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Post by Rik on Jan 28, 2020 13:54:01 GMT -8
Riku's eyebrows rose in surprise as the arena began to reshape itself to Kiryu's will... Their host was a man of many talents and much power indeed, it seemed. The once square arena had been made circular; the wall down the center was lowered and some more platforms were made on the horizontal plane and left there in mid air. Interesting... fighting on many vertical levels is challenging for some. He must be trying to test our versatility. He nodded and bowed to Kiryu and started down towards the arena, it was time for the final match to begin.He studied the arena as he strode into it... there were several things to use to one's advantage if you knew how to use them and got the opportunity to. Curiously he studied one of the platforms that had turned horizontal and hopped up onto it, jumping up and down a few times to satisfy himself that it was indeed solid. He hopped down and walked to the center of the arena and turned to face Zaru. The bald faced man wore a black and white gi, of the turtle style, and stood with an assured confidence and moved with ease. A dangerous opponent, obviously since he had won the 3 way battle. Riku unhooked his padded blade from his belt and held it in a low stance, at ease, as he waited for Zaru to be ready. He gave his opponent a slight bow, eyes never leaving his opponent's as he bowed slightly and returned to an upright position, "Good luck to you, Zaru. May the best fighter win this day."Initiative OpybCxJ91d100{ } DEFENSE PHASE.
Zaru Attack #1 (0) vs Rik's Def (110): Zaru Attack #2 (0) vs Rik's Def (110):
0 dmg - 0 DR = 0 dmg.
OFFENSE PHASE. +2 Ki from infinite Core
Bonus Action:
Action 1:
Action 2:
EFFECTS. Current Momentum Stacks: 0
TRAITS. Infinite Core Type
Requirements: Android
Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Opportunist - Increase your critical strike range by 10 with all attacks(95+ would instead be 85+.) If your target is currently suffering from a Status Effect, increase this to 15(95+ would instead be 80+.) Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type. Counteroffensive - On a turn in which you have used a Defensive technique in response to an opponent’s attack(s), attacks you make gain +10 Accuracy and +4 damage on that turn.
Momentum Requirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
ITEMS.
Star Sword
From ore found in the deepest earth, you made a sword with the help of one of the planet's greatest smiths and created a sword fit for the stars. This weapon might be a legend in the making.
Type: Weapon - Sword Zeni Value: -- Zeni Cost: -- Activation: Bonus Action Effect: Strikes you perform this turn increase their Critical Range by 10 (A Crit on 95 is now a Crit on 85), and increase Critical Damage this turn by +4. In addition, Strikes you perform this turn have a 50% Chance to inflict "Wound" on their target. Limit: 3 uses per battle.
Lucky Trinket
Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reason.
Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Limit: Only one Lucky Trinket may be equipped at a time.
Champion’s Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Tranquilizer Dart Typically used for capture missions, this dart floods a target's body with a mild but effective sedative. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Stun status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
DEFENSE/UTILITY TECHS.
Enhanced Basic for Pot Mastery 5: Enhanced Sense: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
SOLAR FLARE You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS. Circle of the Moon
Rik studies his opponent before he explodes into blurring motion and makes a sweeping slash at their weakest point to hinder their ability to defend themselves
Type: (Physical, Melee, Single) Action: Standard Action Base Damage: 3d10 Major Effect: Temper Minor Effect: Immobilize Cost: 15 ki
Boar rushes down the mountain
Rik lets out a ki enhanced yell and bursts forth as he launches into an all out furious barrage of sword strokes and kicks designed to hinder his opponent from returning an attack or being able to defend themselves proficiently.
Type: (Physical, Melee, Barrage) Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing Minor Effect: Blinding Cost: 20 Ki
PL: 8486 HP: 60/60 | TEMP HP: 0/0 | KI: 100/100 FIGHTING: 40 | ENERGY CONTROL: 25 | REFLEXES: 50 | RESILIENCE: 25 MELEE ACCURACY: +50 | ENERGY ACCURACY: +35 | DEF: 110 DR: 2 | DMG MODIFIER: +4 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [271/271] 1d100
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Post by Zaru on Jan 28, 2020 14:22:25 GMT -8
Zaru had taken a bit of a look towards Ty and Celerai when Kiryu had mentioned the previous competitors being allowed to get shots in - he wasn't looking forward to that part. Not least of all because Riku's opponent had an arm torn off, while Ty had been pragmatic and decided to pull out without injuring herself too bad. He got the distinct impression he was going to get the worst of that world. Still, he wasn't going to complain about it; he had made it through one round, so he felt like he could handle this. The bald man still had one eye closed, although his abdomen felt a lot better than it did earlier. He'd only caught glimpses of what Riku could do during his own spar, and these multiple vertical levels and blind spots, with a guy he couldn't sense, put him on the back foot. Zaru assumed his stance, one that obviously had foundations in the turtle style, but wasn't the one a typical practitioner would assume. Zaru began to focus his energy, staring towards Riku as he spoke. His face never changed, and he almost sounded monotone in his reply. "I'm sure he will." He thought himself quite clever for that remark, not making it obvious if he was boasting or not, but he was still the one with something to prove in this. He didn't make a move yet, simply waiting as he watched through the one eye he could use. dEiklVR11d100 - INITIATIVE WC: 248 | 248 DEFENSE PHASE.Bonus Action 1: N/A Passive Effect: Spiritualist Robes: +2 Ki regen per turn. [Opponent] Attack #1: N/A [Opponent] Attack #2: N/A 0 DMG - 7DR = 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. Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. ITEMS.Spiritualist Robes Worn by the Namekian Dragon Clan, these robes have been crafted to dramatically increase the flow of energy through their wearer’s body. Type: Outfit - Robe Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase your maximum Ki by +25 and regain 2 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None. Katchin Sword Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 uses per thread. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: N/A CURRENTLY USING:
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Blitz Requirements: Fighting Skill of 50
Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: --
DEFENSE/UTILITY TECHS.SONIC SWAY (Rank 1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defensive Action: 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.
Technique Slots: 3/5
ATTACK TECHS.COUNTER STRIKE Zaru waits for an opponent to make a movement to attack, and uses the opportunity to slip a strike of his own, most often a punch, through their guard, with the intent of causing serious damage and following up afterwards. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 50 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 50 NATURAL PL: 5,704 | BASE PL: 5,704 | CURRENT PL: 5,704 HP: 105/105 | KI: 125/125 | DEF: 75 | ENG ATK: 40 | PHY ATK: 55 | DR: 7 | DMG MOD: 3 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100 Tag: Rik 1d100
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Post by Rik on Jan 28, 2020 18:27:38 GMT -8
Riku didn't react to the other man's boast... he had stilled his emotions in preparation for the fight. He took a deep breath and exhaled his worries and guilt over Vidar's arm... the niggling doubt about his own ability to win against someone who had defeated two foes at once... and the thought of what the others might throw at them. He pushed them from his mind as they would not serve him in the moment. He pictured a pond, dark and deep and unknowable, undisturbed by wind or by creature. Calm... centered... focused. He felt his mind enter what he called his battle mind - the clear thinking state he needed to analyze his opponent's movements, strategies, and his responses to them. He studied his opponent and the immediate terrain, walls, and platforms, calculating possible ways to strike... There were many interesting possibilities. He reached for power, his body bursting into a bright golden light that exploded into being around him, extending well past his body momentarily before it retreated and encapsulated him closer to his own skin. He lifted his sword up into a ready stance called The Falcon Perches: hands up high with the blade pointed down at a left to right diagonal away from the shorter wall remaining in the center of the ring. There was nothing else to do but take another deep breath as he made his final decision on how to open the battle... { } DEFENSE PHASE.
Zaru Attack #1 (0) vs Rik's Def (110): Zaru Attack #2 (0) vs Rik's Def (110):
0 dmg - 0 DR = 0 dmg.
OFFENSE PHASE. +2 Ki from infinite Core
Bonus Action: Power up +25% PL
Action 1:
Action 2:
EFFECTS. Current Momentum Stacks: 0 Turns in Battle: 1 POWER UP: 2/2 - 0/100 ki recovered
TRAITS. Infinite Core Type
Requirements: Android
Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Opportunist - Increase your critical strike range by 10 with all attacks(95+ would instead be 85+.) If your target is currently suffering from a Status Effect, increase this to 15(95+ would instead be 80+.) Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type. Counteroffensive - On a turn in which you have used a Defensive technique in response to an opponent’s attack(s), attacks you make gain +10 Accuracy and +4 damage on that turn.
Momentum Requirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
ITEMS.
Star Sword
From ore found in the deepest earth, you made a sword with the help of one of the planet's greatest smiths and created a sword fit for the stars. This weapon might be a legend in the making.
Type: Weapon - Sword Zeni Value: -- Zeni Cost: -- Activation: Bonus Action Effect: Strikes you perform this turn increase their Critical Range by 10 (A Crit on 95 is now a Crit on 85), and increase Critical Damage this turn by +4. In addition, Strikes you perform this turn have a 50% Chance to inflict "Wound" on their target. Limit: 3 uses per battle.
Lucky Trinket
Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reason.
Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Limit: Only one Lucky Trinket may be equipped at a time.
Champion’s Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Tranquilizer Dart Typically used for capture missions, this dart floods a target's body with a mild but effective sedative. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Stun status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
DEFENSE/UTILITY TECHS.
Enhanced Basic for Pot Mastery 5: Enhanced Sense: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
SOLAR FLARE You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS. Circle of the Moon
Rik studies his opponent before he explodes into blurring motion and makes a sweeping slash at their weakest point to hinder their ability to defend themselves
Type: (Physical, Melee, Single) Action: Standard Action Base Damage: 3d10 Major Effect: Temper Minor Effect: Immobilize Cost: 15 ki
Boar rushes down the mountain
Rik lets out a ki enhanced yell and bursts forth as he launches into an all out furious barrage of sword strokes and kicks designed to hinder his opponent from returning an attack or being able to defend themselves proficiently.
Type: (Physical, Melee, Barrage) Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing Minor Effect: Blinding Cost: 20 Ki
PL: 8486--> 10608 HP: 60/60 | TEMP HP: 0/0 | KI: 100/100 FIGHTING: 40 | ENERGY CONTROL: 25 | REFLEXES: 50 | RESILIENCE: 25 MELEE ACCURACY: +50 | ENERGY ACCURACY: +35 | DEF: 110 DR: 2 | DMG MODIFIER: +4 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [240/521]
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Post by Zaru on Jan 29, 2020 10:47:14 GMT -8
Zaru watched carefully, still unsure of what Riku's move was. Without being able to sense the latent energies that every person should've had, it made it a bit more difficult to predict his potential movements. His lack of sheer speed and strength against basically any of these opponents meant that his only real choice of getting through this was to use his experience, to think as much as possible and figure out what move they were going to make before they even made it. Thankfully, last match he'd been up against one opponent who seemed pretty new to this, and one who appeared to use a familiar style. Now, though? This guy stood like a veteran. Not just of martial arts tournaments, either. He had lion's eyes, like a hunter. No doubt he'd done this hundreds, maybe thousands of times, whether it was practice or without the sheath on that sword. So what move did a guy like that make? Though he remained composed, almost no movement or expression coming from Zaru even as his power began to flare, a single drop of sweat rolled down the side of his head. He could feel it coming, ki sense or no. The move was coming, it was soon. He had to observe, study and react. It was all he could do. WC: 220 | 468 DEFENSE PHASE.Bonus Action 1: Power Up | +25% Power Level Passive Effect: Spiritualist Robes: +2 Ki regen per turn. Power Up(2/2): +25% Power Level [Opponent] Attack #1: N/A [Opponent] Attack #2: N/A 0 DMG - 7DR = 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. Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. ITEMS.Spiritualist Robes Worn by the Namekian Dragon Clan, these robes have been crafted to dramatically increase the flow of energy through their wearer’s body. Type: Outfit - Robe Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase your maximum Ki by +25 and regain 2 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None. Katchin Sword Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 uses per thread. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: N/A CURRENTLY USING:
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Blitz Requirements: Fighting Skill of 50
Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: --
DEFENSE/UTILITY TECHS.SONIC SWAY (Rank 1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defensive Action: 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.
Technique Slots: 3/5
ATTACK TECHS.COUNTER STRIKE Zaru waits for an opponent to make a movement to attack, and uses the opportunity to slip a strike of his own, most often a punch, through their guard, with the intent of causing serious damage and following up afterwards. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 50 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 50 NATURAL PL: 5,704 | BASE PL: 5,704 | CURRENT PL: 7,130 HP: 105/105 | KI: 125/125 | DEF: 75 | ENG ATK: 40 | PHY ATK: 55 | DR: 7 | DMG MOD: 3 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100
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Post by Rik on Jan 29, 2020 12:27:46 GMT -8
Riku saw the other man's aura flare into life and reflect from the opaque barriers near them before it settled back down around him. His eyes watched Riku warily... this man was ready to take this seriously. Riku waited three heartbeats... a course of action forming in his mind. He then burst forth into motion, at a full run, but he was heading not quite towards Zaru. About 6 feet away from his opponent, Riku leaped up and ran across the wall horizontally for a few steps until he was near to his opponent before he brought his padded sword slamming down towards the bald martial artist's left shoulder. He activated his HUD as he jumped off of the opaque wall and flipped over Zaru in a cartwheeling motion. Analyzing...
Speeding up perception...
Recommend Strike at the other shoulder.
Riku swept his blade around in a circular motion, bringing the flat in front of Zaru's face just for a moment before he grunted and lopped it around to crash down on his right shoulder as he landed in a crouch on that side of the man. He quickly got his balance back and took another half step back to give himself room to move, but he was feeling almost giddy that he had managed such an acrobatic move. He settled back with his blade in a straight forward looking grip that he was letting move a little from side to side... a defensive form named ribbon on the wind. He was ready for Zaru's revenge attack and only hoped he could handle it... { } DEFENSE PHASE.
Zaru Attack #1 (0) vs Rik's Def (110): Zaru Attack #2 (0) vs Rik's Def (110):
0 dmg - 0 DR = 0 dmg.
OFFENSE PHASE +15 Accuracy From Champion GI +2 Ki from infinite Core Bonus Action: Dragon Dash -6 ki +3 Damage
Action 1: Strike (Crit on 82 or up due to Opportunist and Lucky Trinket)
TGPpEEOs1d100+65 1d8+7
Action 2: Circle of the Moon -14 ki (Crit on 82 or up due to Opportunist and Lucky Trinket) 1d100+65
3d10+7
Immobilize on 40 or less
1d100
EFFECTS. Current Momentum Stacks: 0 Turns in Battle: 2 POWER UP: 2/2 - 0/100 ki recovered
TRAITS. Infinite Core Type
Requirements: Android
Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Opportunist - Increase your critical strike range by 10 with all attacks(95+ would instead be 85+.) If your target is currently suffering from a Status Effect, increase this to 15(95+ would instead be 80+.) Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type. Counteroffensive - On a turn in which you have used a Defensive technique in response to an opponent’s attack(s), attacks you make gain +10 Accuracy and +4 damage on that turn.
Momentum Requirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
ITEMS.
Star Sword
From ore found in the deepest earth, you made a sword with the help of one of the planet's greatest smiths and created a sword fit for the stars. This weapon might be a legend in the making.
Type: Weapon - Sword Zeni Value: -- Zeni Cost: -- Activation: Bonus Action Effect: Strikes you perform this turn increase their Critical Range by 10 (A Crit on 95 is now a Crit on 85), and increase Critical Damage this turn by +4. In addition, Strikes you perform this turn have a 50% Chance to inflict "Wound" on their target. Limit: 3 uses per battle.
Lucky Trinket
Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reason.
Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Limit: Only one Lucky Trinket may be equipped at a time.
Champion’s Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Tranquilizer Dart Typically used for capture missions, this dart floods a target's body with a mild but effective sedative. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Stun status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
DEFENSE/UTILITY TECHS.
Enhanced Basic for Pot Mastery 5: Enhanced Sense: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
SOLAR FLARE You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS. Circle of the Moon
Rik studies his opponent before he explodes into blurring motion and makes a sweeping slash at their weakest point to hinder their ability to defend themselves
Type: (Physical, Melee, Single) Action: Standard Action Base Damage: 3d10 Major Effect: Temper Minor Effect: Immobilize Cost: 15 ki
Boar rushes down the mountain
Rik lets out a ki enhanced yell and bursts forth as he launches into an all out furious barrage of sword strokes and kicks designed to hinder his opponent from returning an attack or being able to defend themselves proficiently.
Type: (Physical, Melee, Barrage) Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing Minor Effect: Blinding Cost: 20 Ki
PL: 8486--> 10608 HP: 60/60 | TEMP HP: 0/0 | KI: 82/100 FIGHTING: 40 | ENERGY CONTROL: 25 | REFLEXES: 50 | RESILIENCE: 25 MELEE ACCURACY: +50 | ENERGY ACCURACY: +35 | DEF: 110 DR: 2 | DMG MODIFIER: +4 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [263/784] 1d100+65·1d8+7·1d100+65·3d10+7·1d100
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Post by Zaru on Jan 29, 2020 12:55:37 GMT -8
Zaru kept his right eye focused on Riku, remaining in his stance as he waited for any movement to be made. His senses were starting to kick in, and he tried to keep them as attuned as he could. Any kind of slight noise or movement, even the smallest thing could mean something. The swordsman's style almost seemed...weirdly classical, compared to most. He wasn't like most. What was it that was throwing him off? He couldn't place it, not exactly. He had to find out fast, or this would be over quick. Suddenly, Riku moved, but not how Zaru expected to. Into his blind spot, as one would think, but not as usual. Instead, he started running across the wall, and before Zaru could move to get eyes on him, he felt the heavy weight and impact of the padded club-like weapon slamming into his shoulder. The shock of the hit almost caused him to freeze, but he forced himself. He had to keep his eye on the cyborg. He was thankful he did, and was able to tell from the small motions he was making what came next. Even though Zaru wasn't faster, he adjusted his posture moments ahead of time, seeming to just pivot enough to avoid the second, more powerful blow entirely. Not wanting to give his opponent breathing space, Zaru rapidly approached as Riku landed, rushing up to try and land a quick, snapping punch towards his chest and then a push kick to his abdomen, attempting to force distance between the two. No matter how it went, Zaru decided to use his environment, ducking around walls and trying to separate himself. Riku could sense where he was, and had to know that he couldn't do the same. He had to use that somehow; figure out a plan. WC: 302 | 770 DEFENSE PHASE.Bonus Action 1: Sense | -0 Ki | +5 Acc and Defense, +1 DM/DR Bonus Action 2: Rapid Movement | -15 Ki | +25 Defense Passive Effect: Spiritualist Robes: +2 Ki regen per turn. Power Up(2/2): +25% Power Level [Riku] Attack #1: Strike | Hits for 12 Damage [Riku] Attack #2: Circle of the Moon | Misses due to raised Defense 12 DMG - 8DR = 4 DMG OFFENSE PHASE. Bonus Action: N/A Action 1: Strike | -0 Ki Attack Bonus: +60 | DMG Mod: +7 | Inflict Bonus: N/A iAeovz811d100+60 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT CRIT! +5 = 13 DamageAt-Will: Blitz Strike | -0 Ki Attack Bonus: +60 | DMG Mod: +7 | Inflict Bonus: N/A 1d100+60 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT Action 2: Sacrificed for Bonus Action TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. ITEMS.Spiritualist Robes Worn by the Namekian Dragon Clan, these robes have been crafted to dramatically increase the flow of energy through their wearer’s body. Type: Outfit - Robe Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase your maximum Ki by +25 and regain 2 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None. Katchin Sword Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 uses per thread. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: N/A CURRENTLY USING:
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Blitz Requirements: Fighting Skill of 50
Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: --
DEFENSE/UTILITY TECHS.SONIC SWAY (Rank 1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defensive Action: 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.
Technique Slots: 3/5
ATTACK TECHS.COUNTER STRIKE Zaru waits for an opponent to make a movement to attack, and uses the opportunity to slip a strike of his own, most often a punch, through their guard, with the intent of causing serious damage and following up afterwards. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 50 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 50 NATURAL PL: 5,704 | BASE PL: 5,704 | CURRENT PL: 7,130 HP: 101/105 | KI: 112/125 | DEF: 75 | ENG ATK: 40 | PHY ATK: 55 | DR: 7 | DMG MOD: 3 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100 Tag: Rik 1d100+60·1d12+7·1d100+60·1d12+7
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Post by Rik on Jan 29, 2020 13:48:06 GMT -8
Riku was surprised as Zaru moved in on the counter attack before he was even fully set; his punch to his chest was simple but perfectly executed. He staggered a step back and felt the air whoosh from his lungs from the force of the impact. While painful, it wasn't so hard that he lost his concentration. He deftly brought the blade down and knocked the kick out of line, wheezing in a wavering breath after he had done so, trying to catch his breath. He saw Zaru begin ducking around the walls, trying to take himself out of direct view... smart. Riku glanced around and saw one of the platforms floating horizontally not far from where he had seen Zaru go. He took a few more deep breaths, his head starting to clear again as breath began circulating normally. He charged and leaped at the platform, pulling himself up onto it and gaining a bird's eye view of the battle. He saw Zaru running down the length of wall, probably trying to re position himself for an ambush... He judged his speed and charged towards the edge of the platform, leaping to the top of the wall just as Zaru was nearing that point and swinging at the bald head with his sword in his right hand as his left steadied his position as he was landing on top of it with a downward slash. He followed up by immediately reversing the cut and bringing the sword back around to strike at the left shoulder he had already struck once before. Following his attacks, he would stand on the wall and leap back to the platform, pulling himself back up onto it and waiting to see Zaru's answering attack... { } DEFENSE PHASE.
Zaru Attack #1 (160) vs Rik's Def (110): Hit Zaru Attack #2 (107) vs Rik's Def (110): Miss
13 dmg - 4 DR = 9 dmg.
OFFENSE PHASE +15 Accuracy From Champion GI +2 Ki from infinite Core Counteroffensive +10 Accuracy +4 Damage +1 Stack Momentum Bonus Action: Sense +5 acc +5 Def +2 DR +2 Damage
Action 1: Strike (Crit on 72 or up due to Opportunist, Star Sword, and Lucky Trinket)
|B79JWuQ1d100+80 Using 1 stack momentum dice total 74 now, Acc total: 154 Crit! 1d8+10 +9 damage for Crit and star sword crit
50% chance to wound 1d100
Action 2: Strike (Crit on 72 or up due to Opportunist, Star Sword, and Lucky Trinket) 1d100+80 1d8+10 50% chance to wound
1d100
EFFECTS. Current Momentum Stacks: 0 Turns in Battle: 3 POWER UP: 1/2 - 0/100 ki recovered
TRAITS. Infinite Core Type
Requirements: Android
Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Opportunist - Increase your critical strike range by 10 with all attacks(95+ would instead be 85+.) If your target is currently suffering from a Status Effect, increase this to 15(95+ would instead be 80+.) Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type. Counteroffensive - On a turn in which you have used a Defensive technique in response to an opponent’s attack(s), attacks you make gain +10 Accuracy and +4 damage on that turn.
Momentum Requirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
ITEMS.
Star Sword
From ore found in the deepest earth, you made a sword with the help of one of the planet's greatest smiths and created a sword fit for the stars. This weapon might be a legend in the making.
Type: Weapon - Sword Zeni Value: -- Zeni Cost: -- Activation: Bonus Action Effect: Strikes you perform this turn increase their Critical Range by 10 (A Crit on 95 is now a Crit on 85), and increase Critical Damage this turn by +4. In addition, Strikes you perform this turn have a 50% Chance to inflict "Wound" on their target. Limit: 3 uses per battle.
Lucky Trinket
Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reason.
Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Limit: Only one Lucky Trinket may be equipped at a time.
Champion’s Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Tranquilizer Dart Typically used for capture missions, this dart floods a target's body with a mild but effective sedative. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Stun status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
DEFENSE/UTILITY TECHS.
Enhanced Basic for Pot Mastery 5: Enhanced Sense: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
SOLAR FLARE You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS. Circle of the Moon
Rik studies his opponent before he explodes into blurring motion and makes a sweeping slash at their weakest point to hinder their ability to defend themselves
Type: (Physical, Melee, Single) Action: Standard Action Base Damage: 3d10 Major Effect: Temper Minor Effect: Immobilize Cost: 15 ki
Boar rushes down the mountain
Rik lets out a ki enhanced yell and bursts forth as he launches into an all out furious barrage of sword strokes and kicks designed to hinder his opponent from returning an attack or being able to defend themselves proficiently.
Type: (Physical, Melee, Barrage) Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing Minor Effect: Blinding Cost: 20 Ki
PL: 8486--> 10608 HP: 51/60 | TEMP HP: 0/0 | KI: 84/100 FIGHTING: 40 | ENERGY CONTROL: 25 | REFLEXES: 50 | RESILIENCE: 25 MELEE ACCURACY: +50 | ENERGY ACCURACY: +35 | DEF: 110 DR: 2 | DMG MODIFIER: +4 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [290/1074] 1d100+80·1d8+10·1d100·1d100+80·1d8+10·1d100
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Post by Zaru on Jan 29, 2020 14:17:52 GMT -8
Zaru couldn't sense him, but he knew from those eyes that Riku was a hunter. Enough of one that he'd be able to understand his behaviour. He'd wait for his quarry to be in a vulnerable position and go for the throat; why shouldn't he? Zaru understood that he wasn't exactly the most powerful opponent. That meant Riku would have plenty of chances to take his shot. To try and give him it, Zaru copied what he had done earlier. The martial artist began running along the length of the wall and up towards the top, his sideways angle putting him in awkward position. He caught the glimpse of his opponent's shadow, and his eye darted up. There. He was there. As the sword swung downwards, Zaru seemed to somehow bend his body back enough to simply skim the blow; he pushed ki beneath his feet, using it to slide across the wall and allow the dodge. When the second blow came, he used that same ki to shoot himself off the wall and gain clear of it, landing his feet on another before repeating the same thing. This time though, he rocketed up, attempting to interrupt Riku in the air as he went for a floating platform. Zaru began to control his breath, letting out a deep breath as he suddenly reached where Riku was, his eye staring intensely as he used his momentum to attempt a rising knee strike into his opponent's chin. Still using the momentum that was carrying him, he followed up by rolling forward in the air, attempting a powerful axe kick to try and send the android crashing back down to the arena below. He wanted to, at the very least, try and catch him off-guard. He had to force these opportunities, and take them when he could. WC: 304 | 1074 DEFENSE PHASE.Standard Action: Sonic Sway | -15 Ki | Avoid all hits that roll naturally below 10 DMG Bonus Action 1: Dragon Dash | -6 Ki | +10 Accuracy, +5 Damage Passive Effect: Spiritualist Robes: +2 Ki regen per turn. [Riku] Attack #1: Strike | Dodged [Riku] Attack #2: Strike | Dodged 0 DMG - 7DR = 0 DMG OFFENSE PHASE. Bonus Action: N/A Action 2: Strike | -0 Ki Attack Bonus: +65 | DMG Mod: +11 | Inflict Bonus: N/A bIUYA77_1d100+65 - ATTACK 1d12+11 - DAMAGE N/A - INFLICT At-Will: Blitz Strike | -0 Ki Attack Bonus: +65 | DMG Mod: +11 | Inflict Bonus: N/A 1d100+65 - ATTACK 1d12+11 - DAMAGE N/A - INFLICT Action: N/A TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. ITEMS.Spiritualist Robes Worn by the Namekian Dragon Clan, these robes have been crafted to dramatically increase the flow of energy through their wearer’s body. Type: Outfit - Robe Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase your maximum Ki by +25 and regain 2 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None. Katchin Sword Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 uses per thread. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: N/A CURRENTLY USING:
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Blitz Requirements: Fighting Skill of 50
Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: --
DEFENSE/UTILITY TECHS.SONIC SWAY (Rank 1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defensive Action: 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.
Technique Slots: 3/5
ATTACK TECHS.COUNTER STRIKE Zaru waits for an opponent to make a movement to attack, and uses the opportunity to slip a strike of his own, most often a punch, through their guard, with the intent of causing serious damage and following up afterwards. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 50 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 50 NATURAL PL: 5,704 | BASE PL: 5,704 | CURRENT PL: 5,704 HP: 101/105 | KI: 93/125 | DEF: 75 | ENG ATK: 40 | PHY ATK: 55 | DR: 7 | DMG MOD: 3 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100 Tag: Rik 1d100+65·1d12+11·1d100+65·1d12+11
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Post by Rik on Jan 29, 2020 19:11:30 GMT -8
Riku had almost made it back to his defensive stance when he caught the knee to his chin. The momentum caused him to fly up a bit higher, allowing him to curl up defensively and guard to soften the blow of the axe kick as it tore down into him. He rocketed back down towards the platform and hit the edge, causing a loud snap as his collarbone snapped. He let out a pained cry, unable to help himself as he crashed to the stone arena. He lay motionless, mind awash in a sea of pain and stars flashing across his vision. His left shoulder was a mass of agony... WARNING! Integrity of skeleton compromised! Sensors indicate collarbone is broken.He rolled up onto one knee, forcing the pain away... or at least far enough to the side that he could function. He held his arm awkwardly as close to his side as he could to minimize the jarring to his bone... which was grinding against itself if he moved too much. He took a deep breath and watched as Zaru landed nearby - This man hit with the power of a rhino. If he let himself get hit again, he would probably go down. He shifted the grip on his blade to facilitate one handed forms and stalked forward, grim determination on his face. He feinted a thrust towards the midsection and whipped the blade around to strike at the man's left knee and then in the recovery motion, he lifted the blade above his head... and launched a straight kick directly at his face. Rik grimaced as the bone ground against itself again, but managed to not cry out in pain this time. { } DEFENSE PHASE.
Zaru Attack #1 (152) vs Rik's Def (110): Hit Zaru Attack #2 (156) vs Rik's Def (110): Hit
40 dmg - 14 DR = 26 dmg.
OFFENSE PHASE +15 Accuracy From Champion GI +2 Ki from infinite Core Counteroffensive +10 Accuracy +4 Damage +2 Stack Momentum Bonus Action: Sense +5 acc +5 Def +2 DR +2 Damage
At-Will: Guard -9 ki
Action 1: Strike (Crit on 82 or up due to Opportunist and Lucky Trinket)
7nsdlMwp1d100+80
1d8+10
Action 2: Strike (Crit on 82 or up due to Opportunist and Lucky Trinket) 1d100+80 1d8+10
EFFECTS. Current Momentum Stacks: 2 Turns in Battle: 4 POWER UP: 0/2 - 0/100 ki recovered
TRAITS. Infinite Core Type
Requirements: Android
Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Opportunist - Increase your critical strike range by 10 with all attacks(95+ would instead be 85+.) If your target is currently suffering from a Status Effect, increase this to 15(95+ would instead be 80+.) Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type. Counteroffensive - On a turn in which you have used a Defensive technique in response to an opponent’s attack(s), attacks you make gain +10 Accuracy and +4 damage on that turn.
Momentum Requirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
ITEMS.
Star Sword
From ore found in the deepest earth, you made a sword with the help of one of the planet's greatest smiths and created a sword fit for the stars. This weapon might be a legend in the making.
Type: Weapon - Sword Zeni Value: -- Zeni Cost: -- Activation: Bonus Action Effect: Strikes you perform this turn increase their Critical Range by 10 (A Crit on 95 is now a Crit on 85), and increase Critical Damage this turn by +4. In addition, Strikes you perform this turn have a 50% Chance to inflict "Wound" on their target. Limit: 3 uses per battle.
Lucky Trinket
Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reason.
Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Limit: Only one Lucky Trinket may be equipped at a time.
Champion’s Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Tranquilizer Dart Typically used for capture missions, this dart floods a target's body with a mild but effective sedative. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Stun status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
DEFENSE/UTILITY TECHS.
Enhanced Basic for Pot Mastery 5: Enhanced Sense: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
SOLAR FLARE You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS. Circle of the Moon
Rik studies his opponent before he explodes into blurring motion and makes a sweeping slash at their weakest point to hinder their ability to defend themselves
Type: (Physical, Melee, Single) Action: Standard Action Base Damage: 3d10 Major Effect: Temper Minor Effect: Immobilize Cost: 15 ki
Boar rushes down the mountain
Rik lets out a ki enhanced yell and bursts forth as he launches into an all out furious barrage of sword strokes and kicks designed to hinder his opponent from returning an attack or being able to defend themselves proficiently.
Type: (Physical, Melee, Barrage) Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing Minor Effect: Blinding Cost: 20 Ki
PL: 8486 HP: 25/60 | TEMP HP: 0/0 | KI: 77/100 FIGHTING: 40 | ENERGY CONTROL: 25 | REFLEXES: 50 | RESILIENCE: 25 MELEE ACCURACY: +50 | ENERGY ACCURACY: +35 | DEF: 110 DR: 2 | DMG MODIFIER: +4 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [284/1358] 1d100+80·1d8+10·1d100+80·1d8+10
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Post by Zaru on Jan 30, 2020 14:54:17 GMT -8
Zaru managed to land quite softly, not far from where Riku was now getting up. The bald martial artist watched calmly as his opponent once more took his blade stance, but it didn't take a machine's scanner to read that there was something up in his shoulder. He recognised the look of someone in pain, and the way his eyes darted to observe the damage and then back to watching his opponent's movements made that clear. It was likely the collarbone, with how he'd landed on the top of one of the walls. It was a nasty fall. Zaru considered himself lucky to have caught the android in mid-jump; he wouldn't have such opportunites again. He watched carefully as Riku made his move, approaching him slowly, but even being cautious, he was unable to predict or block the first strike of the club to his knee, which buckled him and knocked him off balance, just in time for the kick to strike him in the middle of the face. Zaru was sent tumbling back, though he was still cognizant enough to roll back and move into a crouch, in case Riku followed up. Zaru slowly stood again, feeling a stinging pain in his leg and numbness in his jaw. Riku hit incredibly hard, so he couldn't play around with him; it felt like his kick had struck just as powerfully as the club-like weapon. Android or not, the man was more than trained enough. In a real fight, with a real sword, Zaru knew he'd be missing one arm and one leg with a broken jaw right now, if he hadn't already died from those kind of wounds. He approached cautiously once again, still in the same stance he had been adopting. Suddenly, he rushed and moved forward, feinting an upward strike and instead going low, attempting to land a strike to Riku's side as he moved around him. He attempted to actually get a wrap around the android's neck and flip him over to ground him; if he could manage it, he would try and stand over the man to rain down a barrage of heavy and precise strikes, aimed at immediately disabling him where he could. He wasn't feeling highly optimistic; the man had proven to be a deadly combatant, so even with a snapped bone, it was possible he could do even more damage given the chance. WC: 400 | 1474 DEFENSE PHASE.Passive Effect: Spiritualist Robes: +2 Ki regen per turn. [Riku] Attack #1: Strike | Hits for 15 [Riku] Attack #2: Strike | Hits for 14 29 DMG - 7DR = 22 DMG OFFENSE PHASE. Bonus Action : Dragon Dash | -6 Ki | +10 Accuracy, +5 Damage Action 1: Strike | -0 Ki Attack Bonus: +65 | DMG Mod: +11 | Inflict Bonus: N/A HgOYWPVT1d100+65 - ATTACK 1d12+11 - DAMAGE N/A - INFLICT CRIT! +5 Damage = 17 DamageAt-Will: Blitz Strike | -0 Ki Attack Bonus: +65 | DMG Mod: +11 | Inflict Bonus: N/A 1d100+65 - ATTACK 1d12+11 - DAMAGE N/A - INFLICT Action 2: Strike | -0 Ki Attack Bonus: +65 | DMG Mod: +11 | Inflict Bonus: N/A 1d100+65 - ATTACK 1d12+11 - DAMAGE N/A - INFLICT At-Will: Blitz Strike | -0 Ki Attack Bonus: +65 | DMG Mod: +11 | Inflict Bonus: N/A 1d100+65 - ATTACK 1d12+11 - DAMAGE N/A - INFLICT Action: N/A TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. ITEMS.Spiritualist Robes Worn by the Namekian Dragon Clan, these robes have been crafted to dramatically increase the flow of energy through their wearer’s body. Type: Outfit - Robe Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase your maximum Ki by +25 and regain 2 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None. Katchin Sword Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 uses per thread. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: N/A CURRENTLY USING:
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Blitz Requirements: Fighting Skill of 50
Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: --
DEFENSE/UTILITY TECHS.SONIC SWAY (Rank 1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defensive Action: 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.
Technique Slots: 3/5
ATTACK TECHS.COUNTER STRIKE Zaru waits for an opponent to make a movement to attack, and uses the opportunity to slip a strike of his own, most often a punch, through their guard, with the intent of causing serious damage and following up afterwards. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 50 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 50 NATURAL PL: 5,704 | BASE PL: 5,704 | CURRENT PL: 5,704 HP: 79/105 | KI: 87/125 | DEF: 75 | ENG ATK: 40 | PHY ATK: 55 | DR: 7 | DMG MOD: 3 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100 Tag: Rik 1d100+65·1d12+11·1d100+65·1d12+11·1d100+65·1d12+11·1d100+65·1d12+11
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Post by Rik on Jan 31, 2020 12:04:24 GMT -8
Riku knew he was in trouble... he could barely move his arm or indeed his left side without excruciating pain. As Zaru moved and went for the high feint, he felt forced to at least put a token defense up against it... but was unable to fully recover in time to fully block the blow that cracked against his side, only to soften it a little. His body pushed ki into his muscles almost reflexively as he eyes watered involuntarily from the pain. He easily danced from the grab at his neck and was moving quickly enough to avoid both of the two follow up blows. He blinked his eyes rapidly to clear them and brought his sword back up... it was time to try and turn this thing around. Riku moved back in carefully and sent a simple swipe towards the other fighter's ribs... and then reversing the grip on his sword so that the padded blade lay against his forearm, he came up in a vicious looking uppercut using the blade against his forearm to maximize the impact. That actually hurt a lot stretching his torso that way, so he fell back and hissed in pain... and slowly reversed the grip on his sword again, ready to try to defend himself against the next assault. { } DEFENSE PHASE.
Zaru Attack #1 (160) vs Rik's Def (135): Hit! Crit 12+5 = 17 Dmg Zaru Attack #2 (085) vs Rik's Def (135): Miss Zaru Attack #3 (078) vs Rik's Def (135): Miss Zaru Attack #4 (132) vs Rik's Def (135): Miss
17 dmg - 12 DR = 5 dmg.
OFFENSE PHASE +15 Accuracy From Champion GI +2 Ki from infinite Core Counteroffensive +10 Accuracy +4 Damage +2 Stack Momentum Bonus Action: Guard -9 Ki
At-Will: Rapid Movement -14 ki
At-Will: Activate Star Sword
Action 1: Strike (Crit on 72 or up due to Opportunist, Star Sword, and Lucky Trinket)
ZNHbBCX21d100+75
1d8+8 Wound on 50 or less
1d100
Action 2: Strike (Crit on 72 or up due to Opportunist, Star Sword, and Lucky Trinket) 1d100+75 1d8+8Wound on 50 or less 1d100
EFFECTS. Current Momentum Stacks: 2 Turns in Battle: 4 POWER UP: 0/2 - 0/100 ki recovered
TRAITS. Infinite Core Type
Requirements: Android
Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Opportunist - Increase your critical strike range by 10 with all attacks(95+ would instead be 85+.) If your target is currently suffering from a Status Effect, increase this to 15(95+ would instead be 80+.) Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type. Counteroffensive - On a turn in which you have used a Defensive technique in response to an opponent’s attack(s), attacks you make gain +10 Accuracy and +4 damage on that turn.
Momentum Requirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
ITEMS.
Star Sword
From ore found in the deepest earth, you made a sword with the help of one of the planet's greatest smiths and created a sword fit for the stars. This weapon might be a legend in the making.
Type: Weapon - Sword Zeni Value: -- Zeni Cost: -- Activation: Bonus Action Effect: Strikes you perform this turn increase their Critical Range by 10 (A Crit on 95 is now a Crit on 85), and increase Critical Damage this turn by +4. In addition, Strikes you perform this turn have a 50% Chance to inflict "Wound" on their target. Limit: 3 uses per battle.
Lucky Trinket
Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reason.
Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Limit: Only one Lucky Trinket may be equipped at a time.
Champion’s Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Tranquilizer Dart Typically used for capture missions, this dart floods a target's body with a mild but effective sedative. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Stun status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
DEFENSE/UTILITY TECHS.
Enhanced Basic for Pot Mastery 5: Enhanced Sense: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
SOLAR FLARE You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS. Circle of the Moon
Rik studies his opponent before he explodes into blurring motion and makes a sweeping slash at their weakest point to hinder their ability to defend themselves
Type: (Physical, Melee, Single) Action: Standard Action Base Damage: 3d10 Major Effect: Temper Minor Effect: Immobilize Cost: 15 ki
Boar rushes down the mountain
Rik lets out a ki enhanced yell and bursts forth as he launches into an all out furious barrage of sword strokes and kicks designed to hinder his opponent from returning an attack or being able to defend themselves proficiently.
Type: (Physical, Melee, Barrage) Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing Minor Effect: Blinding Cost: 20 Ki
PL: 8486 HP: 20/60 | TEMP HP: 0/0 | KI: 56/100 FIGHTING: 40 | ENERGY CONTROL: 25 | REFLEXES: 50 | RESILIENCE: 25 MELEE ACCURACY: +50 | ENERGY ACCURACY: +35 | DEF: 110 DR: 2 | DMG MODIFIER: +4 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [217/1575] 1d100+75·1d8+8·1d100·1d100+75·1d8+8·1d100
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Post by Zaru on Jan 31, 2020 12:56:14 GMT -8
Zaru was hardly surprised that it was hard to keep up with a man who was half-machine, but even so, it was incredible. Despite the fact that he had a broken bone, Riku was still fighting harder than most people could at full strength. He actually found the tenacity slightly intimidating, and admirable. It was the ideal way for a martial artist or any kind of warrior to fight; they may have had a broken body or be far weaker than an opponent, their mind may not be all there, but if their eyes were alive, it didn't matter. Zaru knew that as long as he could see those lion's eyes closing in on him, he wasn't going to be safe. A small hop back allowed him to avoid the first shot towards the ribs, but he was almost struck by the following uppercut. Zaru could only lean back at just the right angle, the club passing mere inches from him as he could feel a draught from it passing by. However, the moment it did, he spotted his opening. He advanced with a low kick aimed towards Riku's knee on the side of his weakened shoulder, hoping to knock him onto one knee. Pivoting around his side once more, Zaru drove his fingers down in a jabbing strike right towards the part where the shoulder and collarbone had broken - there was no sense leaving a weak spot open. Not wishing to give Riku a chance to counterattack, Zaru actually spun as he moved and attempted to get his foot above his opponent's weapon. Once more pushing his ki out through his body, he attempted to send his foot crashing down into it from above to knock away his opponent's grip from the weapon and rocket himself forwards, his knee raised as his hands moved down to try and grab Riku's head to throw it down into his attack. Regardless of whether or not it struck true, the sheer momentum and force of the attack meant someone was going to go flying; whether that was Riku or him. WC: 348 | 1822 DEFENSE PHASE.Bonus Action : Rapid Movement | -14 Ki | +25 Defense Passive Effect: Spiritualist Robes: +2 Ki regen per turn. [Riku] Attack #1: Strike | Dodged with RM [Riku] Attack #2: Strike | Dodged with RM 0 DMG - 7DR = 0 DMG OFFENSE PHASE. Bonus Action : Action 1: Strike | -0 Ki Attack Bonus: +55 | DMG Mod: +6 | Inflict Bonus: N/A vYgdjRb01d100+55 - ATTACK 1d12+6 - DAMAGE N/A - INFLICT At-Will: Blitz Strike | -0 Ki Attack Bonus: +55 | DMG Mod: +6 | Inflict Bonus: N/A 1d100+55 - ATTACK 1d12+6 - DAMAGE N/A - INFLICT Action 2: Strike | -0 Ki Attack Bonus: +55 | DMG Mod: +6 | Inflict Bonus: N/A 1d100+55 - ATTACK 1d12+6 - DAMAGE N/A - INFLICT At-Will: Blitz Strike | -0 Ki Attack Bonus: +55 | DMG Mod: +6 | Inflict Bonus: N/A 1d100+55 - ATTACK 1d12+6 - DAMAGE N/A - INFLICT TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. ITEMS.Spiritualist Robes Worn by the Namekian Dragon Clan, these robes have been crafted to dramatically increase the flow of energy through their wearer’s body. Type: Outfit - Robe Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase your maximum Ki by +25 and regain 2 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None. Katchin Sword Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 uses per thread. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: N/A CURRENTLY USING:
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Blitz Requirements: Fighting Skill of 50
Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: --
DEFENSE/UTILITY TECHS.SONIC SWAY (Rank 1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defensive Action: 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.
Technique Slots: 3/5
ATTACK TECHS.COUNTER STRIKE Zaru waits for an opponent to make a movement to attack, and uses the opportunity to slip a strike of his own, most often a punch, through their guard, with the intent of causing serious damage and following up afterwards. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 50 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 50 NATURAL PL: 5,704 | BASE PL: 5,704 | CURRENT PL: 5,704 HP: 79/105 | KI: 75/125 | DEF: 75 | ENG ATK: 40 | PHY ATK: 55 | DR: 7 | DMG MOD: 3 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100 Tag: Rik 1d100+55·1d12+6·1d100+55·1d12+6·1d100+55·1d12+6·1d100+55·1d12+6
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Post by Kiryu on Jan 31, 2020 13:02:58 GMT -8
Kiryu inflicts Zaru with Immobilize for 1 turn! Kiryu inflicts Riku with Stun for 1 turn!
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Post by Rik on Feb 3, 2020 9:35:39 GMT -8
Zaru flowed back from his blade like a serpent; the man was quite adept at avoiding blows and putting himself into position to strike back himself. He was not surprised at all when the canny fighter led with the kick coming in towards his left knee... it was a target he might have chosen himself in his opponent's shoes. He stepped back diagonally which made the followup strike aimed at his broken bone easier to defend; he smacked it away with the flat of his blade, gritting his teeth at the strain required even with a superior angle. It was then he felt something... strange about his ki. He quickly started a sub routine to analyze it but didn't have time to watch as Zaru continued to press the attack raising a leg high and bringing it crashing down towards him... Rik flipped the blade in against his forearm and parried it... but the power behind the kick sent him rolling across the platform and still almost managed to rip the blade from his impact numbed fingers. He tumbled across the platform, his nerves jangling in pain and warning as he was unable to protect his left shoulder from impact. His vision went black and red for a moment and his whole world was pain. he squeezed his eyes tightly shut for a few moments and opened them as he forced his body to move. he had a moment where he thought his lower left leg was gone because he couldn't feel anything with it... but it was hanging off the edge of the platform. He rolled himself up and onto his knees and then forced himself up to a standing position. Waiting or going to slow could mean the loss of the match. A message popped up in front of his eyes as he turned to face his opponent once again... Analysis Complete! Outgoing ki flow temporarily disrupted. Recommendation: Normal attack routine.Rik began stalking towards Zaru, his first few steps were shaky but they smoothed out as he got moving. He pushed the pain to the side and flipped his weapon the right way once more. He would have to deal with the consequences of ignoring the pain after the match... for now there was only the push of victory. He decided he would try to use Ribbon Twists in the Air... some people found it confusing and difficult to defend. He picked up the pace as he neared the other man and raised his blade above his head. As he reached striking distance, he performed four tight spins, lashing out at different locations each attack; shoulder, right arm, left elbow, and right knee. { } DEFENSE PHASE.
Zaru Attack #1 (120) vs Rik's Def (135): Miss Zaru Attack #2 (118) vs Rik's Def (135): Miss Zaru Attack #3 (085) vs Rik's Def (135): Miss Zaru Attack #4 (123) vs Rik's Def (135): Miss
0 dmg - 2 DR = 0 dmg.
OFFENSE PHASE +15 Accuracy From Champion GI +2 Ki from infinite Core Counteroffensive +10 Accuracy +4 Damage +2 Stack Momentum Bonus Action: Rapid Movement -14 Ki
At-Will: Sense +5 Def +5 Acc +2 damage +2 DR
At-Will: Activate Star Sword
Action 1: Strike (Crit on 72 or up due to Opportunist, Star Sword, and Lucky Trinket)
3MyCHzuJ1d100+80 Used 1 stack momentum - dice total is now 8 and total accuracy is now 88
1d8+10 Wound on 50 or less
1d100
Action 2: Strike (Crit on 72 or up due to Opportunist, Star Sword, and Lucky Trinket) 1d100+80 Used 2 stacks momentum - dice total is now 29 and total accuracy is 109 1d8+10Wound on 50 or less 1d100
EFFECTS. Current Momentum Stacks: 1 Turns in Battle: 5 POWER UP: 0/2 - 0/100 ki recovered Flawless Def: 2/2 used Star sword used 3/3 times Stunned - 1 round
TRAITS. Infinite Core Type Requirements: Android Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Opportunist - Increase your critical strike range by 10 with all attacks(95+ would instead be 85+.) If your target is currently suffering from a Status Effect, increase this to 15(95+ would instead be 80+.) Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type. Counteroffensive - On a turn in which you have used a Defensive technique in response to an opponent’s attack(s), attacks you make gain +10 Accuracy and +4 damage on that turn.
Momentum Requirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
ITEMS.
Star Sword
From ore found in the deepest earth, you made a sword with the help of one of the planet's greatest smiths and created a sword fit for the stars. This weapon might be a legend in the making.
Type: Weapon - Sword Zeni Value: -- Zeni Cost: -- Activation: Bonus Action Effect: Strikes you perform this turn increase their Critical Range by 10 (A Crit on 95 is now a Crit on 85), and increase Critical Damage this turn by +4. In addition, Strikes you perform this turn have a 50% Chance to inflict "Wound" on their target. Limit: 3 uses per battle.
Lucky Trinket
Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reason.
Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Limit: Only one Lucky Trinket may be equipped at a time.
Champion’s Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Tranquilizer Dart Typically used for capture missions, this dart floods a target's body with a mild but effective sedative. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Stun status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
DEFENSE/UTILITY TECHS.
Enhanced Basic for Pot Mastery 5: Enhanced Sense: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
SOLAR FLARE You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS. Circle of the Moon
Rik studies his opponent before he explodes into blurring motion and makes a sweeping slash at their weakest point to hinder their ability to defend themselves
Type: (Physical, Melee, Single) Action: Standard Action Base Damage: 3d10 Major Effect: Temper Minor Effect: Immobilize Cost: 15 ki
Boar rushes down the mountain
Rik lets out a ki enhanced yell and bursts forth as he launches into an all out furious barrage of sword strokes and kicks designed to hinder his opponent from returning an attack or being able to defend themselves proficiently.
Type: (Physical, Melee, Barrage) Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing Minor Effect: Blinding Cost: 20 Ki
PL: 8486 HP: 20/60 | TEMP HP: 0/0 | KI: 44/100 FIGHTING: 40 | ENERGY CONTROL: 25 | REFLEXES: 50 | RESILIENCE: 25 MELEE ACCURACY: +50 | ENERGY ACCURACY: +35 | DEF: 110 DR: 2 | DMG MODIFIER: +4 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [446/2021] 1d100+80·1d8+10·1d100·1d100+80·1d8+10·1d100
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Post by Zaru on Feb 3, 2020 10:25:46 GMT -8
Zaru tried to focus on his opponent's opening, the zones of attack, and where he could prevent that padded blade from slipping in. Being forced back by the stern defense Riku put up, he made distance and spied his opponent, who was now forced back to near the edge of the floating platform they stood on. Soon he moved in again, rushing forward at the same time Riku did. His opponent raised the blade high, and Zaru tried his best to prepare, but was immediately caught off-guard when his opponent began to swing. Surprisingly, following his instincts as a martial artist, Zaru was able to move his body slightly ahead of Riku to deftly avoid his blows, up until he was forced to try and block the one heading for his elbow. Instead, the padded club-like weapon struck his arm with sheer force before he could properly brace, and even just on impact, Zaru felt something break. Oh, no. That wasn't good. Not good at all. As he saw the next coming towards his knee, he knew he couldn't dodge it, and he knew he couldn't block it, but he could take it. He could take it and use it to set himself up, hopefully giving him enough time to ignore the pain. Zaru's left arm hung uselessly as Riku's weapon slammed into his right leg. Just before it, Zaru began to slowly lean forward, his legs sweeped out from under him. Focusing his ki, he forcibly shifted his trajectory, bringing himself forward in his fall and speeding up rapidly to flip forward once and give his leg enough time to raise, and slam down; not on Riku, but just in front of him. With the sheer force of his blow and the precise area it struck, the edge of the platform his opponent was on suddenly began to crack and separate, mostly as an intent to throw off his balance. Not wasting any movement, Zaru used his hands to actually spin on the ground in an odd, breakdance-like motion to copy Riku's movement and use his leg like that same weapon, hoping to sweep out the samurai's legs now that his balance was off. Whether or not it worked, he used his other leg to follow up, spinning once more before trying to extend out a powerful, ki-enhanced straight kick upwards, hopefully right into Riku's sternum in an attempt to send him falling off the side. WC: 348 | 2229 DEFENSE PHASE.Bonus Action : Rapid Movement | -24 Ki | +25 Defense Passive Effect: Spiritualist Robes: +2 Ki regen per turn. Immobilize(1/2): Defensive techniques cost +10 Ki Wound (1/2): 3 Damage that passes DR per turn [Riku] Attack #1: Strike | Dodged with RM [Riku] Attack #2: Strike | Hits for 12 damage, wounds 12 DMG - 7DR = 5 DMG OFFENSE PHASE. Bonus Action : Action 1: Strike | -0 Ki Attack Bonus: +55 | DMG Mod: +6 | Inflict Bonus: N/A pNZJ5Va61d100+55 - ATTACK 1d12+6 - DAMAGE N/A - INFLICT At-Will: Blitz Strike | -0 Ki Attack Bonus: +55 | DMG Mod: +6 | Inflict Bonus: N/A 1d100+55 - ATTACK 1d12+6 - DAMAGE N/A - INFLICT Action 2: Strike | -0 Ki Attack Bonus: +55 | DMG Mod: +6 | Inflict Bonus: N/A 1d100+55 - ATTACK 1d12+6 - DAMAGE N/A - INFLICT At-Will: Blitz Strike | -0 Ki Attack Bonus: +55 | DMG Mod: +6 | Inflict Bonus: N/A 1d100+55 - ATTACK 1d12+6 - DAMAGE N/A - INFLICT TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. ITEMS.Spiritualist Robes Worn by the Namekian Dragon Clan, these robes have been crafted to dramatically increase the flow of energy through their wearer’s body. Type: Outfit - Robe Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase your maximum Ki by +25 and regain 2 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None. Katchin Sword Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 uses per thread. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: N/A CURRENTLY USING:
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Blitz Requirements: Fighting Skill of 50
Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: --
DEFENSE/UTILITY TECHS.SONIC SWAY (Rank 1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defensive Action: 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.
Technique Slots: 3/5
ATTACK TECHS.COUNTER STRIKE Zaru waits for an opponent to make a movement to attack, and uses the opportunity to slip a strike of his own, most often a punch, through their guard, with the intent of causing serious damage and following up afterwards. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 50 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 50 NATURAL PL: 5,704 | BASE PL: 5,704 | CURRENT PL: 5,704 HP: 71/105 | KI: 53/125 | DEF: 75 | ENG ATK: 40 | PHY ATK: 55 | DR: 7 | DMG MOD: 3 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100 Tag: Rik 1d100+55·1d12+6·1d100+55·1d12+6·1d100+55·1d12+6·1d100+55·1d12+6
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