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Post by Melody on Jan 31, 2020 15:24:15 GMT -8
Lilith Nevermore entered the shadowy depths of the temple, in a blink of an eye she left the world as she knew it, and stood in a grand hall, the ticking of a clock sounded off in the distance, echoing as time passed, the red banners that were hanging from the arched windows were embroidered with the Nevermore clan emblem. This hall was drastically different from what the teenage witch remembered, it was clean for the most part, this hall was once filled with piles of old books from the floor to the ceiling when she was growing up, as it was her family home with drastic improvements. A scoff sounded off, it belonged to the woman standing directly behind her, a doppelganger of Lilith herself but different. The haute sorcerer was dressed in a navy and gold adorned regal fencing outfit which consisted of a double breasted coat, black tights, and high heeled black narrow pointed boots. A gold plated guard hilt fencing sword was drawn, the blue crystals that were lined up along the red carpet in the center of the hall began glowing, an aura surrounded the Fencer as she drew her powers from the crystals causing the temperature to become colder. “Isn’t this rich? What a pathetic display, for the first time I feel sorry for the dupe, on guard!” She smirked, there was an air confidence despite the dark circles under her eyes, and it was like looking in a mirror for the teenage witch. After Lilith failed to attack right away, still left in awe of their surroundings, and through all the years of studying the arcane arts something was amiss so she lowered the fencing sword. “Strange, I summoned you to practice my fencing, what on earth are you doing standing there flabbergasted for? Wait.”The fencer circled Lilith around, observing her closely, apart from looking miserable there was an ocean scent, and a dark magic that was not her own. “You’re not what I summoned, I remember this aura, it’s--Namekian in origin. Timpani did this. Clever. The fool thinks she can best me, by interfering with my summoning circle, after I am done with you, I am going to find your foolish master. I must remind you that after finding a cure for the plague, people worship me as Nobel sorceress, and I welcome the challenge of my station. Wake up, raise your wand, broomstick, toadstool, or whatever arcane focus you possess and show me your powers! I will end you.”
[416]
Initiative D9HUVk3M1d100STATSFighting: 15 Energy Control: 30 Reflexes: 30 Resilience: 15
Class: Witch | -15 HP, +5 ACC, +1 DR Racial Trait: Student of a Thousand Arts (human racial) | When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play. (Chose Focus Energy)
BATTLE TRACKERDEFENSE PHASE. Opponent Attack 1: Fencer 80 vs Opponent (Acc) = Result Attack 2: Fencer 80 vs Opponent (Acc) = Result Total damage: - 1 =
OFFENSE PHASE.
At-Will: -
Bonus Action: -
Standard Action 1: -
Standard Action 2: -
EFFECTS. Sorcery | AP left: 4
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | You begin every thread with 4 Arcane Points (AP) and may spend them At-Will for the following effects: -Afflict: Gain one additional Bonus Action on this turn. May only be used to perform Utility Techniques. -Divinate: Gain +10 Defense on next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: Sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
EQUIPMENT. Champion’s Gi | At the beginning of a turn, choose one: +10 Def (Reactive), +15 Acc with Basic Attacks, or +15 Acc with one Special Attack | Passive Demon Ring | Status Effects also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. Damage bypasses DR. | Passive Professional Panacea | Remove 1 non-special status effect and gain immunity to it for 4 turns. | Bonus Action | 1 use.
DEFENSE/UTILITY TECHS. Magic Materialization (Conjury) - Rank 3 Action: At-Will Effect: You create an item and equip it in the place of another item or in an empty slot. Cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). Limit: Twice per thread. Can materialize items up to Rare rarity.
Paparapapa (Conjury) Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. As an At-Will Action your sidekick can take one action listed below: --Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage. Limit: One sidekick per thread. 4 total actions per thread. Cost: -14 ki
Countermeasures - Rank 3 | Gain 3 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -9 ki | 1 use per thread.
Solar Flare - Rank 3 | 70% chance to inflict Blind. The effect lasts for +1 turn and deals 1d6 damage that bypasses all DR. | Bonus Action | -9 ki | 2 uses per thread.
Teleport | Avoid all attacks and utility techniques in a turn, except critical hits. Can be used to flee from a thread. | Standard Action - Reactive | -24 ki | 1 use per thread.
Demon Eye - Rank 3 | 85% chance to inflict Cripple and Cursed. The effects last for +2 turns. Cursed target loses -3 ki at the start of every turn. | Bonus Action | -4 ki | 3 uses per thread.
Focus Energy (Enhanced) | Energy attacks gain +15 ACC and +15% Status Effect chance during this turn. | Bonus Action | -9 ki
ATTACK TECHS. Hex Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Versatile - As an At-Will Action, you may change the Minor Effect on this technique. (Not Imbued or Projectile.) Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -14 ki
HP: 50/50 | KI: 100/100 PL: 4011 (base) FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 35 | DEF: 80 DR: +1 | KI COST: -1 1d100
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Post by Lilith Nevermore on Feb 1, 2020 2:23:30 GMT -8
Stepping through the shadows, Lilith suddenly found herself in strange surroundings. An odd concoction of feelings washed over her. There was awe, yes, but also parts of puzzlement. Almost familiar, yet not quite. Kind of right, yet at the same time so very wrong. Her gaze traced the banners decorating the arched windows. It resembled her home, true home, but grander in scale and decor. She vaguely recognized her study hall, but... Where were the bookshelves and the towers of tomes? The desk and her notes? The hearth glowing with gentle fire? No, this was not her home. Couldn’t be. An illusion then...?
Finally, the girl’s wandering gaze was drawn towards the haughty voice and stopped on an eerily familiar face. Like looking into a twisted mirror. She blinked. Once. Twice. “...And apparently this is now happening.” The mutter left her lips shrouded in disbelief. However, beneath the confusion bubbled curiosity and fascination. She had to admit this creature seemed and felt far too real to be a mere illusion. And there was that name again... After she was done here, she would find this mysterious Timpani and... convince them to share their secrets.
While the duplicate spoke, the witch studied her... it... quietly. She could feel the magical chill creeping in the air. Ice magic, similar to the kind she wielded... Her gaze narrowed as she snapped back. “A defective doppelganger. Lovely. Whoever fool summoned you should really check their runes for spelling mistakes.” She looked or sounded nothing like that! Hmph... Absolutely not... At least she could find some solace in the fact that Kiryu wasn’t here to see. This strange sight would’ve only fueled that nonsense of his. Noble sorceress... Tch, how foolish. People would only worship what they feared.
Lilith brushed some stray strands of hair behind her ear, trying to look at least slightly less disheveled. “So, you have traded our traditional robes and wand for... a clown costume and a pointy stick? How quaint.” She brandished her wand and aimed it at the foe. Arcane energies flowed across her body, glimmering across her dark robes like tiny stars across the night sky. If she insisted on standing in her way, then she had no qualms about killing... uh... herself? She shook the distracting thoughts out of her mind. No, this thing was not her in any capacity. It was an annoyance. Nothing more, nothing less.
“You will not survive the attempt...” WC: 411 | 411
Initiative deinEHhH1d100STATS{Click me!}Fighting: 15 Energy Control: 30 Reflexes: 30 Resilience: 15
Class: Witch | -15 HP, +5 ACC, +1 DR Racial Trait: Student of a Thousand Arts (human racial) | When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play. (Chose Focus Energy)
BATTLE TRACKER{Click me!}DEFENSE PHASE. Fencer Attack 1: Lilith 80 vs Fencer (Acc) = Result Attack 2: Lilith 80 vs Fencer (Acc) = Result Total damage: - 1 =
OFFENSE PHASE.
At-Will: -
Bonus Action: -
Standard Action 1: -
Standard Action 2: -
EFFECTS. Sorcery | AP left: 4
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | You begin every thread with 4 Arcane Points (AP) and may spend them At-Will for the following effects: -Afflict: Gain one additional Bonus Action on this turn. May only be used to perform Utility Techniques. -Divinate: Gain +10 Defense on next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: Sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
EQUIPMENT. Champion’s Gi | At the beginning of a turn, choose one: +10 Def (Reactive), +15 Acc with Basic Attacks, or +15 Acc with one Special Attack | Passive Demon Ring | Status Effects also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. Damage bypasses DR. | Passive Professional Panacea | Remove 1 non-special status effect and gain immunity to it for 4 turns. | Bonus Action | 1 use.
DEFENSE/UTILITY TECHS. Magic Materialization (Conjury) - Rank 3 Action: At-Will Effect: You create an item and equip it in the place of another item or in an empty slot. Cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). Limit: Twice per thread. Can materialize items up to Rare rarity.
Paparapapa (Conjury) Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. As an At-Will Action your sidekick can take one action listed below: --Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage. Limit: One sidekick per thread. 4 total actions per thread. Cost: -14 ki
Countermeasures - Rank 3 | Gain 3 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -9 ki | 1 use per thread.
Solar Flare - Rank 3 | 70% chance to inflict Blind. The effect lasts for +1 turn and deals 1d6 damage that bypasses all DR. | Bonus Action | -9 ki | 2 uses per thread.
Teleport | Avoid all attacks and utility techniques in a turn, except critical hits. Can be used to flee from a thread. | Standard Action - Reactive | -24 ki | 1 use per thread.
Demon Eye - Rank 3 | 85% chance to inflict Cripple and Cursed. The effects last for +2 turns. Cursed target loses -3 ki at the start of every turn. | Bonus Action | -4 ki | 3 uses per thread.
Focus Energy (Enhanced) | Energy attacks gain +15 ACC and +15% Status Effect chance during this turn. | Bonus Action | -9 ki
ATTACK TECHS. Hex Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Versatile - As an At-Will Action, you may change the Minor Effect on this technique. (Not Imbued or Projectile.) Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -14 ki
HP: 50/50 | KI: 100/100 PL: 4011 (base) FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 35 | DEF: 80 DR: +1 | KI COST: -1 1d100
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Post by Lilith Nevermore on Feb 1, 2020 3:23:02 GMT -8
Lilith had no intention of letting the facsimile make the first move. She lifted the black tome she often carried beneath her arm and uttered an incantation. “Awaken, o’ Tome of Nevermore, and share thy wisdom...” Upon hearing her command, the book suddenly started floating. The covers flew open and the pages fluttered wildly, like it was being feverishly browsed by invisible hands. It stopped on a particular spread depicting arcane imagery. Their soft glow filled her mind with spells and enchantments she didn’t usually possess.
The wicked caster kept going. “From Hell’s heart I summon thee...” She flicked her wand, dropping a spark on the floor. It carved an infernal symbol into the stones. “Come forth, mist-stalking murderer, Jack the Ripper.” With a flash of flames, an ominous figure appeared before her. The creature had a lanky build with long limbs, like a twisted scarecrow. Its body was constantly shrouded in fine mist, obscuring all smaller details. Only the old-fashioned suit and top hat were somewhat discernible. Something sharp shined in its grasp. Where its face should have been was only a white mask twisted into a permanent smile. Golden pinpricks burned in the empty eyes.
With both the book and the servant prepared, the witch fell quiet and gathered her focus. An imaginary brush painted three glowing symbols on her robes, dotting them like over-sized buttons down her chest. Those intimately familiar with magic could recognize them as runes of protection, powerless on their own, but capable of fueling many kinds of defensive spells. She allowed herself a smug smile. “On guard, pale imitation.” As far as she was concerned, this battle was over already. A mere pretender didn’t stand a chance. WC: 287 | 698 STATS{Click me!}Fighting: 15 Energy Control: 30 Reflexes: 30 Resilience: 15
Class: Witch | -15 HP, +5 ACC, +1 DR Racial Trait: Student of a Thousand Arts (human racial) | When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play. (Chose Focus Energy)
BATTLE TRACKER{Click me!}DEFENSE PHASE. Fencer Attack 1: Lilith 80 vs Fencer (Acc) = Result Attack 2: Lilith 80 vs Fencer (Acc) = Result Total damage: - 1 =
OFFENSE PHASE.
At-Will: Magic Materialization Tome of Nevermore | Create and equip AI assistant. | -15 ki Gain traits: Cyber Augmentation, Focus and Technique Slots Gain techniques: Feint and Kiai
Bonus Action 1: Paparapapa Infernal Summoning: Jack the Ripper | Summon Sidekick | -14 ki
Standard Action 1: Gain 1 Focus stack
Standard Action 2 -> Bonus Action 2: Countermeasures Mystical Symbols | -14 ki
EFFECTS. Sorcery | AP left: 4 Focus | stacks: 1/2 Sidekick actions | 4 left
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | You begin every thread with 4 Arcane Points (AP) and may spend them At-Will for the following effects: -Afflict: Gain one additional Bonus Action on this turn. May only be used to perform Utility Techniques. -Divinate: Gain +10 Defense on next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: Sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time. Cyber Augmentation | Gain +15 Acc to all attacks for one turn. | At-will | 3 uses per thread. Focus | Can spend 1 Standard Action per turn to gain 1 stack of “Focus”. Can spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki. Technique Slots | Gain 2 additional technique slots (may learn them instantly). | Feint and Kiai
EQUIPMENT. Champion’s Gi | At the beginning of a turn, choose one: +10 Def (Reactive), +15 Acc with Basic Attacks, or +15 Acc with one Special Attack | Passive Demon Ring | Status Effects also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. Damage bypasses DR. | Passive Professional Panacea | Remove 1 non-special status effect and gain immunity to it for 4 turns. | Bonus Action | 1 use per thread.
DEFENSE/UTILITY TECHS. Magic Materialization (Conjury) - Rank 3 Action: At-Will Effect: You create an item and equip it in the place of another item or in an empty slot. Cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). Limit: Twice per thread. Can materialize items up to Rare rarity.
Paparapapa (Conjury) Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. As an At-Will Action your sidekick can take one action listed below: --Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage. Limit: One sidekick per thread. 4 total actions per thread. Cost: -14 ki
Countermeasures - Rank 3 | Gain 3 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -9 ki | 1 use per thread.
Solar Flare - Rank 3 | 70% chance to inflict Blind. The effect lasts for +1 turn and deals 1d6 damage that bypasses all DR. | Bonus Action | -9 ki | 2 uses per thread.
Teleport | Avoid all attacks and utility techniques in a turn, except critical hits. Can be used to flee from a thread. | Standard Action - Reactive | -24 ki | 1 use per thread.
Demon Eye - Rank 3 | 85% chance to inflict Cripple and Cursed. The effects last for +2 turns. Cursed target loses -3 ki at the start of every turn. | Bonus Action | -4 ki | 3 uses per thread.
Focus Energy (Enhanced) | Energy attacks gain +15 ACC and +15% Status Effect chance during this turn. | Bonus Action | -9 ki
Feint (Technique Slots) | Avoid one attack, utility tech or grenade | Standard Action - Reactive | -14 ki | 2 uses per thread.
Kiai (Technique Slots) | All attack rolls, utility techs and grenades that roll a natural 50 or lower critically fail. | Standard Action - Reactive | -14 ki | 1 use per thread
ATTACK TECHS. Hex Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Versatile - As an At-Will Action, you may change the Minor Effect on this technique. (Not Imbued or Projectile.) Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -14 ki
HP: 50/50 | KI: 57/100 PL: 4011 (base) FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 35 | DEF: 80 DR: +1 | KI COST: -1
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Post by Melody on Feb 5, 2020 1:21:08 GMT -8
“Summoned? Absolutely not. I was born into the Nevermore clan, soon my house will be part of the Path of Joy, following my engagement with Kiryu Miyazawa. He is such a talented magus, if I am to be his equal then I must defeat you here now. Enough jargon, if you do not understand the art of fencing, then allow me to show you, as it is part of my physical training regiment.” The fencer drew her blade up, her black gloved free hand began to glow a brilliant white hue as she drew upon her magic powers that were her birthright. The crystals of the grand hall were removed from their sconces telekinetically and began to spiral around her entire form in a perfect circle until she channeled her ki into them to form a miniature crystal golem. As the remaining ki channeled through the crystal golem tripled in size to match her tiny stature. With keen eyes she recognized Lilith’s magic materialization and applied her transmutation to disable it temporarily through sorcery. With that element out of her way, she made a beautiful bangle appear on her wrist imbued with properties to assist her magic further. The final preparation involved sizing up her opponent by circling around the teenage witch, her stride had more sway about her hips, and by the looks of things the sorceress was physically fit by the way her black pants hugged her curves. “Why are you so frail? The sadala system created by Cayle Pota would greatly improve your physique and ki channels. Shame.”[261] [677] STATS{”Behold”}Fighting: 15 Energy Control: 30 Reflexes: 30 Resilience: 15
Class: Witch | -15 HP, +5 ACC, +1 DR Racial Trait: Student of a Thousand Arts (human racial) | When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play. (Chose Focus Energy)
BATTLE TRACKER{”Feast your eyes on this”}DEFENSE PHASE. Opponent Attack 1: Fencer 80 vs Lilith (Acc) = Result Attack 2: Fencer 80 vs Lilith (Acc) = Result Total damage: - 1 =
OFFENSE PHASE.
At-Will: - Transmute: Disabling Lilith’s AI Assistant for 3 turns
Bonus Action: - Paparapapa- Crystal Golem
Standard Action 1: - Magic Materialization - Elemental Band
Standard Action 2: - Countermeasures
EFFECTS.
Total Ki Spent -14 Paparapapa -15 Magic Materialization - 9 Counter measures= 38
Sorcery | AP left: 3 Crystal Golem Actions: 4 Countermeasures: 3
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | You begin every thread with 4 Arcane Points (AP) and may spend them At-Will for the following effects: -Afflict: Gain one additional Bonus Action on this turn. May only be used to perform Utility Techniques. -Divinate: Gain +10 Defense on next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: Sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
EQUIPMENT. Champion’s Gi | At the beginning of a turn, choose one: +10 Def (Reactive), +15 Acc with Basic Attacks, or +15 Acc with one Special Attack | Passive Demon Ring | Status Effects also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. Damage bypasses DR. | Passive Professional Panacea | Remove 1 non-special status effect and gain immunity to it for 4 turns. | Bonus Action | 1 use. Elemental Band Your Special Techniques have an additional +25% chance to afflict Burn, Freeze, and Stun. This does not allow techniques that did not already have these effects to now afflict these effects.
DEFENSE/UTILITY TECHS. Magic Materialization (Conjury) - Rank 3 Action: At-Will Effect: You create an item and equip it in the place of another item or in an empty slot. Cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). Limit: Twice per thread. Can materialize items up to Rare rarity.
Paparapapa (Conjury) Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. As an At-Will Action your sidekick can take one action listed below: --Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage. Limit: One sidekick per thread. 4 total actions per thread. Cost: -14 ki
Countermeasures - Rank 3 | Gain 3 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -9 ki | 1 use per thread.
Solar Flare - Rank 3 | 70% chance to inflict Blind. The effect lasts for +1 turn and deals 1d6 damage that bypasses all DR. | Bonus Action | -9 ki | 2 uses per thread.
Teleport | Avoid all attacks and utility techniques in a turn, except critical hits. Can be used to flee from a thread. | Standard Action - Reactive | -24 ki | 1 use per thread.
Demon Eye - Rank 3 | 85% chance to inflict Cripple and Cursed. The effects last for +2 turns. Cursed target loses -3 ki at the start of every turn. | Bonus Action | -4 ki | 3 uses per thread.
Focus Energy (Enhanced) | Energy attacks gain +15 ACC and +15% Status Effect chance during this turn. | Bonus Action | -9 ki
ATTACK TECHS. Hex Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Versatile - As an At-Will Action, you may change the Minor Effect on this technique. (Not Imbued or Projectile.) Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -14 ki
HP: 50/50 | KI: 62/100 PL: 4011 (base) FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 35 | DEF: 80 DR: +1 | KI COST: -1
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Post by Lilith Nevermore on Feb 5, 2020 5:22:46 GMT -8
Much to the young noble’s growing irritation, the doppelganger kept spouting more nonsense. She was about to spit back a scathing retort, when one particular word caught her attention like a hook. It left an echo in her mind. “Wait, did you just say... e-engagement?” Her focus faltered. An imaginary brush painted her cheeks with bright pink. The luminescent coloration quickly spread across her pale features. Lost in wide-eyed shock, she couldn’t even try interrupting the spells being cast. In fact, the display fueled her unfortunate suspicions further. Somehow that copy had learned to channel magic without verbal components... Just like him...
Lilith snapped back to reality, when her tome suddenly sputtered and fell to the floor. Sparks of hostile magic crawled across its pages, silencing the magic within. That was... Transmutation Magic.. Her glare narrowed. “Hmph, the term you are looking for is petite. And I will have you know my physique is a status symbol.” Her gaze trailed briefly down on her mirror image’s figure. She quickly smothered the tiny sparks of envy forming in the back of her mind. “Tch, no matter... I have had just about enough of your sickening prattle.” Engagement, his equal, improving her physique... Hmph, foolish nonsense. Every last word of it.
“Jack... Kill her.”
Right on the cold command, the summoned fiend faded away. A heartbeat later it appeared behind the fencer in a swirl of mist. The blade came down with deadly precision, aimed right at the target’s back. While the summon provided a distraction, the witch started chanting. “Cry and collapse as your cursed body betrays you...” She aimed her free hand at the foe. Hateful magic crackled between her fingers. “Demon Eye.” Violet bolts shot out like a spark of static. If the fencer got hit, she would feel terrible pain wracking her body and draining her strength.
Lilith took a deep breath. With her beloved tome out of commission, she had to gather her power. A growing flow of wicked ki made her robes billow. “I call forth the fury of flames...” As she spoke, a flame ignited on the tip of her wand. She took aim. “Fiery Hex.” A red-hot bolt shot out, threatening to scorch anything it struck. It might even burn the foe if her defenses failed. WC: 386 | 1084 STATS{Click me!}Fighting: 15 Energy Control: 30 Reflexes: 30 Resilience: 15
Class: Witch | -15 HP, +5 ACC, +1 DR Racial Trait: Student of a Thousand Arts (human racial) | When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play. (Chose Focus Energy)
BATTLE TRACKER{Click me!}DEFENSE PHASE. Fencer Attack 1: Lilith 80 vs Fencer (Acc) = Result Attack 2: Lilith 80 vs Fencer (Acc) = Result
Total damage: - 1 = +AI Assistant got Transmuted!
OFFENSE PHASE. At-Will: Sidekick melee attack: Backstab Accuracy: uAImZtkC1d100+30 Damage: 1d6
Bonus Action 1: Demon Eye | 85% chance to inflict Cripple and Cursed. The effects last for 4 turns. Cursed target loses -3 ki at the start of every turn. | -4 ki Status: 1d100 (85 or below) Demon Ring: Successful status effects also inflict 1 extra damage each turn.
Standard Action 1 -> Bonus Action 2: Power Up Wicked Magic | +25 ki and +25% PL
At-Will: Versatile | Hex changes to Searing and may inflict Burn on hit. Standard Action 2: Fiery Hex | -14 ki | Burn 40% Accuracy: 1d100+35 Damage: 3d10 Status: 1d100 (40 or below) Demon Ring: Successful status effects also inflict 1 extra damage each turn.
EFFECTS. Sorcery | AP left: 4 Transmuted | AI assistant does not work | 3 turns left
Focus | stacks: 1/2 Sidekick actions | 3 left Powered Up | +25% PL | 2 turns left
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | You begin every thread with 4 Arcane Points (AP) and may spend them At-Will for the following effects: -Afflict: Gain one additional Bonus Action on this turn. May only be used to perform Utility Techniques. -Divinate: Gain +10 Defense on next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: Sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Cyber Augmentation | Gain +15 Acc to all attacks for one turn. | At-will | 3 uses per thread. Focus | Can spend 1 Standard Action per turn to gain 1 stack of “Focus”. Can spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki. Technique Slots | Gain 2 additional technique slots (may learn them instantly). | Feint and Kiai (Transmuted)
EQUIPMENT. Champion’s Gi | At the beginning of a turn, choose one: +10 Def (Reactive), +15 Acc with Basic Attacks, or +15 Acc with one Special Attack | Passive Demon Ring | Status Effects also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. Damage bypasses DR. | Passive Professional Panacea | Remove 1 non-special status effect and gain immunity to it for 4 turns. | Bonus Action | 1 use per thread.
AI Assistant | Gain three non-class traits. (Cyber Augmentation, Focus and Technique slots)
DEFENSE/UTILITY TECHS. Magic Materialization (Conjury) - Rank 3 Action: At-Will Effect: You create an item and equip it in the place of another item or in an empty slot. Cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). Limit: Twice per thread. Can materialize items up to Rare rarity.
Paparapapa (Conjury) Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. As an At-Will Action your sidekick can take one action listed below: --Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage. Limit: One sidekick per thread. 4 total actions per thread. Cost: -14 ki
Countermeasures - Rank 3 | Gain 3 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -9 ki | 1 use per thread.
Solar Flare - Rank 3 | 70% chance to inflict Blind. The effect lasts for +1 turn and deals 1d6 damage that bypasses all DR. | Bonus Action | -9 ki | 2 uses per thread.
Teleport | Avoid all attacks and utility techniques in a turn, except critical hits. Can be used to flee from a thread. | Standard Action - Reactive | -24 ki | 1 use per thread.
Demon Eye - Rank 3 | 85% chance to inflict Cripple and Cursed. The effects last for +2 turns. Cursed target loses -3 ki at the start of every turn. | Bonus Action | -4 ki | 3 uses per thread.
Focus Energy (Enhanced) | Energy attacks gain +15 ACC and +15% Status Effect chance during this turn. | Bonus Action | -9 ki
Feint (Technique Slots) | Avoid one attack, utility tech or grenade | Standard Action - Reactive | -14 ki | 2 uses per thread.
Kiai (Technique Slots) | All attack rolls, utility techs and grenades that roll a natural 50 or lower critically fail. | Standard Action - Reactive | -14 ki | 1 use per thread
ATTACK TECHS. Hex Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Versatile - As an At-Will Action, you may change the Minor Effect on this technique. (Not Imbued or Projectile.) Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -14 ki
HP: 50/50 | KI: 69/100 PL: 4011 (base) -> 5014 (powered up) FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 35 | DEF: 80 DR: +1 | KI COST: -1 1d100+30·1d6·1d100·1d100+35·3d10·1d100
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Post by Melody on Feb 8, 2020 9:27:55 GMT -8
Fencer Lilith knitted her brows together as the teenage witch failed to cast her spells, it was not related to the grimoire, it was from the base of her talents and she failed to hit the mark. Silence was all she could offer in response to her talents in magic. After a beat, she clicked her tongue on the roof of her mouth while she pursed her lips in sarcastic disappointment followed by shake of her gloved index like a typical school teacher. With a flick of her wrist, the fencing sword became the catalyst to cast her own spells by channeling her ki along the length of the blade, then whipping the siphoned energy aimed at light mauve haired teenage girl. The crystal golem followed afterwards, releasing its crystal from it forearm, launching it in a spinning action like boomerang to hit the witch on the back just like her Ripper attempted to do before but did not apply enough force to cause any harm. It was child’s play, while they were still the same age, the smile on the sorcerer’s face meant she was enjoying their parlay at being the best at magic. [195] [872] STATS{”Behold”}Fighting: 15 Energy Control: 30 Reflexes: 30 Resilience: 15
Class: Witch | -15 HP, +5 ACC, +1 DR Racial Trait: Student of a Thousand Arts (human racial) | When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play. (Chose Focus Energy)
BATTLE TRACKER{”Feast”}DEFENSE PHASE. Opponent Attack 1: Fencer 80 vs Jack the Ripper (92) = Hit 1 Damage Attack 2: Fencer 80 vs Lilith (75) = Miss! Total damage: - 1 = 0
OFFENSE PHASE. Crystal Bludgeoning Damage: qZnHUazX1d6
To Hit: 1d100+30
At-Will: - Crystal Golemn, Elemental Band +25%, Changing Blind on second Hex to burn 40%, Champions Gi +15 ACC on Burn Hex
Bonus Action: - Power Up +25 ki
Standard Action 1: - Hex- Blind 55% -14ki 1d100 55% Chance
Flashing Hex Damage: 3d10
To Hit: 1d100+35
Standard Action 2: - Hex -Burn 65% -14ki
1d100 65% Chance
Burn Hex Damage: 3d10
To Hit: 1d100+35+ 15 Champion Gi= 94
EFFECTS.
Total Ki Spent -14 Hex -14 Hex = -28 ki + 25 Power up= -3 ki
Sorcery | AP left: 3 Crystal Golem Actions: 3 Countermeasures: 3 Power up ki bonus: 1/4
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | You begin every thread with 4 Arcane Points (AP) and may spend them At-Will for the following effects: -Afflict: Gain one additional Bonus Action on this turn. May only be used to perform Utility Techniques. -Divinate: Gain +10 Defense on next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: Sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
EQUIPMENT. Champion’s Gi | At the beginning of a turn, choose one: +10 Def (Reactive), +15 Acc with Basic Attacks, or +15 Acc with one Special Attack | Passive Demon Ring | Status Effects also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. Damage bypasses DR. | Passive Professional Panacea | Remove 1 non-special status effect and gain immunity to it for 4 turns. | Bonus Action | 1 use. Elemental Band Your Special Techniques have an additional +25% chance to afflict Burn, Freeze, and Stun. This does not allow techniques that did not already have these effects to now afflict these effects.
DEFENSE/UTILITY TECHS. Magic Materialization (Conjury) - Rank 3 Action: At-Will Effect: You create an item and equip it in the place of another item or in an empty slot. Cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). Limit: Twice per thread. Can materialize items up to Rare rarity.
Paparapapa (Conjury) Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. As an At-Will Action your sidekick can take one action listed below: --Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage. Limit: One sidekick per thread. 4 total actions per thread. Cost: -14 ki
Countermeasures - Rank 3 | Gain 3 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -9 ki | 1 use per thread.
Solar Flare - Rank 3 | 70% chance to inflict Blind. The effect lasts for +1 turn and deals 1d6 damage that bypasses all DR. | Bonus Action | -9 ki | 2 uses per thread.
Teleport | Avoid all attacks and utility techniques in a turn, except critical hits. Can be used to flee from a thread. | Standard Action - Reactive | -24 ki | 1 use per thread.
Demon Eye - Rank 3 | 85% chance to inflict Cripple and Cursed. The effects last for +2 turns. Cursed target loses -3 ki at the start of every turn. | Bonus Action | -4 ki | 3 uses per thread.
Focus Energy (Enhanced) | Energy attacks gain +15 ACC and +15% Status Effect chance during this turn. | Bonus Action | -9 ki
ATTACK TECHS. Hex Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Versatile - As an At-Will Action, you may change the Minor Effect on this technique. (Not Imbued or Projectile.) Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -14 ki
HP: 50/50 | KI: 59/100 PL: 4011 x 1.25 = 5013.75 FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 35 | DEF: 80 DR: +1 | KI COST: -1 1d6·1d100+30·1d100·3d10·1d100+35·1d100·3d10·1d100+35
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Post by Lilith Nevermore on Feb 9, 2020 12:40:25 GMT -8
The young witch hissed in frustration when her spells fizzled to nothing. Worse yet, the smug mirror image was apparently too good to answer her. Instead, the retort was a volley of magic. ...And an arm? Her glare narrowed... “Witch Step.” ...and her figure blurred. A single step took her several paces across the floor. She ducked and weaved between the incoming attacks, narrowly avoiding every single one. One in particular brushed much too close, but the enchantments in her robes yanked her aside. This doppelganger had just gone from an annoyance to a problem... Fake or not, she couldn’t afford a war of attrition against herself.
Lilith infused her magic into the shadow at her feet. “Drown in the black sea, sink and suffocate...” As she chanted, it suddenly stretched across the floor. “True Dark.” Suddenly it grew into a wave of inky blackness, resembling a maw trying to swallow the foe whole. If the fencer got caught in the wave, she would quickly find herself blinded. The shadowy substance was like tar, stubbornly clinging to anything it touched.
Without letting up, the young noble channeled her fury through her wand. “I call forth the enmity of earth...” The flame burning on the tip condensed into a dark stone. “Rending Hex.” She fired an arid, dusty bolt into the floor at the foe’s feet. A deep rumble shook the room. Shortly after, several stone spikes erupted from the floor. Each one aimed to skewer the fencer and leave her wounded. And crippled. Badly. However, such a rapid barrage of spells left the caster gasping for air... Her mana reserves were running dangerously low.
Meanwhile, the silent stalker was patiently waiting for an opportunity. When the spells passed, it lunged at the fencer and took another stab at the murder business. This one was aimed between the haughty fighter’s ribs. Like poking a balloon. WC: 317 | 1401 STATS{Click me!}Fighting: 15 Energy Control: 30 Reflexes: 30 Resilience: 15
Class: Witch | -15 HP, +5 ACC, +1 DR Racial Trait: Student of a Thousand Arts (human racial) | When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play. (Chose Focus Energy)
BATTLE TRACKER{Click me!}DEFENSE PHASE. Fencer At-Will - Reactive: Champion’s Gi Enchanted Robes | +10 Def
Countermeasures Enchanted Robes | Turn Rapid Movement from Bonus Action to At-Will action.
Rapid Movement Witch Step | +25 Def | -14 ki Attack 1: Lilith 115 vs Fencer 83 = Miss Attack 2: Lilith 115 vs Fencer 109 = Miss Attack 3: Lilith 115 vs Fencer 94 = Miss Total damage: - 1 = 0
OFFENSE PHASE. At-Will: Sidekick melee attack: Lunging stab Accuracy: Bgxrwlgy1d100+30 Damage: 1d6
At-Will: Sorcery - Enchant | Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target | Cripple Bonus Action: Solar Flare True Dark | 70% chance to inflict Blind. The effect lasts for +1 turn and deals 1d6 damage that bypasses all DR. | -9 ki Status: 1d100 (70 or below) Bonus damage: 1d6 Demon Ring: Successful status effects also inflict 1 extra damage each turn.
At-Will: Versatile | Hex changes to Wounding and may inflict Wound on hit. Standard Action 1: Rending Hex | -14 ki | Bleed 40% + Cripple 40% Accuracy: 1d100+35 Damage: 3d10 Wound: 1d100 (40 or below) Cripple: 1d100 (40 or below) Demon Ring: Successful status effects also inflict 1 extra damage each turn.
Standard Action 2: Rending Hex | -14 ki | Bleed 40% + Cripple 40% Accuracy: 1d100+35 Damage: 3d10 Wound: 1d100 (40 or below) Cripple: 1d100 (40 or below) Demon Ring: Successful status effects also inflict 1 extra damage each turn.
EFFECTS. Sorcery | AP left: 3 Transmuted | AI assistant does not work | 2 turns left
Focus | Stacks: 1/2 Sidekick actions | 2 left Powered Up | +25% PL | 1 turn left Power Up ki restored 25/100 Countermeasures stacks | 2 left
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | You begin every thread with 4 Arcane Points (AP) and may spend them At-Will for the following effects: -Afflict: Gain one additional Bonus Action on this turn. May only be used to perform Utility Techniques. -Divinate: Gain +10 Defense on next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: Sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Cyber Augmentation | Gain +15 Acc to all attacks for one turn. | At-will | 3 uses per thread. Focus | Can spend 1 Standard Action per turn to gain 1 stack of “Focus”. Can spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki. Technique Slots | Gain 2 additional technique slots (may learn them instantly). | Feint and Kiai (Transmuted)
EQUIPMENT. Champion’s Gi | At the beginning of a turn, choose one: +10 Def (Reactive), +15 Acc with Basic Attacks, or +15 Acc with one Special Attack | Passive Demon Ring | Status Effects also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. Damage bypasses DR. | Passive Professional Panacea | Remove 1 non-special status effect and gain immunity to it for 4 turns. | Bonus Action | 1 use per thread.
AI Assistant | Gain three non-class traits. (Cyber Augmentation, Focus and Technique slots)
DEFENSE/UTILITY TECHS. Magic Materialization (Conjury) - Rank 3 Action: At-Will Effect: You create an item and equip it in the place of another item or in an empty slot. Cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). Limit: Twice per thread. Can materialize items up to Rare rarity.
Paparapapa (Conjury) Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. As an At-Will Action your sidekick can take one action listed below: --Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage. Limit: One sidekick per thread. 4 total actions per thread. Cost: -14 ki
Countermeasures - Rank 3 | Gain 3 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-Will to spend stacks | -9 ki | 1 use per thread.
Solar Flare - Rank 3 | 70% chance to inflict Blind. The effect lasts for +1 turn and deals 1d6 damage that bypasses all DR. | Bonus Action | -9 ki | 1 use left.
Teleport | Avoid all attacks and utility techniques in a turn, except critical hits. Can be used to flee from a thread. | Standard Action - Reactive | -24 ki | 1 use per thread.
Demon Eye - Rank 3 | 85% chance to inflict Cripple and Cursed. The effects last for +2 turns. Cursed target loses -3 ki at the start of every turn. | Bonus Action | -4 ki | 2 uses left.
Focus Energy (Enhanced) | Energy attacks gain +15 ACC and +15% Status Effect chance during this turn. | Bonus Action | -9 ki
Feint (Technique Slots) | Avoid one attack, utility tech or grenade | Standard Action - Reactive | -14 ki | 2 uses per thread.
Kiai (Technique Slots) | All attack rolls, utility techs and grenades that roll a natural 50 or lower critically fail. | Standard Action - Reactive | -14 ki | 1 use per thread
ATTACK TECHS. Hex Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Versatile - As an At-Will Action, you may change the Minor Effect on this technique. (Not Imbued or Projectile.) Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -14 ki
HP: 50/50 | KI: 18/100 PL: 4011 (base) -> 5014 (powered up) FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 35 | DEF: 80 DR: +1 | KI COST: -1 1d100+30·1d6·1d100·1d6·1d100+35·3d10·1d100·1d100·1d100+35·3d10·1d100·1d100
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Post by Melody on Feb 12, 2020 19:26:15 GMT -8
Rose colored eyes observed how quickly Lilith adapted to avoiding her spells, at least they were on point, but it took some effort on on the teenage girl’s behalf to avoid them. Darkness surrounded her briefly, she could feel it dissipate, but it remained like tiny storm clouds veiling her eyes which stung quite a bit until she raised her freehand, the tip of finger and thumb pressed against to the outer corners of her eyes; applying the right amount pressure to disperse the black magic veil that shrouded her vision. The pink rose hue of her irises were restored from darkness, rendering herself immune to the condition, and she smirked as she remained focused with utmost clarity. The crystal golem lunged a crystal again to pelt the darkly dressed witch, while its master whipped her thin blade, the sound of the wobbling metal echoed upon releasing the imbued magic. Invisible ki needles darted towards Lilith in an attempt to hit two pressure points that would inflict conditions necessary to gain an edge in the fight. [176] [1,048] STATS{”Behold”}Fighting: 15 Energy Control: 30 Reflexes: 30 Resilience: 15
Class: Witch | -15 HP, +5 ACC, +1 DR Racial Trait: Student of a Thousand Arts (human racial) | When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play. (Chose Focus Energy)
BATTLE TRACKER{”Feast”}DEFENSE PHASE. Opponent Attack 1: Fencer 80 vs Jack the Ripper (5) = Critical Fail Attack 2: Fencer 80 vs Lilith (76) = Miss! Attack 3: Fencer 80 vs Lilith (71)= Miss! Attack 4: Solar Flare Hit= 3 Bypass DR Total damage: - 1 = -3
OFFENSE PHASE. Crystal Bludgeoning 5CL3ZKE91d6
To Hit: 1d100+30
At-Will: -1 Arcane Point on Afflict, Crystal Golemn, Elemental Band +25%, Versatile Changing Blind on Hex to burn 40%
Bonus Action: - Professional Pacnea on Blind status Bonus Action Afflict: Power Up +25 ki
Standard Action 1: - Demon Eye -4ki 1d100 85% Chance
Standard Action 2: - Hex -Burn 65% -14ki
1d100 65% Chance
Burn Hex Damage: 3d10
To Hit: 1d100+35+15 Champion Gi
EFFECTS.
Total Ki Spent -14 Hex -4 Demon Eye= -18 +25 ki powerup= +7ki
Immune to Blind for 4 rounds Sorcery | AP left: 2 Crystal Golem Actions: 2 Countermeasures: 3 Power up ki bonus: 2/4
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | You begin every thread with 4 Arcane Points (AP) and may spend them At-Will for the following effects: -Afflict: Gain one additional Bonus Action on this turn. May only be used to perform Utility Techniques. -Divinate: Gain +10 Defense on next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: Sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
EQUIPMENT. Champion’s Gi | At the beginning of a turn, choose one: +10 Def (Reactive), +15 Acc with Basic Attacks, or +15 Acc with one Special Attack | Passive Demon Ring | Status Effects also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. Damage bypasses DR. | Passive
Professional Panacea | Remove 1 non-special status effect and gain immunity to it for 4 turns. | Bonus Action | 1 use. Elemental Band Your Special Techniques have an additional +25% chance to afflict Burn, Freeze, and Stun. This does not allow techniques that did not already have these effects to now afflict these effects.
DEFENSE/UTILITY TECHS. Magic Materialization (Conjury) - Rank 3 Action: At-Will Effect: You create an item and equip it in the place of another item or in an empty slot. Cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). Limit: Twice per thread. Can materialize items up to Rare rarity.
Paparapapa (Conjury) Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. As an At-Will Action your sidekick can take one action listed below: --Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage. Limit: One sidekick per thread. 4 total actions per thread. Cost: -14 ki
Countermeasures - Rank 3 | Gain 3 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -9 ki | 1 use per thread.
Solar Flare - Rank 3 | 70% chance to inflict Blind. The effect lasts for +1 turn and deals 1d6 damage that bypasses all DR. | Bonus Action | -9 ki | 2 uses per thread.
Teleport | Avoid all attacks and utility techniques in a turn, except critical hits. Can be used to flee from a thread. | Standard Action - Reactive | -24 ki | 1 use per thread.
Demon Eye - Rank 3 | 85% chance to inflict Cripple and Cursed. The effects last for +2 turns. Cursed target loses -3 ki at the start of every turn. | Bonus Action | -4 ki | 3 uses per thread.
Focus Energy (Enhanced) | Energy attacks gain +15 ACC and +15% Status Effect chance during this turn. | Bonus Action | -9 ki
ATTACK TECHS. Hex Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Versatile - As an At-Will Action, you may change the Minor Effect on this technique. (Not Imbued or Projectile.) Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -14 ki
HP: 47/50 | KI: 66/100 PL: 4011 x 1.5 = 6016.5 FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 35 | DEF: 80 DR: +1 | KI COST: -1 1d6·1d100+30·1d100·1d100·3d10·1d100+35
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Post by Lilith Nevermore on Feb 14, 2020 2:04:45 GMT -8
As spells were flung back and forth, the little lady finally found her rhythm. Magical duels were, in a way, a dance of sorts. Each step flowed into another. Every motion had a proper response. And any misstep could prove fatal. Her duel fanatic aunt’s words echoed through her mind. When you dance with death... Lead. She was determined to do exactly that. Even as her crafty foe resisted the blinding magic and avoided the stone spikes, she refused to let her confidence waver. “Hmph, not impressed, I can do that too.” In turn, she stepped deftly past the golem’s assault.
All of a sudden crippling pain shattered Lilith’s concentration. She doubled over, gritting her sharp teeth. It felt... like invisible needles... digging into her body... And into very particular points too. “Targeting my pressure points..? How quaint...” With a deep inhale and equally long exhale, she scraped her concentration back together. “By blood, be purged... Crimson Cleanse.” A wave of agony washed over her, erupting out of her mouth with a crimson splatter. The hostile magic was cleansed from her body and the sparks of her power returned. Weakly she wiped her lips, straightened her back and directed an annoyed glare at her foe. “Rest assured, your petty little trick will not work any longer.” Well, that was only partially true... The cleansing effect would keep her safe for a while, but the spell didn’t last forever. Just another reason to finish this quickly.
The witch tapped deep into her mana reserves. Her wicked power remained steady, fueling her magic. “Cry and collapse as your cursed body betrays you...” With the familiar chant, she aimed her hand at the fencer again. “Demon Eye.” The curse crackled across the air like a bolt of lightning. As much as she despised the mere thought, this copy was... eugh... almost as talented. Careless attempts would only be a waste of energy. She needed to keep up the pressure while remaining patient. A difficult balance to find... And it really didn’t help that her demonic servant was apparently just loafing around!
WC: 353 | 1754 STATS{Click me!}Fighting: 15 Energy Control: 30 Reflexes: 30 Resilience: 15
Class: Witch | -15 HP, +5 ACC, +1 DR Racial Trait: Student of a Thousand Arts (human racial) | When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play. (Chose Focus Energy)
BATTLE TRACKER{Click me!}DEFENSE PHASE. Fencer Attack 1: Lilith 80 vs Fencer 58 = Miss Attack 2: Demon Eye = Hit, Crippled + Cursed Attack 3: Lilith 80 vs Fencer 54 = Critical Miss Total damage: - 1 = 0 Cursed -3 ki Demon Ring -2 HP (Crippled, Cursed)
OFFENSE PHASE. Bonus Action 1: Professional Panacea Crimson Cleanse | Remove Crippled (and by extension Cursed), become immune to Crippled for 4 turns At-Will: Sorcery - Evoke Crimson Cleanse | -10 HP -> +10 ki
Standard Action 1 -> Bonus Action 2: Power Up Wicked Magic | +25 ki and +25% PL
Standard Action 2 -> Bonus Action 3: Demon Eye | 85% chance to inflict Cripple and Cursed. The effects last for 4 turns. Cursed target loses -3 ki at the start of every turn. | -4 ki Status: MAJswtcc1d100 (85 or below) Demon Ring: Successful status effects also inflict 1 extra damage each turn.
EFFECTS. Sorcery | AP left: 2 Transmuted | AI assistant does not work | 1 turn left
Focus | Stacks: 1/2 Sidekick actions | 2 left Powered Up | +25% PL | 2 turns left Power Up ki restored 50/100 Countermeasures stacks | 2 left Immune to Crippled | 4 turns left
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | You begin every thread with 4 Arcane Points (AP) and may spend them At-Will for the following effects: -Afflict: Gain one additional Bonus Action on this turn. May only be used to perform Utility Techniques. -Divinate: Gain +10 Defense on next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: Sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Cyber Augmentation | Gain +15 Acc to all attacks for one turn. | At-will | 3 uses per thread. Focus | Can spend 1 Standard Action per turn to gain 1 stack of “Focus”. Can spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki. Technique Slots | Gain 2 additional technique slots (may learn them instantly). | Feint and Kiai
EQUIPMENT. Champion’s Gi | At the beginning of a turn, choose one: +10 Def (Reactive), +15 Acc with Basic Attacks, or +15 Acc with one Special Attack | Passive Demon Ring | Status Effects also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. Damage bypasses DR. | Passive
Professional Panacea | Remove 1 non-special status effect and gain immunity to it for 4 turns. | Bonus Action | 1 use per thread.
AI Assistant | Gain three non-class traits. (Cyber Augmentation, Focus and Technique slots) (Transmuted)
DEFENSE/UTILITY TECHS. Magic Materialization (Conjury) - Rank 3 Action: At-Will Effect: You create an item and equip it in the place of another item or in an empty slot. Cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). Limit: Twice per thread. Can materialize items up to Rare rarity.
Paparapapa (Conjury) Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. As an At-Will Action your sidekick can take one action listed below: --Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage. Limit: One sidekick per thread. 4 total actions per thread. Cost: -14 ki
Countermeasures - Rank 3 | Gain 3 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-Will to spend stacks | -9 ki | 1 use per thread.
Solar Flare - Rank 3 | 70% chance to inflict Blind. The effect lasts for +1 turn and deals 1d6 damage that bypasses all DR. | Bonus Action | -9 ki | 1 use left.
Teleport | Avoid all attacks and utility techniques in a turn, except critical hits. Can be used to flee from a thread. | Standard Action - Reactive | -24 ki | 1 use per thread.
Demon Eye - Rank 3 | 85% chance to inflict Cripple and Cursed. The effects last for +2 turns. Cursed target loses -3 ki at the start of every turn. | Bonus Action | -4 ki | 1 use left.
Focus Energy (Enhanced) | Energy attacks gain +15 ACC and +15% Status Effect chance during this turn. | Bonus Action | -9 ki
Feint (Technique Slots) | Avoid one attack, utility tech or grenade | Standard Action - Reactive | -14 ki | 2 uses per thread.
Kiai (Technique Slots) | All attack rolls, utility techs and grenades that roll a natural 50 or lower critically fail. | Standard Action - Reactive | -14 ki | 1 use per thread
ATTACK TECHS. Hex Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Versatile - As an At-Will Action, you may change the Minor Effect on this technique. (Not Imbued or Projectile.) Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -14 ki
HP: 38/50 | KI: 46/100 PL: 4011 (base) -> 5014 (powered up) FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 35 | DEF: 80 DR: +1 | KI COST: -1 1d100
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Post by Melody on Feb 15, 2020 13:02:41 GMT -8
The Fencer smiled when her ki needles hit, yet the teenage witch managed to recover, and she announced her next move. The Crystal Golem leaped in the direction of the spell, preventing the demon eye from inflicting its master, and then tumbling back into crystals on the ground. It had been rather useless up to this point, as much as she desired to get just one more use, there was no point in relying on it anymore if it kept missing the mark. With blade in hand, she charged up her magic from her hand, the blade glowed in a brilliant blue light as she concentrated her ki, and fired two crescent moons of scorching energy towards Lilith. “You’re not half bad, with a bit more...physical training you can hone your magical talents, and in turn I am getting more use of training with you instead of a doppelganger. It is unfortunate that you must be defeated first. You would be slightly more useful than the crystal golem.” [169] [1,217] STATS{”Behold”}Fighting: 15 Energy Control: 30 Reflexes: 30 Resilience: 15
Class: Witch | -15 HP, +5 ACC, +1 DR Racial Trait: Student of a Thousand Arts (human racial) | When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play. (Chose Focus Energy)
BATTLE TRACKER{”Feast”}DEFENSE PHASE. Opponent Attack 1: Fencer 80 vs Demon Eye= Crystal Golem takes a hit.
OFFENSE PHASE.
At-Will: Crystal Golem, Champions Gi +15 Accuracy
Bonus Action: - Power Up +25 ki
Standard Action 1: - Energy Blast-1 ki
To Hit: R4Urkx7G1d100+50 +35 EC +15 Champions Gi
Damage:
2d6+3 +1 Fighting
Standard Action 2: Energy Blast -1 ki
To Hit: 1d100+50 +35 EC +15 Champions Gi
Damage:
2d6+3 +1 Fighting
EFFECTS.
Total Ki Spent -2 EB +25 ki powerup= +23ki Power-Up: 1/2 Immune to Blind for 3 rounds Sorcery | AP left: 2 Crystal Golem Actions: 0 Countermeasures: 3 Power up ki bonus: 3/4
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | You begin every thread with 4 Arcane Points (AP) and may spend them At-Will for the following effects: -Afflict: Gain one additional Bonus Action on this turn. May only be used to perform Utility Techniques. -Divinate: Gain +10 Defense on next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: Sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
EQUIPMENT. Champion’s Gi | At the beginning of a turn, choose one: +10 Def (Reactive), +15 Acc with Basic Attacks, or +15 Acc with one Special Attack | Passive Demon Ring | Status Effects also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. Damage bypasses DR. | Passive
Professional Panacea | Remove 1 non-special status effect and gain immunity to it for 4 turns. | Bonus Action | 1 use. Elemental Band Your Special Techniques have an additional +25% chance to afflict Burn, Freeze, and Stun. This does not allow techniques that did not already have these effects to now afflict these effects.
DEFENSE/UTILITY TECHS. Magic Materialization (Conjury) - Rank 3 Action: At-Will Effect: You create an item and equip it in the place of another item or in an empty slot. Cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). Limit: Twice per thread. Can materialize items up to Rare rarity.
Paparapapa (Conjury) Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. As an At-Will Action your sidekick can take one action listed below: --Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage. Limit: One sidekick per thread. 4 total actions per thread. Cost: -14 ki
Countermeasures - Rank 3 | Gain 3 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -9 ki | 1 use per thread.
Solar Flare - Rank 3 | 70% chance to inflict Blind. The effect lasts for +1 turn and deals 1d6 damage that bypasses all DR. | Bonus Action | -9 ki | 2 uses per thread.
Teleport | Avoid all attacks and utility techniques in a turn, except critical hits. Can be used to flee from a thread. | Standard Action - Reactive | -24 ki | 1 use per thread.
Demon Eye - Rank 3 | 85% chance to inflict Cripple and Cursed. The effects last for +2 turns. Cursed target loses -3 ki at the start of every turn. | Bonus Action | -4 ki | 3 uses per thread.
Focus Energy (Enhanced) | Energy attacks gain +15 ACC and +15% Status Effect chance during this turn. | Bonus Action | -9 ki
ATTACK TECHS. Hex Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Versatile - As an At-Will Action, you may change the Minor Effect on this technique. (Not Imbued or Projectile.) Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -14 ki
HP: 45/50 | KI: 89/100 PL: 4011 x 1.5 = 6016.5 FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 35 | DEF: 80 DR: +1 | KI COST: -1 1d100+50·1d100+50·1d100+50·2d6+3
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Post by Lilith Nevermore on Feb 15, 2020 22:51:23 GMT -8
Before Lilith could bask in triumph, the golem leaped in the way of her curse. Worse yet, she was caught completely off-guard by the swift counter-attack. The crescent of ki crashed against her chest, scorching the robes. A strangled curse left her lips. Her hand swiped and fingers curled. Like a marionette yanked by invisible strings, the demonic servant flew in the way of the second projectile. Upon impact, infernal flames flashed and the damned soul returned back to where it came from.
The witch clutched the scorch mark on her chest. Every last word coming from that lousy copy was making her eye twitch. “Foolishness... True power comes from knowledge and discipline, not from... doing squats or whatever it is you have been doing.” No, she was not envious. Absolutely not! Just... Angry. Yes. Angry at all the ridiculous implications. Behind her, the black tome started floating again, shedding the final sparks of the transmutation magic. Slowly it returned to her side. She could feel the arcane knowledge flowing through her mind once again. At last... Her tone darkened.
“Observe.”
Lilith’s gaze lit up with a baleful glow. She could see so clearly now... A sudden surge of magic whirled around her. With her heightened focus, the energies flowed freely. The temperature started rising. “I call upon the hatred of hellfire...” She leveled her wand at the foe with a dramatic flourish. “Inferno Hex!” To call it a bolt would’ve been an understatement. This was a flamethrower, a stream of fire threatening to swallow half of the room. More than just scorching, the unholy blaze was toxic to humans. Even as her focus faltered and the spell started draining her energy, she kept going. If the heat didn’t kill that loathsome copy, then the hellish power would burn its soul to nothing!
WC: 306 | 2060 STATS{Click me!}Fighting: 15 Energy Control: 30 Reflexes: 30 Resilience: 15
Class: Witch | -15 HP, +5 ACC, +1 DR Racial Trait: Student of a Thousand Arts (human racial) | When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play. (Chose Focus Energy)
BATTLE TRACKER{Click me!}DEFENSE PHASE. Fencer Attack 1: Lilith 80 vs Fencer 100 = Hit! 7 dmg! At-Will - Reactive: Sidekick takes the attack. Attack 2: Lilith 80 vs Fencer 138 = 10 dmg to sidekick Total damage: 7 - 1 = 6
OFFENSE PHASE. Transmutation wears off.
Bonus Action: Focus Energy Baleful Glow | Energy attacks gain +15 ACC and +15% Status Effect chance during this turn. | -9 ki At-Will: Cyber Augmentation Baleful Glow | Gain +15 Acc to all attacks for one turn. Sorcery - Enchant | Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target | Poison Versatile | Hex changes to Scorching and may inflict Burn on hit. Focus | Spend 1 Focus stack to make the first Inferno Hex cost 0 ki.
Standard Action 1: Inferno Hex | -0 ki (Focus) | Bleed 55% + Poison 55% Accuracy: pJdSuNgr1d100+65 Damage: 3d10 Burn: 1d100 (55 or below) Poison: 1d100 (55 or below) Demon Ring: Successful status effects also inflict 1 extra damage each turn.
Standard Action 2: Inferno Hex | -14 ki | Bleed 55% + Poison 55% Accuracy: 1d100+65 Damage: 3d10 Burn: 1d100 (55 or below) Poison: 1d100 (55 or below) Demon Ring: Successful status effects also inflict 1 extra damage each turn.
EFFECTS. Sorcery | AP left: 1 Focus | Stacks: 0/2 Sidekick actions | 0 left | Took damage Powered Up | +25% PL | 1 turn left Power Up ki restored 50/100 Countermeasures stacks | 2 left Immune to Crippled | 3 turns left
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | You begin every thread with 4 Arcane Points (AP) and may spend them At-Will for the following effects: -Afflict: Gain one additional Bonus Action on this turn. May only be used to perform Utility Techniques. -Divinate: Gain +10 Defense on next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: Sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time. Cyber Augmentation | Gain +15 Acc to all attacks for one turn. | At-will | 2 uses left. Focus | Can spend 1 Standard Action per turn to gain 1 stack of “Focus”. Can spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki. Technique Slots | Gain 2 additional technique slots (may learn them instantly). | Feint and Kiai
EQUIPMENT. Champion’s Gi | At the beginning of a turn, choose one: +10 Def (Reactive), +15 Acc with Basic Attacks, or +15 Acc with one Special Attack | Passive Demon Ring | Status Effects also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. Damage bypasses DR. | Passive
Professional Panacea | Remove 1 non-special status effect and gain immunity to it for 4 turns. | Bonus Action | 1 use per thread. AI Assistant | Gain three non-class traits. (Cyber Augmentation, Focus and Technique slots)
DEFENSE/UTILITY TECHS. Magic Materialization (Conjury) - Rank 3 Action: At-Will Effect: You create an item and equip it in the place of another item or in an empty slot. Cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). Limit: Twice per thread. Can materialize items up to Rare rarity. (1 use left)
Paparapapa (Conjury) Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. As an At-Will Action your sidekick can take one action listed below: --Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage. Limit: One sidekick per thread. 4 total actions per thread. Cost: -14 ki
Countermeasures - Rank 3 | Gain 3 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-Will to spend stacks | -9 ki | 1 use per thread.
Solar Flare - Rank 3 | 70% chance to inflict Blind. The effect lasts for +1 turn and deals 1d6 damage that bypasses all DR. | Bonus Action | -9 ki | 1 use left.
Teleport | Avoid all attacks and utility techniques in a turn, except critical hits. Can be used to flee from a thread. | Standard Action - Reactive | -24 ki | 1 use per thread.
Demon Eye - Rank 3 | 85% chance to inflict Cripple and Cursed. The effects last for +2 turns. Cursed target loses -3 ki at the start of every turn. | Bonus Action | -4 ki | 1 use left.
Focus Energy (Enhanced) | Energy attacks gain +15 ACC and +15% Status Effect chance during this turn. | Bonus Action | -9 ki
Feint (Technique Slots) | Avoid one attack, utility tech or grenade | Standard Action - Reactive | -14 ki | 2 uses per thread.
Kiai (Technique Slots) | All attack rolls, utility techs and grenades that roll a natural 50 or lower critically fail. | Standard Action - Reactive | -14 ki | 1 use per thread
ATTACK TECHS. Hex Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Versatile - As an At-Will Action, you may change the Minor Effect on this technique. (Not Imbued or Projectile.) Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -14 ki
HP: 32/50 | KI: 23/100 PL: 4011 (base) -> 5014 (powered up) FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 35 | DEF: 80 DR: +1 | KI COST: -1 1d100+65·3d10·1d100·1d100·1d100+65·3d10·1d100·1d100
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Post by Melody on Feb 20, 2020 18:28:10 GMT -8
The potency of the spell the sorceress had invoked on Lilith’s grimoire had dissipated by now. With a finger snap she focused on the next perceivable item in her possession which was the beautiful gold bangle on her wrist. One look is all it took to render the magic from it useless, cutting back the effects it would have done, to something else entirely. The Fencer stepped out of the way of Lilith’s first attack, her expression remained unchanged after the last few rounds, as the teenage witch focused her magic the second attempt was executed with more vigor, and it was a dangerous mass of energy heading her way. There was little time to think about what the next step would be, it did not help that she drew up a blank, and she had to rely on instinct to defend herself. Blinking out of the way, she burned through her reserved ki pool, to avoid the damage that would have brought her well below a stable condition, and she cursed under her breath. A few strands of her hair were singed, which made her gasp, the ends were all bluntly misshapen. The fencing sword began to spiral with the subtle rolling of her wrist, revealing arcane symbols along the length of the blade, channeling her ki to fuel the magic to harness the magical imbued spells she had engraved on the sword. The beautiful bangle on her wrist turned to a glittery dust which attached to the rune symbols to reuse its magic for something else entirely. With her free hand she fired a red magic missile as a returned favor of having to avoid catching her hair on fire. [282] [1,499] STATS{”Behold”}Fighting: 15 Energy Control: 30 Reflexes: 30 Resilience: 15
Class: Witch | -15 HP, +5 ACC, +1 DR Racial Trait: Student of a Thousand Arts (human racial) | When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play. (Chose Focus Energy)
BATTLE TRACKER{”Feast”}DEFENSE PHASE. Opponent Attack 1: Fencer 80 vs 77= Miss Attack 2: Fencer 80 vs 128= Teleport
OFFENSE PHASE.
At-Will: Champions Gi +15 Accuracy, Magic Materialization:AI assistant -16: Technique Slots: (Kiai, Revenger Charge), Misdirection, Special Effects, Versitile on Hex, changed blinding to Burn
Bonus Action: - Power Up +25 ki
Standard Action 1: Teleport -24ki
Standard Action 2: Hex -14 ki
To Hit: yerVweut1d100+50 +35 EC +15 Champions Gi
Damage:
3d10+1 +1 Fighting
Burning Chance 1d100 40% Searing +20% from special effects
EFFECTS.
Total Ki Spent -24 Teleport -15 Magic Materialization -14 +25 ki powerup= -28ki Power-Up: 2/2 Immune to Blind for 2 rounds Sorcery | AP left: 2 Crystal Golem Actions: 0 Countermeasures: 3 Power up ki bonus: 4/4
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | You begin every thread with 4 Arcane Points (AP) and may spend them At-Will for the following effects: -Afflict: Gain one additional Bonus Action on this turn. May only be used to perform Utility Techniques. -Divinate: Gain +10 Defense on next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: Sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
EQUIPMENT. Champion’s Gi | At the beginning of a turn, choose one: +10 Def (Reactive), +15 Acc with Basic Attacks, or +15 Acc with one Special Attack | Passive Demon Ring | Status Effects also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. Damage bypasses DR. | Passive
Professional Panacea | Remove 1 non-special status effect and gain immunity to it for 4 turns. | Bonus Action | 1 use. AI Assistant | Gain three non-class traits. Technique Slots: (Kiai, Revenger Charge), Misdirection, Special Effects
DEFENSE/UTILITY TECHS. Magic Materialization (Conjury) - Rank 3 Action: At-Will Effect: You create an item and equip it in the place of another item or in an empty slot. Cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). Limit: Twice per thread. Can materialize items up to Rare rarity.
Paparapapa (Conjury) Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. As an At-Will Action your sidekick can take one action listed below: --Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage. Limit: One sidekick per thread. 4 total actions per thread. Cost: -14 ki
Countermeasures - Rank 3 | Gain 3 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -9 ki | 1 use per thread.
Solar Flare - Rank 3 | 70% chance to inflict Blind. The effect lasts for +1 turn and deals 1d6 damage that bypasses all DR. | Bonus Action | -9 ki | 1/2 uses per thread.
Teleport | Avoid all attacks and utility techniques in a turn, except critical hits. Can be used to flee from a thread. | Standard Action - Reactive | -24 ki | 1 use per thread.
Demon Eye - Rank 3 | 85% chance to inflict Cripple and Cursed. The effects last for +2 turns. Cursed target loses -3 ki at the start of every turn. | Bonus Action | -4 ki | 3 uses per thread.
Focus Energy (Enhanced) | Energy attacks gain +15 ACC and +15% Status Effect chance during this turn. | Bonus Action | -9 ki
ATTACK TECHS. Hex Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Versatile - As an At-Will Action, you may change the Minor Effect on this technique. (Not Imbued or Projectile.) Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -14 ki
HP: 45/50 | KI: 61/100 PL: 4011 x 1.5 = 6016.5 FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 35 | DEF: 80 DR: +1 | KI COST: -1 1d100+50·3d10+1·1d100
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Post by Lilith Nevermore on Feb 22, 2020 0:37:51 GMT -8
While the scorching flames slowly sputtered and faded away, the witch was left gasping for air. Pearls of sweat ran down her brow. Even with her utmost focus, casting so many high rank spells one after another was exhausting... But at least she had finally gotten rid of- Her eyes widened. “How...?” She barely had time to glance towards the eerily familiar spark of magic. A fiery magic missile headed her way and it was far too late to dodge. A fiery blast engulfed her entirely.
However...
Lilith’s charred form fell backwards. Upon hitting the floor, it shattered. Splintered like a broken mirror. The shards vanished with a twinkle of magic. Soon, a familiar voice chimed from behind the Fencer. “Did you enjoy your fleeting dream of victory?” The young noble brushed some stray strands of hair behind her ear and allowed herself a small, smug smile. But... Even her cold confidence couldn’t mask the heavy breaths and the weak shivers. Her lungs were burning... Was this what exercise felt like? Ugh, how disgusting. She needed to finish this quickly... Buuut first she really needed to catch her breath.
The caster gathered her focus. Wicked magic engulfed her like a wavering candle flame. Despite the surge of power, she was running dangerously low on mana... She aimed an accusing point at the doppelganger. ...And struggled to keep her arm from trembling. “More importantly, how on earth did you survive my Inferno Hex?” The spark she had felt resembled her own Teleportation spell far too much. But it couldn’t possibly be that! It had taken her years to learn and it was still far from perfect... Not that she would admit any of that obviously. The idea that some... some barely recognizable faker could also wield it infuriated her! She refused to accept it!
WC: 306 | 2366 STATS{Spoiler}{Click me!}Fighting: 15 Energy Control: 30 Reflexes: 30 Resilience: 15
Class: Witch | -15 HP, +5 ACC, +1 DR Racial Trait: Student of a Thousand Arts (human racial) | When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play. (Chose Focus Energy)
BATTLE TRACKER{Click me!}DEFENSE PHASE. Fencer Standard Action - Reactive: Feint Fleeting Dream | Avoid Attack 1 | -14 ki Attack 1: Lilith 80 vs Fencer 120 = Avoided with Feint Total damage: 0 - 1 = 0
OFFENSE PHASE. Bonus Action: Power Up Wicked Magic | +25 ki and +25% PL
Standard Action 2: Gain 1 Focus stack
EFFECTS. Sorcery | AP left: 1 Focus | Stacks: 1/2 Sidekick actions | 0 left | Took damage Powered Up | +25% PL | 2 turns left Power Up ki restored 75/100 Countermeasures stacks | 2 left Immune to Crippled | 2 turns left
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | You begin every thread with 4 Arcane Points (AP) and may spend them At-Will for the following effects: -Afflict: Gain one additional Bonus Action on this turn. May only be used to perform Utility Techniques. -Divinate: Gain +10 Defense on next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: Sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time. Cyber Augmentation | Gain +15 Acc to all attacks for one turn. | At-will | 2 uses left. Focus | Can spend 1 Standard Action per turn to gain 1 stack of “Focus”. Can spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki. Technique Slots | Gain 2 additional technique slots (may learn them instantly). | Feint and Kiai
EQUIPMENT. Champion’s Gi | At the beginning of a turn, choose one: +10 Def (Reactive), +15 Acc with Basic Attacks, or +15 Acc with one Special Attack | Passive Demon Ring | Status Effects also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. Damage bypasses DR. | Passive
Professional Panacea | Remove 1 non-special status effect and gain immunity to it for 4 turns. | Bonus Action | 1 use per thread. AI Assistant | Gain three non-class traits. (Cyber Augmentation, Focus and Technique slots)
DEFENSE/UTILITY TECHS. Magic Materialization (Conjury) - Rank 3 Action: At-Will Effect: You create an item and equip it in the place of another item or in an empty slot. Cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). Limit: Twice per thread. Can materialize items up to Rare rarity. (1 use left)
Paparapapa (Conjury) Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. As an At-Will Action your sidekick can take one action listed below: --Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage. Limit: One sidekick per thread. 4 total actions per thread. Cost: -14 ki
Countermeasures - Rank 3 | Gain 3 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-Will to spend stacks | -9 ki | 1 use per thread.
Solar Flare - Rank 3 | 70% chance to inflict Blind. The effect lasts for +1 turn and deals 1d6 damage that bypasses all DR. | Bonus Action | -9 ki | 1 use left.
Teleport | Avoid all attacks and utility techniques in a turn, except critical hits. Can be used to flee from a thread. | Standard Action - Reactive | -24 ki | 1 use per thread.
Demon Eye - Rank 3 | 85% chance to inflict Cripple and Cursed. The effects last for +2 turns. Cursed target loses -3 ki at the start of every turn. | Bonus Action | -4 ki | 1 use left.
Focus Energy (Enhanced) | Energy attacks gain +15 ACC and +15% Status Effect chance during this turn. | Bonus Action | -9 ki
Feint (Technique Slots) | Avoid one attack, utility tech or grenade | Standard Action - Reactive | -14 ki | 1 use left.
Kiai (Technique Slots) | All attack rolls, utility techs and grenades that roll a natural 50 or lower critically fail. | Standard Action - Reactive | -14 ki | 1 use per thread
ATTACK TECHS. Hex Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Versatile - As an At-Will Action, you may change the Minor Effect on this technique. (Not Imbued or Projectile.) Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -14 ki
HP: 32/50 | KI: 34/100 PL: 4011 (base) -> 5014 (powered up) FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 35 | DEF: 80 DR: +1 | KI COST: -1
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Post by Melody on Feb 28, 2020 15:06:58 GMT -8
It appeared the teenage witch was quite the prankster, the fire missile hit an after image, she even went through the effort to imitate a charred body using magic. It was a trick play, she could hear Lilith’s voice behind her, but she left herself open to an attack. The fencer focused her magic aura flashing her instantly with a radiant light followed by another light blue missile fired from her freehand. In that brief moment she noted how severely out of shape she was for breaking a sweat, it was time conserve energy, and magic as their fight had become dangerous for either of them. It was no different to playing a game of roulette, there was a chance to win or lose, and they were evenly matched. While in the teenage girl’s mind she insisted that the fencer was a fake, the reality was, she was real, this was her alternate universe self with different circumstances. If either of them had been bleeding from their wounds, the distinct smell would be evidence enough that the danger was real, and a single misstep would not end well. [188] [1,687] STATS{”Behold”}Fighting: 15 Energy Control: 30 Reflexes: 30 Resilience: 15
Class: Witch | -15 HP, +5 ACC, +1 DR Racial Trait: Student of a Thousand Arts (human racial) | When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play. (Chose Focus Energy)
BATTLE TRACKER{”Feast”}DEFENSE PHASE. Opponent Attack 1: Fencer 80 vs 0 Attack 2: Fencer 80 vs 0
OFFENSE PHASE.
At-Will:
Bonus Action: - Misdirection
Standard Action 1: Solar Flare -9ki To Hit: wRQrZnrA1d100 70% Chance
Damage bypasses DR: 1d6
Standard Action 2: Energy Blast -1ki
To Hit: 1d100+35 +35 EC
Damage: 2d6+3
EFFECTS.
Total Ki Spent -10 Revenger Charge Stacks: Power-Up: 1/2 Immune to Blind for 1 rounds Sorcery | AP left: 2 Crystal Golem Actions: 0 Countermeasures: 3 Power up ki bonus: 4/4
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | You begin every thread with 4 Arcane Points (AP) and may spend them At-Will for the following effects: -Afflict: Gain one additional Bonus Action on this turn. May only be used to perform Utility Techniques. -Divinate: Gain +10 Defense on next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: Sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
EQUIPMENT. Champion’s Gi | At the beginning of a turn, choose one: +10 Def (Reactive), +15 Acc with Basic Attacks, or +15 Acc with one Special Attack | Passive Demon Ring | Status Effects also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. Damage bypasses DR. | Passive
Professional Panacea | Remove 1 non-special status effect and gain immunity to it for 4 turns. | Bonus Action | 1 use. AI Assistant | Gain three non-class traits. Technique Slots: (Kiai, Revenger Charge), Misdirection, Special Effects
DEFENSE/UTILITY TECHS. Magic Materialization (Conjury) - Rank 3 Action: At-Will Effect: You create an item and equip it in the place of another item or in an empty slot. Cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). Limit: Twice per thread. Can materialize items up to Rare rarity.
Paparapapa (Conjury) Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. As an At-Will Action your sidekick can take one action listed below: --Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage. Limit: One sidekick per thread. 4 total actions per thread. Cost: -14 ki
Countermeasures - Rank 3 | Gain 3 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -9 ki | 1 use per thread.
Solar Flare - Rank 3 | 70% chance to inflict Blind. The effect lasts for +1 turn and deals 1d6 damage that bypasses all DR. | Bonus Action | -9 ki | 1/2 uses per thread.
Teleport | Avoid all attacks and utility techniques in a turn, except critical hits. Can be used to flee from a thread. | Standard Action - Reactive | -24 ki | 1 use per thread.
Demon Eye - Rank 3 | 85% chance to inflict Cripple and Cursed. The effects last for +2 turns. Cursed target loses -3 ki at the start of every turn. | Bonus Action | -4 ki | 3 uses per thread.
Focus Energy (Enhanced) | Energy attacks gain +15 ACC and +15% Status Effect chance during this turn. | Bonus Action | -9 ki
ATTACK TECHS. Hex Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Versatile - As an At-Will Action, you may change the Minor Effect on this technique. (Not Imbued or Projectile.) Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -14 ki
HP: 45/50 | KI: 51/100 PL: 4011 x 1.25 = 5013.75 FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 35 | DEF: 80 DR: +1 | KI COST: -1 1d100·1d6·1d100+35·2d6+3
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Post by Lilith Nevermore on Feb 29, 2020 8:10:18 GMT -8
Instead of an answer, the annoyed noble received a blinding flash. She shielded her eyes too late. Dancing stars filled her vision. Pain shot through her head. Though robbed of sight, she was far from an easy target though. She focused her sixth sense, feeling the magical missile headed her way. Deftly swaying to the side, she barely dodged it. The attack ruffled her hair as it passed mere inches away. Close. Much too close...
The witch rubbed her eyes, but the dancing stars were persistent. Her barely maintained facade twitched. Once. Twice. Deep breaths barely kept her temper at a manageable level. The one thing she despised the most... Erm, right after peasants, martial artists and door-to-door salesmen... was being disrespected in any manner. A venomous hiss slipped past her lips. “Don’t you dare... give me the silent treatment...” Who did this haughty doppelganger think she was? A sorceress too good to speak with a former noble? Hmph!
Lilith’s trusty spell tome floated to her side. She could hear its pages rustling... filling her mind with ideas... awful, wonderful ideas. Something that didn't need to be aimed. Her late grandmother’s wise words echoed through her head. 'Don’t get mad... Get sadistic.' She touched the tome and a spark of magic filled her hands. It took the form of twin orbs in her grasp. Various colors swirled inside them. Yellow, blue, violet... Her sharp teeth twisted into a wicked smile. “Suffer the pain of conquest, famine and pestilence as your body withers away...” She closed her hands, crushing the orbs.
“Black Death.”
Multicolored miasma erupted from her hands. It rapidly filled the room, meant to engulf the foe entirely. If she breathed it in, the toxic curse might leave her suffering from a number of terrible ailments. Like a deathly disease, it could inflict stunning headaches, freezing stiffness and painful poisoning. A careless soul would quickly succumb to it. WC: 323 | 2689 STATSFighting: 15 Energy Control: 30 Reflexes: 30 Resilience: 15
Class: Witch | -15 HP, +5 ACC, +1 DR Racial Trait: Student of a Thousand Arts (human racial) | When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play. (Chose Focus Energy)
BATTLE TRACKERDEFENSE PHASE. Fencer Attack 1: Solar Flare = Blinded! 2 dmg! At-Will - Reactive: Champion's Gi Sharpened Senses | +10 DEF Bonus Action 1 - Reactive: Sense | +5 Acc and Def Attack 2: Lilith 70 vs Fencer 66 = Miss! Total damage: 0 - 1 + 2 = 2
OFFENSE PHASE. At-Will: Focus | Spend 1 Focus stack to make the next technique cost 0 ki
Magic Materialization Awful, Wonderful Ideas | Gain Destron Gas item (replacing the spent Professional Panacea) | 0 ki (Focus)
Standard Action 1 -> Bonus Action 2: Destron Gas Black Death | 35% chance to inflict Stun, Freeze and Poison, all rolled separately. If even a single Status Effect is successful, reduce the target's Base PL by 15% for the remainder of the thread. Stun: bOH5NnzV1d100 (35 or below) Freeze: 1d100 (35 or below) Poison: 1d100 (35 or below) Demon Ring: Successful status effects also inflict 1 extra damage each turn.
Standard Action 2 -> Bonus Action 3: Destron Gas Black Death | 35% chance to inflict Stun, Freeze and Poison, all rolled separately. If even a single Status Effect is successful, reduce the target's Base PL by 15% for the remainder of the thread. Stun: 1d100 (35 or below) Freeze: 1d100 (35 or below) Poison: 1d100 (35 or below) Demon Ring: Successful status effects also inflict 1 extra damage each turn.
EFFECTS. Sorcery | AP left: 1 Focus | Stacks: 0/2 Sidekick actions | 0 left | Took damage Powered Up | +25% PL | 1 turn left Power Up ki restored 75/100 Countermeasures stacks | 2 left Immune to Crippled | 1 turn left Blinded | -25 Acc and Def | 2 turns left
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | You begin every thread with 4 Arcane Points (AP) and may spend them At-Will for the following effects: -Afflict: Gain one additional Bonus Action on this turn. May only be used to perform Utility Techniques. -Divinate: Gain +10 Defense on next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: Sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time. Cyber Augmentation | Gain +15 Acc to all attacks for one turn. | At-will | 2 uses left. Focus | Can spend 1 Standard Action per turn to gain 1 stack of “Focus”. Can spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki. Technique Slots | Gain 2 additional technique slots (may learn them instantly). | Feint and Kiai
EQUIPMENT. Champion’s Gi | At the beginning of a turn, choose one: +10 Def (Reactive), +15 Acc with Basic Attacks, or +15 Acc with one Special Attack | Passive Demon Ring | Status Effects also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. Damage bypasses DR. | Passive
Professional Panacea | Remove 1 non-special status effect and gain immunity to it for 4 turns. | Bonus Action | 1 use per thread. AI Assistant (MM) | Gain three non-class traits. (Cyber Augmentation, Focus and Technique slots)
Destron Gas (MM) | 35% chance to inflict Stun, Freeze and Poison, all rolled separately. If even a single Status Effect is successful, reduce the target's Base PL by 15% for the remainder of the thread. | 2 uses
DEFENSE/UTILITY TECHS. Magic Materialization (Conjury) - Rank 3 Action: At-Will Effect: You create an item and equip it in the place of another item or in an empty slot. Cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). Limit: Twice per thread. Can materialize items up to Rare rarity. (1 use left)
Paparapapa (Conjury) Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. As an At-Will Action your sidekick can take one action listed below: --Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage. Limit: One sidekick per thread. 4 total actions per thread. Cost: -14 ki
Countermeasures - Rank 3 | Gain 3 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-Will to spend stacks | -9 ki | 1 use per thread.
Solar Flare - Rank 3 | 70% chance to inflict Blind. The effect lasts for +1 turn and deals 1d6 damage that bypasses all DR. | Bonus Action | -9 ki | 1 use left.
Teleport | Avoid all attacks and utility techniques in a turn, except critical hits. Can be used to flee from a thread. | Standard Action - Reactive | -24 ki | 1 use per thread.
Demon Eye - Rank 3 | 85% chance to inflict Cripple and Cursed. The effects last for +2 turns. Cursed target loses -3 ki at the start of every turn. | Bonus Action | -4 ki | 1 use left.
Focus Energy (Enhanced) | Energy attacks gain +15 ACC and +15% Status Effect chance during this turn. | Bonus Action | -9 ki
Feint (Technique Slots) | Avoid one attack, utility tech or grenade | Standard Action - Reactive | -14 ki | 1 use left.
Kiai (Technique Slots) | All attack rolls, utility techs and grenades that roll a natural 50 or lower critically fail. | Standard Action - Reactive | -14 ki | 1 use per thread
ATTACK TECHS. Hex Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Versatile - As an At-Will Action, you may change the Minor Effect on this technique. (Not Imbued or Projectile.) Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -14 ki
HP: 30/50 | KI: 34/100 PL: 4011 (base) -> 5014 (powered up) FIGHTING ACCURACY: 20(-25) | ENERGY ACCURACY: 35(-25) | DEF: 80(-25) DR: +1 | KI COST: -1 1d100·1d100·1d100·1d100·1d100·1d100
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