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Post by Rik on Feb 3, 2020 11:11:20 GMT -8
Riku managed to land a couple of blows on the slippery fighter as he pressed the attack; he winced in sympathy as he heard the man's arm break, but he followed through and finished the attack. Zaru went down on his back and flipped up and stomped on the platform, cracking it under them before he moved and used he hand to lift himself up and start kicking upside down. It almost through him for a loop, but he fed his body some ki and used the flowing looseness of the sleeves of his gi to misdirect and avoid the kicks. As Zaru finished his combo up with a kick towards his chest, he squatted and spun under it, coming up and turning to towards the bald headed martial artist and setting himself carefully. He let out a wordless cry of determination as golden ki exploded forth and surrounded his weapon... then he charged in, settling into a one handed version of Boar Rushes down the Mountain. His sword lifted and fell with small golden explosions that might blind if they hit one's eyes just so... but mostly he was concentrating on raining blows down and on Zaru's head, arms, and shoulders. As he came to the end of his attack, he took two running steps to the side and hopped down off and to the side of the platform, hoping to avoid and debris that might rain down if it disintegrated. { } DEFENSE PHASE. +10 Defense from Champ Gi Zaru Attack #1 (147) vs Rik's Def (150): Miss Zaru Attack #2 (088) vs Rik's Def (150): Miss Zaru Attack #3 (145) vs Rik's Def (150): Miss Zaru Attack #4 (132) vs Rik's Def (150): Miss
0 dmg - 2 DR = 0 dmg.
OFFENSE PHASE +15 Accuracy From Champion GI +2 Ki from infinite Core Counteroffensive +10 Accuracy +4 Damage +1 Stack Momentum
Bonus Action: Rapid Movement -14 Ki
At-Will:
Action 1: Sense +5 Def +5 Acc +3 DR +3 Damage Action 2: Boar Rushes Down the Mountain (Crit on 57 or up due to Opportunist w/opponent having a status and Lucky Trinket) 2tnYtXqm1d100+65 using 1 stacks momentum dice are at 42 and total acc is at 107 4d6+15Blind on 30 or less 1d100
EFFECTS. Current Momentum Stacks: 1 Turns in Battle: 6 POWER UP: 0/2 - 0/100 ki recovered Flawless Def: 2/2 used Star sword used 3/3 times
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: 18/100 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: [242/2263] 1d100+65·4d6+15·1d100
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Post by Zaru on Feb 3, 2020 12:34:38 GMT -8
Zaru grit his teeth as the pain stayed in his arm, wracking throughout his body. Without the adrenaline, he was starting to realise and remember this unusually heavy feeling. Not within him, but his opponent. Riku dodged around his attacks, but more importantly, as he stayed above him, he began slicing down with a ferocity that matched the animal Zaru had compared his eyes to; he was very much like one, in that way. Not a man, at least not typically. Cybernetically enhanced, but with that spirit of a Lion. The one he was hoping to exploit. He maintained an eerily calm demeanour as he began simply sidestepping and barely dodging the powerful swings of his opponent, as though it was something he'd assumed was coming. There was one thing he'd learned, especially in this tournament. Humans were not the powerhouses that strange creatures like demons could be, nor were they the passionate and aggressive Saiyans. Humans were cunning, they were smart. Worst of all, they were patient, like Zaru had tried to be. He was watching and waiting; Riku may have been an android, but nothing could run forever. Not at full efficiency. Humans had hunted beasts this way for years; hunting them relentlessly, until they grew too exhausted to properly fight back. Zaru managed to avoid the strikes of his opponent, and followed him as he rushed, hopping on various pieces and noticing that Riku decided to fall - he didn't know the Dancing Sky Art. Perfect. Zaru's mind had switched purely to focus on the fight in front of him, to fight on every front possible. His aura suddenly burst around him as he caught up with Riku, turning to be facing right in front of him. "Going somewhere?"With his good arm, Zaru reached out to grab at Riku's gi, and without hesitation thrust his head forward to strike the samurai at the bridge of the nose with his own head, should it work. He shifted his arm up to try and press it against Riku's throat to drive the air out of him and rapidly whipped around, extending out his useless, broken arm as it floated in the air. Suddenly, an energy blast came from it as he used it to propel himself and Riku forward at high speed; the objective was to head forward on a collision course and propel himself and his opponent through a few of the walls that Kiryu had set up, and to land hard. The impact would strike him too, of course - but hopefully the durability that Riku had shown before would minimise that for him. WC: 437 | 2666 DEFENSE PHASE.Bonus Action : Flight | -10 Ki | Avoids Boar Rushes Down the Mountain Passive Effect: Spiritualist Robes: +2 Ki regen per turn. Wound (2/2): 3 Damage that passes DR per turn [Riku] Attack #1: Boar rushes down the Mountain | Dodged with Flight [Riku] Attack #2: 0 DMG - 7DR = 0 DMG OFFENSE PHASE. Bonus Action : Action 1: Strike | -0 Ki Attack Bonus: +55 | DMG Mod: +6 | Inflict Bonus: N/A WAAHHaAO1d100+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: 68/105 | KI: 43/125 | 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 Rik on Feb 3, 2020 18:21:36 GMT -8
Zaru flew down to meet him on his way down from the platform... which made sense the way this fight was going. Riku had heard of the Sky Dance Art, but had never actually been able to perform it... unlike his opponent, apparently. He calmly answered, "I am, but apparently I have company now. Shall we?" The martial artist seized the front of his gi and jerked forward to try and plant a headbutt, but Riku jammed his right elbow up under his chin before he could get the momentum going, stopping the vicious move in its nascent stage. He shifted he arm to block a strike at his throat. When the energy blast shot out from the man's injured arm behind him, the aim of the ruse seemed apparent - Zaru was going to ram him through the barriers. Not today, my friend. Riku took a deep breath... This is going to hurt like the demon's fire... He shot both arms up between the arms gripping at his gi, knocked them away as the bone in his clavicle ground against itself with that sharp stabbing pain that nearly took his breath away, and he kicked off from his opponent... directly towards the wall Zaru had been trying to slam him into. Riku twisted in mid air, the pain causing a wretched nausea to begin to twist his stomach. He called in a burst of energy, his aura flashing to life, a brilliant golden glow surrounding him as his feet came into contact with the wall and he let his knees bend... and pushed off of the barrier with a cry of, "KIAI!" his sword busting into golden light as he neared his wily opponent.
Riku started raining blows as soon as he came into range of Zaru, his blade trailing golden light as he swung overhand looping blows at his head, shoulders, and ribs. Riku came down and somersaulted on the ground with a explosion of the pain in his shoulder, despite trying to mainly land on his right side. He came up onto his feet and spun, looking for his foe... { } DEFENSE PHASE. +10 Def from Champ's Gi Zaru Attack #1 (096) vs Rik's Def (125): Miss Zaru Attack #2 (057) vs Rik's Def (125): Miss Zaru Attack #3 (118) vs Rik's Def (125): Miss Zaru Attack #4 (090) vs Rik's Def (125): Miss
0 dmg - 2 DR = 0 dmg.
OFFENSE PHASE +15 Accuracy From Champion GI +2 Ki from infinite Core Counteroffensive +10 Accuracy +4 Damage +1 Stack Momentum Edge 1 Established +2 Damage +2 DR
Bonus Action: Sense +5 Def +5 Acc +3 DR +3 Damage
At-Will:
Action 1: Power up +25 Ki +25% PL Action 2: Boar Rushes Down the Mountain (Crit on 62 or up due to Opportunist and Lucky Trinket) ujFnoY_X1d100+65 CRIT! 4d6+17 CRIT! +9 Damage for crit plus slashing tech Blind on 30 or less 1d100
EFFECTS. Current Momentum Stacks: 2 Turns in Battle: 7 POWER UP: 1/2 - 25/100 ki recovered Flawless Def: 2/2 used Star sword used 3/3 times
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: 20/60 | TEMP HP: 0/0 | KI: 26/100 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: [352/2615] 1d100+65·4d6+17·1d100
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Post by Zaru on Feb 4, 2020 10:55:29 GMT -8
Zaru could barely quantify what had happened as his entire body slammed into the wall with sheer force, having been launched away from Riku thanks to his kick. What was going on? It wasn't as though he was surprised at being attacked or countered, but the pain running through his body meant he wasn't able to focus on his surroundings. He had imprinted himself into the wall, enough that he had to lean forward to try and bring himself out of the hole he'd created in it, so he could move. He couldn't stay still. If he remained in place, he'd give Riku the chance to....to- Zaru's thoughts were cut off as he saw his opponent closing in with a powerful yell, as though he'd always had this much energy within him. What the hell was this? He'd been banking on having more staying power, his opponent swinging like a madman until his circuits started to spark. How did someone swing a weapon like that or even hold it above their head for so long, despite its weight? He tried to push forward to move, but his bod wouldn't respond. He couldn't-he couldn't defend himself properly. All he could do was raise his one good arm as he popped out of the imprint of the wall, hoping to protect himself from blows to the head. The first strike to his head cut that hope short quick. He suddenly felt dizzy, unable to tell what was going on. All he could feel were the dull impacts of the club striking across his face, into his already wrecked shoulder, re-cracking his ribs and maybe breaking one from what he felt as it hit there. He was in too much shock to scream, to move. He couldn't even think, as blinding as it all was. Yet, in a few moments it was over. The martial artist simply fell out of the air, landing on his face on the ground below, not far from his opponent and near the wall he'd been stuck in. Where was he, again? There was blood pooling on the ground, coming from his mouth and cuts around his face from the bashing he'd received. His gi was starting to get torn up from the damage, his ki having been unable to prevent real damage now hitting his more vital points. Zaru was unmoving for a few moments, laying still until his fingers began to twitch. He turned his head to stare at Riku, the one eye defiantly looking as though it was trying to burn a hole through him. He shook as he tried to force himself up with his good arm, gritting through his teeth as he spoke, blood still dripping to the floor. "We're not done....metal man." His breathing was ragged as he pushed up, immediately stumbling to the side and into the wall, being forced to lean against it to stay up. He turned his body to fully face Riku, moving up his one fist as though he was still assuming his stance. Still not taking his eyes away, he spoke with as much defiance as before. "Come over here. My legs are shaky and I can't....I can't..." His breathing was ragged as he tried to catch it, no doubt the abdomen injury that needed some rest having been aggravated once more, and possibly made even worse. "...I can't beat the shit outta you until you're at arm's length." Zaru took the time to try and catch his breath, hoping his opponent would take the time to retort, and hopefully enjoy his position of power. Zaru needed to catch his breath, and he knew he was in trouble. His opponent was a lot faster, and in this state, he couldn't predict his movements as well. Besides, he'd have to do it much earlier than before. Zaru's eyes, despite this, were still very much alive. He knew he had more in the tank to go for a while yet. He wasn't exactly a master of playing to the psychological parts of battle yet, but Riku had responded to his taunt last time. He would do it this time too, right? Just so he could have a few seconds of rest. That's all he needed. He was sure of it. WC: 715 | 3381 DEFENSE PHASE.Bonus Action: Guard | -6 Ki | +10 DR Bonus Action: Sense | +5 Defense, +5 Acc, +3 DR and DM Passive Effect: Spiritualist Robes: +2 Ki regen per turn. Power Up(1/2): +25% PL [Riku] Attack #1: Boar rushes down the Mountain | 35 Damage [Riku] Attack #2: 35 DMG - 20DR = 15 DMG OFFENSE PHASE. Bonus Action : Enhanced Power Up | +50 Ki | +25% Power Level Action 1: Sacrificed for Bonus Action 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: 53/105 | KI: 89/125 | DEF: 75 | ENG ATK: 40 | PHY ATK: 55 | DR: 7 | DMG MOD: 3 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100 Tag: Rik
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Post by Rik on Feb 4, 2020 12:18:05 GMT -8
Pain had taken over his whole world for a moment as Riku's clavicle felt like it had broken into another piece. He finished rolling up to his feet and barely managed to keep from falling onto a knee, a wince crossed his face that he quickly suppressed. He did turn his head to the side to spit the taste of bile from his tongue and turned to lock eyes with his opponent. Zaru glared at him balefully, clearly recovering from the strikes he had rained down on him. He watched blankly as the man used the wall to slowly slide up into a standing position and cast his defiance into his face. He felt a sense of admiration for the man, he was quite a worthy opponent, as good in his own way though quite different from Vidar. He gave a slight bow "You have fought with bravery and skill. Let us take a moment to gather ourselves, and take a breath... before we commence to Beat the shit out of each other." Riku hooked his sword to the clip he had made on his belt to hold it, freeing his hand up. He took placed his hand against his collarbone and took a deep breath, as he pressed firmly and set the bone. He almost gagged from the pain but he got it set... He called for more power to steady himself, his aura flashing out in it's golden light and dancing around his body. He set himself in a ready stance for open handed fighting, a modified one admittedly since he was down an arm, and waited for his opponent to ready himself. "I am ready. When you are ready, we can resume the contest. I wish you well, one warrior to another... but I intend to win." { } DEFENSE PHASE. +10 Def from Champ's Gi Zaru Attack #1 (000) vs Rik's Def (110): Miss Zaru Attack #2 (000) vs Rik's Def (110): Miss Zaru Attack #3 (000) vs Rik's Def (110): Miss Zaru Attack #4 (000) vs Rik's Def (110): Miss
0 dmg - 2 DR = 0 dmg.
OFFENSE PHASE +15 Accuracy From Champion GI +2 Ki from infinite Core Counteroffensive +10 Accuracy +4 Damage +0 Stack Momentum Edge 1 Established +2 Damage +2 DR
Bonus Action: Power up +25 ki +25% PL
At-Will:
Action 1: Power up +25 Ki +25% PL Action 2:
EFFECTS. Current Momentum Stacks: 2 Turns in Battle: 8 POWER UP: 2/2 - 50/100 ki recovered - next turn at 1.25% Pl unless power up again Flawless Def: 2/2 used Star sword used 3/3 times
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-->12729 HP: 20/60 | TEMP HP: 0/0 | KI: 53/100 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: [300/2915]
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Feb 4, 2020 13:04:12 GMT -8
Celerai jumps into the fight, to attack Zaru! Sorry. Lol.
Cutting Edge (Single Special | Slashing | Crippling)
To hit: els1HUkY1d100+55
Damage: 3d10+3
Crippling: 1d1001d100+55·3d10+3·1d100
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Post by Ty on Feb 5, 2020 3:06:08 GMT -8
To Hit @ all HPoUWWyC1d100+70 +35 Energy Control +5 Level 1 Prodigy +15 Focus Energy +15 AOE
Base Damage: 10+2= 12
Blinding: 1d100 30% + 15% Focus Energy= 45% 1d100+70·1d100
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Post by Zaru on Feb 5, 2020 11:40:04 GMT -8
Alright, breathe. He just had to breathe. Riku was giving him time, what with his want to retort and that samurai honour he had. Zaru could tell there was some aspect of that in him, even if he was pretty sure Samurai didn't come equipped with solid steel across half their body. He wasn't looking forward to punching this guy again, but he was gonna have to. More than that, he couldn't afford to throw out a lot of strikes, like he had earlier. He was just showing bravado earlier, but his legs really were shaky. He had his method of attack, which was the one good arm hanging off the side of his body. What he needed was a way to approach. Riku had put his sword away, maybe wanting to prove something, so he had that. No distance to really close like before, but standing here like an open target wasn't good either way. Whether or not they were in his world when it came to hand-to-hand, Zaru knew that he wasn't in any position to defend himself if Riku decided to get tricky. His planning was interrupted as his senses suddenly tipped him off. Something approaching, fast. Zaru ducked his head, avoiding a razor-quick attack from the Saiyan he'd fought before. Celerai, that was him. The martial artist's eyes widened for a moment as he realised Kiryu was stepping up the interference; no rest for him, then. Still, he didn't move at first. Then, he pushed off the wall, beginning to walk slowly towards Riku, but not because he intended on approaching that way. It was because he felt Tiger Lily approaching, too. He knew what attack she'd go for, if she wanted to throw things for a loop. There. The tiny dot of energy, approaching before it exploded. He stumbled forward, intending to be ahead of it. The cherry bomb exploded into a large, bright attack that sent Zaru tumbling forward; or at least, it was intended to look that way. He focused on his speed, using it to create an afterimage that appeared like he was flailing helplessly, its lack of ki signature disguised by the explosion of energy from Ty's attack. Zaru created a gust of wind as he whipped around to behind Riku if he stayed standing, or above him if he had leaped up to avoid the blast. He had one arm cocked back, his entire body writing with ki, but his fist and arm in particular quivering with the energy he'd forced into that part of his body. It was meant to be a decisive shot, because he wasn't sure how many more he'd have. Suddenly letting out a loud roar, partly from all the pain that he could no longer ignore and in part from his desire to end this, Zaru swung the incredibly precise, and fast strike towards Riku's temple. His eye wasn't as casual, or even intense as before. There was a genuine killer instinct in them, even if it flashed for only just a moment. WC: 509 | 3890 DEFENSE PHASE.Bonus Action: Sense | +5 Defense, +5 Acc, +4 DR and DM Passive Effect: Spiritualist Robes: +2 Ki regen per turn. Power Up(2/2): +25% PL [Celerai] Attack #1: Cutting Edge | Misses [Ty] Attack #2: Cherry Bomb | Hits for 12 Damage 12 DMG - 11DR = 1 DMG OFFENSE PHASE. Bonus Action: Dragon Dash | -6 Ki | +10 Acc, +5 Damage Action 1: Strike | -0 Ki Attack Bonus: +70 | DMG Mod: +15 | Inflict Bonus: N/A 9_TY751p1d100+70 - ATTACK 1d12+15 - DAMAGE N/A - INFLICT At-Will: Blitz Strike | -0 Ki Attack Bonus: +70 | DMG Mod: +15 | Inflict Bonus: N/A 1d100+70 - ATTACK 1d12+15 - DAMAGE N/A - INFLICT CRIT! +5 Damage = 32 DamageAction 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: 52/105 | KI: 85/125 | 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+70·1d12+15·1d100+70·1d12+15
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Post by Rik on Feb 5, 2020 12:13:41 GMT -8
All of a sudden the arena was awash in chaos as the green clad saiyan and the red haired girl were shooting attacks into the ring. He managed to close his eyes and turn his head to the side quick enough to keep his vision as he leaped back from the exploding spark attack. He still saw the bright white detonation, almost blinding even through his closed eyes. He turned back towards his opponent, fearing that he had taken his eyes off of him for too long... And Zaru was moving behind him. He could feel it... so he twisted and leaned as he turned his body, narrowly dodging the glowing fist that had been rocketing towards his temple. Unfortunately it put him in a position that he was unable to avoid the followup strike... he just raised his arms instinctively in a gaurd position to soak up as much damage as he could... and almost fainted dead away as the fist crashed into his arms and sent him sliding back into the barrier Zaru had previously used to stand up. Static flashed across his vision... he coughed up a wad of blood and spit it to the side and took a few deep breaths. With each breath his broken bone ground end to end... he needed to end this now or he was going to pass out. First... he had to stand. With a supreme effort, he rolled up to his good hand and his knees... then got one foot under him and reached out to lean against the wall as he stood up. his vision was still swirling... and he needed to move before he just passed out. He staggered forward towards Zaru and went into the most basic open handed fighting kata he could adapt to one hand, shooting his golden ki into his body to give himself power as he grunted in pain with each strike he threw, neck shiop, high kick, roundhouse at head level and palm strike towards his face... { } DEFENSE PHASE. +10 Def from Champ's Gi Zaru Attack #1 (115) vs Rik's Def (120): Miss Zaru Attack #2 (166) vs Rik's Def (120): Hit! Crit! Zaru Attack #3 (000) vs Rik's Def (110): Miss Zaru Attack #4 (000) vs Rik's Def (110): Miss
32 dmg - 16 DR = 16 dmg.
OFFENSE PHASE +15 Accuracy From Champion GI +2 Ki from infinite Core Counteroffensive +10 Accuracy +4 Damage +0 Stack Momentum
Bonus Action: Guard -9 ki
At-Will:
Action 1: Sense +5 def +5 acc +4 damage and DR
Action 2: Boar Rushes Down the Mountain (Crit on 62 or higher due to Opportunist and Lucky Trinket)
l9KjBfVU1d100+65 +2 stacks of momentum - dice total 12 total accuracy: 77
4d6+16
Blind on 30 or less
1d100
EFFECTS. Current Momentum Stacks: 2 Turns in Battle: 9 POWER UP: 2/2 - 50/100 ki recovered - next turn at 1.25% Pl unless power up again Flawless Def: 2/2 used Star sword used 3/3 times
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: 4/60 | TEMP HP: 0/0 | KI: 32/100 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: [336/3251] 1d100+65·4d6+16·1d100
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Post by Zaru on Feb 5, 2020 14:02:37 GMT -8
Zaru clenched his teeth in rage as he saw the Android block just enough of the follow-up strike that he was still conscious as he crashed back-first into the wall that he himself had been using to stay up right. He sighed, standing once more and wondering whether to bother with a stance. There wasn't much point, was there? Nothing advanced was going to come out from either of them. He was probably a lot closer to keeling over, but Zaru knew that wasn't down to their difference in durability. Riku was probably a lot more physically durable, with how long it had taken to get him to a similar state. Humans were just a bit too stubborn, it seemed. The martial artist used the sleeve on his good arm to wipe off his mouth and nose, where some blood had still been leaking. Crunch time it was, then. He was hoping to save this for later, considering how much it was gonna hurt. Though, actually he'd been hoping not to use it at all. This arm was going to sting for weeks, wasn't it? Even if that weird grey girl did fix him up. He wasn't going to forget this any time soon, he'd figured that much out. Zaru stood up straight, letting out a deep breath. His ki actually began to cool down, enough that Zaru's breath was visible when he let out the large exhale. While Riku approached, Zaru's apparently useless arm began to give off a faint yellow glow in lines, moving in asymmetrical patterns all the way up it. He wrapped ki around the inside of it, using it to keep everything together, to help it act like he hadn't done all this damage to it already through his own carelessness. There was no club now, though. He had that to keep in mind. He tried to clear his mind and just focused on his opponent, on what he was doing. If there was interference, he'd deal with it as it came. For now, nothing else existed. Only him and Riku. Parry the neck chop by bashing it back with a high forearm guard; duck the high roundhouse. Last came the palm strike, he knew this pattern. It was a very....classical technique, he would call it. Old fashioned, some might. Rather than push it away, his own fist simply came up like a piston, the arm that had formerly been hanging without any use coming up for a counter strike straight towards Riku's face. Without a second for a break, he followed up by attempting an elbow across the face with his other arm, then a roundhouse punch towards the side, at the kidney. Zaru let loose a full barrage of blows, even if just one attack could've taken out his opponent if he landed flush. He wouldn't disrespect the opponent he'd found by underestimating him - it was the toughest fight of his life so far. Zaru kept striking with knees, elbows and punches until he followed up with a straight palm strike towards the chest; it was intended to stumble, before a kiai suddenly burst from it, attempting to send the samurai flying back into the wall once again and finally end this fight. Zaru, even now, wasn't sure if these hits landing actually would put Riku down; he'd proven so resilient thus far that he might just dodge the whole thing. WC: 568 | 4458 DEFENSE PHASE.Bonus Action: Sense | +5 Defense, +5 Acc, +4 DR and DM Passive Effect: Spiritualist Robes: +2 Ki regen per turn. [Riku] Attack #1: Boar Rushes down the mountain | Dodged with Sense [Riku] Attack #2: 12 DMG - 11DR = 1 DMG OFFENSE PHASE. Bonus Action: Dragon Dash | -6 Ki | +10 Acc, +5 Damage Action 1: Strike | -0 Ki Attack Bonus: +70 | DMG Mod: +15 | Inflict Bonus: N/A jRwm1qQO1d100+70 - ATTACK 1d12+15 - DAMAGE N/A - INFLICT At-Will: Blitz Strike | -0 Ki Attack Bonus: +70 | DMG Mod: +15 | Inflict Bonus: N/A 1d100+70 - ATTACK 1d12+15 - 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: 5,704 HP: 52/105 | KI: 81/125 | 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+70·1d12+15·1d100+70·1d12+15
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Post by Rik on Feb 5, 2020 15:19:24 GMT -8
His attack pattern was solid but uninspired, and Zaru was able to meet it at every turn with seemingly no effort. That was not unexpected; he was no slouch in open fist fighting but down an arm and fighting a master of hand to hand was obviously a losing proposition. As his palm strike was deflected, the bald martial artist came up under his guard and a palm strike of his own cannoned into the android's chest and seemed to explode, sending him flying back towards the wall. He had a few moments of weightlessness as he felt like he was drifting languidly through the air. Time seemed to slow down... and the pain was blissfully absent for the moment. Then he crashed into the wall and the red haze of pain washed over his vision and he was unable to keep himself from letting out a pained yell as his collarbone popped out of his skin at impact and blood sprayed out. Riku slid down to the ground and collapsed into blissfully unaware blackness.
[175/3426]
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Post by Zaru on Feb 5, 2020 15:42:27 GMT -8
Zaru stood still, almost in shock as he took in what had happened. He was preparing himself, steeling for the moment when Riku would counter, or when he'd take the hit and just start getting up, still with determination in his eyes. He'd been expecting it any moment now, for him to just leap up and start swinging out with advanced techniques that Zaru had never seen before, and yet...yet it never came. Standing there with his palm open, Zaru's stance slowly softened as he stared towards Riku, who lay slouched against the wall. He wasn't moving. He was really out, wasn't he? Zaru was breathing a bit heavier as everything seemed to hit him at once, even as he was still putting the effort in to keep ki flowing where he needed it. You did it. You did it, you bald idiot. You won.The martial artist stood there, wondering how he'd gotten to the point that he was the winner of this whole thing, when he'd felt energies far much more powerful than him ever since he got here. Well, amongst the ones he could actually sense the levels of. Zaru stumbled forward for a moment, like he was going to try and actually help Riku up or move him, before he realised the quivering in his legs was back. That figured. Well, he wasn't going to look as sportsmanlike as he'd been hoping, then. He tried to stand up straight, looking down at his left arm, that he was still having to focus on to keep the ki flowing. The longer he did this, the more it'd probably take to heal it. Still, he really wasn't looking forward to the pain he knew he was about to feel. He winced just at the thought of it. Why'd he have to go with this stupid idea? Well, there was no getting around it. Finally, Zaru allowed the ki to stop pumping into his arm, and his face froze up into an expression of the most twisted pain he'd ever felt. It was like his arm was breaking again, multiple times over. He had a few moments of shock before letting out a scream of pain and falling to the floor on his side, trying to hold his arm steady and cradle it. If, at the least, to try an keep things in place before they could get someone over here. He rolled his head over to rest his forehead against the floor, and another pang of agony hit him. "SHIT! Can you guys get that...what's her name-" He tried moving up to his feet again as he held his arm, but the pain was in other places too, and he let out another yelp of pain from the injuries he'd just chosen to ignore rather than deal with during the fight. "I don't know, grey girl! Someone get grey girl over here! For Riku, I mean!" Yes, definitely for Riku. Hopefully they'd buy that at least. He wasn't even sure they could hear him from over here, anyway. He forced his way up, standing tall for the first time since early on in the match. He turned, staring towards Riku, who still lay unconscious. For all the bravado, there was still part of his psyche that winced at the idea that he just might get up again. There was a certain aura that fighters had, the ones who you knew had death on them at some point or another. He'd learned a new degree of respect for the samurai he'd had the chance to fight - and perhaps a healthy fear, too. In a way, it was nice to be fighting in a tournament with others that seemed to be like him, for once. Turning his head to Riku, feeling that thinking about the fight at least kept his mind off the pain, there was a moment where he retained his expression. Quietly, as though without incident, a small and admiring smile came across his face. Despite the state he was in now, he wanted to fight that guy again some day. He knew there was more he'd pick up, more he'd learn. The idea of the experience excited him, even if it was kind of disgustingly Saiyan. It was only starting to set in that he'd actually won. How did that even happen?
WC: 728 | 5186
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