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Post by darthlunchbox on Jan 31, 2020 20:10:46 GMT -8
Kiryu entered the shadows of the temple and felt as if he was being consumed... the shadows seemed to react to his presence as they shifted and moved. The sound of his steps on the carved onyx were almost completely swallowed, with barely a whisper of sound reaching even his ears. As the faint light from the door faded away, he was pulled fully into the void by grasping shadows that jerked him forward towards a door... a door that opened with a shuddering grinding sound as he approached and was thrown in. The door ground closed behind him, leaving him in a dark circular chamber with pillars spaced around the outside of it. Directly across from the door was a black mirror. Dim light began to pulse from the mirror... drawing attention like a magnet. Hypnotic, seductive light, that seemed irresistible. A vision began to play out in the mirror and from the shadows a voice whispered just loud enough for him to hear. It sounded... familiar... but he was distracted for a moment by the tale. * * * A man stands in a well appointed room, back to the mirror as he started picking up armor and placing it onto his body, adjusting and strapping it down. He moved slowly and thoughtfully, and the voice began whispering...Once this planet was ravaged by unchecked wizards and witches. I was born with the gift, but eschewed it and tried to let it shrivel and die inside of me, because I refused to be like the oppressors of my people. Whole peoples were destroyed for rising up against them, but there were always more willing to fight after a while. I joined the church of the Technus Saviori and became an inventor, creating weapons that were crafted to hunt and slay the witches and wizards that dominated the land. Many of our best inquisitors died, while only a few witches and wizards were destroyed. I volunteered to train and go out on my first mission to kill a witch... and survived. I learned more about killing the magical oppressors and joined the Inquisitors to began hunting full time - soon I was unmatched in skill and number of kills. I never told anyone about the edge my gift gave me at times; it was almost like he could tell what they were doing before they were going to do it. Sometimes... which worried me that maybe his gift had not died as much as I wished it to. He finished strapping on the armor and picked up a belt that had several devices hanging from it and began to buckle it on. He then picked up a few odds and ends and began attaching them to his armor on what seemed to be spots made for mounting them...When I killed the high witch Baba Yaga, I found a powerful artifact in her possession; a crystal ball with power so potent that it stirred my gift to life. I took it and crafted armor from a powerful star alloy that incorporated the Crystal ball into it's center. Using its power to divine if people had latent power, I led the fight in other countries, teaching men and women how to fight and arming them with the tech and tricks to do so. Soon the scourge of witchcraft was scoured from the public, with witches and wizards going into hiding. The hunt continued, an inquisition to completely destroy the arcane. I was determined to destroy the last scrap of the arcane from his world. I have finally succeeded and can find no trace of anyone with magical talent anymore... except for myself. Feeling secure in the knowledge that my people know how to defend themselves now. As I stand in his room, I contemplate ending the last known person with magical powers... The figure takes up a rifle and turns around to the mirror, perhaps just to look at himself one more time... to reveal an older and more battle scarred version of Kiryu himself. The face is recognizably his own, but older and more seasoned. The armor is well made and does indeed support a familiar crystal ball ensconced in its chest. The main difference, aside from some iron grey hair coming in on the sides, is a large pale scar down the right side of his face with what appears to be a bionic eye glowing crimson from its socket. The mirror flashed with ebon light that ripped the sight from Kiryu for a moment before it receded back into the mirror... and revealed the man he had seen in the mirror staring at him, gaping. The crystal ball in his armor flashed and then glowed crimson. A gravelly deep voice echoed in the chamber, "I don't know how you stole my face, witch, but you'll die like the rest. Now where in the name of the Father of Circuits did you bring me?"Initiative _jOCgUf31d100{ Battle Stats} DEFENSE PHASE.
Kiryu Attack #1 (0) vs Shadow Kiryu's Def (70): Kiryu Attack #2 (0) vs Shadow Kiryu's Def (70):
0 dmg - 0 DR = 0 dmg.
OFFENSE PHASE.
Bonus Action: At-Will:
Action 1:
Action 2:
EFFECTS. Revenger Charges: 0
TRAITS. Racial Trait: Student of 1000 Arts Traits:Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn. Endure Requirements: Resilience Skill of 30 Activation: None (Passive) Effect: Increase your HP by +25. IndomitableRequirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Increase your DR by 4. Surge Requirements: Energy Control Skill of 50 Activation: None (Passive) Effect: Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit. Class Traits:Desperado Activation: At-Will Effect: When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. Limit: 3 times per thread. Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Class Features: Armory - You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item. Mastercraft - Your Grenades have an additional +20% to afflict their respective Status Effects. Weapons Specialist - You may equip one and use 1 additional weapon; this does not increase your maximum number of item slots, but rather allows you to simply equip/use 1 more than normal. Utility Belt - You may equip 2 additional items of any rarity and 1 additional Common or Rare Outfit. Chain Detonation - When using your Strike and/or Energy Blast Basic Techniques, and Special Techniques, you may choose to consume 1 use of an equipped Grenade to add that Grenade’s effects to the Technique being used. ITEMS. Blaster Carbine Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread.
Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread.
Universal Targe The Universal Targe is a Capsule Corporation production that appears to be only an Iron Bangle- when it is activated by a neural link embedded within its construction, a durable shield of synthetic Katchin expands outward to aid in its user’s defense. Type: Weapon - Shield Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Increase your DR by 10 this turn; additionally, select one non-Special Status Effect. You may not be inflicted with the chosen Status Effect on this turn. Limit: 2 uses per thread.
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
Advanced Battle Armor This Armor is a cutting-edge development by Capsule Corporation; it provides more protection than standard-issue armor without sacrificing any mobility. Type: Outfit - Armor Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit.
Field Responder Pack More robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread.
Capture Net This capsule contains an expanding net that is released shortly after being thrown. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Immobilize status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Flashbang A grenade that explodes with a burst of bright light and considerable noise, often used to disorient foes to great effect. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Grav Bomb Upon successfully affecting a target, a Grav Bomb dramatically increases the relative weight of its intended victim- making even the most mundane tasks take excessive amounts of energy. Type: Grenade Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 60% chance to be afflicted by the Special Status Effect “Heavy” for two (2) turns. While afflicted with “Heavy”, increase the cost of all actions by 5 Ki, even if that action would not normally cost Ki. Limit: Twice per thread.
Destron Gas While it’s unknown how this substance came to exist on Earth, Destron Gas is a highly potent gas that severely hinders all affected by it. Type: Grenade Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 35% chance to be afflicted by Stun, Freeze, and Poison(each rolled separately.) If even a single Status Effect is successfully inflicted by Destron Gas, reduce that opponent’s Base Power Level by 15% for the remainder of the thread. Limit: Twice per thread; a character’s Base PL Loss is capped at 50%.
Baba's Crystal Ball A brilliant, clear crystal ball that once belonged to a renowned fortune teller. It is said that it retains the power of clairvoyance, even to this day. Type: Lost Artifact - Crystal Ball Zeni Value: 600,000 Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level. DEFENSE/UTILITY TECHS. COUNTERMEASURES (level 3) Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
REVENGER CHARGE (Level 3) You recollect the ambient ki you left behind when you wasted your previous energy attacks. Type: Utility Action: At-Will Prerequisite: Requires Energy Control skill of 35. Effect: You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect. Cost: None Limit: Can spend total of 6 stacks of Ambient Ki per thread. Ranks: Rank 2 lets you spend 9 stacks of Ambient Ki per thread. Rank 3 lets you gain stacks of Ambient Ki when your Basic and Special Energy Techniques hit. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT (Level 3) 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 (Level 3) You swiftly blink in and out of your opponent's defenes 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.
ATTACK TECHS.
Inquisitor's Ire Kiryu Focuses his faith into the crystal ball in the middle of his chest and fires a beam of sizzling white light to cleanse their souls... Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Charging Minor Effect: Shocking Cost: 15 ki Learn: 2 weeks
PL: 25,000 HP: 200/200 | TEMP HP: 0/0 | KI: 100/100 FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 30 | RESILIENCE: 50 MELEE ACCURACY: +25 | ENERGY ACCURACY: +50 | DEF: 70 DR: 17 | DMG MODIFIER: +4 | KI COST: -2 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [822/822] 1d100
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Post by Kiryu on Feb 1, 2020 9:49:27 GMT -8
Immediately, upon entering the temple, Kiryu was separated from his companions, and he felt his very essence being pulled at. He summoned his power around him, doing his best to blunt the sensation, but he still felt like he was being drained, somehow. He called upon his magics, allowing them to insulate him from the effect, and began to move forward through the inky black labyrinth. As Kiryu moved through the hallways, every one of his senses on alert, he was filled with a sense of growing dread. The feeling grew stronger when he came into a room surrounded by pillars, which, to Kiryu's magically attuned senses, seemed to thrum and vibrate with power. If he were wiser, he would have avoided this place entirely... but once again, that voice thundered through his very being. 'Come and see'.Kiryu moved into the room, a cold pit of nothingness forming in his stomach, and went to stand before a dark mirror, the only feature of the room. And what he saw... and what he felt... Pain. For a moment, it was all that occupied the mind of Kiryu Miyazawa, and it was difficult not to be consumed by it... for the pain was his, and not is, all at once. He saw... himself. He saw his life when, as a child, his mother and father ripped from this world, taken from the Path of Joy by malconvokers, their bodies reanimated by some foul necromantic spell. Baba Yaga's flesh puppets possessed the power they had in life, making them excellent shock troopers for her eventual conquest. Under her banner, sorcerers and sorceresses pledged themselves, hoping for positions of power in the new world order that they dark mistress of the magical arts was forging from the bones of the old world. Many of them were successful, and those that weren't saw their lives and power sacrificed, harnessed, making Baba Yaga even more powerful while they themselves were confined to a living hell more painful than anything they could have devised; transmuted into a slug like form, in constant agony as their magical power was continuously siphoned, feeding Baba Yaga through a dark ritual. This regime took everything from him. He lost his family. He lost friends. He watched the world burn. And he promised that he would never, ever rest until those that were responsible were no more. Kiryu felt all this, knew it to be his pain... and felt utterly repulsed by the zealous hatred that he could feel in the man that had stepped out of the mirror. This was a Kiryu that had not inherited his parent's philosophy. This was a Kiryu that would use his keen mind and cunning devices to end the life of a magic user as soon as look at them, no matter the quality of the individual. This was a Kiryu that would not care if a thousand innocents were caught in the radius of an explosion, so long as his target was destroyed. This was a Kiryu to whom the end always, always justified the means, and that meant that he had set himself above others, had made himself judge, jury and executioner. This was a Kiryu who, unchecked, would hold the world in his tyrant's grip while telling the people that it was for their own good. He had not saved anyone. In his zealotry, he had become a bigot. He had become something worse than that which he hated and hunted. It made this Kiryu want to vomit. Everything about him, as Kiryu had told Cayle, was other, but close enough to be truly revolting. The bionic eye. The crystal ball. It filled Kiryu with despair, and with rage. A flash of light caused Kiryu to stagger back, momentarily blinded, and then, against all odds, his doppelganger was standing before him, no longer in the mirror but in the flesh. Kiryu's teeth peeled back in a feral snarl, and he leaped backwards, landing in a fighting stance and holding his wizard's spear at the ready. The blade began to glow, filling the room with a cerulean luminescence, and Kiryu's emerald eyes flashed with open anger. "I stole nothing from you, pretender. I am you. I am you as you should have been. I am you with the proper training. I am you embracing the gift that is magic, that is life. I am you, less your hatred for the arcane, and for the very world for birthing such beings.
I have not brought you here. The sight of you is anathema to me. It is everything I fear and revile in myself laid bare... but I will not falter.
Stand down and return from whence you came, or I will end you, and end this place, for this can be nothing but a tomb of horrors."
Initiative: sT4EL33e1d100[WC=805] [EWC=800] Battle TrackerDefense Resolution-
At-Will-
Bonus Action-
Standard Action-
Standard Action-
Arcane Points- 4/4 Techniques
Evade (Feint Rank 3) 2/2 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.
Instinctual Defense (Rank 3) 1/1 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 defense for the next three turns or +10 to your defense 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.
Ki Blocker (Demon Eye Rank 3)- 3/3 Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Construct (Paparapapa Rank 3)- 1/1 Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. 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 may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Gun Type: Energy/Ranged/Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Burn Cost: 15 ki Learn: 2 weeks
Magic Materialization (Rank 3)- 2/2 Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2 ki per 10,000 zeni of the desired item. If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Pressure Point Strikes (Paralyze Rank 3)- 2/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
Seikuken (Kiai Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Solar Flare (Rank 3) 2/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Susanoo (Energy Constructs Rank 3) 1/1 Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below. You may use at-wills from this technique more than once in a given turn. --Give +10 to a single Accuracy roll on your turn. One per attack. --Gain +2 bonus damage for a single attack you make. Two per attack max. --Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack. --As a reaction you gain +5 Defense against all attacks. One per turn. --As a reaction you gain 2 DR against all attacks during turn. One per turn. Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP.
Teleport (Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
The Snap Type: Ranged Energy Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Immobilizing Cost: 35 ki Learn: 2 weeks
True Sight (Wild Attack Rank 3)- 1/1 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. Traits
Instinct (Ability 1) Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
Intimidating Power (Class 1) Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Sadist (Class 2) Activation: Passive Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% cance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
Technique Slots (Ability 2)
Efficiency (Ability 3) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Haste (Ability 4) Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Class Abilities
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your 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: You 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.
Shun Goku Satsu (Bane) After repeatedly targeting an opponent's pressure points, Kiryu targets his foe's entire ki network with powerful blows and pinpoint strikes that can badly damage the internal organs of nearly any enemy.
Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on each opponent. Equipped Items
Baba's Crystal Ball- When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level.
Guardian Staff Activation: Bonus Action - Reactive
Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy.
Limit: 3 uses per thread.
Recovery Package- The target of this item restores +6 HP and +4 Ki per turn, at the end of each turn, for 5 of their turns. Activation- Bonus Action
Expert Training Gear- You gain an additional 50% PL from thread rewards while wearing this outfit.
Lucky Trinket- Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.)
Battle Stats
Natural PL: 24,782
Base PL: 27,360
HP: 70/70 | KI: 100/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 120
DR: +4 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 0/100 1d100
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Post by Kiryu on Feb 2, 2020 6:40:00 GMT -8
Kiryu decided not to wait for a reply. It was better to prepare for violence and be pleasantly surprised by it's absence than to be caught off guard, and if this opponent was anywhere near as talented as Kiryu himself, he could be in for quite a different battle. Kiryu knew the skill and dedication that he practiced with; the thought of a being with similar drive, directed towards building innovative technology powerful enough to disrupt and counter magic, filled him with unspeakable unease... even icy fear. Kiryu swung his spear about, planting it's blade in the ground. The magically charged weapon easily penetrated the floor and stood straight as Kiryu focused. His magic felt... different, here. Normally accessing his wellspring of mystical power felt like life itself. He could see colors more vibrantly, practically smell the sweat on his opponent's before it started. Now, though, it was... muted, somehow. Off. Like an oil slick contaminating the surface of a crystal clear lake. Kiryu plunged in anyway. Unlike the calm surrender to the flow of magic that he normally felt, like a flower opening it's petals and surrendering to the sunlight to take it in and grow, Kiryu felt as though he were being drowned in molten lakes of fire, frozen by sheets of ice. He had to struggle, had to fight, merely to keep from being consumed. Kiryu Miyazawa, nascent magus, was equal to the task. Swiftly, Kiryu reached to a fold in his robe, retrieving a potion, one he always kept handy. Flicking the stopper off with his thumb, Kiryu raised the phial to his lips and quaffed the tincture in one long pull. The item infusing him, Kiryu activated one his newer techniques. He sent ki and magic through his body, starting from his stomach, the core of his spiritual might. He directed it towards his eyes. The veins on his forehead bulged for a moment, and he closed his eyes in discomfort. But when he opened them, his normally verdant orbs had changed completely. They glowed crimson, and the pupil was a strange, star like geometric pattern, allowing him to follow the movements of his foes with increased alacrity. At the same time, Kiryu sent waves of ki out into his body, allowing him to react to attacks more quickly, almost unconsciously, trusting to his innate, trained reflexes to see him through. Then, Kiryu really started to get going. "The opportunity and drive to save the world," Kiryu said, speaking to his doppelganger, "And you become the most terrible monster of all."A glowing silver outline shimmered into existence around Kiryu. Ki mixed with magic formed a barrier, an extra body, that responded to his mental commands as quickly as his own. The energy clung tight to his body, thought it weighed nothing unless he willed it to. "You have left the Path, High Inquisitor. You left it long ago, and our parents would be ashamed to see the base, unrepentant killer that you have become."Kiryu concentrated then, his aura exploding around him. Silver light filled the dark chamber, but quickly condensed around Kiryu's body. Unlike his ki construct, which was sort of like an energy bodysuit, this formed a more clear exoskeleton, taking on the appearance of ancient samurai armor. A katana hung at Kiryu's side, now, and a shield was strapped to his back. Those weapons, for the moment, remained in their places, as Kiryu intended to begin the fight with his magical spear. And still, Kiryu was not done. Utilizing his intense speed and impeccable reflexes, as well as a bit of mystical aid, Kiryu concentrated. The world seemed to slow, for just a moment, and Kiryu used that moment. Before his foe could react, he reached out with his magical power, summoning his platinum ring of power from the pocket dimension where he housed many of his items. As it coalesced around his finger, Kiryu could feel the potency of his magic increase. The temple around him seemed to groan in protest, and for the barest moment, Kiryu felt his connection to his magic clear, and it filled him, free of taint or difficulty, sending a thrill of exhilaration through his body. Finally finished with his preparations, Kiryu did not do anything flashy. He did not monologue or wax poetic. He didn't display his power in an attempt to intimidate his foe. If this was truly a version of himself, Kiryu knew such tactics would be useless. Instead, he reached down, pulling his spear from the ground, and set himself into a ready stance. "I have sworn not to take a life, for that is the end their Path. But... you, unchecked? That will be the end of the Path forever. This is your final warning. Proceed and I will not hold back."
[W802] [TWC=1,600] Battle TrackerDefense Resolution-
At-Will- Instinctual Defense Rank 3, -3 ki, +8 Instinct
At-Will- True Sight (Wild Attack) Rank 3, -3 ki, +8 Instinct
At-Will Action- Haste; gain extra Bonus Action
Bonus Action- Use Recovery Package; +6 HP/+4 ki for 5 turns
Bonus Action- Magic Materialization (Demon Ring) Rank 3, -1 ki
Standard Action- Sacrifice for Bonus Action; Ki Construct (Paparapapa Rank 3), -1 ki
Standard Action- Sacrifice for Bonus Action; Susanoo (Energy Constructions Rank 3), -10 ki
Recovery Package- +6 HP/+4 ki, turn 1 of 5
Instinct- 16
Arcane Points- 4/4 Techniques
Evade (Feint Rank 3) 2/2 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.
Instinctual Defense (Rank 3) 0/1 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 defense for the next three turns or +10 to your defense 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.
Ki Blocker (Demon Eye Rank 3)- 3/3 Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Construct (Paparapapa Rank 3)- 0/1 Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. 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 may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Gun Type: Energy/Ranged/Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Burn Cost: 15 ki Learn: 2 weeks
Magic Materialization (Rank 3)- 1/2 Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2 ki per 10,000 zeni of the desired item. If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Pressure Point Strikes (Paralyze Rank 3)- 2/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
Seikuken (Kiai Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Solar Flare (Rank 3) 2/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Susanoo (Energy Constructs Rank 3) 0/1 Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below. You may use at-wills from this technique more than once in a given turn. --Give +10 to a single Accuracy roll on your turn. One per attack. --Gain +2 bonus damage for a single attack you make. Two per attack max. --Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack. --As a reaction you gain +5 Defense against all attacks. One per turn. --As a reaction you gain 2 DR against all attacks during turn. One per turn. Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP.
Teleport (Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
The Snap Type: Ranged Energy Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Immobilizing Cost: 35 ki Learn: 2 weeks
True Sight (Wild Attack Rank 3)- 0/1 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. Traits
Instinct (Ability 1) Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
Intimidating Power (Class 1) Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Sadist (Class 2) Activation: Passive Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% cance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
Technique Slots (Ability 2)
Efficiency (Ability 3) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Haste (Ability 4) Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Class Abilities
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your 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: You 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.
Shun Goku Satsu (Bane) After repeatedly targeting an opponent's pressure points, Kiryu targets his foe's entire ki network with powerful blows and pinpoint strikes that can badly damage the internal organs of nearly any enemy.
Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on each opponent. Equipped Items
Baba's Crystal Ball- When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level.
Guardian Staff Activation: Bonus Action - Reactive
Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy.
Limit: 3 uses per thread.
Recovery Package- The target of this item restores +6 HP and +4 Ki per turn, at the end of each turn, for 5 of their turns. Activation- Bonus Action
Expert Training Gear- You gain an additional 50% PL from thread rewards while wearing this outfit.
Lucky Trinket- Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.)
Battle Stats
Natural PL: 24,782
Base PL: 27,360
HP: 70/70 | KI: 86/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 120
DR: +4 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 0/100
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Post by darthlunchbox on Feb 2, 2020 11:35:10 GMT -8
The High Inquisitor stared at the witch as he spun his lies... he could feel his face redden as the fury uncoiled from his gut and washed through him. He spat out, "ME as I SHOULD have been? You have let the arcane arts tempt and consume you. I have seen what happens when you let magic run amok. Found my parents dead at the hands of magic. Don't tell me that it is good or pure or meant to be. You name me anathema? I will see this world saved as I saved my own world, from the grips of tyrants like you are bound to become, once the magic corrupts your soul. Only through faith in the Father of Circuits, and the practice of his ways might you be saved. Mankind was meant to raise themselves up through the way of innovation, not mysticism. If you repent now, we can join our purposes together and save the people of your world before it is scoured." He waited on an answer and saw the other man begin slide his spear into the stone of the floor as easily as if he were standing it up in earth. The younger faced version of himself began pulling odds and ends from about his person, drinking stuff, performing blasphemous summoning, and generally looked like he was getting a silent answer to his kind offer. So be it.
Kiryu flipped up a panel on the forearm of his armor and typed in a code, the beeps of the button and acknowledgement tone echoed oddly through the chamber, parts of it seeming swallowed while others were magnified somehow. A pulse of energy surged through his armor as his tactical superchargers were fired up; a little something he had cooked up to give himself an edge in battle. Sometimes being able to perform actions in a more efficient manor was the difference between downing a witch and being killed yourself. Reaching up he grabbed the iris of his eye and gave it a sharp twist to the left, which turned the light to a dark green hue as information began to pour into Kiryu's brain.
INITIALIZING... Ready to serve, High Inquisitor. Analyzing target... Reading patterns. Ready for Target Acquisition.
He smiled grimly at his little ace in the hole. His targeting computer tended to burn out fast... but sometimes being able to make sure he got a shot it was worth it. The... other him.... he guessed he had to admit that it was possible. Something odd had dragged him through to this place... and he had a comforting thought as the other him began spouting out his ridiculous statements saying he would defend the magic. It made him furious to hear even an alternate version defend the arcane and be an apostate. He lifted his energy rifle and flipped it on, green light wmitting softly as it came to life and let out a low hum of power. He brought the rifle up to where he could just as easily snap it up for a shot or swing it around for defense before he answered the whelp's words.
An almost reverent tone of voice came from the High Inquisitor as he began, "I see it now, Father. You have had me brought here, before I could end my life, to spread your gospel and purge this place of the stain of the arcane. You even put me in the path of myself as an apostate, a view of what could have been, a test of faith. Don't worry, Father, I shan't fail." The inquisitor's voice turned hard then, "You shall not stand in the way of the faithful or the Father of Circuits, boy. If you won't join me in the Crusade against heresy, you'll die. Simple as that. Choose now, and join me or die by my hand."
The inquisitor pulled a metal cylinder from his belt and cracked a tube open on his rifle, inserting it almost absentmindedly. He was probably going to need the whole arsenal for this one. He just hoped he could find the ingredients to craft quality replacements after he left his alternate self cold in the shadows. { Battle Stats} DEFENSE PHASE.
Kiryu Attack #1 (0) vs Shadow Kiryu's Def (70): Kiryu Attack #2 (0) vs Shadow Kiryu's Def (70):
0 dmg - 0 DR = 0 dmg.
OFFENSE PHASE.
Bonus Action: Countermeasures -8 KI +3 Stacks Countermeasures At-Will: Wild attack -6 KI 8 charges gained
Action 1:
Action 2:
EFFECTS. Revenger Charges: 0 Countermeasures: 3 stacks Instinct: 8 charges
TRAITS. Racial Trait: Student of 1000 Arts Traits:Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn. Endure Requirements: Resilience Skill of 30 Activation: None (Passive) Effect: Increase your HP by +25. IndomitableRequirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Increase your DR by 4. Surge Requirements: Energy Control Skill of 50 Activation: None (Passive) Effect: Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit. Class Traits:Desperado Activation: At-Will Effect: When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. Limit: 3 times per thread. Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Class Features: Armory - You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item. Mastercraft - Your Grenades have an additional +20% to afflict their respective Status Effects. Weapons Specialist - You may equip one and use 1 additional weapon; this does not increase your maximum number of item slots, but rather allows you to simply equip/use 1 more than normal. Utility Belt - You may equip 2 additional items of any rarity and 1 additional Common or Rare Outfit. Chain Detonation - When using your Strike and/or Energy Blast Basic Techniques, and Special Techniques, you may choose to consume 1 use of an equipped Grenade to add that Grenade’s effects to the Technique being used. ITEMS. Blaster Carbine Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread.
Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread.
Universal Targe The Universal Targe is a Capsule Corporation production that appears to be only an Iron Bangle- when it is activated by a neural link embedded within its construction, a durable shield of synthetic Katchin expands outward to aid in its user’s defense. Type: Weapon - Shield Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Increase your DR by 10 this turn; additionally, select one non-Special Status Effect. You may not be inflicted with the chosen Status Effect on this turn. Limit: 2 uses per thread.
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
Advanced Battle Armor This Armor is a cutting-edge development by Capsule Corporation; it provides more protection than standard-issue armor without sacrificing any mobility. Type: Outfit - Armor Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit.
Field Responder Pack More robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread.
Capture Net This capsule contains an expanding net that is released shortly after being thrown. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Immobilize status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Flashbang A grenade that explodes with a burst of bright light and considerable noise, often used to disorient foes to great effect. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Grav Bomb Upon successfully affecting a target, a Grav Bomb dramatically increases the relative weight of its intended victim- making even the most mundane tasks take excessive amounts of energy. Type: Grenade Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 60% chance to be afflicted by the Special Status Effect “Heavy” for two (2) turns. While afflicted with “Heavy”, increase the cost of all actions by 5 Ki, even if that action would not normally cost Ki. Limit: Twice per thread.
Destron Gas While it’s unknown how this substance came to exist on Earth, Destron Gas is a highly potent gas that severely hinders all affected by it. Type: Grenade Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 35% chance to be afflicted by Stun, Freeze, and Poison(each rolled separately.) If even a single Status Effect is successfully inflicted by Destron Gas, reduce that opponent’s Base Power Level by 15% for the remainder of the thread. Limit: Twice per thread; a character’s Base PL Loss is capped at 50%.
Baba's Crystal Ball A brilliant, clear crystal ball that once belonged to a renowned fortune teller. It is said that it retains the power of clairvoyance, even to this day. Type: Lost Artifact - Crystal Ball Zeni Value: 600,000 Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level. DEFENSE/UTILITY TECHS. COUNTERMEASURES (level 3) Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
REVENGER CHARGE (Level 3) You recollect the ambient ki you left behind when you wasted your previous energy attacks. Type: Utility Action: At-Will Prerequisite: Requires Energy Control skill of 35. Effect: You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect. Cost: None Limit: Can spend total of 6 stacks of Ambient Ki per thread. Ranks: Rank 2 lets you spend 9 stacks of Ambient Ki per thread. Rank 3 lets you gain stacks of Ambient Ki when your Basic and Special Energy Techniques hit. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT (Level 3) 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 (Level 3) You swiftly blink in and out of your opponent's defenes 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.
ATTACK TECHS.
Inquisitor's Ire Kiryu Focuses his faith into the crystal ball in the middle of his chest and fires a beam of sizzling white light to cleanse their souls... Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Charging Minor Effect: Shocking Cost: 15 ki Learn: 2 weeks
PL: 25,000 HP: 200/200 | TEMP HP: 0/0 | KI: 86/100 FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 30 | RESILIENCE: 50 MELEE ACCURACY: +25 | ENERGY ACCURACY: +50 | DEF: 70 DR: 17 | DMG MODIFIER: +4 | KI COST: -2 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [700/1522]
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Post by Kiryu on Feb 3, 2020 13:10:10 GMT -8
Kiryu could only sneer his contempt at this twisted reflection of himself. He was spiritual, in his own way. How could he not be? He wielded power over the fundamental forces of the universe. He could step into the sky, bend reality itself to his will. For Kiryu, it wasn't a matter of belief. He knew that there were greater powers out there, ones greater than he could fathom. To see himself as a zealous bigot that espoused faith in some 'Father of Circuits', that used that belief as a way of furthering his own genocidal ambitions... it made him physically ill. It twisted his stomach in knots and filled him with revulsion and rage and, for the first time, he truly did not know if he would, or could, hold back from ending the life of this vile doppelganger. Kiryu Miyazawa was, more so than most, aware of his weaknesses, especially when it came to fighting. He had spent a lot of time fighting those with less skill, and loved the thrill of a good, honest contest. Even when in a heated battle with opponents stronger than he was, Kiryu tended towards the slow game, to rely on spells that drained his foe's capabilities, and certainly, he intended to use those here... but this was him, a him that knew better than anyone the powers and skill that he could wield. Well, then. Balls to the wall.Kiryu's True Sight spell revealed many things that would normally be hidden... including some sort of device in his double's electronic eye. Kiryu would have caught on anyway, of course. The man literally twisted his bionic eye about. Kiryu's sight, however, revealed that it had some strange capabilities, and in a brief glimpse into the future he saw that it could easily counteract much of his natural agility. "Yeeeeeeah... how about no?"That could as easily have been a response to the Inquistor's offer to join forces, but Kiryu meant it more as a denial. He would not allow this monster to do as he pleased. He would stop him, or die trying. Kiryu's left arm flashed out, moving in a complex, blurred pattern. His spell created an electronic spark in the Inquistor's eye, one that should short out it's circuitry, at least for a time. Kiryu called upon his sight as well, increasing his agility in an attempt to predict his opponent's attack. Then, calling upon the most powerful spells and techniques that he knew, Kiryu dug deep within, and moved.His Susanoo sent eye beams at his double, but these were laced with a spell that would release toxins into the Inquisitor, damaging his health over time. Kiryu followed that up with several spear thrusts, each magically charged attack targeting his enemy's energy, attempting to disrupt his ability to channel ki. After that, Kiryu focused, a shining silvery aura flaring to life around his Susanoo, and from his spear erupted a supercharged version of his Ki Gun technique. They were loaded with spells designed to lessen the Inquistor's combat capabilities, especially any powerful attacks that might be sent Kiryu's way. Kiryu leaped back after the salvo, then recharged his ki reserves; he had went hard in the beginning, and needed to ensure that he would remain healthy for the remainder of the combat.
[WC=553] [TWC=2,153] Battle TrackerDefense Resolution-
At-Will Action- Spend 8 Instinct for +20 defense for next 3 turns
At-Will Action- Haste; gain extra Bonus Action
At-Will Action- Afflict; spend one Arcane Point for Bonus Action for Utility Tech
At-Will Action- Transmute; one Arcane Point to negate Hidden Weapon for 3 turns
At-Will Action- Enchant; one Arcane Point to add 40% "Stun" chance on Special Techs
At-Will Action- Energy Constructs; bonus +15% "Stun" Inflict chance
At-Will Action- Susannoo uses Poison Bomb from Inventory Inflict Chance 60%: EpOHA6c41d100 On Inflict; POISON for 3 turns; deals additional 1 Damage bypassing DR and inflicts -2 damage and -2 DR while inflicted.
Bonus Action- Ki Blocker (Demon Eye Rank 3), -1 ki Inflict Chance 95%: 1d100 On Inflict; Cripple/Curse for 5 turns; each Status deals additional 1 Damage bypassing DR and inflicts -2 damage and -2 DR while inflicted.
Bonus Action- Enhanced Focus Energy (-7 ki)
Standard Action- Ki Gun (-8 ki)
Attack: 1d100+75 Damage: 3d10+3
Burn Inflict Chance 65%: 1d100
Stun Inflict Chance 80%: 1d100
Cripple Inflict Chance 45%: 1d100
Immobilize Inflict Chance 45%: 1d100
Each status would be inflicted for 3 turns, deal additional 1 Damage bypassing DR and inflict -2 damage and -2 DR per unique status while inflicted.
Standard Action- Ki Gun (-8 ki)
Attack: 1d100+75 Damage: 3d10+3
Burn Inflict Chance 65%: 1d100
Stun Inflict Chance 80%: 1d100
Cripple Inflict Chance 45%: 1d100
Immobilize Inflict Chance 45%: 1d100
Each status would be inflicted for 3 turns, deal additional 1 Damage bypassing DR and inflict -2 damage and -2 DR per unique status while inflicted.
Bonus Action- Power Up (+25 ki, +25% PL/2 turns)
Recovery Package- +6 HP/+4 ki, turn 2 of 5
Instinct- 8
Ki Construct Actions- 3 of 4
Energy Constructs Points- 5/6
Arcane Points- 1/4 Techniques
Evade (Feint Rank 3) 2/2 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.
Instinctual Defense (Rank 3) 0/1 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 defense for the next three turns or +10 to your defense 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.
Ki Blocker (Demon Eye Rank 3)- 2/3 Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Construct (Paparapapa Rank 3)- 0/1 Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. 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 may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Gun Type: Energy/Ranged/Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Burn Cost: 15 ki Learn: 2 weeks
Magic Materialization (Rank 3)- 1/2 Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2 ki per 10,000 zeni of the desired item. If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Pressure Point Strikes (Paralyze Rank 3)- 2/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
Seikuken (Kiai Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Solar Flare (Rank 3) 2/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Susanoo (Energy Constructs Rank 3) 0/1 Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below. You may use at-wills from this technique more than once in a given turn. --Give +10 to a single Accuracy roll on your turn. One per attack. --Gain +2 bonus damage for a single attack you make. Two per attack max. --Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack. --As a reaction you gain +5 Defense against all attacks. One per turn. --As a reaction you gain 2 DR against all attacks during turn. One per turn. Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP.
Teleport (Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
The Snap Type: Ranged Energy Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Immobilizing Cost: 35 ki Learn: 2 weeks
True Sight (Wild Attack Rank 3)- 0/1 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. Traits
Instinct (Ability 1) Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
Intimidating Power (Class 1) Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Sadist (Class 2) Activation: Passive Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% cance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
Technique Slots (Ability 2)
Efficiency (Ability 3) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Haste (Ability 4) Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Class Abilities
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your 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: You 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.
Shun Goku Satsu (Bane) After repeatedly targeting an opponent's pressure points, Kiryu targets his foe's entire ki network with powerful blows and pinpoint strikes that can badly damage the internal organs of nearly any enemy.
Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on each opponent. Equipped Items
Baba's Crystal Ball- When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level.
Guardian Staff Activation: Bonus Action - Reactive
Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy.
Limit: 3 uses per thread.
Recovery Package- The target of this item restores +6 HP and +4 Ki per turn, at the end of each turn, for 5 of their turns. Activation- Bonus Action
Expert Training Gear- You gain an additional 50% PL from thread rewards while wearing this outfit.
Lucky Trinket- Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.)
Battle Stats
Natural PL: 24,782
Base PL: 27,360 > 34,200
HP: 70/70 | KI: 91/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 120
DR: +4 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 25/100 1d100·1d100·1d100+75·3d10+3·1d100·1d100·1d100·1d100·1d100+75·3d10+3·1d100·1d100·1d100·1d100
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Post by darthlunchbox on Feb 3, 2020 19:01:38 GMT -8
The inferior version of himself... the shadow, refused his offer. The High Inquisitor wasn't really that surprised... he had't ever had one of the cursed take him up on his offer. Still, it was his duty as a man of the cloth to at least offer absolution to the damned. The summoned demon spirit send a lancing beam towards him that he wasn't able to avoid and he could feel its corrosive influence burning in his veins as the magic burned inside of him. Almost simultaneously, a spark shot out of his eye and it started going haywire... video feed spinning so much he had to dismiss it and start a maintenance subroutine on it. It would come back online, but only time would tell if it would come back online in time to help. The witch sprang forward with his spear, lithe and quick, eager to spill holy blood upon the damned stones of this dark temple. With a thought, the High Inquisitor triggered the heightened reflex responses in his suit and dodged to the side of the first thrust before he slapped the second aside with the stock of his rifle. His foe jumped back and the High Inquisitor shook his head, "I remember when I was that quick boy. Enjoy it while it lasts... it will fade in time. If you live that long." He raised his rifle casually and triggered a coruscating green energy bolt sizzled through the air at the younger man, casting weird shadows as it streaked through the room... and it was quickly followed by a quieter thunk from the tube under the barrel that ejected a cylinder towards the witch... that exploded into a weighted net designed to hinder him and slow his responses down. Best way to shoot a witch was to make it like shooting fish in a barrel... { Battle Stats} DEFENSE PHASE.
Kiryu Attack #1 (91) vs Shadow Kiryu's Def (100): Kiryu Attack #2 (95) vs Shadow Kiryu's Def (100):
0 dmg - 13 DR = 0 dmg. Status Damage: 8 damage, -4 damage to attacks, -4 DR
OFFENSE PHASE.
Bonus Action: Rapid Movement -13 ki At-Will:
Action 1: Sense +5 Acc +5 Def
Action 2: Energy Blast (Enhanced EB) -1 ki
D9VV6kUr1d100+55
2d6+2 Adding Capture net grenade Immobilize 70% chance
1d100
EFFECTS. Revenger Charges: 0 Countermeasures: 3 stacks Instinct: 8 charges Poisoned: 2 more turns -4 HP Cripple: 4 more turns -4 HP Cursed: 4 more turns -1 ki Hidden Weapon available after 2 more turns
TRAITS. Racial Trait: Student of 1000 Arts Traits:Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn. Endure Requirements: Resilience Skill of 30 Activation: None (Passive) Effect: Increase your HP by +25. IndomitableRequirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Increase your DR by 4. Surge Requirements: Energy Control Skill of 50 Activation: None (Passive) Effect: Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit. Class Traits:Desperado Activation: At-Will Effect: When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. Limit: 3 times per thread. Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Class Features: Armory - You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item. Mastercraft - Your Grenades have an additional +20% to afflict their respective Status Effects. Weapons Specialist - You may equip one and use 1 additional weapon; this does not increase your maximum number of item slots, but rather allows you to simply equip/use 1 more than normal. Utility Belt - You may equip 2 additional items of any rarity and 1 additional Common or Rare Outfit. Chain Detonation - When using your Strike and/or Energy Blast Basic Techniques, and Special Techniques, you may choose to consume 1 use of an equipped Grenade to add that Grenade’s effects to the Technique being used. ITEMS. Blaster Carbine Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread.
Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread.
Universal Targe The Universal Targe is a Capsule Corporation production that appears to be only an Iron Bangle- when it is activated by a neural link embedded within its construction, a durable shield of synthetic Katchin expands outward to aid in its user’s defense. Type: Weapon - Shield Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Increase your DR by 10 this turn; additionally, select one non-Special Status Effect. You may not be inflicted with the chosen Status Effect on this turn. Limit: 2 uses per thread.
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
Advanced Battle Armor This Armor is a cutting-edge development by Capsule Corporation; it provides more protection than standard-issue armor without sacrificing any mobility. Type: Outfit - Armor Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit.
Field Responder Pack More robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread.
Capture Net This capsule contains an expanding net that is released shortly after being thrown. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Immobilize status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Flashbang A grenade that explodes with a burst of bright light and considerable noise, often used to disorient foes to great effect. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Grav Bomb Upon successfully affecting a target, a Grav Bomb dramatically increases the relative weight of its intended victim- making even the most mundane tasks take excessive amounts of energy. Type: Grenade Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 60% chance to be afflicted by the Special Status Effect “Heavy” for two (2) turns. While afflicted with “Heavy”, increase the cost of all actions by 5 Ki, even if that action would not normally cost Ki. Limit: Twice per thread.
Destron Gas While it’s unknown how this substance came to exist on Earth, Destron Gas is a highly potent gas that severely hinders all affected by it. Type: Grenade Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 35% chance to be afflicted by Stun, Freeze, and Poison(each rolled separately.) If even a single Status Effect is successfully inflicted by Destron Gas, reduce that opponent’s Base Power Level by 15% for the remainder of the thread. Limit: Twice per thread; a character’s Base PL Loss is capped at 50%.
Baba's Crystal Ball A brilliant, clear crystal ball that once belonged to a renowned fortune teller. It is said that it retains the power of clairvoyance, even to this day. Type: Lost Artifact - Crystal Ball Zeni Value: 600,000 Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level. DEFENSE/UTILITY TECHS. COUNTERMEASURES (level 3) Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
REVENGER CHARGE (Level 3) You recollect the ambient ki you left behind when you wasted your previous energy attacks. Type: Utility Action: At-Will Prerequisite: Requires Energy Control skill of 35. Effect: You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect. Cost: None Limit: Can spend total of 6 stacks of Ambient Ki per thread. Ranks: Rank 2 lets you spend 9 stacks of Ambient Ki per thread. Rank 3 lets you gain stacks of Ambient Ki when your Basic and Special Energy Techniques hit. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT (Level 3) 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 (Level 3) You swiftly blink in and out of your opponent's defenes 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.
ATTACK TECHS.
Inquisitor's Ire Kiryu Focuses his faith into the crystal ball in the middle of his chest and fires a beam of sizzling white light to cleanse their souls... Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Charging Minor Effect: Shocking Cost: 15 ki Learn: 2 weeks
PL: 25,000 HP: 192/200 | TEMP HP: 0/0 | KI: 71/100 FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 30 | RESILIENCE: 50 MELEE ACCURACY: +25 | ENERGY ACCURACY: +50 | DEF: 70 DR: 17 | DMG MODIFIER: +4 | KI COST: -2 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [309/1831] 1d100+55·2d6+2·1d100
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Post by Kiryu on Feb 3, 2020 22:14:18 GMT -8
Kiryu frowned, annoyed that he had aimed so poorly. Clearly, he still had much to get used to with his new equipment. Still, he was who he was. He ignored his double's banter for the moment, instead concentrating on defense. With his magically charged spear, he deftly swatted aside the energy blast sent his way, then, in a blur of motion and impressive display of coordination, Kiryu whipped the spear down and around, cleaving through the net that was sent his way. Grim determination formed on Kiryu's face, and he finally responded to the Inquisitor. "You make me sick. To think that you would pervert our gift... the gift of life itself! The make it a tool for murder. I know what they did to you. To the world. I felt it.
But if I felt that, then you must have felt what embracing the gift has done for me. How it has changed me. The true good it has let me do in the world.
How could you twist that gift to such ends? It is vile. Hateful. It is an abomination. You talk of a Father of Circuits. If this is some deity you worship, then it must be the darkest of gods to have so reprehensible a servant."At that, Kiryu concentrated, deciding to ape the same game plan as the Inquisitor, and perhaps slow him down a bit. Unlike the Inquisitor, he did not utilize technology. Instead, Kiryu siphoned some of the power away from his Susanoo, summoning ghostly chains that extended from the floor and attempted to wrap around the false Kiryu's legs, restricting his motion. Without waiting to see if that technique was successful, Kiryu continued to move rapidly. Abruptly, he snapped his spear around, holding it horizontally. Then, in a surprising move, he dropped the relic. The spear was not rigid, it was flexible, as Kiryu preferred, and responsive to all sorts of maneuvers. As it fell, Kiryu snapped out a quick, propelling the weapon forward, straight towards the Inquisitor's chest. It was a distraction, nothing more. If it hit, it would ricochet up and back a bit, by Kiryu's estimation. Quick as lightning, Kiryu followed the weapon in, magically hardening his fingertips to the point of being able to puncture, or at least dent, the Inquisitor's armor. So empowered, Kiryu lashed out, striking towards the Inquistor's pressure points, aiming to disrupt the man's ki flow and damage his nervous system. Kiryu dodged back, then, attempting to get out of the range of any counter strikes. He flipped through the air acrobatically, in line with where his spear would be if it had bounced off of his doppelganger. If it was not there, with a thought, Kiryu would trigger one of the runes carved onto the shaft and telekinetically pull the spear back into his grasp. Kiryu would then fire off two blasts from the spear tip, though both had differing effects. The second one to leave would be his standard Ki Gun spell, slightly augmented for higher accuracy; the first, however, would be a small white orb that would travel in front of the Inquistor's face, then detonate in a localized burst of light, hopefully impairing the man's sight and making this fight a bit easier.
[WC=544] [TWC=2,697] Battle TrackerDefense Resolution- Kiryu Defense 140; attack misses!
NOTE: Due to Demon Eye Rank 3, High Inquisitor Kiryu is also CURSED! -3 ki at the start of each round for 4 rounds (starting his next turn); 1 Damage bypassing DR and -2 Damage and -2 DR
At-Will Action- Energy Constructs; bonus +15 to attack roll
At-Will Action- Susannoo uses Capture Net from Inventory Inflict Chance 60%: FlXT04ZP1d100 On Inflict; IMMOBILIZE for 3 turns; deals additional 1 Damage bypassing DR and inflicts -2 damage and -2 DR while inflicted.
Bonus Action-Pressure Point Strikes (Paralyze Rank 3), -1 ki Inflict Chance 90%: 1d100 On Inflict; Stun for 4 turns; this status deals additional 1 Damage bypassing DR and inflicts -2 damage and -2 DR while inflicted. Damage bypassing DR: 1d6
Standard Action- Solar Flare (Rank 3), -1 ki Inflict Chance 80%: 1d100 On Inflict; Blind for 3 turns; this status deals additional 1 Damage bypassing DR and inflicts -2 damage and -2 DR while inflicted. Damage bypassing DR: 1d6
Standard Action- Ki Gun (-8 ki)
Attack: 1d100+75 - - - CRIT! Damage: 3d10+3 +5 Damage
Piercing: Ignores 5 DR and Temp HP
Burn Inflict Chance 40%: 1d100
Cripple Inflict Chance 30%: 1d100
Immobilize Inflict Chance 30%: 1d100
Each status would be inflicted for 3 turns, deal additional 1 Damage bypassing DR and inflict -2 damage and -2 DR per unique status while inflicted.
Recovery Package- +6 HP/+4 ki, turn 3 of 5
Instinct- 8, +20 Defense turn 1 of 3
Ki Construct Actions- 2 of 4
Energy Constructs Points- 4/6
Arcane Points- 1/4 Techniques
Evade (Feint Rank 3) 2/2 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.
Instinctual Defense (Rank 3) 0/1 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 defense for the next three turns or +10 to your defense 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.
Ki Blocker (Demon Eye Rank 3)- 2/3 Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Construct (Paparapapa Rank 3)- 0/1 Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. 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 may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Gun Type: Energy/Ranged/Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Burn Cost: 15 ki Learn: 2 weeks
Magic Materialization (Rank 3)- 1/2 Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2 ki per 10,000 zeni of the desired item. If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Pressure Point Strikes (Paralyze Rank 3)- 1/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
Seikuken (Kiai Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Solar Flare (Rank 3) 1/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Susanoo (Energy Constructs Rank 3) 0/1 Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below. You may use at-wills from this technique more than once in a given turn. --Give +10 to a single Accuracy roll on your turn. One per attack. --Gain +2 bonus damage for a single attack you make. Two per attack max. --Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack. --As a reaction you gain +5 Defense against all attacks. One per turn. --As a reaction you gain 2 DR against all attacks during turn. One per turn. Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP.
Teleport (Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
The Snap Type: Ranged Energy Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Immobilizing Cost: 35 ki Learn: 2 weeks
True Sight (Wild Attack Rank 3)- 0/1 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. Traits
Instinct (Ability 1) Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
Intimidating Power (Class 1) Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Sadist (Class 2) Activation: Passive Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% cance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
Technique Slots (Ability 2)
Efficiency (Ability 3) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Haste (Ability 4) Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Class Abilities
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your 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: You 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.
Shun Goku Satsu (Bane) After repeatedly targeting an opponent's pressure points, Kiryu targets his foe's entire ki network with powerful blows and pinpoint strikes that can badly damage the internal organs of nearly any enemy.
Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on each opponent. Equipped Items
Baba's Crystal Ball- When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level.
Guardian Staff Activation: Bonus Action - Reactive
Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy.
Limit: 3 uses per thread.
Recovery Package- The target of this item restores +6 HP and +4 Ki per turn, at the end of each turn, for 5 of their turns. Activation- Bonus Action
Expert Training Gear- You gain an additional 50% PL from thread rewards while wearing this outfit.
Lucky Trinket- Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.)
Battle Stats
Natural PL: 24,782
Base PL: 27,360 > 34,200
HP: 70/70 | KI: 85/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 120
DR: +4 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 25/100 1d100·1d100·1d6·1d100·1d6·1d100+75·3d10+3·1d100·1d100·1d100
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Post by darthlunchbox on Feb 4, 2020 7:36:32 GMT -8
He wasn't to surprised that his first shot was deflected, or even that the witch managed to cut his net. It was disappointing to be certain, but it was only the opening moves of this dance after all. Witches always seemed to panic when faced with the truth and go all out, trying to remove the light of truth that shone in their hooded eyes. Truth be told, this shadow version of himself was far more seeped in corruption than he had thought. He had hoped that a shadow of himself would cling to some semblance of honor, even if fallen. This other man was as strong in magic as the Dark Mistress Baba had been in his own world. When he'd taken on Baba, he'd had a squad of true believers backing him up... True, my tech has gotten better since then... but I don't know if I can do this alone. NO I MUST do it. This world is in dire need of the Father's light... He saw chains shooting up from the floor and triggered his STREGA (STatus REGulating Aura) shield and let it feed upon the negative energy to further fuel his defenses. The white shield absorbed the chains, which integrated as a purple/black crosshatch into the fabric of the auras light. It was then that the witch sent his cursed spear forward to slam into the right side of his chest... the STREGA field took a significant portion of it's power away and Kiryu noticed that the purple crosshatches grew stronger... So at least it leached some of the curses away... but not enough to keep it from piercing into the chassis of his armor. He grunted as it ruined the integrity of his armor and managed to draw some blood. Distracted by trying to yank the spear from his flesh so that it could begin knitting itself back together, the demon souled younger version of himself began slammed pointed fingers into his armor, denting it and sending more negative energy into his body... he could feel the foulness in his blood. The demon bound one hopped back and summoned his bewitched spear, back to himself and sent two shots at him as quick as breathing. The first hit him directly at the spot where his armor had been pierced, a searing hit that burned at his flesh with unholy fire. He hissed in pain despite himself, his eyes widening slightly as the light exploded in front of his face, searing his retinas. He closed his eyes and gathered his thoughts... he needed to strike back. He flipped his laser sight on by feel and grabbed a grenade from the fourth spot on his belt... a return in kind. An eye for an eye as it were... he cracked open the tube and slid it into place, then snapped it shut as it opened his blurry eyes. There seemed to be 4 demon's in front of him... he shot towards the ones on the left middle and right middle... triggering his present on the second shot. Crackling green beams shot towards his foe... accompanied by the cylinder that burst into a super nova of eye searing light before the man's face.. if he had picked the correct image. { Battle Stats} DEFENSE PHASE.
Kiryu Attack #1 (173) vs Shadow Kiryu's Def (70): Kiryu Attack #2 (000) vs Shadow Kiryu's Def (70):
25 dmg - 17 DR -5dr for piercing = 13 dmg. Status Damage: 3 damage that bypassed DR when inflicting 17 damage, -10 damage to attacks, -10 DR -3 ki from cursed
OFFENSE PHASE. +1 Revenger Charge
Bonus Action: Focus Energy -8 ki +18 ki (35/2) +15 accuracy to energy attacks At-Will: Activating Universal Targe +10 DR and Choosing Immobilize to not be inflicted with
Action 1: Energy Blast (Enhanced EB) -1 ki
5T2YoNr61d100+40
2d6-2
Action 2: Energy Blast (Enhanced EB) -1 ki
1d100+40
2d6-2 Using Flashbang 80% chance to inflict 1d100
EFFECTS. Power up 1/2 - 18/100 Revenger Charges: 3 Countermeasures: 3 stacks Instinct: 8 charges Poisoned: 1 more turns -4 HP Cripple: 3 more turns -4 HP Cursed: 3 more turns -3 ki Hidden Weapon available after 1 more turns Blind 2 more turns Stun 3 more turns
TRAITS. Racial Trait: Student of 1000 Arts Traits:Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn. Endure Requirements: Resilience Skill of 30 Activation: None (Passive) Effect: Increase your HP by +25. IndomitableRequirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Increase your DR by 4. Surge Requirements: Energy Control Skill of 50 Activation: None (Passive) Effect: Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit. Class Traits:Desperado Activation: At-Will Effect: When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. Limit: 3 times per thread. Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Class Features: Armory - You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item. Mastercraft - Your Grenades have an additional +20% to afflict their respective Status Effects. Weapons Specialist - You may equip one and use 1 additional weapon; this does not increase your maximum number of item slots, but rather allows you to simply equip/use 1 more than normal. Utility Belt - You may equip 2 additional items of any rarity and 1 additional Common or Rare Outfit. Chain Detonation - When using your Strike and/or Energy Blast Basic Techniques, and Special Techniques, you may choose to consume 1 use of an equipped Grenade to add that Grenade’s effects to the Technique being used. ITEMS. Blaster Carbine Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread.
Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread.
Universal Targe The Universal Targe is a Capsule Corporation production that appears to be only an Iron Bangle- when it is activated by a neural link embedded within its construction, a durable shield of synthetic Katchin expands outward to aid in its user’s defense. Type: Weapon - Shield Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Increase your DR by 10 this turn; additionally, select one non-Special Status Effect. You may not be inflicted with the chosen Status Effect on this turn. Limit: 2 uses per thread.
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
Advanced Battle Armor This Armor is a cutting-edge development by Capsule Corporation; it provides more protection than standard-issue armor without sacrificing any mobility. Type: Outfit - Armor Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit.
Field Responder Pack More robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread.
Capture Net This capsule contains an expanding net that is released shortly after being thrown. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Immobilize status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Flashbang A grenade that explodes with a burst of bright light and considerable noise, often used to disorient foes to great effect. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Grav Bomb Upon successfully affecting a target, a Grav Bomb dramatically increases the relative weight of its intended victim- making even the most mundane tasks take excessive amounts of energy. Type: Grenade Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 60% chance to be afflicted by the Special Status Effect “Heavy” for two (2) turns. While afflicted with “Heavy”, increase the cost of all actions by 5 Ki, even if that action would not normally cost Ki. Limit: Twice per thread.
Destron Gas While it’s unknown how this substance came to exist on Earth, Destron Gas is a highly potent gas that severely hinders all affected by it. Type: Grenade Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 35% chance to be afflicted by Stun, Freeze, and Poison(each rolled separately.) If even a single Status Effect is successfully inflicted by Destron Gas, reduce that opponent’s Base Power Level by 15% for the remainder of the thread. Limit: Twice per thread; a character’s Base PL Loss is capped at 50%.
Baba's Crystal Ball A brilliant, clear crystal ball that once belonged to a renowned fortune teller. It is said that it retains the power of clairvoyance, even to this day. Type: Lost Artifact - Crystal Ball Zeni Value: 600,000 Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level. DEFENSE/UTILITY TECHS. COUNTERMEASURES (level 3) Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
REVENGER CHARGE (Level 3) You recollect the ambient ki you left behind when you wasted your previous energy attacks. Type: Utility Action: At-Will Prerequisite: Requires Energy Control skill of 35. Effect: You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect. Cost: None Limit: Can spend total of 6 stacks of Ambient Ki per thread. Ranks: Rank 2 lets you spend 9 stacks of Ambient Ki per thread. Rank 3 lets you gain stacks of Ambient Ki when your Basic and Special Energy Techniques hit. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT (Level 3) 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 (Level 3) You swiftly blink in and out of your opponent's defenes 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.
ATTACK TECHS.
Inquisitor's Ire Kiryu Focuses his faith into the crystal ball in the middle of his chest and fires a beam of sizzling white light to cleanse their souls... Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Charging Minor Effect: Shocking Cost: 15 ki Learn: 2 weeks
PL: 25,000 HP: 159/200 | TEMP HP: 0/0 | KI: 77/100 FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 30 | RESILIENCE: 50 MELEE ACCURACY: +25 | ENERGY ACCURACY: +50 | DEF: 70 DR: 17 | DMG MODIFIER: +4 | KI COST: -2 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: 28 [544/2375] 1d100+40·2d6-2·1d100+40·2d6-2·1d100
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Post by Kiryu on Feb 5, 2020 21:36:59 GMT -8
Kiryu could feel the momentum of the fight begin to shift. While his opponent possessed the same skill that the Kiryu Miyazawa of this universe did, clearly the High Inquisitor had always relied on that skill to combat witches and wizards that relied solely on their magical powers, rather than supplementing that mystic might with much in the way of combat expertise. Kiryu knew that he could not rest on his heels. He had to continue his barrage, keep the High Inquisitor reacting more than acting. He could feel the power in his doppelganger's suit, knew that the artifact that powered that was the same one that Kiryu himself had won from the cave beneath the earth. He could only imagine what such an item could do as an energy source for a power suit designed to combat magicians, and he wanted to ensure that he did not experience everything that suit had to offer. Luckily, Kiryu did not have to actively defend himself. His gambit had been successful, and all of his doppelganger's attacks, fired from his rifle, went wide of Kiryu's actual location. He smiled grimly to himself, then cracked his neck. "I would offer you one last chance, to return from whence you came. To flee back to the foul hell world that you have helped usher into existence. If you were anyone else, I would give you that chance.
But you're me. A twisted mirror image, to be certain. But I would never give in if I truly believed in what I was doing. I know that you won't, either, even though you are a vile, reprehensible murderer, a taker of lives and a dangerous zealot, a tyrant that makes the world quake.
So instead, I'm going to have to hurt you until you simply become completely unable to move."Kiryu concentrated, utilizing his magic to again move more swiftly than should have been possible for any mortal. His Susanoo sent another waft of poison vapor towards the High Inquisitor, and Kiryu sent out another spell designed to interfere with the Inquisitor's nervous system, compromising his ability to restore energy. Kiryu then gathered his power, silver aura flaring as his crimson eyes shown out of the oni mask of his Susanoo. Kiryu then sent yet another burst of energy from his spear, his modified Ki Gun technique streaking towards the High Inquisitor, aiming for the same place his blasts had impacted before. This time, however, Kiryu did not leave himself in the same spot as before. There was a sound as he flickered and appeared to vanish from the spot that he had occupied, then appeared directly beside the High Inquisitor, having crossed the intervening space more quickly than most people could follow. Kiryu's right foot and shoulder were less than a foot away from the High Inquisitor. Kiryu held his spear in his left hand, then turned slightly to look at his double. He kept his face completely blank, but a fire burned in his eyes. He called his magic about him, cocooning him and ensuring that sound waves would, for the briefest of moments, fold around him. Then he held up his right hand, and... SNAP.As Kiryu's thumb and middle finger snapped, a miniaturized sonic boom thundered throughout the area. It's proximity would hopefully cause severe aural damage to the High Inquisitor, compromising his equilibrium as well as his ability to defend himself, and hopefully bypassing the defenses of his suit. After the attack, Kiryu would move as quickly as he could once more, flickering back to his previous position with his spear held in a guard, ready to defend himself.
[WC=608] [TWC=3,305] Battle TrackerDefense Resolution- Kiryu Defense 140; attacks miss!
At-Will Action- Energy Constructs; bonus +10 to Snap attack roll, bonus 15% chance to inflict Immobilize for Snap
At-Will Action- Susannoo uses Poison Grenade from Inventory Inflict Chance 60%: UNWWKZZN1d100 On Inflict; POISON for 3 turns; deals additional 1 Damage bypassing DR and inflicts -2 damage and -2 DR while inflicted.
At-Will Action- Haste; extra Bonus Action
Bonus Action-Ki Blocker (Demon Eye Rank 3), -1 ki Inflict Chance 95%: 1d100 On Inflict; Cripple/Curse extended for 5 rounds
Bonus Action- Enhanced Focus Energy, -7 ki, +15 attack, +15% inflict for energy attacks
Standard Action- Ki Gun (-8 ki)
Attack: 1d100+75
Damage: 3d10+3
Piercing: Ignores 5 DR and Temp HP
Burn Inflict Chance 55%: 1d100
Cripple Inflict Chance 45%: 1d100
Immobilize Inflict Chance 60%: 1d100
Each status would be inflicted for 3 turns; Immobilize will cause -1 Damage bypassing DR every turn it is inflicted, and reduce DR and Damage by -2 while inflicted.
Standard Action- The Snap (-28 ki)
Attack: 1d100+90
Damage: 5d8+13
Piercing: Ignores 5 DR and temp HP
Immobilize Inflict Chance 95%: 1d100
Cripple Inflict Chance 45%: 1d100
Recovery Package- +6 HP/+4 ki, turn 4 of 5
Instinct- 8, +20 Defense turn 2 of 3
Ki Construct Actions- 1 of 4
Energy Constructs Points- 2/6
Arcane Points- 1/4 Techniques
Evade (Feint Rank 3) 2/2 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.
Instinctual Defense (Rank 3) 0/1 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 defense for the next three turns or +10 to your defense 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.
Ki Blocker (Demon Eye Rank 3)- 1/3 Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Construct (Paparapapa Rank 3)- 0/1 Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. 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 may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Gun Type: Energy/Ranged/Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Burn Cost: 15 ki Learn: 2 weeks
Magic Materialization (Rank 3)- 1/2 Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2 ki per 10,000 zeni of the desired item. If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Pressure Point Strikes (Paralyze Rank 3)- 1/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
Seikuken (Kiai Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Solar Flare (Rank 3) 1/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Susanoo (Energy Constructs Rank 3) 0/1 Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below. You may use at-wills from this technique more than once in a given turn. --Give +10 to a single Accuracy roll on your turn. One per attack. --Gain +2 bonus damage for a single attack you make. Two per attack max. --Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack. --As a reaction you gain +5 Defense against all attacks. One per turn. --As a reaction you gain 2 DR against all attacks during turn. One per turn. Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP.
Teleport (Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
The Snap Type: Ranged Energy Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Immobilizing Cost: 35 ki Learn: 2 weeks
True Sight (Wild Attack Rank 3)- 0/1 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. Traits
Instinct (Ability 1) Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
Intimidating Power (Class 1) Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Sadist (Class 2) Activation: Passive Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% cance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
Technique Slots (Ability 2)
Efficiency (Ability 3) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Haste (Ability 4) Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Class Abilities
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your 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: You 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.
Shun Goku Satsu (Bane) After repeatedly targeting an opponent's pressure points, Kiryu targets his foe's entire ki network with powerful blows and pinpoint strikes that can badly damage the internal organs of nearly any enemy.
Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on each opponent. Equipped Items
Baba's Crystal Ball- When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level.
Guardian Staff Activation: Bonus Action - Reactive
Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy.
Limit: 3 uses per thread.
Recovery Package- The target of this item restores +6 HP and +4 Ki per turn, at the end of each turn, for 5 of their turns. Activation- Bonus Action
Expert Training Gear- You gain an additional 50% PL from thread rewards while wearing this outfit.
Lucky Trinket- Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.)
Battle Stats
Natural PL: 24,782
Base PL: 27,360 > 34,200
HP: 70/70 | KI: 52/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 120
DR: +4 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 25/100 1d100·1d100·1d100+75·3d10+3·1d100·1d100·1d100·1d100+90·5d8+13·1d100·1d100
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Post by darthlunchbox on Feb 6, 2020 8:53:15 GMT -8
The witch was pressing him hard... and using a lot of his resources. There was only so much evil these practitioners of magic could channel through their body at a time before they began to tire and the corruption overwhelmed them. Some could use less than others... but he judged that this witch was not scraping the bottom of the tank as of yet. "I would not return to that place, even had I the ability, witch. I was the last person on that world with the taint, and now, even if I die here, that world at least, is clean." High Inquisitor Kiryu cackled softly at the inferior shadow of himself as he called him twisted. His voice dripped with sarcasm as he retorted, "You have an... interesting view of the world, lost one. That sounds like the act of a TRULY moral person... hurt them until they can't move. If you are the moral standard in this place... I am going to find it extremely... lacking."
The witch ordered his demon familiar to send another emerald ray towards him, which seared into his blood just as it was finally becoming clean of the taint of the last ray. It was quickly followed by a silver streak of light that slammed into him; at first he wasn't sure what effect it was having but then he felt a wave of tiredness trying to creep over him. Not the tiredness of sleep, but closer to the bone weary exhaustion from working for hours on end. Well played, demonspawn... He gritted his teeth, fixating on the pain coursing through his body and pushing it to the back of his consciousness, clearing his mind so he could fight more effectively. He turned his attention back to the battle in time to see the witch lining up for another shot with his spear; the High Inquisitor toggled the button for his STREGA shield one again, absorbing some of the ill effects the demon sworn practitioner of evil was throwing at him as the beam of light pierced through it, slowed enough that as he moved, it was unable to impact through the armor plate just by the hole... though some of the energy splashed through the breach and burned his skin. When the witch flickered he knew that there was a ninety-nine percent possibility that he was going to be to the back or sides of his position. So, the only logical thing... was to trigger his rocket propulsion built into his boots and flying straight towards where the witch had been. The was a loud boom behind him and the witch flickered back into position right before him; he pulled a little present from his belt and dropped it as he passed him over and kept going, landing 8 feet beyond the witch and turning to face him in time to see the gravity distorter explode at the witches feet... { Battle Stats} DEFENSE PHASE.
Kiryu Attack #1 (112) vs Shadow Kiryu's Def (70): HIT! Kiryu Attack #2 (110) vs Shadow Kiryu's Def (70): Avoided via Flight
23 dmg - 27 DR -5dr for piercing = 2 dmg. Status Damage: 8 damage, -10 damage to attacks, -10 DR -3 ki from cursed
OFFENSE PHASE. +2 Revenger Charge
Bonus Action: Flight -13 ki At-Will: Activating Universal Targe +10 DR and Choosing Immobilize to not be inflicted with
Action 1: Guard
Action 2: Grav Bomb
Inflict Heavy on 80 or Below - all actions cost 5 ki more even if they normally would not cost an action tG4VKSuX1d100
EFFECTS. Power up 1/2 - 18/100 Revenger Charges: 5 Countermeasures: 3 stacks Instinct: 8 charges Poisoned: 3 more turns -4 HP Cripple: 7 more turns Cursed: 7 more turns -3 ki Hidden Weapon available after this turn Blind 2 more turns Stun 3 more turns
TRAITS. Racial Trait: Student of 1000 Arts Traits:Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn. Endure Requirements: Resilience Skill of 30 Activation: None (Passive) Effect: Increase your HP by +25. IndomitableRequirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Increase your DR by 4. Surge Requirements: Energy Control Skill of 50 Activation: None (Passive) Effect: Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit. Class Traits:Desperado Activation: At-Will Effect: When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. Limit: 3 times per thread. Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Class Features: Armory - You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item. Mastercraft - Your Grenades have an additional +20% to afflict their respective Status Effects. Weapons Specialist - You may equip one and use 1 additional weapon; this does not increase your maximum number of item slots, but rather allows you to simply equip/use 1 more than normal. Utility Belt - You may equip 2 additional items of any rarity and 1 additional Common or Rare Outfit. Chain Detonation - When using your Strike and/or Energy Blast Basic Techniques, and Special Techniques, you may choose to consume 1 use of an equipped Grenade to add that Grenade’s effects to the Technique being used. ITEMS. Blaster Carbine Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread.
Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread.
Universal Targe The Universal Targe is a Capsule Corporation production that appears to be only an Iron Bangle- when it is activated by a neural link embedded within its construction, a durable shield of synthetic Katchin expands outward to aid in its user’s defense. Type: Weapon - Shield Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Increase your DR by 10 this turn; additionally, select one non-Special Status Effect. You may not be inflicted with the chosen Status Effect on this turn. Limit: 2 uses per thread.
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
Advanced Battle Armor This Armor is a cutting-edge development by Capsule Corporation; it provides more protection than standard-issue armor without sacrificing any mobility. Type: Outfit - Armor Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit.
Field Responder Pack More robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread.
Capture Net This capsule contains an expanding net that is released shortly after being thrown. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Immobilize status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Flashbang A grenade that explodes with a burst of bright light and considerable noise, often used to disorient foes to great effect. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Grav Bomb Upon successfully affecting a target, a Grav Bomb dramatically increases the relative weight of its intended victim- making even the most mundane tasks take excessive amounts of energy. Type: Grenade Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 60% chance to be afflicted by the Special Status Effect “Heavy” for two (2) turns. While afflicted with “Heavy”, increase the cost of all actions by 5 Ki, even if that action would not normally cost Ki. Limit: Twice per thread.
Destron Gas While it’s unknown how this substance came to exist on Earth, Destron Gas is a highly potent gas that severely hinders all affected by it. Type: Grenade Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 35% chance to be afflicted by Stun, Freeze, and Poison(each rolled separately.) If even a single Status Effect is successfully inflicted by Destron Gas, reduce that opponent’s Base Power Level by 15% for the remainder of the thread. Limit: Twice per thread; a character’s Base PL Loss is capped at 50%.
Baba's Crystal Ball A brilliant, clear crystal ball that once belonged to a renowned fortune teller. It is said that it retains the power of clairvoyance, even to this day. Type: Lost Artifact - Crystal Ball Zeni Value: 600,000 Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level. DEFENSE/UTILITY TECHS. COUNTERMEASURES (level 3) Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
REVENGER CHARGE (Level 3) You recollect the ambient ki you left behind when you wasted your previous energy attacks. Type: Utility Action: At-Will Prerequisite: Requires Energy Control skill of 35. Effect: You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect. Cost: None Limit: Can spend total of 6 stacks of Ambient Ki per thread. Ranks: Rank 2 lets you spend 9 stacks of Ambient Ki per thread. Rank 3 lets you gain stacks of Ambient Ki when your Basic and Special Energy Techniques hit. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT (Level 3) 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 (Level 3) You swiftly blink in and out of your opponent's defenes 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.
ATTACK TECHS.
Inquisitor's Ire Kiryu Focuses his faith into the crystal ball in the middle of his chest and fires a beam of sizzling white light to cleanse their souls... Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Charging Minor Effect: Shocking Cost: 15 ki Learn: 2 weeks
PL: 25,000 HP: 149/200 | TEMP HP: 0/0 | KI: 74/100 FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 30 | RESILIENCE: 50 MELEE ACCURACY: +25 | ENERGY ACCURACY: +50 | DEF: 70 DR: 17 | DMG MODIFIER: +4 | KI COST: -2 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: 10 [488/2863] 1d100+40·2d6-2
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Post by Kiryu on Feb 7, 2020 16:15:58 GMT -8
Kiryu had expended a lot of energy on that previous exchange, and, unfortunately, the High Inquisitor had proved himself equal to the challenge. That was fine; Kiryu was not a one hit wonder. Seldom did he look for the big hit and expect it to work flawlessly. Kiryu’s moves all flowed, one from the other, magical technique to pressure point strike to ki blast, forming snares for his opponents in a sort of ‘damned if you do, damned if you don’t’ style of combat. The problem was, this bastard was so freaking tough he seemed able to take everything that Kiryu could throw at him. Kiryu’s attacks, once again, met with mixed success. This time, though, the High Inquisitor seemed to perfectly predict where Kiryu would end up after his barrage. An attack was waiting for Kiryu just as he caught his spear, and Kiryu was, for the first time in this battle, truly faced with a choice. He could utilize his ki to evade, but Kiryu would have to utilize much of his concentration to do that, and he felt strongly that dictating the pace of this contest was vital for his victory. Taking stock of his current resources, Kiryu realized his ki construct, the energy field that surrounded his body, was nearly completely depleted. In one final act, Kiryu willed the construct out in front his Susanoo, where it met the Inquisitor’s attack, harmlessly deflecting it. He was certainly more vulnerable now, but Kiryu would rather have to be more cautious than face the effects of whatever attack had been headed his way, After Kiryu’s ki construct hit the attack, and absorbed it and disappeared, Kiryu’s own aura flared, restoring his power. Swiftly, Kiryu expended the last of his ambient magical energy, interfering once again with the High Inquisitor’s mechanical eye. Kiryu followed up with another blinding flare of energy from his spear, and another round of pressure point strikes, hoping to hinder his powerful opponent without further compromising his ki reserves. "I don't claim any moral superiority. I'm not a god. I'm not some judge, set above others. I'm just a guy, trying to do what he can. And if you're really going to try to judge me, who has never taken a life, against you, with an ocean of corpses to lay at your feet...
Ugh. I don't like the way hypocrisy looks on me."
[WC=406] [TWC=3,102] Battle TrackerDefense Resolution- Kiryu's Ki construct takes the grenade! Ki Construct is out of uses!
NOTE: High Inquisitor should currently have a total of 3 rounds of Poison, 7 of Curse/Cripple, 2 of Blind and 3 of Paralyze.
At-Will Action- Ki Construct takes Grav Bomb hit!
At-Will Action- Use Arcane Point- Transmute Hidden Weapon for 3 more turns!
At-Will Action- Use 8 Instinct for +20 Defense for next 3 turns!
Bonus Action- Power Up! +25 ki, +25% PL/2 turns
Standard Action- Solar Flare (Rank 3), -1 ki Inflict Chance 80%: yoeJrVzS1d100 On Inflict; Blind for 3 turns; this status deals additional 1 Damage bypassing DR and inflicts -2 damage and -2 DR while inflicted. Damage bypassing DR: 1d6
Standard Action- Ki Blocker (Demon Eye Rank 3), -1 ki
Inflict Chance 95%: 1d100
Inflict increases Cripple/Curse duration for 5 turns
Recovery Package- +6 HP/+4 ki, turn 5 of 5
Instinct- 0, +20 Defense, final turn for first stack; next stack begins next turn.
Ki Construct Actions-0/4
Energy Constructs Points- 2/6
Arcane Points- 0/4 Techniques
Evade (Feint Rank 3) 2/2 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.
Instinctual Defense (Rank 3) 0/1 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 defense for the next three turns or +10 to your defense 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.
Ki Blocker (Demon Eye Rank 3)- 0/3 Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Construct (Paparapapa Rank 3)- 0/1 Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. 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 may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Gun Type: Energy/Ranged/Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Burn Cost: 15 ki Learn: 2 weeks
Magic Materialization (Rank 3)- 1/2 Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2 ki per 10,000 zeni of the desired item. If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Pressure Point Strikes (Paralyze Rank 3)- 1/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
Seikuken (Kiai Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Solar Flare (Rank 3) 0/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Susanoo (Energy Constructs Rank 3) 0/1 Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below. You may use at-wills from this technique more than once in a given turn. --Give +10 to a single Accuracy roll on your turn. One per attack. --Gain +2 bonus damage for a single attack you make. Two per attack max. --Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack. --As a reaction you gain +5 Defense against all attacks. One per turn. --As a reaction you gain 2 DR against all attacks during turn. One per turn. Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP.
Teleport (Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
The Snap Type: Ranged Energy Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Immobilizing Cost: 35 ki Learn: 2 weeks
True Sight (Wild Attack Rank 3)- 0/1 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. Traits
Instinct (Ability 1) Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
Intimidating Power (Class 1) Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Sadist (Class 2) Activation: Passive Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% cance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
Technique Slots (Ability 2)
Efficiency (Ability 3) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Haste (Ability 4) Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Class Abilities
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your 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: You 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.
Shun Goku Satsu (Bane) After repeatedly targeting an opponent's pressure points, Kiryu targets his foe's entire ki network with powerful blows and pinpoint strikes that can badly damage the internal organs of nearly any enemy.
Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on each opponent. Equipped Items
Baba's Crystal Ball- When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level.
Guardian Staff Activation: Bonus Action - Reactive
Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy.
Limit: 3 uses per thread.
Recovery Package- The target of this item restores +6 HP and +4 Ki per turn, at the end of each turn, for 5 of their turns. Activation- Bonus Action
Expert Training Gear- You gain an additional 50% PL from thread rewards while wearing this outfit.
Lucky Trinket- Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.)
Battle Stats
Natural PL: 24,782
Base PL: 27,360 > 34,200
HP: 70/70 | KI: 79/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 120
DR: +4 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 50/100 1d100·1d6·1d100
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Post by darthlunchbox on Feb 7, 2020 20:20:22 GMT -8
The High Inquisitor was a bit disappointed that the witch had managed to avoid the grenade... but he had burned the last of his demon out doing so... so not a complete loss he figured. He prepared for an onslaught as the witch reached out for more of his unholy power, the light of his arcane heresy glowed brightly all around him in the dark room. The witch hexed his ace in the hole once more... which was frustrating but only to be expected. He only had to weather these attacks until he could get it to come back online... again. He spun the maintenance subroutines up once more and started the process of getting his eye back online. The bright tip of the spear was now familiar to the inquisitor... and he decided to shift the backup power in his suit to fuel the STREGA shield once more. He diverted the power and activated the shield in an instant, decision and action almost instantaneous for this man. The STREGA Had just formed when the light exploded, shielding his eyes from the blinding glare. He was unable to get his arms up and around to block the lithe wizard from getting inside of his guard and striking with his pinpoint ki strikes once more. He opened up a panel on his chest and pressed a button, releasing the repair and medical nanobots. They swarmed across his armor and his burned flesh, beginning to repair the damage done in the battle so far. He opened up the ambient energy collection vents and collected more energy to fuel his armor, the light briefly flashing a pale yellow around him. Since he had used the last of his demon spirit to eat his last grenade... he had a special concoction he had been working on in the lab for the past 5 years or so that he needed to test out. He pulled a metal framed tube with a swirling purple gas inside of it, slowly folding in on it self, looking thick and clingy. He twisted the top in an efficient motion and tossed it towards the witch as he called back, "Not judging you, boy, just making you aware of the HYPOCRISY of someone using their arcane taint pretending to be good." The canister shattered at Kiryu's feet, emitting a thick purple cloud that seemed to reach for him as the High Inquisitor continued, "Our battle will decide who is right, Strega. Your powers are starting to fail you... my technology never will." { Battle Stats} DEFENSE PHASE.
Kiryu Attack #1 (000) vs Shadow Kiryu's Def (70): N/A Kiryu Attack #2 (000) vs Shadow Kiryu's Def (70): N/A
0 dmg - 7 DR = 0 dmg. Status Damage: 2 damage bypassing DR - 8 damage, -10 damage to attacks, -10 DR -3 ki from cursed
OFFENSE PHASE. +0 Revenger Charge
Bonus Action: Power Up! +13 ki +25% PL At-Will: Using Universal Targe Can't be affected by Blind (Bend the Limits)
Action 1: Using Field Responder Pack +40 HP
Action 2: Destron Gas
Inflict Poison 55% chance BsNNc9Zv1d100
Inflict Freeze 55% chance
1d100
Inflict Stun 55% chance
1d100
EFFECTS. Power up 1/2 - 18/100 Revenger Charges: 5 Countermeasures: 3 stacks Instinct: 8 charges Poisoned: 2 more turns -4 HP Cripple: 11 more turns Cursed: 11 more turns -3 ki Hidden Weapon available after 3 turns Blind 1 more turns Stun 2 more turns
TRAITS. Racial Trait: Student of 1000 Arts Traits:Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn. Endure Requirements: Resilience Skill of 30 Activation: None (Passive) Effect: Increase your HP by +25. IndomitableRequirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Increase your DR by 4. Surge Requirements: Energy Control Skill of 50 Activation: None (Passive) Effect: Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit. Class Traits:Desperado Activation: At-Will Effect: When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. Limit: 3 times per thread. Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Class Features: Armory - You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item. Mastercraft - Your Grenades have an additional +20% to afflict their respective Status Effects. Weapons Specialist - You may equip one and use 1 additional weapon; this does not increase your maximum number of item slots, but rather allows you to simply equip/use 1 more than normal. Utility Belt - You may equip 2 additional items of any rarity and 1 additional Common or Rare Outfit. Chain Detonation - When using your Strike and/or Energy Blast Basic Techniques, and Special Techniques, you may choose to consume 1 use of an equipped Grenade to add that Grenade’s effects to the Technique being used. ITEMS. Blaster Carbine Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread.
Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread.
Universal Targe 3/2 The Universal Targe is a Capsule Corporation production that appears to be only an Iron Bangle- when it is activated by a neural link embedded within its construction, a durable shield of synthetic Katchin expands outward to aid in its user’s defense. Type: Weapon - Shield Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Increase your DR by 10 this turn; additionally, select one non-Special Status Effect. You may not be inflicted with the chosen Status Effect on this turn. Limit: 2 uses per thread.
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
Advanced Battle Armor This Armor is a cutting-edge development by Capsule Corporation; it provides more protection than standard-issue armor without sacrificing any mobility. Type: Outfit - Armor Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit.
Field Responder Pack More robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread.
Capture Net 1/2 This capsule contains an expanding net that is released shortly after being thrown. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Immobilize status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Flashbang 1/2 A grenade that explodes with a burst of bright light and considerable noise, often used to disorient foes to great effect. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Grav Bomb 1/2 Upon successfully affecting a target, a Grav Bomb dramatically increases the relative weight of its intended victim- making even the most mundane tasks take excessive amounts of energy. Type: Grenade Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 60% chance to be afflicted by the Special Status Effect “Heavy” for two (2) turns. While afflicted with “Heavy”, increase the cost of all actions by 5 Ki, even if that action would not normally cost Ki. Limit: Twice per thread.
Destron Gas 1/2 While it’s unknown how this substance came to exist on Earth, Destron Gas is a highly potent gas that severely hinders all affected by it. Type: Grenade Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 35% chance to be afflicted by Stun, Freeze, and Poison(each rolled separately.) If even a single Status Effect is successfully inflicted by Destron Gas, reduce that opponent’s Base Power Level by 15% for the remainder of the thread. Limit: Twice per thread; a character’s Base PL Loss is capped at 50%.
Baba's Crystal Ball 1/1 A brilliant, clear crystal ball that once belonged to a renowned fortune teller. It is said that it retains the power of clairvoyance, even to this day. Type: Lost Artifact - Crystal Ball Zeni Value: 600,000 Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level. DEFENSE/UTILITY TECHS. COUNTERMEASURES (level 3) Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
REVENGER CHARGE (Level 3) You recollect the ambient ki you left behind when you wasted your previous energy attacks. Type: Utility Action: At-Will Prerequisite: Requires Energy Control skill of 35. Effect: You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect. Cost: None Limit: Can spend total of 6 stacks of Ambient Ki per thread. Ranks: Rank 2 lets you spend 9 stacks of Ambient Ki per thread. Rank 3 lets you gain stacks of Ambient Ki when your Basic and Special Energy Techniques hit. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT (Level 3) 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 (Level 3) You swiftly blink in and out of your opponent's defenes 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.
ATTACK TECHS.
Inquisitor's Ire Kiryu Focuses his faith into the crystal ball in the middle of his chest and fires a beam of sizzling white light to cleanse their souls... Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Charging Minor Effect: Shocking Cost: 15 ki Learn: 2 weeks
PL: 25,000--> 31250 HP: 179/200 | TEMP HP: 0/0 | KI: 84/100 FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 30 | RESILIENCE: 50 MELEE ACCURACY: +25 | ENERGY ACCURACY: +50 | DEF: 70 DR: 17 | DMG MODIFIER: +4 | KI COST: -2 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: 10 [422/2863] 1d100·1d100·1d100
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Post by Kiryu on Feb 9, 2020 13:22:11 GMT -8
The High Inquisitor, once again, proved to be far more durable than Kiryu would have liked. Still, Kiryu could see the tell tale signs. Despite his boasts, despite his powerful technology and, frankly, his ungodly resilience, Kiryu knew that he was running out of some of his own tricks, as well. Kiryu was just going to have to try to finish the man off before Kiryu himself was brought low. Kiryu was almost caught in the gas from the canister that the Inquisitor sent that way, but Kiryu was too nimble. Summoning his power, he jumped forward, pulling an incredible maneuver, flipping and twisting in the air to face his opponent as he landed. As he did, Kiryu summoned more of his power to himself, restoring his waning ki, then dashed forward. He aimed for a crease in the Inquisitor's armor, right around the neck, delivering a mighty chop. Hopefully it would cause some muscle and nerve trauma, further disrupting the Inquisitor's ki flow. After delivering the strike, regardless of the success, Kiryu would dash back, spear held in a high guard once more, awaiting the Inquisitor's next attack. If Kiryu could weather the next few attacks and get his own off... this could all end shortly. Kiryu focused, then, and did something he had never really done before. He reached out, feeling the ambient magic from some of his spells in the High Inquisitor's body... And Kiryu sharpened his will to a razor's edge and ripped that magic back out of his opponent. "You know, you're far from the first person to tell me that. To tell me that magic is evil. That my fighting style is dishonorable. That my arts are 'dark'.
And yet.
I have never ended a life. I have never crippled or maimed anyone. I have never robbed someone permanently of anything that would make them whole and complete.
I have used my magic to reconstruct buildings. To build hospitals. And, yes, to fight. But tell me, oh Great and Pure High Inquisitor. How is creating a machine to put a bullet in someone more pure? How is using the power of your body to shatter an arm more morally acceptable than using a spell to temporarily disable someone?
The fact of the matter is, it's not. It's all just meaningless pontificating. It's all just sound and fury, signifying nothing, except maybe to help you sleep better at night by believing your own lies.
I'm here to end that."
[WC=414] [TWC=4,516] Battle TrackerDefense Resolution- Kiryu uses Feint to avoid Destron Gas!
Standard Action- Evade (Feint Rank 3), -1 ki
At-Will Action- Bane- Kiryu uses Bane to remove 1 turn of Blind from High Inquisitor, inflicting 3 Damage bypassing DR and temporary HP.
Bonus Action- Power Up! +25 ki, +25% PL/2 turns- EDGE 1 Established, -10 Accuracy and -1 Damage due to Intimidating Power
Standard Action- Pressure Point Strikes (Paralyze Rank 3), Inflict Chance 90%: V7CO9yio1d100 On Inflict; Paralyze for 5 turns (Kiryu currently has Edge 1 on the High Inquisitor) Damage bypassing DR: 1d6
Instinct- 0, +20 Defense Turn 1 of 3
Ki Construct Actions-0/4
Energy Constructs Points- 2/6
Arcane Points- 0/4 Techniques
Evade (Feint Rank 3) 1/2 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.
Instinctual Defense (Rank 3) 0/1 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 defense for the next three turns or +10 to your defense 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.
Ki Blocker (Demon Eye Rank 3)- 0/3 Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Construct (Paparapapa Rank 3)- 0/1 Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. 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 may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Gun Type: Energy/Ranged/Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Burn Cost: 15 ki Learn: 2 weeks
Magic Materialization (Rank 3)- 1/2 Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2 ki per 10,000 zeni of the desired item. If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Pressure Point Strikes (Paralyze Rank 3)- 0/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
Seikuken (Kiai Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Solar Flare (Rank 3) 0/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Susanoo (Energy Constructs Rank 3) 0/1 Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below. You may use at-wills from this technique more than once in a given turn. --Give +10 to a single Accuracy roll on your turn. One per attack. --Gain +2 bonus damage for a single attack you make. Two per attack max. --Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack. --As a reaction you gain +5 Defense against all attacks. One per turn. --As a reaction you gain 2 DR against all attacks during turn. One per turn. Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP.
Teleport (Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
The Snap Type: Ranged Energy Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Immobilizing Cost: 35 ki Learn: 2 weeks
True Sight (Wild Attack Rank 3)- 0/1 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. Traits
Instinct (Ability 1) Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
Intimidating Power (Class 1) Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Sadist (Class 2) Activation: Passive Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% cance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
Technique Slots (Ability 2)
Efficiency (Ability 3) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Haste (Ability 4) Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Class Abilities
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your 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: You 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.
Shun Goku Satsu (Bane) After repeatedly targeting an opponent's pressure points, Kiryu targets his foe's entire ki network with powerful blows and pinpoint strikes that can badly damage the internal organs of nearly any enemy.
Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on each opponent. Equipped Items
Baba's Crystal Ball- When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level.
Guardian Staff Activation: Bonus Action - Reactive
Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy.
Limit: 3 uses per thread.
Recovery Package- The target of this item restores +6 HP and +4 Ki per turn, at the end of each turn, for 5 of their turns. Activation- Bonus Action
Expert Training Gear- You gain an additional 50% PL from thread rewards while wearing this outfit.
Lucky Trinket- Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.)
Battle Stats
Natural PL: 24,782
Base PL: 27,360 > 42,750
HP: 70/70 | KI: 99/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 120 > 140
DR: +4 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 72/100 1d100·1d6
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Post by darthlunchbox on Feb 10, 2020 12:01:32 GMT -8
The High Inquisitor tried to turn to meet the somersaulting form of the young witch as he twisted through the air... despite the durability and survivability his armor gave him, he sometimes regretted the fact that it hampered his agility so. He had almost finished turning when the blade of the witch's palm smacked into the side of his neck, pain and unholy power twisted through his body... but he gritted his teeth and finished the turn bringing his arm up to fend off any more attacks. He need not have worried for the moment as the witch had hopped back and reached out in a strange fashion... and the High Inquisitor gasped as the negative energy was ripped from around his eyes. He felt like his vision had been ripped from him for a moment.. and then his sight returned, clearer than before. He.. ripped the curse he laid on me from my body... Father of Circuits but it had hurt... Still... despite the pain he could see now. It was time to go on the counter attack. He flipped on the laser sight on his rifle and snapped a quick shot at the witch, more as a distraction as he initiated the warm of his main weapon. The crystal ball on his chest began to glow dimply with a bluish white light, dimly at first and slowly growing brighter. He fine tuned his aiming stabilizers on the fly, with the data he had pulled from the first few shots fired to be able to hone in better on his foe. He also boosted the power flow to his servo motors that enabled his movement, making him able to move more efficiently. He checked his energy net to see if he had captured enough of the ambient energy flying around to boost his shot... and directed it towards his crystal ball. Then, he started to speak, to answer the heretics questions, "It is to more holy to end a life with a gun than a curse. the difference is that anyone can pick up a gun and use it. Some are better than others, but all can benefit from it's protection. All men are basically equal before the Father's sensors in this way. Magic... breaks this balance and ruins this truth. That is all. You can try to end me, but many before you have tried... and I'm still standing." The Crystal ball was reaching an almost eye searing level of brightness... which was the perfect distraction as he grabbed a canister from this side of his belt, twisted the primer and tossed it underhand in a high arc at the wizard... as he finally triggered the release and a stream of intense crackling white light tinged with blue raced towards the witch. The front of the beam formed itself into the scowling visage of the inquisitor as it neared the witch and tried to impact into him... { Battle Stats} DEFENSE PHASE.
Kiryu Attack #1 (000) vs Shadow Kiryu's Def (70): N/A Kiryu Attack #2 (000) vs Shadow Kiryu's Def (70): N/A
0 dmg - 9 DR = 0 dmg. Status Damage: 9 damage bypassing DR - 8 damage, -8 damage to attacks, -8 DR -3 ki from cursed
OFFENSE PHASE. +0 Revenger Charge
Bonus Action: Energy Blast -1 ki
tHTKCJgV1d100+55 At-Will: Using 8 Instinct for +20 Accuracy the Next 3 turns At-Will: Focus Energy -8 ki,+18 ki, and +15 Energy Accuracy Using Countermeasures At-Will: Using 3 Revenger charges
Action 1: Inquisitor's Ire -23 ki
1d100+95 (50 acc, +25 from Focused Energy from Charging, -10 from intimidating power, +30 from Revenger Charge)
3d10+4
40% chance to shock 1d100
Action 2: Using Capture Net 70 % chance to be inflicted with Immobilize 1d100
EFFECTS. Power up 2/2 - 49/100 Revenger Charges: 2 Countermeasures: 2 stacks Instinct: 0 charges Poisoned: 1 more turns -4 HP Cripple: 10 more turns Cursed: 10 more turns -3 ki Hidden Weapon available after 2 turns Stun 6 more turns
TRAITS. Racial Trait: Student of 1000 Arts Traits:Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn. Endure Requirements: Resilience Skill of 30 Activation: None (Passive) Effect: Increase your HP by +25. IndomitableRequirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Increase your DR by 4. Surge Requirements: Energy Control Skill of 50 Activation: None (Passive) Effect: Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit. Class Traits:Desperado Activation: At-Will Effect: When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. Limit: 3 times per thread. Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Class Features: Armory - You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item. Mastercraft - Your Grenades have an additional +20% to afflict their respective Status Effects. Weapons Specialist - You may equip one and use 1 additional weapon; this does not increase your maximum number of item slots, but rather allows you to simply equip/use 1 more than normal. Utility Belt - You may equip 2 additional items of any rarity and 1 additional Common or Rare Outfit. Chain Detonation - When using your Strike and/or Energy Blast Basic Techniques, and Special Techniques, you may choose to consume 1 use of an equipped Grenade to add that Grenade’s effects to the Technique being used. ITEMS. Blaster Carbine Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread.
Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread.
Universal Targe 3/2 The Universal Targe is a Capsule Corporation production that appears to be only an Iron Bangle- when it is activated by a neural link embedded within its construction, a durable shield of synthetic Katchin expands outward to aid in its user’s defense. Type: Weapon - Shield Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Increase your DR by 10 this turn; additionally, select one non-Special Status Effect. You may not be inflicted with the chosen Status Effect on this turn. Limit: 2 uses per thread.
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
Advanced Battle Armor This Armor is a cutting-edge development by Capsule Corporation; it provides more protection than standard-issue armor without sacrificing any mobility. Type: Outfit - Armor Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit.
Field Responder Pack More robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread.
Capture Net 0/2 This capsule contains an expanding net that is released shortly after being thrown. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Immobilize status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Flashbang 1/2 A grenade that explodes with a burst of bright light and considerable noise, often used to disorient foes to great effect. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Grav Bomb 1/2 Upon successfully affecting a target, a Grav Bomb dramatically increases the relative weight of its intended victim- making even the most mundane tasks take excessive amounts of energy. Type: Grenade Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 60% chance to be afflicted by the Special Status Effect “Heavy” for two (2) turns. While afflicted with “Heavy”, increase the cost of all actions by 5 Ki, even if that action would not normally cost Ki. Limit: Twice per thread.
Destron Gas 1/2 While it’s unknown how this substance came to exist on Earth, Destron Gas is a highly potent gas that severely hinders all affected by it. Type: Grenade Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 35% chance to be afflicted by Stun, Freeze, and Poison(each rolled separately.) If even a single Status Effect is successfully inflicted by Destron Gas, reduce that opponent’s Base Power Level by 15% for the remainder of the thread. Limit: Twice per thread; a character’s Base PL Loss is capped at 50%.
Baba's Crystal Ball 1/1 A brilliant, clear crystal ball that once belonged to a renowned fortune teller. It is said that it retains the power of clairvoyance, even to this day. Type: Lost Artifact - Crystal Ball Zeni Value: 600,000 Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level. DEFENSE/UTILITY TECHS. COUNTERMEASURES (level 3) Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
REVENGER CHARGE (Level 3) You recollect the ambient ki you left behind when you wasted your previous energy attacks. Type: Utility Action: At-Will Prerequisite: Requires Energy Control skill of 35. Effect: You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect. Cost: None Limit: Can spend total of 6 stacks of Ambient Ki per thread. Ranks: Rank 2 lets you spend 9 stacks of Ambient Ki per thread. Rank 3 lets you gain stacks of Ambient Ki when your Basic and Special Energy Techniques hit. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT (Level 3) 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 (Level 3) You swiftly blink in and out of your opponent's defences 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.
ATTACK TECHS.
Inquisitor's Ire Kiryu Focuses his faith into the crystal ball in the middle of his chest and fires a beam of sizzling white light to cleanse their souls... Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Charging Minor Effect: Shocking Cost: 15 ki Learn: 2 weeks
PL: 25,000--> 37,500 HP: 162/200 | TEMP HP: 0/0 | KI: 68/100 FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 30 | RESILIENCE: 50 MELEE ACCURACY: +25 | ENERGY ACCURACY: +50 | DEF: 70 DR: 17 | DMG MODIFIER: +4 | KI COST: -2 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: 10 [489/3352] 1d100+55·3d10+4·1d100·1d100·1d100
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Post by Kiryu on Feb 13, 2020 12:10:48 GMT -8
The High Inquisitor did have a point. Kiryu had never used so much magic, for so long, against an opponent. It was beginning to tax his resources, slowing him a bit, making it more difficult to dredge up energy to avoid shots and continue his pressure. But he was still himself. And he was more than just a magician. "There is nothing holy to ending a life. Any life. And your logic is flawed, Inquisitor. Is a man with a pistol the equal to you, with your mighty technology? Is someone lacking your innate talent and zealous dedication a match for your skill? You think that things are equal merely because you have access to the same type of weapon? Fool. All these lies you have wrapped yourself in. The pretension... the hubris. You wield your supposed righteousness as a shield against the truth that would break you if you could ever bear to face it;
You are a greater monster than any you have ended."The Inquisitor struck then, and well, but Kiryu was the equal to the attack. Using his True Sight to read the patterns of the world around him, Kiryu was not deceived by the canister, and tracked the bullet. It was headed straight for him... and then, time seeming to slow to a crawl, Kiryu sheathed his hand in ki and caught the blast headed his way. It burned a bit, and he grunted with the effort, but he did not have to suffer it long. He threw his hand out, sending the blast towards the canister that was still soaring through the air towards Kiryu. The blast detonated the canister, causing it to detonate harmlessly. At that, Kiryu decided he was through playing around. His foe was too dangerous to leave standing for much longer, his attacks too difficult to read, his technology too cunning and complex. Kiryu planted his spear in the ground once more, then gathered his energy, aura a mixed silver and green as it flared to life. Power pooled at Kiryu's fingertips, and he sent forth one bolt of energy, the other waiting to be used, streaking straight towards the already damaged sections of the High Inquisitor's armor. If Kiryu had his way, and either of these attacks landed and did what he wanted them to do, then in another few seconds, the rest of the fight would be superfluous... he would be able to end the Inquisitor once and for all.
[WC=411] [TWC=4,927] Battle TrackerDefense Resolution- Kiryu uses Seikuken (Kiai Rank 3), causing the attacks to crit fail!
Standard Action- Seikuken (Kiai Rank 3), -5 ki
At-Will Action- Energy Construct, +10 attack
Bonus Action- Enhanced Focus Energy (-7 ki), +15 to Attack, +15% inflict chance
Standard Action- Ki Gun, -8 ki Attack: wRaYY_Sx1d100+85 Damage: 3d10+2 Piercing; -5 DR, ignores temp HP Burn chance 65%: 1d100 Cripple chance 45%: 1d100 Immobilize chance 45%: 1d100 All statuses add 3 turns duration if inflicted
Instinct- 0, +20 Defense Turn 2 of 3
Ki Construct Actions-0/4
Energy Constructs Points- 1/6
Arcane Points- 0/4 Techniques
Evade (Feint Rank 3) 1/2 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.
Instinctual Defense (Rank 3) 0/1 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 defense for the next three turns or +10 to your defense 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.
Ki Blocker (Demon Eye Rank 3)- 0/3 Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Construct (Paparapapa Rank 3)- 0/1 Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. 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 may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Gun Type: Energy/Ranged/Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Burn Cost: 15 ki Learn: 2 weeks
Magic Materialization (Rank 3)- 1/2 Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2 ki per 10,000 zeni of the desired item. If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Pressure Point Strikes (Paralyze Rank 3)- 0/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
Seikuken (Kiai Rank 3) 0/1 Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Solar Flare (Rank 3) 0/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Susanoo (Energy Constructs Rank 3) 0/1 Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below. You may use at-wills from this technique more than once in a given turn. --Give +10 to a single Accuracy roll on your turn. One per attack. --Gain +2 bonus damage for a single attack you make. Two per attack max. --Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack. --As a reaction you gain +5 Defense against all attacks. One per turn. --As a reaction you gain 2 DR against all attacks during turn. One per turn. Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP.
Teleport (Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
The Snap Type: Ranged Energy Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Immobilizing Cost: 35 ki Learn: 2 weeks
True Sight (Wild Attack Rank 3)- 0/1 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. Traits
Instinct (Ability 1) Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
Intimidating Power (Class 1) Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Sadist (Class 2) Activation: Passive Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% cance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
Technique Slots (Ability 2)
Efficiency (Ability 3) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Haste (Ability 4) Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Class Abilities
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your 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: You 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.
Shun Goku Satsu (Bane) After repeatedly targeting an opponent's pressure points, Kiryu targets his foe's entire ki network with powerful blows and pinpoint strikes that can badly damage the internal organs of nearly any enemy.
Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on each opponent. Equipped Items
Baba's Crystal Ball- When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level.
Guardian Staff Activation: Bonus Action - Reactive
Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy.
Limit: 3 uses per thread.
Recovery Package- The target of this item restores +6 HP and +4 Ki per turn, at the end of each turn, for 5 of their turns. Activation- Bonus Action
Expert Training Gear- You gain an additional 50% PL from thread rewards while wearing this outfit.
Lucky Trinket- Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.)
Battle Stats
Natural PL: 24,782
Base PL: 27,360 > 34,200
HP: 70/70 | KI: 79/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 120 > 140
DR: +4 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 72/100 1d100+85·3d10+2·1d100·1d100·1d100
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