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Post by Cayle Pota on Jan 31, 2020 22:58:26 GMT -8
As Tiger Lily stepped through the gate and was swallowed up by the hungry darkness of it, she did not disappear from the world and its lands. She simply found herself in floating above a bleak landscape, a battle ground visible all about as numerous groups fought each other in frantic struggles, all in the ruins of what had once been Pilaf Land. The sky was an burnt sienna color as she saw all of this, and against it was a vibrant, silvery-blue building which stood strong against the destruction. It was dug into the ground and for a second, Tiger Lily would have been reminded of the eyes of Cayle Pota- this material was a similar shade of color. As if she was captured by the mere act of her eyes landing upon the building, she felt herself suddenly teleporting somewhere else. Suddenly she was in a rubber floored building with sleek walls which were of the same material. Something eerie was coming her way. ---- Kuri Koba of the Kalabasa Clan, daughter of Koba Kalabasa and betrothed of Cayle Pota of the Pota Clan, strode past the ruined streets of what had once been Pilaf's Magical Kingdom. The red haired girl's hair was cut short, the tips barely ending at her sharp and beautiful cheeks as she strode forward with serious intent. All around her, squads of the resistance which she had formed along with Cayle and the others when the Tuffles had made their Blitzkrieg, they continued to fight. With Blaster, and Rifle, with Fist and Sword, with Energy Blast and Rocket Launcher. All around, the battle waged on. Her friends, some very dear, were fighting for their lives in this great battle, but it was for an important reason. One which Kuri could not ignore. Doctor Jack Aspic, the mad architect of this dark apocalypse, had captured Cayle. He did this to the Saiyan warrior who had turned into the leader of the Earth's resistance and the personal thorn in Jack's side by luring him with something he could not resist. Jack Aspic had launched a squadron of his lobotomized Saiyan slave soldiers to strike the last city which stood its ground the lands of Earth, South City, and had topped it off with a top secret project. Known as 'Project Atom', this constructed biological android had fought against Cayle and the other greatest heroes of the resistance to save South City – but not Kuri. She had been told by Cayle to stay away, that he loved her too much to let her be in the way of the danger that was laying ahead. Before he had left, he dropped to one knee and asked her to marry him. Cayle had been gone from her life for six months now. Some of the resistance had said he must be dead, but as she rebuilt it she continued to see clues that he was still alive. She felt his spiritual energy, she felt the smell of his musk on the edge of the horizon. She continued to build up forces, lead strikes, and send out spies to gather intelligence. That had lead to this day, to this moment. Even as she fought back tears at the sight of the Duchess Melody falling to a Tuffle Warmech after the Duchess' strike fell short. Even as she fought back tears at the sight of Prince Koma of the Bear Clan charging forth to try to save Melody, Kuri Koba strode on. When she had tried to stop, to lead the strike instead of going forward, she had been told by her lieutenant, Luther, to go on ahead. That he would deal with what was ahead of them. With every step that Kuri made, Achido Nakamura, the boy she had met when Cayle had fallen saving South City, followed with her. He had advanced at a prodigal rate for someone who's father had only taught him basic martial arts, and who was a human. Today, she would find him, today she would find the last person she had allowed to call her Tiger Lily. The only person she allowed to do so, it was his name of love for her. Today she would save Cayle, or she would die trying. No matter what was put in front of her. She made her way through the ground levels of the facility, her squads of soldiers falling into place to keep control of the facility for as long as they could, providing arcs of cover fire as they did. She was ready for anything, anything. Then she made her way down the elevator which they knew led to the next level, and after exiting saw the one thing she was not ready for. Herself? Some clone? A ready made bio-android copy? A time traveling version of herself who had never heeded Cayle's suggestion that she cut most of her hair to keep it from being grabbed in a fight? Had the Tuffles somehow gotten ahold of Tap Briefs and Daikon Briefs' technical documents or their time travel machine, which they had hoped to use to save the world? Whatever this... thing was. It was not her. It couldn't be here for a good reason, it was an obstacle. As Achido moved to try to help, Kuri raised her hand. “Listen, melons. You're in my way. I don't know what kind of Tuffle witchcraft you are, I don't know if you're some sort of creation from their allies in the Church of the Cleansed Earth and High Inquisitor Kiryu, but you're in my way. Get out of it. Now. I've got my fiance to save.”(946) (3528 Words Total) (3442 Effective Word Count) Initiative DjxyCuB11d100 Name: Kuri Koba of the Kalabasa Clan, Daughter of Koba Kalabasa. AKA “Ty” Species: Saiyan Human Hybrid Age: 16 Gender: Female
Skills &Statistics Fighting: 40 Energy Control: 35 Reflexes: 40 Resilience: 40
Accuracy: +40 (Fighting) +10 (Class) 1d100+50(Fighting) / +35 (Energy Control)+10 (Class) 1d100+50(Energy Control) Defense: 50+40 Reflexes +10 Defense (Class) = 100 HP: 50+40 Resilience +15 (Class) +30 (Katchin Armor) = 135 KI: 100 DR: +2 (Class) + 2 (Resilience) +3 (Katchin Armor) = 7 Class: Martial Artist
Racial Trait: Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: Flurry of Blows (Class Trait 1) Activation: Reactive At-Will Effect: You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn. Limit: – – Classes: Martial Artist, Protector, Techie
Rejuvenating Strike (Class Trait 2) Activation: At-Will Effect: On a turn in which you activate Rejuvenating Strike, Strikes you perform do not deal damage but instead heal their targets for the damage that they would have otherwise dealt. You may target allies with Strikes on this turn, but may not target yourself. Limit: – – Classes: Martial Artist, Mystic, Techie
Infuse (Ability Mastery 1 Chosen Trait) Requirements: Energy Control Skill of 35 Activation: None (Passive) Effect: Your Energy Blast Basic Technique ignore 2 of their target’s DR and inflict their target with Burning; this Trait may only apply one stack of Burning to a target per turn.
Haste (AI Assistant Trait 1) 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.
Momentum (AI Assistant Trait 2) Requirements: Reflexes Skill of 35 Activation: None/Passive At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
Thrill of the Hunt (AI Assistant Trait 3) Activation: Passive Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Limit: – –
Class Features: Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Flexible Technician - Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
Invigoration- You regain 2 Ki at the end of a turn in which you have used the Strike Basic Technique; this may restore up to 4 Ki per turn if two Strike Basic Techniques have been used.
Starting Non-Basic Technique Chosen:
SOLAR FLARE (RANK 3) You use your ki to amplify the light around you into a blinding flash. 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.
Techniques Learned: WILD ATTACK (Rank 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: Defense 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. 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.
Cherry Bomb | Outou Bakuretsudan After testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home. Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks.
AFTER IMAGE (Rank 3) You disappear, leaving behind an illusion of yourself where you were before. It fades after a second, but works to misdirect your opponent. Type: Utility Action: Bonus Action Requirements: Reflexes skill of 40. Effect: Any reactive techniques, traits, or items a single opponent uses that are At-Will or use a Bonus Action instead require a Standard Action. Duration: 1 turn. Cost: 15 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 tech costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEMON EYE (Rank 3) Using magic you hurl tiny beads of cursed ki at your opponent and it sticks to them, wracking them with pain. 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. "Cursed" possesses the same duration as Cripple inflicted by Demon Eye and may not stack with itself; while "Cursed", the target loses 3 ki at the beginning of their turn. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Technique Slots: 2/6
Enhanced Techniques:
SENSE (ENHANCED) You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. Cost: None Limit: Once per turn.
ENERGY BLAST (ENHANCED) You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: Once per turn, you may use Energy Blast as a Bonus Action. Cost: 2 ki
Martial Arts Mastery Techniques:
Prodigy Plus Technique Slots: 3/3
Equipment
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.
AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: –
Modern Scouter A device first used by the Tuffles and later co-opted by others, this device allows its wearer to judge the strength of opponents and their attacks using numeric values via a display piece. This particular model is a newer version, produced by Wheelo Enterprises. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: The first five (5) times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action. Limit: –
COMPANION This person is always at your side. They could be a well-paid mercenary, a student, a pet, a lover, a robotic assistant-- whatever you choose. ZENI VALUE: 40,000 ZENI COST: 120,000 RARITY: MYTHIC -This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and it’s HP is 20. -A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both.
PL: 14,000 HP: 135/135 | TEMP HP: 0/0 | KI: 100/100 FIGHTING: 40 | ENERGY CONTROL: 35 | REFLEXES: 40 | RESILIENCE: 40 MELEE ACCURACY: +50 | ENERGY ACCURACY: +45 | DEF: 100 DR: 7 | DMG MODIFIER: +5 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [822/822] Ty 1d100
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Post by Ty on Feb 6, 2020 0:33:10 GMT -8
Fragmented memories flashed before Tiger Lily’s eyes, she could hardly remain focused on everything she experienced after going into the shadow temple, and she found herself standing in a large metal hallway when the memories ceased. Tears were formed on the corners of her eyes, it was as if looking in the mirror except this version of herself was hardened, worn from war, and with orange hair cut asymmetrically short as it touched the outline of her jaw. The teenage girl took a deep breath, she raised her fists on instinct, she could tell right away that she was going to be challenged to a fight by simply locking their line of sight. The much shorter in height Achido stepped up from behind the short orange haired woman before he was stopped in his tracks. “Achido?” Tiger Lily wondered but he too seemed hardened by war and did not speak up. The Achido she knew was cheerful, always smiling, and doing his best to keep up with her. Was it possible that he had changed being inside this void? No, even if time flows differently, the Achido she knew would not have changed. All life experiences define a person and the teenage boy who was afraid of heights was not the same one that stood before her. “Tuffles didn’t do this! I think...unless it's a conspiracy but it was that namekian named Timpani who trapped my Achido in some creepy temple and now I am here trying to save him from his fate!” Ty positioned herself in a martial arts stance she learned from Kiryu, “Fiance? I am seventeen and I have not taken my final school exam yet. I am training to be a martial artist instead so I make the world safer from Tuffles for saiyans and now all the earthlings from King Piccolo’s reign. I am too young to be married. You and I both know this is some kind of test to take the next step. So let’s do this!”
[334] ddWrb2mS1d100 Name: Tiger Lily ‘Kuri’ aka Ty Species: Human Saiyan Hybrid Age: 16 Gender: Female
Skills &Statistics Fighting: 35 Energy Control: 35 Reflexes: 50 Resilience: 30 12,389 PL
Accuracy: 1d100+35(Fighting) +5 Level 1 Prodigy / 1d100+ 35(Energy Control) + 5 Level 1 Prodigy Defense: 50+ 50 Reflexes =100 HP: 50+ 30 Resilience= 80 + 5 Level 1 Prodigy KI: 100 DR: +1 Level 1 Prodigy
Class: Prodigy
Racial Trait: Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: 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. Classes: Mystic, Prodigy, Techie
Infuse Requirements: Energy Control Skill of 35 Activation: None (Passive) Effect: Your Energy Blast Basic Technique ignore 2 of their target’s DR and inflict their target with Burning; this Trait may only apply one stack of Burning to a target per turn.
Haste 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 Features: Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice. Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Starting Non-Basic Technique Chosen:
SOLAR FLARE (RANK 3) You use your ki to amplify the light around you into a blinding flash. 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.
Cherry Bomb | Outou Bakuretsudan After testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home. Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks.
EIGHT ARMS (Rank 3) You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Technique Slots: 2/5
Enhanced Technique for unlocking all levels of potential Mastery: FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists.
Prodigy Plus Techniques:
Green Steel Strike | Midorikoudageki A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies. Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1. Learned via Cayle Pota.
COUNTERMEASURES 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.
Learned via Orizuru
FEINT 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.
Learned via Kiryu
Prodigy Plus Technique Slots: 3/3
Equipment
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Professional Panacea Once thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 4 turns. Limit: 1 use per thread.
Intermediate Belt A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time.
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.
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Post by Cayle Pota on Feb 7, 2020 14:38:15 GMT -8
The response from Prime Tiger Lily brought a smirk to her war weary equivalent. Achido in need of rescue? The boy knew when to hide and when to fight. He had learned it from not being coddled, and he had come as close to being a Saiyan as any mundane human had in her world. As Achido looked at the girl, even he made a face at her words, her response. Dressed in his advanced battle armor which Cayle Pota had personally crafted for the boy, he didn't get how she could seem so callous. But he was a soldier, so he let his commanding officer speak up. “Did you not hear me? Or are you just so self-absorbed that you didn't listen? We're here to break into a Tuffle bunker and save MY. MY. Not your's, you soft version of me. MY. Fiance.” this version of Tiger Lily had far more fire in her belly, far more saiyan spirit in her heart. “And to the rest? This is definitely Tuffles. Timpani works for them, not King Piccolo Daimao. He's dead, after all.” because he was dead in her universe, long ago killed by a Tuffle covert ops team and their suicider Saiyan slaves. Without a word, Kuri Koba stretched for a moment and began to focus her spiritual energy throughout her body. Powering up as she did and preparing for the incoming battle in every way which she knew how. [244] [8,692 Total Words.] [8,612 Effective Words.] Bonus Action: Power Up (+25% Power Level, +25 Ki.) Standard Action 1 → Bonus Action 2: Countermeasures At-will Action 1: Wild Attack WILD ATTACK (Rank 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: Defense 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. 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. Generating 8 Instinct (-8 Ki) Name: Kuri Koba of the Kalabasa Clan, Daughter of Koba Kalabasa. AKA “Ty” Species: Saiyan Human Hybrid Age: 16 Gender: Female
Skills &Statistics Fighting: 40 Energy Control: 35 Reflexes: 40 Resilience: 40
Accuracy: +40 (Fighting) +10 (Class) 1d100+50(Fighting) / +35 (Energy Control)+10 (Class) 1d100+50(Energy Control) Defense: 50+40 Reflexes +10 Defense (Class) = 100 HP: 50+40 Resilience +15 (Class) +30 (Katchin Armor) = 135 KI: 100 KI Recovered: 21 / 079 Remaining to regenerate. DR: +2 (Class) + 2 (Resilience) +3 (Katchin Armor) = 7 Class: Martial Artist
Racial Trait: Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: Flurry of Blows (Class Trait 1) Activation: Reactive At-Will Effect: You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn. Limit: – – Classes: Martial Artist, Protector, Techie
Rejuvenating Strike (Class Trait 2) Activation: At-Will Effect: On a turn in which you activate Rejuvenating Strike, Strikes you perform do not deal damage but instead heal their targets for the damage that they would have otherwise dealt. You may target allies with Strikes on this turn, but may not target yourself. Limit: – – Classes: Martial Artist, Mystic, Techie
Infuse (Ability Mastery 1 Chosen Trait) Requirements: Energy Control Skill of 35 Activation: None (Passive) Effect: Your Energy Blast Basic Technique ignore 2 of their target’s DR and inflict their target with Burning; this Trait may only apply one stack of Burning to a target per turn.
Haste (AI Assistant Trait 1) 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.
Momentum (AI Assistant Trait 2) Requirements: Reflexes Skill of 35 Activation: None/Passive At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
Thrill of the Hunt (AI Assistant Trait 3) Activation: Passive Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Limit: – –
Class Features: Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Flexible Technician - Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
Invigoration- You regain 2 Ki at the end of a turn in which you have used the Strike Basic Technique; this may restore up to 4 Ki per turn if two Strike Basic Techniques have been used.
Starting Non-Basic Technique Chosen:
SOLAR FLARE (RANK 3) You use your ki to amplify the light around you into a blinding flash. 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.
Techniques Learned: WILD ATTACK (Rank 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: Defense 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. 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.
Cherry Bomb | Outou Bakuretsudan After testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home. Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks.
AFTER IMAGE (Rank 3) You disappear, leaving behind an illusion of yourself where you were before. It fades after a second, but works to misdirect your opponent. Type: Utility Action: Bonus Action Requirements: Reflexes skill of 40. Effect: Any reactive techniques, traits, or items a single opponent uses that are At-Will or use a Bonus Action instead require a Standard Action. Duration: 1 turn. Cost: 15 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 tech costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEMON EYE (Rank 3) Using magic you hurl tiny beads of cursed ki at your opponent and it sticks to them, wracking them with pain. 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. "Cursed" possesses the same duration as Cripple inflicted by Demon Eye and may not stack with itself; while "Cursed", the target loses 3 ki at the beginning of their turn. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Technique Slots: 2/6
Enhanced Techniques:
SENSE (ENHANCED) You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. Cost: None Limit: Once per turn.
ENERGY BLAST (ENHANCED) You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: Once per turn, you may use Energy Blast as a Bonus Action. Cost: 2 ki
Martial Arts Mastery Techniques:
Prodigy Plus Technique Slots: 3/3
Equipment
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.
AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: –
Modern Scouter A device first used by the Tuffles and later co-opted by others, this device allows its wearer to judge the strength of opponents and their attacks using numeric values via a display piece. This particular model is a newer version, produced by Wheelo Enterprises. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: The first five (5) times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action. Limit: –
COMPANION This person is always at your side. They could be a well-paid mercenary, a student, a pet, a lover, a robotic assistant-- whatever you choose. ZENI VALUE: 40,000 ZENI COST: 120,000 RARITY: MYTHIC -This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and it’s HP is 20. -A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both.
PL: 15,487 HP: 135/135 | TEMP HP: 0/0 | KI: 100/100 FIGHTING: 40 | ENERGY CONTROL: 35 | REFLEXES: 40 | RESILIENCE: 40 MELEE ACCURACY: +50 | ENERGY ACCURACY: +45 | DEF: 100 DR: 7 | DMG MODIFIER: +5 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [822/822] Ty
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Post by Ty on Feb 15, 2020 13:31:08 GMT -8
“I am listening, it just doesn’t make any sense, because if you’re supposed to be me why are your decisions so different from what I would have done?”Ty knitted her brows together in confusion, “Is your fiance Cayle by chance? Does he really need rescuing? In my world, he is the strongest saiyan I know, and can very well save himself from any kind of danger. Achido...he needs help more than Cayle does because he has been training under his human father, he is not as strong as a saiyan, and he needs to catch up to me by a mile. Like I said before, we both know we have to fight for what we want, so enough talking and show me your moves!”
The power level signature flared up as Ty balanced all her ki channels, as an extra measure she sharpened her senses in the instance that she needed to defend herself, and warmed up her muscles by stretching them out a few times; extending her arms and bending one knee at a time, while placing her palm over her lower thigh, before going into the martial arts stance Kiryu had taught her. [197] [531] [Passive Effect] [Passive Action]
[At-Will Action]
[Bonus Action] Power Up
[Standard Action] Countermeasures -14ki
[Standard Action]
12,389 PL x 1.25 =15,486
Name: Tiger Lily ‘Kuri’ aka Ty Species: Human Saiyan Hybrid Age: 16 Gender: Female
Skills &Statistics Fighting: 35 Energy Control: 35 Reflexes: 50 Resilience: 30
Accuracy: 1d100+35(Fighting) +5 Level 1 Prodigy / 1d100+ 35(Energy Control) + 5 Level 1 Prodigy Defense: 50+ 50 Reflexes =100 HP: 50+ 30 Resilience= 80 + 5 Level 1 Prodigy KI: 100 -14 Countermeasures= 86/100 DR: +1 Level 1 Prodigy
Class: Prodigy
Racial Trait: Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: 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. Classes: Mystic, Prodigy, Techie
Infuse Requirements: Energy Control Skill of 35 Activation: None (Passive) Effect: Your Energy Blast Basic Technique ignore 2 of their target’s DR and inflict their target with Burning; this Trait may only apply one stack of Burning to a target per turn.
Haste 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 Features: Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice. Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Starting Non-Basic Technique Chosen:
SOLAR FLARE (RANK 3) You use your ki to amplify the light around you into a blinding flash. 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.
Cherry Bomb | Outou Bakuretsudan After testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home. Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks.
EIGHT ARMS (Rank 3) You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Technique Slots: 2/5
Enhanced Technique for unlocking all levels of potential Mastery: FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists.
Prodigy Plus Techniques:
Green Steel Strike | Midorikoudageki A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies. Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1. Learned via Cayle Pota.
COUNTERMEASURES 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.
Learned via Orizuru
FEINT 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.
Learned via Kiryu
Prodigy Plus Technique Slots: 3/3
Equipment
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Professional Panacea Once thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 4 turns. Limit: 1 use per thread.
Intermediate Belt A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time.
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.
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Post by Cayle Pota on Feb 16, 2020 13:38:47 GMT -8
The whole retort from Tiger Lily made Kuri tilt her head, cocking an eyebrow and puffing out her cheeks. “Did Lily drop you on your head when you were a baby or something, Melons? Because if I'm me and you're me and you're not just some Tuffle clone.” She tensed, going into a defensive stance as she did, her core tightening and her hips moving subtly as her shoulders loosened slightly and her own ample cleavage bounced despite being carefully pushed down to keep it safe from being targeted. “Just because he's the stronger Saiyan that we know doesn't mean that he doesn't need help. Everyone needs help sometimes. That's what he's always taught us. That and being afraid or coddling someone is just going to make them weaker. Achido in our world isn't some weakling who has to hide behind me. He can fight on his own and he got much stronger than anyone in his family has, or many other Saiyans are.”She seethed for a moment, the words coming out with a cold heat, as if they were the vocal equivalent of touching dry ice. Then she made a subtle movement with her left hand, and Achido subtly nodded to her. Kuri Koba then charged forward, shouting a war cry as she did and threw herself into a sweep kick at Tiger Lily. What would follow would be a flurry of heel kicks and it would end with Achido's energy blast and Kuri's Green Steel Strikes, one from her leg and one from her arm, forming a tornado of strikes if she was lucky. Of course, no plan survived contact with the enemy. Even a self-taught commander like Kuri knew that. [286] [14,900 Total Words Effective.] At-Will 1: Achido Energy Blasts! DAMAGE wEHN|ETo2d6To-Hit 1d100+40At-Will 2: 1st use of Modern Scouter. 4/5 Uses Remaining. SENSE (ENHANCED)You reach out with a sixth sense and can feel the energy of others around you.Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. Cost: None Limit: Once per turn. +5 Defense, +5 Accuracy, +2 DR, +2 Damage. At-Will 3: Spend 8 stacks of Instinct for +20 Accuracy on the next turn and the 2 turns following that. Bonus Action 1: Strike – Flurry of Blows DAMAGE 3d4+7 + 1d6To-Hit 1d100+55Bonus Action 2: Strike – Flurry of Blows DAMAGE 3d4+7 + 1d6To-Hit 1d100+55Standard Action 1: Green Steel Strike -14 Ki DAMAGE 3d10+7 + 1d6To-Hit 1d100+55Standard Action 2: Green Steel Strike -14 Ki DAMAGE 3d10+7 + 1d6To-Hit 1d100+55-28 Ki, +4 Ki = -24 Ki. Name: Kuri Koba of the Kalabasa Clan, Daughter of Koba Kalabasa. AKA “Ty” Species: Saiyan Human Hybrid Age: 16 Gender: Female
Skills &Statistics Fighting: 40 Energy Control: 35 Reflexes: 40 Resilience: 40
Accuracy: +40 (Fighting) +10 (Class) 1d100+50(Fighting) / +35 (Energy Control)+10 (Class) 1d100+50(Energy Control) Defense: 50+40 Reflexes +10 Defense (Class) = 100 HP: 50+40 Resilience +15 (Class) +30 (Katchin Armor) = 135 KI: 76/100 KI Recovered: 21 / 100 – 079 Remaining to regenerate. DR: +2 (Class) + 2 (Resilience) +3 (Katchin Armor) = 7 Damage Modifier: +3 (Class) +2 (Fighting 40) + 2 (Enhanced Sense – Turn 3) Class: Martial Artist
Racial Trait: Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: Flurry of Blows (Class Trait 1) Activation: Reactive At-Will Effect: You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn. Limit: – – Classes: Martial Artist, Protector, Techie
Rejuvenating Strike (Class Trait 2) Activation: At-Will Effect: On a turn in which you activate Rejuvenating Strike, Strikes you perform do not deal damage but instead heal their targets for the damage that they would have otherwise dealt. You may target allies with Strikes on this turn, but may not target yourself. Limit: – – Classes: Martial Artist, Mystic, Techie
Infuse (Ability Mastery 1 Chosen Trait) Requirements: Energy Control Skill of 35 Activation: None (Passive) Effect: Your Energy Blast Basic Technique ignore 2 of their target’s DR and inflict their target with Burning; this Trait may only apply one stack of Burning to a target per turn.
Haste (AI Assistant Trait 1) 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.
Momentum (AI Assistant Trait 2) Requirements: Reflexes Skill of 35 Activation: None/Passive At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
Thrill of the Hunt (AI Assistant Trait 3) Activation: Passive Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Limit: – –
Class Features: Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Flexible Technician - Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
Invigoration- You regain 2 Ki at the end of a turn in which you have used the Strike Basic Technique; this may restore up to 4 Ki per turn if two Strike Basic Techniques have been used.
Starting Non-Basic Technique Chosen:
SOLAR FLARE (RANK 3) You use your ki to amplify the light around you into a blinding flash. 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.
Techniques Learned: WILD ATTACK (Rank 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: Defense 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. 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.
Cherry Bomb | Outou Bakuretsudan After testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home. Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks.
AFTER IMAGE (Rank 3) You disappear, leaving behind an illusion of yourself where you were before. It fades after a second, but works to misdirect your opponent. Type: Utility Action: Bonus Action Requirements: Reflexes skill of 40. Effect: Any reactive techniques, traits, or items a single opponent uses that are At-Will or use a Bonus Action instead require a Standard Action. Duration: 1 turn. Cost: 15 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 tech costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEMON EYE (Rank 3) Using magic you hurl tiny beads of cursed ki at your opponent and it sticks to them, wracking them with pain. 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. "Cursed" possesses the same duration as Cripple inflicted by Demon Eye and may not stack with itself; while "Cursed", the target loses 3 ki at the beginning of their turn. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Technique Slots: 2/6
Enhanced Techniques:
SENSE (ENHANCED) You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. Cost: None Limit: Once per turn.
ENERGY BLAST (ENHANCED) You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: Once per turn, you may use Energy Blast as a Bonus Action. Cost: 2 ki
Martial Arts Mastery Techniques:
Martial Mastery Technique Slots: 3/3
Equipment
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.
AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: –
Modern Scouter A device first used by the Tuffles and later co-opted by others, this device allows its wearer to judge the strength of opponents and their attacks using numeric values via a display piece. This particular model is a newer version, produced by Wheelo Enterprises. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: The first five (5) times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action. Limit: –
COMPANION This person is always at your side. They could be a well-paid mercenary, a student, a pet, a lover, a robotic assistant-- whatever you choose. ZENI VALUE: 40,000 ZENI COST: 120,000 RARITY: MYTHIC -This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and it’s HP is 20. -A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both.
PL: 15,487 HP: 135/135 | TEMP HP: 0/0 | KI: 76/100 FIGHTING: 40 | ENERGY CONTROL: 35 | REFLEXES: 40 | RESILIENCE: 40 MELEE ACCURACY: +50 | ENERGY ACCURACY: +45 | DEF: 100 DR: 7 | DMG MODIFIER: +5 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [822/822] Ty 2d6·1d100+40·3d4+7·1d6·1d100+55·3d4+7·1d6·1d100+55·3d10+7·1d6·1d100+55·3d10+7·1d6·1d100+55
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Post by Ty on Feb 20, 2020 20:40:41 GMT -8
Tiger Lily had a running start, she avoided Achido, but ran into the short orange haired woman's leg sweep, which brought her down the ground to avoid the whirlwind of kicks that followed after. Rolling into a crouched position, she lunged forward to return all the kicks at Kuri, she used her hands to attempt knocking her off balance in retaliation. A smile crossed her face, she tried to restrain herself from doing so, but Ty was not under the same circumstances as her counterpart. The saiyan blood that coursed through her veins made her excited about fighting despite the danger of being killed. Perhaps Kuri Kalabasa would feel it, at some point she must have enjoyed training with Achido or Cayle but fighting yourself was an even greater feat. The teenage girl was not competitive in the slightest but at the rate that she was growing only encouraged her to go beyond her limits. There was no mistake that they were one in the same, the way they kicked each other, and kept their ocean teal eyes wide open was precise to the smallest detail, including putting their entire weight behind every strike. It took a lot of courage to face yourself and Ty would learn a lot from this experience alone. If she could overcome the situation, she would able to save her best friend, even if Kuri was attempting to save Cayle instead. [236] [766]
Incoming Damage:
Attack 1: 75 vs 125= Miss! Attack 2 : 151 Crit = 23 DMG -10 Guard= 13 -2 DR= -11 Attack 3: 66 vs 125= Miss! Attack 4: 108 vs 125= Miss!
[Passive Effect] [Passive Action] Intermediate Belt
[At-Will Action] Counter Measures: Guard, Eight Arms
[Bonus Action] Haste: Dragon Dash
[Bonus Action] Strike from Eight Arms To Hit: l7jFixCk1d100+45 Dragon Dash +10
Damage: 3d4+9 +1 Fighting +3 Intermediate Belt +5 Dragon Dash
[Standard Action] Strike To Hit: 1d100+45 Dragon Dash +10
Damage: 3d4+9 +1 Fighting +3 Intermediate Belt +5 Dragon Dash
[Standard Action] Strike To Hit: 1d100+45 Dragon Dash +10
Damage: 3d4+9 +1 Fighting +3 Intermediate Belt +5 Dragon Dash
1/2 Countermeasures
12,389 PL x 1.25 =15,486
Name: Tiger Lily ‘Kuri’ aka Ty Species: Human Saiyan Hybrid Age: 16 Gender: Female
Skills & Statistics Fighting: 35 Energy Control: 35 Reflexes: 50 Resilience: 30
Accuracy: 1d100+35(Fighting) +5 Level 1 Prodigy / 1d100+ 35(Energy Control) + 5 Level 1 Prodigy Defense: 50+ 50 Reflexes =100 HP: 50+ 30 Resilience= 80 + 5 Level 1 Prodigy=74 hp KI: -6 Guard - 14 ERM -4 Eight Arms -6 Intermediate Belt - 6 Dragon Dash= 44/100 DR: +2 Level 1 Prodigy
Class: Prodigy
Racial Trait: Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: 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. Classes: Mystic, Prodigy, Techie
Infuse Requirements: Energy Control Skill of 35 Activation: None (Passive) Effect: Your Energy Blast Basic Technique ignore 2 of their target’s DR and inflict their target with Burning; this Trait may only apply one stack of Burning to a target per turn.
Haste 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. 2/3 Uses remaining
Class Features: Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice. Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Starting Non-Basic Technique Chosen:
SOLAR FLARE (RANK 3) You use your ki to amplify the light around you into a blinding flash. 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.
Cherry Bomb | Outou Bakuretsudan After testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home. Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks.
EIGHT ARMS (Rank 3) You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Technique Slots: 2/5
Enhanced Technique for unlocking all levels of potential Mastery: FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists.
Prodigy Plus Techniques:
Green Steel Strike | Midorikoudageki A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies. Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1. Learned via Cayle Pota.
COUNTERMEASURES 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.
Learned via Orizuru
FEINT 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.
Learned via Kiryu
Prodigy Plus Technique Slots: 3/3
Equipment
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Professional Panacea Once thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 4 turns. Limit: 1 use per thread.
Intermediate Belt A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time.
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. 1d100+45·3d4+9·1d100+45·3d4+9·1d100+45·3d4+9
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Post by Cayle Pota on Feb 26, 2020 14:42:19 GMT -8
Kuri Koba of the Kalabasa Clan was a girl who had once called herself Tiger Lily, yes – but that had been long ago. She had embraced her Saiyan heritage and tried to make herself a true Saiyan warrior from the time that the Tuffles assailed her family's small island only to be stopped by Cayle and his ragtag bag of resistance fighters. The Tuffles had even killed the nice old man on the island over, and despite all the potential she had, all the power she possessed, she had been to afraid to grasp at that primal side of her and fight them. No longer – images of her fighting and training hard to get to this point were shown, and images of her chopping her own long orange-red locks off because of the fact Cayle had been forced to save her against a Tuffle Super Citron Commando whom had caught her by the hair. Images of these memories flashed before her. Images of Achido's family scrounging in the ruins of South City before Cayle and his fledgling army found them and took them in. Images of Achido having run hundreds of times from the Tuffle Army until he had been trained under the care of Cayle Pota and the Hero's Drupe School of Martial Arts and gained the strength and confidence to fight back against the rank and file Tuffle soldiery. Achido had seen the likes of what Kuri could do in a fight, so he also recognized that this alternate was either a perfect clone of her by the Tuffles, or an alternate reflection of her. Even so, he was not surprised with the simple sidestep that made her dodge the first strike from her prime timeline counterpart. Kuri's grin became almost maniac as the long haired version of her charged forward, and then she simply leaped out of the way. She could see her own movements well enough to know that a strike was coming, after all. So after leaping up into the air to dodge the strike, she began to push spiritual energy out of her back rapidly as if she was trying to plummet while flying, and used this to launch herself as well, herself, performing a barrage of strikes. [376] [15,974 Total Words.] Reactive At-Will 1: 2nd use of Modern Scouter. 3/5 Uses Remaining. SENSE (ENHANCED)You reach out with a sixth sense and can feel the energy of others around you.Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. Cost: None Limit: Once per turn. +5 Defense, +5 Accuracy, +2 DR, +2 Damage. Defense is now 105, all attacks miss. At-Will 2: Using Flexible Technician to make 'Green Steel Strike' a Barrage as opposed to a single. Bonus Action 1: Power-up – +25 Ki, +25% PL. Standard Action 1: Green Steel Strike -14 Ki DAMAGE pTURZx|_4d6+11 + 1d6To-Hit 1d100+75CRIPPLING 1d100Standard Action 2: Green Steel Strike -14 Ki DAMAGE 4d6+11 + 1d6To-Hit 1d100+75CRIPPLING 1d100 Name: Kuri Koba of the Kalabasa Clan, Daughter of Koba Kalabasa. AKA “Ty” Species: Saiyan Human Hybrid Age: 16 Gender: Female
Skills & Statistics Fighting: 40 Energy Control: 35 Reflexes: 40 Resilience: 40
Accuracy: +40 (Fighting) +10 (Class) 1d100+50(Fighting) / +35 (Energy Control)+10 (Class) 1d100+50(Energy Control) Defense: 50+40 Reflexes +10 Defense (Class) = 100 HP: 50+40 Resilience +15 (Class) +30 (Katchin Armor) = 135 KI: 76/100 KI Recovered: 21 / 100 – 079 Remaining to regenerate. DR: +2 (Class) + 2 (Resilience) +3 (Katchin Armor) = 7 Damage Modifier: +3 (Class) +2 (Fighting 40) + 2 (Enhanced Sense – Turn 3) Class: Martial Artist
Racial Trait: Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: Flurry of Blows (Class Trait 1) Activation: Reactive At-Will Effect: You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn. Limit: – – Classes: Martial Artist, Protector, Techie
Rejuvenating Strike (Class Trait 2) Activation: At-Will Effect: On a turn in which you activate Rejuvenating Strike, Strikes you perform do not deal damage but instead heal their targets for the damage that they would have otherwise dealt. You may target allies with Strikes on this turn, but may not target yourself. Limit: – – Classes: Martial Artist, Mystic, Techie
Infuse (Ability Mastery 1 Chosen Trait) Requirements: Energy Control Skill of 35 Activation: None (Passive) Effect: Your Energy Blast Basic Technique ignore 2 of their target’s DR and inflict their target with Burning; this Trait may only apply one stack of Burning to a target per turn.
Haste (AI Assistant Trait 1) 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.
Momentum (AI Assistant Trait 2) Requirements: Reflexes Skill of 35 Activation: None/Passive At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
Thrill of the Hunt (AI Assistant Trait 3) Activation: Passive Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Limit: – –
Class Features: Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Flexible Technician - Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
Invigoration- You regain 2 Ki at the end of a turn in which you have used the Strike Basic Technique; this may restore up to 4 Ki per turn if two Strike Basic Techniques have been used.
Starting Non-Basic Technique Chosen:
SOLAR FLARE (RANK 3) You use your ki to amplify the light around you into a blinding flash. 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.
Techniques Learned: WILD ATTACK (Rank 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: Defense 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. 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.
Cherry Bomb | Outou Bakuretsudan After testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home. Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks.
AFTER IMAGE (Rank 3) You disappear, leaving behind an illusion of yourself where you were before. It fades after a second, but works to misdirect your opponent. Type: Utility Action: Bonus Action Requirements: Reflexes skill of 40. Effect: Any reactive techniques, traits, or items a single opponent uses that are At-Will or use a Bonus Action instead require a Standard Action. Duration: 1 turn. Cost: 15 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 tech costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEMON EYE (Rank 3) Using magic you hurl tiny beads of cursed ki at your opponent and it sticks to them, wracking them with pain. 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. "Cursed" possesses the same duration as Cripple inflicted by Demon Eye and may not stack with itself; while "Cursed", the target loses 3 ki at the beginning of their turn. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Technique Slots: 2/6
Enhanced Techniques:
SENSE (ENHANCED) You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. Cost: None Limit: Once per turn.
ENERGY BLAST (ENHANCED) You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: Once per turn, you may use Energy Blast as a Bonus Action. Cost: 2 ki
Martial Arts Mastery Techniques:
Martial Mastery Technique Slots: 3/3
Equipment
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.
AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: –
Modern Scouter A device first used by the Tuffles and later co-opted by others, this device allows its wearer to judge the strength of opponents and their attacks using numeric values via a display piece. This particular model is a newer version, produced by Wheelo Enterprises. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: The first five (5) times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action. Limit: –
COMPANION This person is always at your side. They could be a well-paid mercenary, a student, a pet, a lover, a robotic assistant-- whatever you choose. ZENI VALUE: 40,000 ZENI COST: 120,000 RARITY: MYTHIC -This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and it’s HP is 20. -A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both.
PL: 15,487 HP: 135/135 | TEMP HP: 0/0 | KI: 63/100 FIGHTING: 40 | ENERGY CONTROL: 35 | REFLEXES: 40 | RESILIENCE: 40 MELEE ACCURACY: +50 | ENERGY ACCURACY: +45 | DEF: 100 DR: 7 | DMG MODIFIER: +5 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [822/822] Ty 4d6+11·1d6·1d100+75·1d100·4d6+11·1d6·1d100+75·1d100
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Post by Ty on Mar 4, 2020 17:05:49 GMT -8
Tiger Lily noted that Achido held back from attacking, it was either out of hesitation or trust that Lieutenant Kuri would be able to stun her opponent in this rusty hallway. With a smile on her face, she avoided the first green glowing strike but her shoulder was dislocated from the second attack. The teenage girl screamed as her tendons twisted around her dislocated bone, she could feel her ki channel become locked in that instance, and she stood her ground. With her free hand she grabbed her injured shoulder, restraining herself to take a leap of faith, and she lowered herself to the ground to leap back up to deliver a series of kicks on the saiyan. If she could suppress her opponent to get into the defensive she would be able to relocate her shoulder and release the pinched pressure point from being ki blocked. While she could have blinked out of the way, she needed a better strategy to occupy her time, and she danced on her feet as her arm was giving her an immense amount of pain. [182] [948]
Incoming Damage:
Attack 1: 129 vs 130= Miss! Attack 2 : 161 vs 130= Hit 25 Damage- 3DR & Crippled
[Passive Effect] Crippled: lowered Ki Regen and HP [Passive Action] Intermediate Belt
[At-Will Action] Counter Measures: Rapid Movement, Eight Arms
[Bonus Action] Haste: Enhanced Sense: +5 Accuracy and +5 Defense, -1DR, +1 Dmg
[Bonus Action] Strike from Eight Arms To Hit: xLKP3Su_1d100+40 Sense +5
Damage: 3d4+5 +1 Fighting +3 Intermediate Belt +1 Sense
[Standard Action] Strike #2 To Hit: 1d100+40 Crit! Sense +5
Damage: 3d4+5+ 5= 19 +1 Fighting +3 Intermediate Belt +1 Sense
[Standard Action] Strike To Hit: 1d100+40 Sense +5
Damage: 3d4+9 +1 Fighting +3 Intermediate Belt +1 Sense
2/2 Countermeasures
12,389 PL
Name: Tiger Lily ‘Kuri’ aka Ty Species: Human Saiyan Hybrid Age: 16 Gender: Female
Skills & Statistics Fighting: 35 Energy Control: 35 Reflexes: 50 Resilience: 30
Accuracy: 1d100+35(Fighting) +5 Level 1 Prodigy / 1d100+ 35(Energy Control) + 5 Level 1 Prodigy Defense: 50+ 50 Reflexes =100 HP: 50+ 30 Resilience= 80 + 5 Level 1 Prodigy=74 hp -22= 52 KI: - 14 ERM -4 Eight Arms -6 Intermediate Belt =20/100 DR: +2 Level 1 Prodigy
Class: Prodigy
Racial Trait: Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: 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. Classes: Mystic, Prodigy, Techie
Infuse Requirements: Energy Control Skill of 35 Activation: None (Passive) Effect: Your Energy Blast Basic Technique ignore 2 of their target’s DR and inflict their target with Burning; this Trait may only apply one stack of Burning to a target per turn.
Haste 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. 2/3 Uses remaining
Class Features: Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice. Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Starting Non-Basic Technique Chosen:
SOLAR FLARE (RANK 3) You use your ki to amplify the light around you into a blinding flash. 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.
Cherry Bomb | Outou Bakuretsudan After testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home. Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks.
EIGHT ARMS (Rank 3) You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. 2/3uses
Technique Slots: 2/5
Enhanced Technique for unlocking all levels of potential Mastery: FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists.
Prodigy Plus Techniques:
Green Steel Strike | Midorikoudageki A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies. Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1. Learned via Cayle Pota.
COUNTERMEASURES 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.
Learned via Orizuru
FEINT 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.
Learned via Kiryu
Prodigy Plus Technique Slots: 3/3
Equipment
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Professional Panacea Once thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 4 turns. Limit: 1 use per thread.
Intermediate Belt A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time.
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. 1d100+40·3d4+5·1d100+40·3d4+5·1d100+40·3d4+9
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Post by Cayle Pota on Mar 7, 2020 20:44:47 GMT -8
Kuri, Daughter of Koba, of the Kalabasa Clan, easily dodged the first of those three frantic kicks, and the last of the three kicks as well. As she did the young red haired martial artist rubbed her lip and spat blood upon the ground. Without hesitating, Achido fired at the spot the blood had hit and vaporized it, not giving the Tuffles a chance to use it for a tool later.
The short haired red and orange haired girl shook her head. So maybe this really was another one of herself, from another world, really trying to save her Achido the same way that Achido and Kuri were trying to save their Cayle.
“So tell me, Melons, is Achido your boyfriend? Or do you just think him some kind of weak kitten? I’ve seen my Achido take down an entire battalion of Tuffle troopers by himself.” she then took a deep breath and began to focus, before charging at the long haired, soft, weak version of herself for a moment and then moving to send a series of strikes her way.
There was no reason to go out if Tiger Lily could barely strike her. If it was really her from another dimension, maybe Kuri should be helping her? But she didn’t know just yet. It was tie for a fight of fists and words.
[225]
Free Action: Take 21 Damage from Tiger Lily’s Critical Hit.
Standard Action: Strike x 1
bN6aRGv11d100+50
Damage 1d8+5
Standard Action 2: Strike x 1
1d100+50
Damage 1d8+5 1d100+50·1d8+5·1d100+50·1d8+5
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Post by Ty on Mar 9, 2020 0:55:10 GMT -8
Tiger Lily smiled as she dodged one attack, the question of Achido potentially being her boyfriend sidetracked her long enough to forget she was in a middle of a fight, and her expression changed to a melancholy one. Achido was the reason she was in this place, looking for him, and her saiyan pride got the best of her by getting into a battle she had no chance at winning. She staggered back when the second strike hit, returning to reality long enough to pop her shoulder back in place out of instinct, and simply stood there staring at Lieutenant Kuri. Ocean teal eyes welled with tears in the corner of her eyes. “Achido is my best friend, we motivate each other to get better in martial arts, and he...has feelings for me that go beyond friendship that I should not reciprocate because I am in a relationship with Cayle.” The way she was speaking was monotone because it was the truth, “Is it possible to have romantic feelings for more than one person? Does that mean that I have a bigger heart because I love them both or is it… entirely selfish to keep them by my side?”
A blush tinted her cheeks, she was quite embarrassed by the revelation, and was having a difficult time sorting her feelings on the subject being that this was the first time she was able to talk about it. She glanced at Achido for a moment in bewilderment, recalling all the memories she shared with him knowing that he was suppressing his feelings, and despite all that he willingly remained at her side. After confessing her own feelings, she felt lighter, and she could only imagine how painful it must have been for him to hold back for much longer. “I don’t know what to do…I just want everyone to be happy.”[311] [1,259] Incoming Damage:
Attack 1: 75 vs 100 = Miss! Attack 2 : 125 vs 100 = Hit 9 Damage -3 DR= -6
[Passive Effect] Crippled: lowered Ki Regen and HP [Passive Action]
[At-Will Action]
[Bonus Action] Professional Pancea: Removed crippled
[Standard Action] Enhanced Sense
[Standard Action] N/A
2/2 Countermeasures
12,389 PL
Name: Tiger Lily ‘Kuri’ aka Ty Species: Human Saiyan Hybrid Age: 16 Gender: Female
Skills & Statistics Fighting: 35 Energy Control: 35 Reflexes: 50 Resilience: 30
Accuracy: 1d100+35(Fighting) +5 Level 1 Prodigy / 1d100+ 35(Energy Control) + 5 Level 1 Prodigy Defense: 50+ 50 Reflexes =100 HP: 50+ 30 Resilience= 80 + 5 Level 1 Prodigy= 52-6= 46 KI: 20/100 DR: +2 Level 1 Prodigy
Class: Prodigy
Racial Trait: Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: 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. Classes: Mystic, Prodigy, Techie
Infuse Requirements: Energy Control Skill of 35 Activation: None (Passive) Effect: Your Energy Blast Basic Technique ignore 2 of their target’s DR and inflict their target with Burning; this Trait may only apply one stack of Burning to a target per turn.
Haste 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. 2/3 Uses remaining
Class Features: Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice. Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Starting Non-Basic Technique Chosen:
SOLAR FLARE (RANK 3) You use your ki to amplify the light around you into a blinding flash. 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.
Cherry Bomb | Outou Bakuretsudan After testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home. Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks.
EIGHT ARMS (Rank 3) You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. 2/3uses
Technique Slots: 2/5
Enhanced Technique for unlocking all levels of potential Mastery: FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists.
Prodigy Plus Techniques:
Green Steel Strike | Midorikoudageki A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies. Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1. Learned via Cayle Pota.
COUNTERMEASURES 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.
Learned via Orizuru
FEINT 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.
Learned via Kiryu
Prodigy Plus Technique Slots: 3/3
Equipment
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Professional Panacea Once thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 4 turns. Limit: 1 use per thread.
Intermediate Belt A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time.
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.
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Post by Cayle Pota on Mar 11, 2020 0:04:58 GMT -8
“Can you love two people at two times in that way? Holy Wukong can you hear yourself, girl? Can you even be in two places at once? And that’s not even considering their feelings. Telling the truth of how you feel and making a decision, and sticking with it, is the only fair thing to do. Something you’ve already done, it seems.”
The human-saiyan hybrid blew air out of her nostrils, before shaking her head. “But don’t ask me if it’s selfish. A little selfishness is good at times, it’s something that I wish Cayle would realize. But are you really asking the same girl who you are trying to stop from getting her boyfriend and the leader of her cause, if liking two guys and not being able to make a decision on it is selfish? Imagine if Cayle was with Konja and you, or Lilith and you, or Melody and you, or something. How would that make you feel?”
She shook her head, before throwing her fists back up.
“Whatever you imagine, though, you’d better hurry up. Neither I or you have time to waste, Melons.”
Kuri Kalabasa gave her a momentary reprieve from battle, but if Ty was going to help her or continue to try to hinder her and Achido’s attempt to save Cayle.
[218]
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Post by Ty on Mar 11, 2020 1:46:32 GMT -8
Ty did act on instinct, she did not spare another moment for Cayle to explain anything else that would have prepared her for entering the mysterious temple, and in that sense disregarded his feelings attempting to find Achido. Was it really something she had to make a decision on after already committing to being with Cayle all of her life? The teenage girl shook her head, she needed to keep going, as she still had not found who she was looking for.
“Cayle does look out for everyone, at first I thought his job kept him busy, so we barely had time to spend together, and I wished he made more time for me but the Saiyans he saved from the bunker trust and rely on him. That’s what makes him so great after all, so you’re right, maybe a bit of selfishness goes a long way.” Ty mused on the thought of Cayle being with other women apart from her, some were names she did not hear about, “Is that something Saiyans do? I just recently learned that I am a saiyan, so I do not know anything about the culture or customs, and I have not had the opportunity to learn anything else apart from being from another planet.”
Ocean teal blue eyes blinked in response to her counterpart raising her fists, she responded by raising her own on instinct, and she could feel movement in her previously dislocated shoulder again. “Wait, what if my Achido is trapped with your Cayle? We should be helping each other, not fighting each other just because we have different goals, so let’s go save everyone, lead the way!”
[277] [1,536]
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Post by Cayle Pota on May 3, 2020 15:46:12 GMT -8
The short haired half-saiyan warrior simply placed her palm upon her forehead and sighed at this denseness from her counterpart or potential clone, was such a thing really how she would have thought? Kuri sighed, shaking her head. "No, that's not something anyone does. I'm asking you to confront your strange obsession. Cayle looks out for everyone but who looks out for him?" the girl asked, before looking to her Achido. "What do you think? Should we trust her, or should we wipe the floor with her? There's a lot riding on this and we don't have time to waste but we can't really afford for her to come stab us in the back, either." That made Kuri's universe's Achido shrug, "If they were able to make some sort of evil clone of your that convincing, and program her with memories which were entirely different than your's, what's to say they couldn't do the same to Cayle? We've got to hope that's not the case and call this a truce for now." That made Kuri flare her nostrils as she thought, before nodding. "Fine, then. Melons, we'll call this a truce, but if you are trying to pull a fast one...?" she made a throat cutting pantomime. ((OOC: Write a post and roll a 1d100 to attempt to escape. If you roll 50 or higher, Ty moves on to Chapter 3. If you roll 49 or below, write an additional post and try again. ))
[207] [425]
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