Post by darthlunchbox on Feb 15, 2020 4:48:45 GMT -8
The young witch twisted and flipped words as well as any lawyer the High Inquisitor had ever heard. He knew that magic made people's minds work in less honest and bendy ways, so it was little surprise, if a bit tiresome. He rolled his eyes as the with went on his tirade and scowled as the slippery strega managed to deflect his main weapon beam into the grenade he had tossed at him. The witch was getting tired though of a certainty. He could see it in his eyes, how they seemed weary and a bit pinched at the corners, his face was perhaps a bit flushed from the exertion. Good... he is nearly at his limit... but this will be when he is at his most dangerous. The witch gathered some green light shot through with silver to his hand, likely the colors of the demon who held his contract, and shot a bolt of the unclean light towards the breach in his armor. The high inquisitor raised his left arm and angled the bracer so that it deflected the shot away from impacting his suit. Some of the cursed power took hold even with the deflection; he could feel the bracer heating up and searing his flesh while the feeling that he wasn't able to get his energy back properly deepened and seemed to settle into his bones.
He began charging up his main canon once more, the crystal ball gathering white specs of light as it readied itself to fire. He slipped another grav bomb from his belt... he needed to try to get more control of the pacing of this battle if he hoped to prevail. Making the wizard spend more energy to act seemed like the best course of action; slow down the slippery foe so he can't dodge your punch, as it were. He began to chant a prayer to the Father of Circuits as he readied himself to act,
"Watch us in your wisdom, of Father,
Guide the lost souls to the glory,
Technology Prevails,
Technology Prevails,
Crush the witches under your purity,
Make the world safe for them and for me,
Technology makes us stand equal,
oh father,
Technology makes us all equal,
Guide us into your joy,
guide us into your light,
Help us show the witches,
the might of our rights!"
He primed to grav bomb and gave it an underhand toss so it could bounce towards the witch... and proceeded to try and fire his main cannon at the same time, hoping to catch the mirror version of himself off guard. He began humming an old hymnal under his breath... it helped him focus in times of stress... and he was feeling the need for it.
1d100+115·3d10-6·1d100·1d100
He began charging up his main canon once more, the crystal ball gathering white specs of light as it readied itself to fire. He slipped another grav bomb from his belt... he needed to try to get more control of the pacing of this battle if he hoped to prevail. Making the wizard spend more energy to act seemed like the best course of action; slow down the slippery foe so he can't dodge your punch, as it were. He began to chant a prayer to the Father of Circuits as he readied himself to act,
"Watch us in your wisdom, of Father,
Guide the lost souls to the glory,
Technology Prevails,
Technology Prevails,
Crush the witches under your purity,
Make the world safe for them and for me,
Technology makes us stand equal,
oh father,
Technology makes us all equal,
Guide us into your joy,
guide us into your light,
Help us show the witches,
the might of our rights!"
He primed to grav bomb and gave it an underhand toss so it could bounce towards the witch... and proceeded to try and fire his main cannon at the same time, hoping to catch the mirror version of himself off guard. He began humming an old hymnal under his breath... it helped him focus in times of stress... and he was feeling the need for it.
{Battle Stats}
At-Will: Using Guard +10 dr -8 ki Using Countermeasures
At-Will: Using 3 Revenger charges
Action 1: Inquisitor's Ire -23 ki
OjSLqmmn1d100+115 (50 acc, +25 from Focused Energy from Charging, +30 from Revenger Charge +20 from Wild Attack)
3d10-6
40% chance to shock
1d100
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.
Indomitable
Requirements: 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.
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 0/2
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.
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.
DEFENSE PHASE.
Kiryu Attack #1 (161) vs Shadow Kiryu's Def (70): Hit!
Kiryu Attack #2 (000) vs Shadow Kiryu's Def (70): N/A
15 dmg - 17 DR = 0 dmg. Status Damage: - 12 damage, -10 damage to attacks, -10 DR -3 ki from cursed
OFFENSE PHASE.
+1 Revenger Charge
Bonus Action: Focus Energy -8 ki,+18 ki, and +15 Energy Accuracy
At-Will: Using Guard +10 dr -8 ki Using Countermeasures
At-Will: Using 3 Revenger charges
Action 1: Inquisitor's Ire -23 ki
OjSLqmmn1d100+115 (50 acc, +25 from Focused Energy from Charging, +30 from Revenger Charge +20 from Wild Attack)
3d10-6
40% chance to shock
1d100
Action 2: Using Grav Bomb
80 % chance to be inflicted with Heavy
1d100
80 % chance to be inflicted with Heavy
1d100
EFFECTS.
Using 8 Instinct for +20 Accuracy 2 more turns
Power up 1/2 - 67/100
Using 8 Instinct for +20 Accuracy 2 more turns
Power up 1/2 - 67/100
Revenger Charges: 0
Countermeasures: 1 stacks
Instinct: 0 charges
Poisoned: 0 more turns -4 HP
Cripple: 12 more turns
Cursed: 9 more turns -3 ki
Hidden Weapon available after 1 turns
Stun 5 more turns
Burn 2 more turns
Countermeasures: 1 stacks
Instinct: 0 charges
Poisoned: 0 more turns -4 HP
Cripple: 12 more turns
Cursed: 9 more turns -3 ki
Hidden Weapon available after 1 turns
Stun 5 more turns
Burn 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.
Indomitable
Requirements: 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.
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.
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.
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.
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.
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%.
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
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--> 31,250
HP: 150/200 | TEMP HP: 0/0 | KI: 36/100
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
[457/3809]
HP: 150/200 | TEMP HP: 0/0 | KI: 36/100
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
[457/3809]
1d100+115·3d10-6·1d100·1d100