Post by Melody on Mar 21, 2020 12:05:01 GMT -8
Kite-chan was out of breath, she was visibly more injured than her counterpart, the last attack ripped some of the seams of her adorable jacket, and threads were loosely hanging from the hem of her shorts. The energy blast that was fired at her was knocked out of the way, she burned her hand in the process, reminding her how real this battle truly was from the pain she felt in her palm. Taking a deep breath she remained focused, light on her feet, she fired back another energy blast towards him followed by series of punches on his stupid face.
The truth she was looking for would reveal itself the moment she knocked this teenage boy’s lights out. She was determined to bury him on this sandbar island where the temple once stood, a strange phenomenon took her best friends from her, and she was not going to slow down because of some snot nosed blabbermouth spouting ridiculous lies.
[160]
[1,427]
SUMMARY
Kite-kun 47 vs 55= Miss!
Kite-kun 114 vs 55= Hit
Incoming Damage: 10 -3 DR= 7
At-Will Action: Champions Gi +15 Accuracy
Number of uses: 4/5 Scouter
Bonus Action: Enhanced Sense + 5 DEF +5 Accuracy +2 DMG -2 DR, Round 3/3 (Stack 1),
Standard Action: Energy Blast -1 ki
To Hit:
FHt74j8I1d100+35
Damage:
2d6+4
Standard Action: Drill Strike -12ki
Immobilize
1d100
40% chance
To Hit:
1d100+35
+15 Fighting +5 Sense+ 15 Champion Gi
Damage:
3d10+2
+2 Sense
5 stacks of Instinct from Wild Attack
Power Up Round 0
+3 ki each turn! | Powerful Ki
Total ki earned: 21
Skills & Statistics
Level Information:
Natural Power Level: 5817
Base Power Level: 9307 (+50% Power Of Legends, +10% Auxillary Core)
Current Power Level: 11,634 PL x 1.25= 14,542
Mastery Points Spent:
Skill Points:
+30: Character Creation
+25: Potential Mastery
+5: Focus Mastery
Total: 60
Skills & Stats:
HP: 45- 7= 38
Ki: -12 Drill Strike -1 Energy Blast = -13
32-13= 19+3=22 /120 Ki
Fighting: 10
Energy Control: 30
Reflexes: 15
Resilience: 20
Defense: 50
DR: 3
Melee Accuracy: 1d100 +15
Energy Accuracy: 1d100 + 35
Damage Bonus: 1
Ki Cost Reduction: 1
Class Information:
Class: Powerhouse
Class Level: 0
Class Trait Slots: 0
Stat Modifiers [Level 0]
HP Modifier: +15
Accuracy Modifier: +5
Defense Modifier: -20
Damage Modifier: +1
DR Modifier: +2
Class Features
Power of Legends
Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
Powerful Ki
Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
Class Traits:
N/A
Masteries:
Focus Mastery Rank: 1
Potential Mastery Rank: 2
Ability Mastery Rank: 0
Technique Mastery Rank: 0
Class Mastery Rank: 0
Focus Mastery [rk. 1]
Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25.
Potential Mastery [rk. 2]
Each level of Potential Mastery increases all of your Skills by +5 permanently. The total value of Potential Mastery’s skill increases is +25 to all Skills.
Ability Mastery [rk. 0]
Every level of Ability Mastery grants you a single General or Skill Trait of your choice. You do not have to spend any additional MP to gain these Traits, as they are simply chosen and added to your sheet at the time you purchase a level of Ability Mastery. You may not use Ability Mastery to learn Class Traits or Racial Traits.
Technique Mastery [rk. 0]
Each level of Technique Mastery unlocks a new Technique Slot. When you purchase a level of Technique Mastery, you are not required to fill that technique slot immediately, but we do recommend making a decision as quickly as you can given that each technique still has learning time attached to it.
Legendary Mastery [rk. 0]
This Mastery has only one rank, but grants access to your Legendary Technique slot.
Class Mastery [rk. 0]
Every level of Class Mastery increases your Class Level by 1; at level 1 and 2, you gain access to 1 Class Trait, chosen when you purchase respective ranks of Class Mastery (found on the Traits Page). Class Trait choices are restricted by your chosen Class. Additionally, each level of Class Mastery grants you one additional Class Feature based on your class, as seen in the Classes page.
General Traits:
N/A
Racial Trait:
Student of a Thousand Arts
Requirements: Beastman, Human, or Monster
Effect: When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play.
Technique Information
Technique Slots: 2 | 5
Extra Techniques Slots: N/A
Enhanced Technique Slots: 1
Techniques Known: 3 | 5
Technique List:
Enhanced SENSE
You reach out with a sixth sense and can feel the energy of others around you.
Type: Utility
Action: Bonus Action - Reactive
Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn.
Cost: None
Limit: Once per turn.
Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
Defensive Techniques
FEINT Starter Tech
You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination.
Type: Defense
Action: Standard Action - Reactive
Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits.
Cost: 15 ki
Limit: Twice per thread, once per turn.
Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD ATTACK
You swiftly blink in and out of your opponent's defense using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents.
Type: Utility
Action: At-Will
Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct.
Duration: N/A
Cost: 2 ki per Instinct generated.
Limit: Once per battle.
Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Special Techniques
DRILLED STRIKE
Kite rushes towards his opponent, igniting his white aura, as he strikes his opponent in their stomach, leg, or face. This can be performed by either punching, kicking, elbowing, and even headbutting.
Type: Physical, Melee, Single
Action: Standard Action
Base Damage: 3d10
Major Effect: Piercing
Minor Effect: Immobilizing
Cost: 15 ki
Finisher Techniques
BURNING WHITE DRAGON
Kite charges a ball of white energy between his palms. He then fires it at his opponent. The gush of white fire, in the form of a dragon, engulfs his foe, inflicting serious burns to them.
Type: Energy, Ranged, Finisher
Action: Standard Action
Base Damage: 5d8+15
Major Effect: Draining
Minor Effect: Searing
Cost: 35 ki, 5HP
Learn: 2 weeks
Equipment
Slot 1:
Auxiliary Core
A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation.
Type: Supplementary - Technology
Zeni Value: 10000
Zeni Cost: 40000
Activation: Passive
Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread.
Limit: Only one Auxiliary Core may be equipped at a time.
Slot 2:
Modern Scouter
A device first used by the Tuffles and later co-opted by others, this device allows its wearer to judge the strength of opponents and their attacks using numeric values via a display piece. This particular model is a newer version, produced by Wheelo Enterprises.
Type: Supplementary - Technology
Zeni Value: 30000
Zeni Cost: 80000
Activation: Passive
Effect: The first five (5) times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action.
Limit: --
Slot 3:
Champion’s Gi
This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit.
Type: Outfit - Gi
Zeni Value: 40000
Zeni Cost: 120000
Activation: Passive
Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn.
Limit: 1 bonus applied per turn.
Slot 4:
Obi
A belt worn by martial artists, often designating their rank within a particular school.
Type: Supplementary - Martial
Zeni Value: 10000
Zeni Cost: 40000
Activation: Passive
Effect: Decrease the cost of all your Techniques by 2 ki.
Limit: --
1d100+35·2d6+4·1d100·1d100+35·3d10+2
The truth she was looking for would reveal itself the moment she knocked this teenage boy’s lights out. She was determined to bury him on this sandbar island where the temple once stood, a strange phenomenon took her best friends from her, and she was not going to slow down because of some snot nosed blabbermouth spouting ridiculous lies.
[160]
[1,427]
SUMMARY
Kite-kun 47 vs 55= Miss!
Kite-kun 114 vs 55= Hit
Incoming Damage: 10 -3 DR= 7
At-Will Action: Champions Gi +15 Accuracy
Number of uses: 4/5 Scouter
Bonus Action: Enhanced Sense + 5 DEF +5 Accuracy +2 DMG -2 DR, Round 3/3 (Stack 1),
Standard Action: Energy Blast -1 ki
To Hit:
FHt74j8I1d100+35
Damage:
2d6+4
Standard Action: Drill Strike -12ki
Immobilize
1d100
40% chance
To Hit:
1d100+35
+15 Fighting +5 Sense+ 15 Champion Gi
Damage:
3d10+2
+2 Sense
5 stacks of Instinct from Wild Attack
Power Up Round 0
+3 ki each turn! | Powerful Ki
Total ki earned: 21
Skills & Statistics
Level Information:
Natural Power Level: 5817
Base Power Level: 9307 (+50% Power Of Legends, +10% Auxillary Core)
Current Power Level: 11,634 PL x 1.25= 14,542
Mastery Points Spent:
Skill Points:
+30: Character Creation
+25: Potential Mastery
+5: Focus Mastery
Total: 60
Skills & Stats:
HP: 45- 7= 38
Ki: -12 Drill Strike -1 Energy Blast = -13
32-13= 19+3=22 /120 Ki
Fighting: 10
Energy Control: 30
Reflexes: 15
Resilience: 20
Defense: 50
DR: 3
Melee Accuracy: 1d100 +15
Energy Accuracy: 1d100 + 35
Damage Bonus: 1
Ki Cost Reduction: 1
Class Information:
Class: Powerhouse
Class Level: 0
Class Trait Slots: 0
Stat Modifiers [Level 0]
HP Modifier: +15
Accuracy Modifier: +5
Defense Modifier: -20
Damage Modifier: +1
DR Modifier: +2
Class Features
Power of Legends
Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
Powerful Ki
Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
Class Traits:
N/A
Masteries:
Focus Mastery Rank: 1
Potential Mastery Rank: 2
Ability Mastery Rank: 0
Technique Mastery Rank: 0
Class Mastery Rank: 0
Focus Mastery [rk. 1]
Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25.
Potential Mastery [rk. 2]
Each level of Potential Mastery increases all of your Skills by +5 permanently. The total value of Potential Mastery’s skill increases is +25 to all Skills.
Ability Mastery [rk. 0]
Every level of Ability Mastery grants you a single General or Skill Trait of your choice. You do not have to spend any additional MP to gain these Traits, as they are simply chosen and added to your sheet at the time you purchase a level of Ability Mastery. You may not use Ability Mastery to learn Class Traits or Racial Traits.
Technique Mastery [rk. 0]
Each level of Technique Mastery unlocks a new Technique Slot. When you purchase a level of Technique Mastery, you are not required to fill that technique slot immediately, but we do recommend making a decision as quickly as you can given that each technique still has learning time attached to it.
Legendary Mastery [rk. 0]
This Mastery has only one rank, but grants access to your Legendary Technique slot.
Class Mastery [rk. 0]
Every level of Class Mastery increases your Class Level by 1; at level 1 and 2, you gain access to 1 Class Trait, chosen when you purchase respective ranks of Class Mastery (found on the Traits Page). Class Trait choices are restricted by your chosen Class. Additionally, each level of Class Mastery grants you one additional Class Feature based on your class, as seen in the Classes page.
General Traits:
N/A
Racial Trait:
Student of a Thousand Arts
Requirements: Beastman, Human, or Monster
Effect: When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play.
Technique Information
Technique Slots: 2 | 5
Extra Techniques Slots: N/A
Enhanced Technique Slots: 1
Techniques Known: 3 | 5
Technique List:
Enhanced SENSE
You reach out with a sixth sense and can feel the energy of others around you.
Type: Utility
Action: Bonus Action - Reactive
Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn.
Cost: None
Limit: Once per turn.
Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
Defensive Techniques
You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination.
Type: Defense
Action: Standard Action - Reactive
Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits.
Cost: 15 ki
Limit: Twice per thread, once per turn.
Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD ATTACK
You swiftly blink in and out of your opponent's defense using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents.
Type: Utility
Action: At-Will
Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct.
Duration: N/A
Cost: 2 ki per Instinct generated.
Limit: Once per battle.
Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Special Techniques
DRILLED STRIKE
Kite rushes towards his opponent, igniting his white aura, as he strikes his opponent in their stomach, leg, or face. This can be performed by either punching, kicking, elbowing, and even headbutting.
Type: Physical, Melee, Single
Action: Standard Action
Base Damage: 3d10
Major Effect: Piercing
Minor Effect: Immobilizing
Cost: 15 ki
Finisher Techniques
BURNING WHITE DRAGON
Kite charges a ball of white energy between his palms. He then fires it at his opponent. The gush of white fire, in the form of a dragon, engulfs his foe, inflicting serious burns to them.
Type: Energy, Ranged, Finisher
Action: Standard Action
Base Damage: 5d8+15
Major Effect: Draining
Minor Effect: Searing
Cost: 35 ki, 5HP
Learn: 2 weeks
Equipment
Slot 1:
Auxiliary Core
A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation.
Type: Supplementary - Technology
Zeni Value: 10000
Zeni Cost: 40000
Activation: Passive
Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread.
Limit: Only one Auxiliary Core may be equipped at a time.
Slot 2:
Modern Scouter
A device first used by the Tuffles and later co-opted by others, this device allows its wearer to judge the strength of opponents and their attacks using numeric values via a display piece. This particular model is a newer version, produced by Wheelo Enterprises.
Type: Supplementary - Technology
Zeni Value: 30000
Zeni Cost: 80000
Activation: Passive
Effect: The first five (5) times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action.
Limit: --
Slot 3:
Champion’s Gi
This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit.
Type: Outfit - Gi
Zeni Value: 40000
Zeni Cost: 120000
Activation: Passive
Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn.
Limit: 1 bonus applied per turn.
Slot 4:
Obi
A belt worn by martial artists, often designating their rank within a particular school.
Type: Supplementary - Martial
Zeni Value: 10000
Zeni Cost: 40000
Activation: Passive
Effect: Decrease the cost of all your Techniques by 2 ki.
Limit: --
1d100+35·2d6+4·1d100·1d100+35·3d10+2