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Post by Melody on Mar 10, 2020 19:57:28 GMT -8
“Silent treatment? Would you rather we take a break from our fighting and have a discussion over tea?” The Fencer smiled demurely, even went as far as batting her long lashes, but her expression returned to her serious grimaced focus on Lilith’s wave of magic attacks. This level of magic the teenage witch performed required quite a bit of concentration, the effects of her perfectly executed flashing magic aura rendered her opponent susceptible to incoming attacks, and it was the opportunity she was looking for to focus the remainder of her ki. The black smoke almost filled the entire chamber, it forced the sorceress to expend a spell that allowed her to blink out of the way of breathing in the toxic cloud, and stood behind her opponent with glowing hands expelling her ki fused with the magic runes on the fencing sword to release to swirling magical beams of ice and fire. The potency was nearly doubled from the last time she attempted this spell, the beams took form of dragons surrounding the witch, and the sorceress was confident in her abilities as the battle of magic was nearing an end. [192] [1,879] 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 Grenade: Kiai Attack 2: Fencer 80 vs Grenade: Kiai
OFFENSE PHASE.
Passive Special Effects
At-Will Action: Misdirection - Hex, Enchant -1AP, Versatile Hex: Blind changed to Searing
Bonus Action: Counter Measures: Kiai
Standard Action 1: Focus Energy -9 Ki (+15% Inflict Chance, +15 To Hit)
Standard Action 2: Dance of Ice & Fire (Hex | -14 | Searing - (Burn 75% Chance) + (Freeze 75%)
DAMAGE z15S2CgH3d10+1
TO HIT 1d100+65 +15 Focus Energy +15 Champions Gi
Misdirection from previous turn reduces defense modifiers of opponent to 0 for this attack.
BURN (1-75) 1d100
FREEZE (1-75) 1d100
Demon Ring: Successful status effects also inflict 1 extra damage each turn.
EFFECTS.
Total Ki Spent -14 Kiai -14 Hex - 9 Focus Energy= 37 Revenger Charge Stacks: Power-Up: 0/2 Immune to Blind for 0 rounds Sorcery | AP left: 2 Crystal Golem Actions: 0 Countermeasures: 2/3 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: 14/100 PL: 4,011 FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 35 | DEF: 80 DR: +1 | KI COST: -1 3d10+1·1d100+65·1d100·1d100
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Post by Lilith Nevermore on Mar 11, 2020 3:27:15 GMT -8
Magic danced with magic as the two arcane artists battled. Lilith flooded almost the entire chamber with her toxic curse. ...Almost. Naturally, the area around her was free of the dark smog. And that’s exactly where the foe blinked... Right behind her. Burdened by both blindness and the hostile aura, the witch had no hope of dodging. She barely had time to glance back when the swirling elements swallowed her. Howling ice froze her frame solid and roaring flames tore it apart. Together they blasted across the room, burning away the cursed gas as well. Not even ash was left behind.
However... As the dust settled, the scenery around the fencer shifted. Wavered. Like the surface of a lake disturbed by a stone. The telltale signs of an illusion spell unraveling. A familiar presence piped up from behind the foe. Again. Kind of a running theme by now. “Hmph, mock me at your own peril, you loathsome copy.” Lilith disguised her heavy breaths beneath a haughty scoff. Despite the bravado, she was far from unscathed. The ends of her hair had gotten singed black. Traces of frost clung to her robes. Too close... Much too close.
Deep breaths calmed the girl’s hammering heart. She gathered the last scraps of her power. Even with her heightened focus, she barely had enough mana for two big spells. Three at most. Tactical retreat would have been the sensible option here... Unfortunately her ego had not gotten the memo. The mere thought of withdrawing stabbed her soul worse than any dagger. It would have been like admitting that this... this... laughable caricature was somehow better than her. Hmph, not in a million years! “I have had just about enough of your pitiful parlor tricks.” Her eyes opened. The temperature started dropping...
“Time to die.” WC: 302 | 2991 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 Standard Action 1 - Reactive: Feint Fleeting Dream | Avoid Attack 1 | -14 ki Attack 1: Lilith 25 vs Fencer 83 = Avoided with Feint! Total damage: 0 - 1 + 1 (Demon Ring) = 1
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 100/100 Countermeasures stacks | 2 left Blinded | -25 Acc and Def | 1 turn 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 | 0 uses 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: 29/50 | KI: 45/100 PL: 4011 (base) -> 5014 (powered up) FIGHTING ACCURACY: 20(-25) | ENERGY ACCURACY: 35(-25) | DEF: 80(-25) DR: +1 | KI COST: -1
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Post by Melody on Mar 21, 2020 11:38:32 GMT -8
Lilith blinked out of the way of what would have been a vicious assault of ice and fire. The invitation for tea was ignored and followed with a death threat. A soft chuckle escaped the sorceress’ lips, there was dangerous magic being casted at each other, and if the teenage witch truly felt they were parlor tricks she wouldn’t be wasting so much magic trying to avoid it. It was obvious that their magic was waning, their human bodies had limits with ki resources, and the battle would remain decisive on what luck remained. The fencer was confident in pushing the teenage witch to her limits, it was the first time she was in a serious battle with a doppleganger, and she was still enjoying every second of it. All reason was out of mind, she truly wanted to see the end, where one of them made it out to live another day. [153] [2,032] 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 N/A Attack 2: Fencer 80 vs N/A
OFFENSE PHASE.
Passive
At-Will Action: Champion’s Gi
Bonus Action: Misdirection
Standard Action 1: Energy Blast
To Hit:
L9ljswRw1d100+35
Damage:
2d6+3
Standard Action 2: Energy Blast
To Hit
1d100+50 +15 Champion’s Gi
Damage:
2d6+3
EFFECTS.
Total Ki Spent -2 ki EB Revenger Charge Stacks: Power-Up: 0/2 Sorcery | AP left: 1 Crystal Golem Actions: 0 Countermeasures: 2/3 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: 12/100 PL: 4,011 FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 35 | DEF: 80 DR: +1 | KI COST: -1 1d100+35·2d6+1·1d100+50·2d6+1
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Post by Lilith Nevermore on Mar 22, 2020 0:42:35 GMT -8
Swirling magic gathered around Lilith, shielding her from the incoming blasts. The energy shimmered like a translucent shield. “Useless...” If she, for a fleeting moment, entertained the idea that this copy was the same as her... Then she couldn’t afford to cast anything so half-hearted. Sighing a puff of white mist, she focused. Every last drop of her mana was drawn to her hands, crackling maliciously. “I call forth the wrath of winter...” With each word she chanted, the temperature kept dropping further. An icy chill filled the air. Frost started creeping across the floor with her as the center. She aimed her hands towards the foe. Her voice took an ominous echo from the walls.
“Blizzard Hex.”
A howl of white wind blasted across the room. Snow and frost piled on the floor. It was cold enough to freeze most mortals to death within moments. Like getting caught in the middle of a violent winter storm. Worse yet, it carried tiny shards of ice, sharp enough to wound a careless soul. All part of the caster’s plan. If the cold didn’t kill the copy, then bleeding would! This fight was over. ...So she silently assured herself. In reality, she had pushed herself past healthy limits several spells ago... Yet she stubbornly poured more power into the blizzard. Every passing second felt longer than the last. Just... a little... more...
Finally the witch had to yield to her exhaustion. The wind died down, leaving behind gently floating snow. She shivered, not entirely immune to her own spell. Her every strained breath was painted white by the cold air. “Huff... I told you... huff... that you would not... huff... survive the attempt... huff...” Deep down, she hoped silence would be the only answer. Even if she tried to block it from her mind, a certain question came creeping.... Was it truly over...? WC: 314 | 3305 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 At-will - Reactive: Countermeasures Utmost Focus | Turn the next Reactive Bonus Action to Reactive At-Will Action. | -1 Countermeasures stack
Guard Shimmering Shield | Gain 10 DR | -9 ki Attack 1: Lilith 80 vs Fencer 45 = Miss! Attack 2: Lilith 80 vs Fencer 124 = Hit! 7 dmg! Total damage: 7 - 11 = 0
OFFENSE PHASE. Bonus Action: Enhanced Focus Energy Dark Magic | +15 Acc and +15% status inflict chance to all Energy attacks. | -9 ki
At-Will: Cyber Augmentation Dark Magic | +15 Acc to all attacks. 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 | Wound Versatile | Hex changes to Freezing and may inflict Freeze on hit. Focus | Spend 1 Focus stack to make the first Blizzard Hex cost 0 ki.
Champion’s Gi Just... a little... more... | +15 Acc with one Special Attack (second Blizzard Hex)
Standard Action 1: Blizzard Hex | -0 ki (Focus) | Freeze 55% + Wound 55% Accuracy: 1cujwVf61d100+65 Damage: 3d10 Freeze: 1d100 (55 or below) Wound: 1d100 (55 or below) Demon Ring: Successful status effects also inflict 1 extra damage each turn.
Standard Action 2: Blizzard Hex | -14 ki | Freeze 55% + Wound 55% Accuracy: 1d100+80 (Champion's Gi) Damage: 3d10 Freeze: 1d100 (55 or below) Wound: 1d100 (55 or below) Demon Ring: Successful status effects also inflict 1 extra damage each turn.
EFFECTS. Sorcery | AP left: 0 Focus | Stacks: 0/2 Sidekick actions | 0 left | Took damage Powered Up | +25% PL | 1 turn left Power Up ki restored 100/100 Countermeasures stacks | 1 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 | 1 use 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 | 0 uses 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: 29/50 | KI: 13/100 PL: 4011 (base) -> 5014 (powered up) FIGHTING ACCURACY: 20(-25) | ENERGY ACCURACY: 35 | DEF: 80 DR: +1 | KI COST: -1 1d100+65·3d10·1d100·1d100·1d100+80·3d10·1d100·1d100
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Post by Melody on Apr 5, 2020 14:41:29 GMT -8
After all the times the teenage witch missed her intended target, with enough cardio she managed to take perfect aim, with a limited amount of ki the sorceress focused on defending herself. The blast of the first spell forced her to drop her fencing sword and the second spell was unavoidable as she could not use her abilities again. The fencer collapsed backwards, she was caught by a pair of muscular arms, and Kiryu held his wounded fiance bridal style. With thick furrowed brows he glared daggers at his betrothed for a brief moment then sighed in relief that he arrived just in the knick of time. “You scared the hell out of me for a minute there, if you’re going to practice dangerous magic, at least wait until I get back home.” Kiryu looked over at Lilith, “Woah! You look like a hot mess!”The couple began to fade before the witch’s eyes, it was the same feeling she felt when she first entered the mysterious temple, the alternate reality faded with the fencer’s defeat in battle. Lilith stood inside the temple, familiar ki signatures belonging to Cayle, Kiryu, and another were in the high ceiling room with a massive golden glowing mirror. The mirror reflected the grand hall she was just in, Kiryu was panicking as her alternate self was entombed in an orange crystal tomb, and the mirror changed back to reflecting her disheveled physical state. The frame of the mirror had several orange shards, inside one of them was the fencer, her spiritual energy was being used to power up the mirror. The teenage witch would realize it would have been her own fate had she not weakened her opponent first. [285] [2,317]
Congratulations! Lilith returns to her own timeline with the others, you can write an intro about how Lilith restored herself after this battle, and continue to the final phase: dragonballbd.proboards.com/thread/1317/shadow-anomaly-3 Grading to follow. 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 127 Attack 2: Fencer 80 vs 139 Incoming Damage: 44- 10 Guard= 34 -4 Wounding Total: 38
OFFENSE PHASE.
Passive
At-Will Action: Counter measures: Guard -9 ki
Bonus Action:
Standard Action 1:
Standard Action 2:
EFFECTS.
Wounded -3 to hp 1/2rounds
Total Ki Spent -2 ki EB Revenger Charge Stacks: Power-Up: 0/2 Sorcery | AP left: 1 Crystal Golem Actions: 0 Countermeasures: 3/3 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: 12/100 PL: 4,011 FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 35 | DEF: 80 DR: +1 | KI COST: -1
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