natural 2 DR LuchadorActivation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: -- Submission Hold Activation: Bonus Action Effect: When you activate Submission Hold, target 1 opponent. If any of your Grapple Basic Techniques successfully Immobilize the opponent targeted with this trait, they lose 1 Standard Action during their turn. Limit: 2 times per thread. Class Traits:Flawless CounterActivation: 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 Class Features: Level 0Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.Level 1
Assault: Twice per thread you may roll two separate accuracy Rolls for attacks used on your turn; you may choose between the two rolls. ITEMS. Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None.
Demon Ring An onyx ring etched with demonic runes- this was commonly worn by nobility in the Demon Kingdoms to show status and subjugate their lessers. Type: Supplementary - Magic Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR. Limit: --
Phaser Ring This ruby ring contains a hidden blaster and is a popular, if not gaudy, accessory employed by assassins and nobility alike. Type: Weapon - Hidden Zeni Value: 40000 Zeni Cost: 120000 Activation: At-Will Effect: Activating Phaser Ring performs a Ranged Enhanced Energy Blast attack, even if you do not possess the Enhanced Energy Blast technique. This attack may not Critically Hit or Critically Miss its target and is not modified by your Traits or Class Features in any way. This Enhanced Energy Blast does not cost any ki. Limit: 4 uses per thread.
DEFENSE/UTILITY TECHS.
PARALYZE You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: 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. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
BARRIER You create a shroud of protective ki around your body to soften blows and protect against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until temp HP is gone. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT (Level 2) 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.
KIAI (Level 3) You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Tectonic Slam Atalan seizes his opponent by a handy limb and lifts them over his head, smashing them into the ground with earth shattering force. Type: (Physical, Melee, Single) Action: Standard Action Base Damage: 3d10 Major Effect: Bashing Minor Effect: Wounding Cost: 15 ki Learn: 2 weeks
Enhanced Techs: Grapple, Sense
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
PL: 10,096 HP: 15/100 | TEMP HP: 0/0 | KI: 17/135 FIGHTING: 45 | ENERGY CONTROL: 25 | REFLEXES: 45 | RESILIENCE: 40 MELEE ACCURACY: +50 | ENERGY ACCURACY: +30 | DEF: 100 DR: 6 | DMG MODIFIER: +4 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [238/1735]
Kiryu 1d100+75·3d10+4·1d100·1d100+75·3d10+4·1d100
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