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Post by Kiryu on Feb 3, 2020 23:17:41 GMT -8
The second that Will O' Wisp stepped through the doorway into the obsidian temple, the world around him warped. Looking back, the doorway had disappeared through some trick or arcane oddity, leaving Will with only one way; forward. The corridor Will found himself in was light by low, flickering torches, held in sconces along the walls. The walls were smooth, with no breaks. The ceiling was about ten feet overhead and as preternaturally smooth as the rest of the corridor. Still, for all the darkness and strangeness, Will could sense a faint shift in air current from deeper in the complex.
After walking forward for several minutes, Will would see the proverbial (and somewhat, in this case, literal) light at the end of the tunnel. Rays of crisp sunlight filtered through the darkness, and the smell of fresh running water filled the air. The hallway opened up into a fantastic landscape. Will stepped out into a forested grove. He was standing on the bank of a river, and could hear the sounds of wildlife in the air and brush around him. Looking back, he could see that he had stepped through what appeared to be a tunnel entrance that ran through a rock formation. Looking around, directly opposite, there was another rock formation. Both stood approximately fifty feet high. The one that Will had not emerged from saw the forest slope up around it, clearly leading to an elevated area. Crystal clear water was running down that cliff, a gentle waterfall refracting light brilliantly through it's aqua curtain. The water was so clear, Will could see himself in it...
Except, that wasn't him.
On, the boy, the fur, that was all familiar. But the upper half of the cranium of the Will O' Wisp that peered back through the crystalline waters was a metal, cybernetic plate, complete with red goggles in front of his eyes. Startled, Will pulled back... and then, through the waters, out stepped the doppelganger.
He was dressed completely unlike Will, wearing a light pink robe with a Crane School symbol. Emerging from the water behind him, an emaciated, dirty individual trudged forward, lank hair matted. They were unclothed, save for a loincloth, and wore a heavy, iron collar. A tail extended from the small of the man's back, and he shuffled behind the cybernetic Will, hunched over and moving more like a beaten dog than a person.
"Well, well, well," said Will's look alike, "What do you think we have here, Kinryu?"
The creature that was once Kinryu Kyto grunted... something. Not-Will cackled, a dark, maniacal sound. "You'll have to forgive my 'student'! You see, he was rather recalcitrant at first. Claimed that the Turtle School was the true way... but, like all the others, I broke him. Eventually I'll train him to be the perfect disciple, but he's still learning. As you will, impostor. It is suicide to attempt to impersonate Mercenary Will O' Wisp. What did you hope to gain? Well. Whatever you hoped, what you have earned is a slow, painful death at my hands! This shouldn't take long, and then I can get about my business. This world isn't going to conquer itself, after all!"
A crimson aura flared to life around Mercenary Will, signaling that soon, hostilities would have to begin.
Initiative: dUwOQTMk1d100
1d100
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Post by Will O. Wisp on Feb 4, 2020 1:32:18 GMT -8
"I didn't hear the door slam, so perhaps there was some sort of invisible or magical portal, maybe I am just in another part of the temple instead of the entrance. I am still alive though so that's a good thing to know, that means the others could be alive as well." Will thought. As he ventured forward he was glad he managed to see light from torches in the walls, instead of the advanced darkness he had to deal with earlier. As his paws walked through he never a surface like this before, or anything this smooth. Of course, he's never been to a place made entirely out of Obsidian. As he walked through the hallway towards the air blowing towards him. He then began to hear running water and smell the scent of grass. As soon as he comes out he finds out looks like a whole place that shouldn't be able to fit into this temple. He looks up and sees a natural blue partially cloudy sky. "Powerful magic must be afoot here, still though it's beautiful. Maybe I was just teleported to a random place on Earth instead of going inside the temple," Will thought. As he went to drink from the fresh spring water straight from the waterfall, tasting it a bit checking to see if it's poisoned first, he then started to notice something odd about his reflection. Until it started to move towards him. Whatever they or it was it looked and sounded like him, but some sort of twisted facsimile. He even had a beaten-up feral version of Kinryu on a leash. That is wrong in so many ways it's probably best to try to ignore them as long as he can. "I don't know what sick magical joke is this, or even if you're real or not, but I am not going to back down to a doppelganger. After all, our skills are probably equal to each other," Will said. He then flared his aura to show all of his power and goes into a fighting pose.
Word Count: 346
Total Word Count: 1,407
Initiative: |1UDVy311d100+5 (Flying Nimbus' feature Eye Catching gives Will +5 to his Initiative roll)
1d100+5
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Post by Will O. Wisp on Feb 4, 2020 5:15:32 GMT -8
Is this, my shadow?"I can feel and see your aura, so either you and this place are some kind of magical manifestation of my worst nightmare, or I've somehow been transported in some twisted alternate reality as soon as I entered that temple. Whatever the reason even if that is not the real Kiryu or my Kinryu, I won't forgive what you have done to them. It seems to me you need to be taught a lesson, there's a major difference between you and me though. You're a mercenary, I'm a master." Will said. He attuned himself to the wilderness, every scent, every sound. If his doppelganger does something to disturb the serenity of this place Will shall find out in due time. As he is pushing his power to it's fullest potential. He then stares down his opponent, squinting them with his sapphire blue eyes. Since this one bears the mark of the Crane School, their way of fighting must differ from Will's as well. Yet Will is familiar with his school's rivals turned friends, of course, this one is certainly no friend. He made himself prepared for whatever the cybernetic duplicate had up their sleeve, planning out in his head every possible outcome and move they could have at their disposal. Preparing for whatever this opponent, who could be an absolute equal to Will himself, would do to him. This mockery of him had the desire to kill. Word Count: 237 Total Word Count: 1,644 Tag: KiryuBATTLE TRACKER SUMMARY
At-Will: Instinctual Defense - Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. | -6 Ki spent (-2 Ki Cost and Obi) (5 stacks of Instinct gained)
Bonus Action 1: Countermeasures - 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". | -11 Ki
Bonus Action 2: Power Up - You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. (17/100 Ki Restored)
Standard Action 1:
Standard Action 2:
Status
Powered Up - 2/2 Turns
Instinct - 5/5 Stacks
Countermeasures - 2/2 Stacks
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.
Practice Makes Perfect - You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS
Canon Descendant (Korin)
Flurry of Blows - 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.
Flawless Counter - On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
ITEMS
Champion Gi
Scrying Staff
Field Responder Kit 1/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 2/2 uses
Kiai 1/1 use
Instinctual Defense 0/1 use
Enhanced Focus Energy
Sonic Sway 1/1 use
Clash 1/1 use
Countermeasures 0/1 use
Base PL: 11,471 | Current PL: 14,339 | CURRENT Edge: 0 HP: 90/90 | Ki: 100/100 | DEF: 100 | DR: +3 | Melee Accuracy: d100+50 | Ranged Accuracy: d100+40 Damage: +5 | Ki Cost: -2 Ki | Bonus Acc: +10
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Post by Kiryu on Feb 4, 2020 12:46:21 GMT -8
Mercenary Will snarled out a cruel laugh, a laugh that caused his 'student' to flinch, recoiling by reflex from an expected blow, one that never came. Mercenary Will was too intent on his mirror image, and his canines extended out over his lip as his mouth pulled back in a malicious, evil grin. He held his hands up to his sides, palms towards the skies, and from them, six balls of red light appeared around the warrior. They hung about him, waiting to be used.
Following that, Mercenary Will's aura shrunk around him, though it did not lessen in intensity. Though it hung closer about his frame, he practically thrummed with power, and the red energy coalesced around his hands before being absorbed into his body.
After, Mercenary Will grunted, and his aura exploded once more, even more fiercely than before. His power level rose, and he crossed his arms, looking at his foe.
"Master? Bah. Pathetic. All of the Turtle School Masters I have slain proclaimed that I was nothing, a mere assassin, while they inherited true martial skill and followed a nobler path. That was before my attacks blew them to pieces, of course! So, 'Master', it's your move. Do try to make this more interesting than the last fools I ended."
[WC=214] [TWC=768]
Battle Turn No attacks!
At-Will Action:
Bonus Action: Energy Constructs Rank 3, -13 ki
Standard Action: Enhanced Focus Energy (Surge); -5 ki, +35 ki, +1 Damage to Special Techniques
Standard Action: Power Up (+25% PL for 2 Turns)
Energy Constructs: 6/6
Battle Stats Fighting 25/EC 50/Reflexes 35/Resilience 40
PL: 12,000 > 15,000 (2 turns) Melee Accuracy: +40 EC Accuracy: +65 Defense: 95 HP: 110 Ki: 100/100 Power Up Ki Restored: 23/100 Damage Bonus: +5 DR: 9 Items: Katchin Armor/AI Assistant/Companion/Lucky Trinket Class: Conqueror 2 Class Abilities: Destroyer - The first time you use a non-Finisher-type Special Technique in a thread, it costs 0 ki and gains an additional +10 attack modifier. After the first time a Special Technique is used in the current thread, it gains +4 damage for the remainder of the thread.
Final Word - You gain 1 additional use of every Finisher-type Special Technique that you know, per thread.
Condense - Your Focus Energy Basic Technique now has an irreducible cost of 5 ki. Each use of Focus Energy per thread increases the damage of your Special Techniques by +1; this effect stacks per use of Focus Energy.
Seat of Power - The first time you use a Finisher-type Special Technique in a thread, it costs 0 Ki and gains an additional +10 Attack. If your Finisher-type Special Technique successfully hits its target on its first use, you may use that technique 1 additional time in that thread.
Traits: Student of 1000 Arts (Enhanced Focus Energy) Surge Power Technique Slots Indomitable Momentary Ascension Precision Performance
Techs: Enhanced Energy Blast Energy Constructs Rank 3 Solar Flare Rank 3 Clash Rank 2 Dodon Ray (Single/Charging/Wounding) Finger Beam (Barrage/Charging/Wounding) Explosive Demon Wave (Finisher/Charging/Immobilizing) Makosen (Finisher/Charging/Immobilizing)
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Post by Will O. Wisp on Feb 4, 2020 17:13:57 GMT -8
"I'll make you eat those words!""Yet you wear the mark of the Crane School, they have followed a nobler path cause of the teachings of Tien. Or does it not exist in this nightmarish reality? While I still have plenty of years left to keep going. I think it's time for you to meet an early retirement." Will declared. Yeah those energy balls around him are not like anything Will has in skillset. He must not forget he also has Crane School's signature techniques he can use at any moment. He must keep an eye out for those. Still, he had the same build as Will does since they have similar bodies, although some of it may be replaced with robot parts. This does give him an idea. He then gets out his Scrying Staff, twirling it around as the bell begins to divine his enemy's weak points, luckily though, for now. Will already has enough knowledge of his pressure points. And if this doppelganger has the same body and build then his pressure points should be in the same spots as well. He then runs towards his mirrored counterpart and each pressure point on Mercenary Meow's body. Hoping to deal with some major damage to them.
Word Count: 202
Total Word Count: 1,846 BATTLE TRACKER SUMMARY
At-Will: Champion Gi - At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. (+15 to all Strikes this turn)
Bonus Action: Scrying Staff - Your Sense technique may be used as a Reactive At-Will action on your next turn. For each Strike you perform on this turn that successfully hits its target, you may use Sense 1 additional time on your next turn; the Effects of multiple Sense uses through this Effect stack.
Standard Action 1: Staff Strike (Strike)
Accuracy: ZhmXH1VZ1d100+75
Damage: 1d8+5
At-Will Blitz 1: Staff Strike (Strike)
Accuracy: 1d100+75
Damage: 1d8+5
Standard Action 2: Staff Strike (Strike)
Accuracy: 1d100+75
Damage: 1d8+5
At-Will Blitz 2 Staff Strike (Strike)
Accuracy: 1d100+75
Damage: 1d8+5
Status
Powered Up - 1/2 Turns
Instinct - 5/5 Stacks
Countermeasures - 2/2 Stacks
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.
Practice Makes Perfect - You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS
Canon Descendant (Korin)
Flurry of Blows - 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.
Flawless Counter - On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
ITEMS
Champion Gi 2/3 uses
Scrying Staff
Field Responder Kit 1/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 2/2 uses
Kiai 1/1 use
Instinctual Defense 0/1 use
Enhanced Focus Energy
Sonic Sway 1/1 use
Clash 1/1 use
Countermeasures 0/1 use
Base PL: 11,471 | Current PL: 14,339 | CURRENT Edge: 0 HP: 90/90 | Ki: 100/100 | DEF: 100 | DR: +3 | Melee Accuracy: d100+50 | Ranged Accuracy: d100+40 Damage: +5 | Ki Cost: -2 Ki | Bonus Acc: +10
1d100+75·1d8+5·1d100+75·1d8+5·1d100+75·1d8+5·1d100+75·1d8+5
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Post by Kiryu on Feb 5, 2020 12:28:28 GMT -8
Mercenary Will sneered at his double.
"Yes, I wear the emblem, because those mindless minions were effective tools! Just like this one right here!"
At his words, the beaten down Kinryu jumped in front of the most vicious of Will's strikes, taking an incredible blow. He blocked as best he could, but Will's attack broke his left arm, and he cried out in pain, shrinking back. Mercenary Will was struck by a couple of other strikes, though he utilized one of his energy orbs to lessen the damage. He fell back a bit, grunting in surprise at the injury as a bruise blossomed on his shoulder from where he had been struck by the staff. He reached into a fold in his robes, tossing a capsule to Kinryu, who opened it. Out came some sort of healing item, some sort of injection kit. Kinryu utilized it on Will, who's bruise began to heal immediately.
He cackled loudly, hands charging up with energy. His aura flared as he focused, then two powerful attacks shot out towards Will. Both were fired from his finger tips, and Mercenary Will laughed maniacally, exclaiming "Here's one of those Crane School techniques, taken up more notches than your pathetic self has ever seen! DODON RAY! And a technique I took over from that weak Namekian I ended! This could stop your heart, fool! FINGER BEAM!" The attacks lanced towards Will O' Wisp, both aimed for his center mass.
[WC=242] [TWC=1,010]
Battle Turn Mercenary Will Def: 95 DR: 11 Attack 1: Hit! 11 DMG - 11 DR = 0 DMG!
Attack 2: Hit! 12 Dmg.
Attack 3: Miss!
Attack 4: Hit! Taken by Companion; 17 damage.
At-Will Action: Companion; Defense Mode
At-Will Action: Energy Constructs: +2 DR
At-Will Action: Companion; use Regenerative Infusion
At-Will Action: Energy Constructs: +15% Wound chance (-5 ki, +35 ki)
Bonus Action: Enhanced Focus Energy (Surge); -5 ki, +35 ki, +1 Damage to Special Techniques
Standard Action: Dodon Ray (Single/Charging/Wounding), 0 ki Attack: kRpbLrNy1d100+100 Damage: 3d10+10 Wound Inflict Chance 70%: 1d100
Standard Action: Finger Beam (Barrage/Charging/Wounding) Attack: 1d100+100 Damage: 4d6+14 Wound Inflict Chance 70%: 1d100
Energy Constructs: 4/6
Regenerative Infusion: +5 HP/+3 ki, turn 1 of 5
Battle Stats Fighting 25/EC 50/Reflexes 35/Resilience 40
PL: 12,000 > 15,000 (2 turns) Melee Accuracy: +40 EC Accuracy: +65 Defense: 95 HP: 103 Ki: 100/100 Power Up Ki Restored: 28/100 Damage Bonus: +5 DR: 9 Items: Katchin Armor/AI Assistant/Companion/Lucky Trinket Class: Conqueror 2 Class Abilities: Destroyer - The first time you use a non-Finisher-type Special Technique in a thread, it costs 0 ki and gains an additional +10 attack modifier. After the first time a Special Technique is used in the current thread, it gains +4 damage for the remainder of the thread.
Final Word - You gain 1 additional use of every Finisher-type Special Technique that you know, per thread.
Condense - Your Focus Energy Basic Technique now has an irreducible cost of 5 ki. Each use of Focus Energy per thread increases the damage of your Special Techniques by +1; this effect stacks per use of Focus Energy.
Seat of Power - The first time you use a Finisher-type Special Technique in a thread, it costs 0 Ki and gains an additional +10 Attack. If your Finisher-type Special Technique successfully hits its target on its first use, you may use that technique 1 additional time in that thread.
Traits: Student of 1000 Arts (Enhanced Focus Energy) Surge Power Technique Slots Indomitable Momentary Ascension Precision Performance
Techs: Enhanced Energy Blast Energy Constructs Rank 3 Solar Flare Rank 3 Clash Rank 2 Dodon Ray (Single/Charging/Wounding) Finger Beam (Barrage/Charging/Wounding) Explosive Demon Wave (Finisher/Charging/Immobilizing) Makosen (Finisher/Charging/Immobilizing)
1d100+100·3d10+10·1d100·1d100+100·4d6+14·1d100
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Post by Will O. Wisp on Feb 5, 2020 14:35:01 GMT -8
"I see, you are just a coward who uses others for their gain, how pathetic." Will declared. Of course, he can't deny that they are very strong, but perhaps insulting him will distract him and cause him to make mistakes. He then declares he is going to use the Dodon Ray and a technique he stolen from a Namekian. When you're making an attack don't just declare what your attack is going to be. All it did was give Will preparation for it. When the Dodon Ray came towards Will the bell on Will's staff began to point in a different direction, it was then Will focused Ki into his legs and sprinted towards the direction his staff divined would be safer. It was then that the Finger Beam attack was heading straight for him. He had no time to dodge it was coming in too quickly. There was only one thing Will could do in this desperation. He then cupped his hands together and begin to form energy within those hands. This copy might be familiar with this technique. "Kamehameha!" he yells out. As he lets loose a blue wave of energy clashing with the finger beam. Word Count: 198 Total Word Count: 2,044 Tag: Kiryu {Spoiler}BATTLE TRACKER SUMMARY
Dodon Ray - 140 accuracy vs 140(100) Defense | Dodges with Rapid Movement and Sense X4 with Scrying Staff's ability.
Finger Beam - Clashes
At-Will 1: Sense X4 - You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. (+20 Defense and Accuracy)
At-Will 2: Champion Gi - At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. (+15 to Kamehameha this turn)
Bonus Action: Rapid Movement - You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Rapid Movement is considered a Movement Technique. | -11 Ki
Standard Action 1 and 2: Clash - When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused. | -32 Ki (Clash used on Finger Beam)
Kamehameha - Energy Barrage - Major Effect Charging - Minor Effect Shocking
Accuracy: yHzjVQ5Q1d100+90 (Flawless Counter) (+20 Accuracy also)
Damage: 4d6+9
Stun Chance(%40): 1d100
Standard Action 2:
Status
Powered Up - 0/2 Turns
Instinct - 5/5 Stacks
Countermeasures - 2/2 Stacks
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.
Practice Makes Perfect - You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS
Canon Descendant (Korin)
Flurry of Blows - 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.
Flawless Counter - On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
ITEMS
Champion Gi
Scrying Staff 2/3 uses
Field Responder Kit 1/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 2/2 uses
Kiai 1/1 use
Instinctual Defense 0/1 use
Enhanced Focus Energy
Sonic Sway 1/1 use
Clash 1/1 use
Countermeasures 0/1 use
Base PL: 11,471 | Current PL: 11,471 | CURRENT Edge: 0 HP: 90/90 | Ki: 57/100 | DEF: 100 | DR: +3 | Melee Accuracy: d100+50 | Ranged Accuracy: d100+40 Damage: +5 | Ki Cost: -2 Ki | Bonus Acc: +10
1d100+90·4d6+9·1d100
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Post by Kiryu on Feb 6, 2020 12:14:56 GMT -8
Will O' Wisp managed to avoid one of his doppelganger's attacks, and tried valiantly to utilize the Kamehameha technique to overcome Mercenary Will's other attack. The cyborg version of Will's attack was simply too powerful to be overcome, though the Kamehameha did significantly reduce the power of Mercenary Will's technique.
The dark version of Will chuckled, an evil sound that issued forth from his belly.
"Not bad, not bad! That little technique... well, it brings me back. Back to all the Turtle School idiots that would try their little ki beam against me. And, of course, fail. Just like the old man who's head I kept around for fun for a little while."
Power coalesced around the false Will's hands again, and he barked an order to Kinryu. "Disciple! Show this pathetic wretch that any fool can master that little turtle wave!"
Grunting with pain, the doppelganger of Kinryu set his arm back to it's normal place. Flexing it, he cupped his hands at his right hip, looking at Will with... nothing. No rage, no hatred, barely even interest. His eyes were glassy and dead.
Blue ki gathered, and after a moment, Kinryu thrust his hands forward with a shout of "KAMEHAMEHA!" The attack was nowhere near as powerful as Will O' Wisps' had been, but it was unmistakably the same technique.
"I let the scum keep the technique after I broke him," Mercenary Will explained, "After I had showed him how useless it was against someone as powerful as I am. Now let's see how you handle this! TWIN DODON RAY!"
Mercenary Will brought his hands together, sending two Dodon Rays out towards Will, the crimson colored ki streaking towards their target, full of all the power that Mercenary Will could muster. His aura faded a bit from the ki use, though it still writhed around him like living flame.
[WC=311] [TWC=1,321]
Battle Turn Mercenary Will Def: 95 DR: 11 Resolution: Will's Clash does not succeed! Will takes 6 damage, reduced to 3 by his DR! Will is also Wounded for 2 turns; subtract 3 additional HP, and you will lose 3 more HP on your next turn!
At-Will Action: Companion; Kamehameha
Attack: kfXkqZXF1d100+40 - CRIT! Damage: 2d6 + 5 Damage
Bonus Action: Enhanced Focus Energy (Surge); -5 ki, +35 ki, +1 Damage to Special Techniques, +15 to attack, +15% inflict chance
Standard Action: Dodon Ray (Single/Charging/Wounding), -13 ki Attack: 1d100+100 Damage: 3d10+15 Wound Inflict Chance 70%: 1d100
Standard Action: Dodon Ray (Single/Charging/Wounding), -13 ki Attack: 1d100+100 Damage: 3d10+15 Wound Inflict Chance 70%: 1d100
Energy Constructs: 4/6
Regenerative Infusion: +5 HP/+3 ki, turn 2 of 5
Battle Stats Fighting 25/EC 50/Reflexes 35/Resilience 40
PL: 12,000 > 15,000 (2 turns) Melee Accuracy: +40 EC Accuracy: +65 Defense: 95 HP: 108/110 Ki: 73/100 Power Up Ki Restored: 33/100 Damage Bonus: +5 DR: 9 Items: Katchin Armor/AI Assistant/Companion/Lucky Trinket Class: Conqueror 2 Class Abilities: Destroyer - The first time you use a non-Finisher-type Special Technique in a thread, it costs 0 ki and gains an additional +10 attack modifier. After the first time a Special Technique is used in the current thread, it gains +4 damage for the remainder of the thread.
Final Word - You gain 1 additional use of every Finisher-type Special Technique that you know, per thread.
Condense - Your Focus Energy Basic Technique now has an irreducible cost of 5 ki. Each use of Focus Energy per thread increases the damage of your Special Techniques by +1; this effect stacks per use of Focus Energy.
Seat of Power - The first time you use a Finisher-type Special Technique in a thread, it costs 0 Ki and gains an additional +10 Attack. If your Finisher-type Special Technique successfully hits its target on its first use, you may use that technique 1 additional time in that thread.
Traits: Student of 1000 Arts (Enhanced Focus Energy) Surge Power Technique Slots Indomitable Momentary Ascension Precision Performance
Techs: Enhanced Energy Blast Energy Constructs Rank 3 Solar Flare Rank 3 Clash Rank 2 Dodon Ray (Single/Charging/Wounding) Finger Beam (Barrage/Charging/Wounding) Explosive Demon Wave (Finisher/Charging/Immobilizing) Makosen (Finisher/Charging/Immobilizing)
1d100+40·2d6·1d100+100·3d10+15·1d100·1d100+100·3d10+15·1d100
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Post by Will O. Wisp on Feb 6, 2020 14:34:57 GMT -8
You may be my Shadow, but not my True Self! Try as he might the Finger Beam was stronger then he anticipated. Even while Will managed to push it back momentarily and weaken it. It managed to pierce and leave a bleeding wound from his torso. And he thought that demon thief was bad, but still, they're no Cayle. Speaking of the hopes whatever nightmare the others are going through are not as bad as his. "Just like the old man who's head I kept around for a little while." This doppelganger might as well start twirling his whiskers and wear a big head and tux. He's playing it on a bit too thick and having a little too much fun with this. He is glad he didn't go through whatever made this version of him into what he is. That is unless he has always been this way. It's bad enough how he treats this version of Kinryu, now he is saying overly sadistic stuff like playing with someone's disembodied head. It was then Will was caught by surprise from Shadow Kinryu's Kamehameha, he took the full force of it as he looked battered and bruised from the attack. It was not like the Kamehameha he uses, it was much weaker. "You bring shame to your father Korin, or should I say our father, and the Crane School. All you do is take whatever move you find appealing and use it for yourself along with killing the original owners of said techniques so only you could have them. However, power isn't all there is to Martial Arts, I have had learned that lesson before and even got brutally beaten back into me. Even if this is just some elaborate mirage, I will beat you to avenge those who fell." Will said. As the twin Dodon Ray blast came towards him he screamed as his aura flared around him. As he was beginning to power up he released a Kiai around him preventing the Dodon Ray from breaking through. As the Dodon Ray's dissipated and Will prevented himself from taking further damage. He used this to his advantage as the surprise counter to one of his stolen techniques that he's oh so proud of. He rushes towards his double and begins to deliver two punches towards his big chrome dome. Word Count: 380 Total Word Count: 2,424 Tag: Kiryu BATTLE TRACKER SUMMARY
Shadow Kinryu's Kamehameha - hit by crit. 11 damage reduced to 8 with 3 DR.
Dodon Ray - Dodges with Kiai.
Dodon Ray - Dodges with Kiai.
At-Will: Champion Gi - At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. (+15 with all strikes this turn.)
Bonus Action: Power Up - You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. (42/100 Ki Restored)
Standard Action 1: Kiai - Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. | -11 Ki
Standard Action 2: Strike
Accuracy: ateSqMg21d100+95 (Flawless Counter)
Damage: 1d8+5
Blitz Action: Strike
Accuracy: 1d100+95 (Flawless Counter)
Damage: 1d8+5
Status
Powered Up - 2/2 Turns
Instinct - 5/5 Stacks
Countermeasures - 2/2 Stacks
Wounded 2/2 turns
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.
Practice Makes Perfect - You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS
Canon Descendant (Korin)
Flurry of Blows - 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.
Flawless Counter - On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
ITEMS
Champion Gi
Scrying Staff 2/3 uses
Field Responder Kit 1/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 2/2 uses
Kiai 0/1 use
Instinctual Defense 0/1 use
Enhanced Focus Energy
Sonic Sway 1/1 use
Clash 1/1 use
Countermeasures 0/1 use
Base PL: 11,471 | Current PL: 14,339 | CURRENT Edge: 0 HP: 76/90 | Ki: 71/100 | DEF: 100 | DR: +3 | Melee Accuracy: d100+50 | Ranged Accuracy: d100+40 Damage: +5 | Ki Cost: -2 Ki | Bonus Acc: +10
1d100+95·1d8+5·1d100+95·1d8+5
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Post by Kiryu on Feb 12, 2020 12:29:47 GMT -8
Mercenary Will looked at the incoming attacks sent his way by Will O' Wisp, then actually brought his hand up to his mouth and yawned. Will's attacks landed, but didn't actually connect with his opponent; the mercenary's aura had solidified, and it was like a brick wall, stopping Will O' Wisp's attacks before they had the chance to do damage.
"Oh, so you want to get down to the nitty gritty? Fine.
Avenge those who have fallen? Do you know what 'our' father did to me? He beat me. Every time I would make a mistake with a kata. Every time I couldn't remember a particular technique. He would take that damned stick and he would hit me with it until his arm got tired.
That started when I was four.
You want to know why I love killing 'martial artists?' Because they're all pretentious liars, seeking power merely to wield it over others.
At least I'm honest about it. At least I don't pretend to have some nobler purpose. At least I don't act like that horny old man and try to cop a feel when some innocent girl isn't looking.
My power, my acts, are for my own enjoyment, my own enhancement, but at least I don't pretend other wise."
Mercenary Will's aura flared more powerfully, then, creating a tiny shock wave capable of blowing people around him backwards. Wherever Will O' Wisp ended up, more crimson energy would condense around his doppelganger, who would aim his hands at Will.
"If you can make it through these attacks... I might start to respect you, a bit.
But I wouldn't hold out much hope for that. I improved on these techniques after I slaughtered the Namekian; I doubt you'll fare better than he did!"
As he spoke, Mercenary Will shouted "MAKOSEN!", and from his hands shot two golden beams of energy, one after the other one. If Will didn't move, the first one would not strike; it was a feint, designed to make him react. The second beam was the true threat, aimed straight at Will's torso. Afterwards, Mercenary Will brought his hands together in front of his chest, powerful energy gathering, grinning like a madman.
"You might actually die this time! Dodge these if you can, and show me that we truly possess the same skill! EXPLOSIVE DEMON WAVE!"
A powerful wave of ki, far larger than either of the individual Makosen shots, streaked towards Will, packing enough power to level a mountain.
[WC=415] [TWC=1,736]
Battle Turn Mercenary Will Def: 95 DR: 11 Resolution: Will's 1st attack hits; 0 damage due to DR! Will's 2nd attack crit fails!
At-Will Action: Use Energy Construct for +10 to attack with Makosen
At-Will Action: Use Energy Construct for +10 to attack with Explosive Demon Wave
Bonus Action: Enhanced Focus Energy (Surge); -5 ki, +35 ki, +1 Damage to Special Techniques, +15 to attack, +15% inflict chance
Standard Action: Makosen (Charging/Immobilizing Finisher), 0 ki Attack: S6Q85OyS1d100+110 Damage: 5d8+22 Wound Inflict Chance 55%: 1d100
Standard Action: Explosive Demon Wave (Charging/Immobilizing Finisher), 0 ki Attack: 1d100+110 Damage: 5d8+22 Wound Inflict Chance 55%: 1d100
Energy Constructs: 2/6
Regenerative Infusion: +5 HP/+3 ki, turn 3 of 5
Battle Stats Fighting 25/EC 50/Reflexes 35/Resilience 40
PL: 12,000 > 15,000 (1 turns) Melee Accuracy: +40 EC Accuracy: +65 Defense: 95 HP: 110/110 Ki: 100/100 Power Up Ki Restored: 65/100 Damage Bonus: +5 DR: 9 Items: Katchin Armor/AI Assistant/Companion/Lucky Trinket Class: Conqueror 2 Class Abilities: Destroyer - The first time you use a non-Finisher-type Special Technique in a thread, it costs 0 ki and gains an additional +10 attack modifier. After the first time a Special Technique is used in the current thread, it gains +4 damage for the remainder of the thread.
Final Word - You gain 1 additional use of every Finisher-type Special Technique that you know, per thread.
Condense - Your Focus Energy Basic Technique now has an irreducible cost of 5 ki. Each use of Focus Energy per thread increases the damage of your Special Techniques by +1; this effect stacks per use of Focus Energy.
Seat of Power - The first time you use a Finisher-type Special Technique in a thread, it costs 0 Ki and gains an additional +10 Attack. If your Finisher-type Special Technique successfully hits its target on its first use, you may use that technique 1 additional time in that thread.
Traits: Student of 1000 Arts (Enhanced Focus Energy) Surge Power Technique Slots Indomitable Momentary Ascension Precision Performance
Techs: Enhanced Energy Blast Energy Constructs Rank 3 Solar Flare Rank 3 Clash Rank 2 Dodon Ray (Single/Charging/Wounding) Finger Beam (Barrage/Charging/Wounding) Explosive Demon Wave (Finisher/Charging/Immobilizing) Makosen (Finisher/Charging/Immobilizing)
1d100+110·5d8+22·1d100·1d100+110·5d8+22·1d100
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Post by Will O. Wisp on Feb 12, 2020 19:48:06 GMT -8
I'll make you eat those words!"Maybe your Korin treated you that way but that gives you no excuse to become the person you are. You could've become better than them, not at martial arts but as a person. Instead, you stoop to the lows of that of the Demon King Piccolo. Your past does not excuse your actions. Perhaps he didn't hit you with his stick hard enough!" Will said. It was then one of the two attacks came towards him that his doppelganger claimed he took from a Namekian, surely this doesn't mean he killed Demon King Piccolo himself in this universe right? Whoever he got the technique from as soon as Will dodged the first the seemed to went straight through his chest. Or it seemed that way until that image of Will reappears as he used the famous After Image technique. However, he wishes he was able to dodge the next attack. Before he could react the entire around him was engulfed in bright light and a loud boom as an explosion that could be heard for miles engulfs the area with the impact of a nuclear bomb. Who knows if that bizarro Kinryu was able to survive this, but certainly not the trees as this area now turned into a wasteland like most places on Earth. However, surprisingly, Will was holding on even after the attack, although his clothes are blown off and he is bleeding more. He gets out a kit full of a bunch of medicine to be able to most of his injuries, unfortunately, he can't do anything about the pain he can feel from the wounds. He then rushes towards his dark double and unleashes a flurry of punches towards them. The only thing he can do now is a war of attrition until his opponent gets tired. If they ever do get tired that is.
Word Count: 309 Total Word Count: 2,733 BATTLE TRACKER SUMMARY
Makosen - Dodges with After Image (Feint).
Explosive Demon Wave - Hit for 43 damage, reduced to 40 with 3 DR.
At-Will 1: Champion Gi - At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. (+15 with all strikes this turn.)
At-Will 2: Spends 5 Instinct Stacks. +12 Defense for the next three turns.
At-Will 3: Spends 1 Countermeasure stack to turn After Image (Feint) into a Bonus Action
Bonus Action: After Image (Feint) - You avoid 1 attack targeting you on this turn; this does not work against Critical Hits. | -11 Ki
Standard Action 1: Field Responder Kit - Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately.
Standard Action 2: Strike
Accuracy: divN|PBb1d100+95 (Flawless Counter)
Damage: 1d8+5
Blitz Action: Strike
Accuracy: 1d100+95 (Flawless Counter)
Damage: 1d8+5
Status
Powered Up - 1/2 Turns
Instinct - 0/5 Stacks
Countermeasures - 1/2 Stacks
Wounded 3/4 turns
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.
Practice Makes Perfect - You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS
Canon Descendant (Korin)
Flurry of Blows - 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.
Flawless Counter - On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
ITEMS
Champion Gi
Scrying Staff 2/3 uses
Field Responder Kit 0/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 1/2 uses
Kiai 0/1 use
Instinctual Defense 0/1 use
Enhanced Focus Energy
Sonic Sway 1/1 use
Clash 0/1 use
Countermeasures 0/1 use
Base PL: 11,471 | Current PL: 14,339 | CURRENT Edge: 0 HP: 73/90 | Ki: 60/100 | DEF: 100 | DR: +3 | Melee Accuracy: d100+50 | Ranged Accuracy: d100+40 Damage: +5 | Ki Cost: -2 Ki | Bonus Acc: +10
1d100+95·1d8+5·1d100+95·1d8+5
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Post by Kiryu on Feb 19, 2020 12:14:36 GMT -8
Will O' Wisp's dark reflection raised an eybrow, clearly surprised that his foe had weathered his ultra destructive attacks with such skill. A small smile appeared on Mercenary Will's face, though as Will attack, the doppelganger's face contorted with pain. Even with how tough he was, the mercenary felt those attacks. A couple of the punches broke through his rigid defense, causing him to stagger back.
"So you are not a total fool," the assassin said, regaining his footing and chuckling softly. "Smart enough to bring a restorative. Skilled enough to avoid being utterly disintegrated by my power. Clearly, we do share similarities. I applaud you; well done."
As he spoke, Mercenary Will's crimson aura flared around him once more, and power gathered around his hands.
"But that will not be enough to save you! You'll run out of tricks soon enough. You'll tire! You are old, weak. You cannot keep ahead of me for much longer, and the moment you slow down, I will be the end of you!"
As the last word was spoken, Mercenary Will shot two more Dodon Rays, one after the other, at Will. Though the copy clearly had more destructive power, it looked like he was attempting to pressure Will with lesser techniques before delivering the final attack.
[WC=214] [TWC=1,736]
Battle Turn Mercenary Will Def: 95 DR: 11 Resolution: Will's attacks hit! 18 Damage - 11 DR = 7 Damage
Bonus Action: Enhanced Focus Energy (Surge); -5 ki, +35 ki, +1 Damage to Special Techniques, +15 to attack, +15% inflict chance
Standard Action: Dodon Ray (Single/Charging/Wounding), -13 ki Attack: TZ5Hp0Sl1d100+90 Damage: 3d10+17 Wound Inflict Chance 55%: 1d100
Standard Action: Dodon Ray (Single/Charging/Wounding), -13 ki Attack: 1d100+90 Damage: 3d10+17 Wound Inflict Chance 55%: 1d100
Energy Constructs: 2/6
Regenerative Infusion: +5 HP/+3 ki, turn 4 of 5
Battle Stats Fighting 25/EC 50/Reflexes 35/Resilience 40
PL: 12,000 > 15,000 (2 turns) Melee Accuracy: +40 EC Accuracy: +65 Defense: 95 HP: 108/110 Ki:77/100 Power Up Ki Restored: 70/100 Damage Bonus: +5 DR: 9 Items: Katchin Armor/AI Assistant/Companion/Lucky Trinket Class: Conqueror 2 Class Abilities: Destroyer - The first time you use a non-Finisher-type Special Technique in a thread, it costs 0 ki and gains an additional +10 attack modifier. After the first time a Special Technique is used in the current thread, it gains +4 damage for the remainder of the thread.
Final Word - You gain 1 additional use of every Finisher-type Special Technique that you know, per thread.
Condense - Your Focus Energy Basic Technique now has an irreducible cost of 5 ki. Each use of Focus Energy per thread increases the damage of your Special Techniques by +1; this effect stacks per use of Focus Energy.
Seat of Power - The first time you use a Finisher-type Special Technique in a thread, it costs 0 Ki and gains an additional +10 Attack. If your Finisher-type Special Technique successfully hits its target on its first use, you may use that technique 1 additional time in that thread.
Traits: Student of 1000 Arts (Enhanced Focus Energy) Surge Power Technique Slots Indomitable Momentary Ascension Precision Performance
Techs: Enhanced Energy Blast Energy Constructs Rank 3 Solar Flare Rank 3 Clash Rank 2 Dodon Ray (Single/Charging/Wounding) Finger Beam (Barrage/Charging/Wounding) Explosive Demon Wave (Finisher/Charging/Immobilizing) Makosen (Finisher/Charging/Immobilizing)
1d100+90·3d10+17·1d100·1d100+90·3d10+17·1d100
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Post by Will O. Wisp on Feb 19, 2020 13:46:17 GMT -8
"Even if we do have similarities there is one major difference between us, and that major difference is going to be your downfall. No, I don't mean about the things you did and karma coming to bite you back in the behind or anything. I mean the way you fight, and it will end up being your downfall!" Will said. After his dark double declared how he'll be the run running out of tricks and will be the one to die. Will knew exactly what was coming up from his movement and quickly managed to barely dodge one of the Dodon Rays when the other was coming he had to focus some Ki into his legs to quickly sprint out of the way. Dodging both of the Dodon Rays as he stops for a minute to stare down his alternate self. And then begins to think. "You use powerful attacks such as those in large amounts, eventually you'll run out of energy to use them and will be weakened as a result. If I can dodge enough of your attacks or at least survive till the point, I can be able to take him down easier. For now, I need to use regular punches and kicks on him until he is exhausted from using too much of his Ki. Then the tables will be turned. I just need to survive as long as I can." Will thought. He then runs towards his shadow to unleash a combo of punches and kicks. First a low kick to his left leg, a punch to his solar plexus, a high kick to his face, and then fishing it off with a spinning kick at the back of his head.
Word Count: 286 Total Word Count: 3,019 Tag: Kiryu BATTLE TRACKER SUMMARY
Dodon Ray- Dodges with 137 Defense (Rapid Movement + Instinct Stacks).
Dodon Ray - Dodges with 137 Defense (Rapid Movement + Instinct Stacks).
At-Will: Champion Gi - At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. (+15 with all strikes this turn.)
Bonus Action: Rapid Movement - You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Rapid Movement is considered a Movement Technique.| - 11 Ki
Standard Action 1: Low Kick (Strike)
Accuracy: d3kCZYUr1d100+95 (Flawless Counter)
Damage: 1d8+5
Blitz Action: Gut Punch (Strike)
Accuracy: 1d100+95 (Flawless Counter)
Damage: 1d8+5
Standard Action 2: High Kick (Strike)
Accuracy: 1d100+95 (Flawless Counter)
Damage: 1d8+5
Blitz Action: Spinning Kick (Strike)
Accuracy: 1d100+95 (Flawless Counter)
Damage: 1d8+5
Status
Powered Up - 0/2 Turns
Instinct - 0/5 Stacks
Countermeasures - 1/2 Stacks
Wounded 2/4 turns
Instinct - +12 Defense 3/3 turns
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.
Practice Makes Perfect - You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS
Canon Descendant (Korin)
Flurry of Blows - 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.
Flawless Counter - On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
ITEMS
Champion Gi
Scrying Staff 2/3 uses
Field Responder Kit 0/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 1/2 uses
Kiai 0/1 use
Instinctual Defense 0/1 use
Enhanced Focus Energy
Sonic Sway 1/1 use
Clash 0/1 use
Countermeasures 0/1 use
Base PL: 11,471 | Current PL: 11,471 | CURRENT Edge: 0 HP: 70/90 | Ki: 49/100 | DEF: 112 (100) | DR: +3 | Melee Accuracy: d100+50 | Ranged Accuracy: d100+40 Damage: +5 | Ki Cost: -2 Ki | Bonus Acc: +10
1d100+95·1d8+5·1d100+95·1d8+5·1d100+95·1d8+5·1d100+95·1d8+5
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Post by Kiryu on Feb 20, 2020 12:16:21 GMT -8
Will's strategy seemed to be paying dividends. Though Mercenary Will covered up as best he could, protecting his vitals, he still took some damage from Will's flurry of strikes. Grunting with pain as bruises and welts formed on his skin, the mercenary growled in annoyance. "Bah! I won't be running out of power... not until I've reduced you to so much ash!"
At that, Mercenary Will reached into a fold in his robes, tossing another capsule over to his 'disciple'. The assassin glared at this beaten down version of Kinryu, and growled out a terse "Only use that after I attack." Fear blossomed in the haggard man's eyes, and he nodded his acquiescence without a word.
Once more, red energy pooled around the mercenary. Hey, if it wasn't broke, why fix it, right? The copy of Will sneered at his opponent as his aura spiked.
"You're one to talk. You've increased your agility, to be sure... but how long do you think you can keep that up? Do you really think that you can keep ahead of my attacks for that long? you've been lucky so far, but you can't possibly hold out much longer! So what do you think will run out first... my power, or your alacrity? Let's find out!"
To punctuate his remarks, Mercenary Will sent out another twin Dodon Ray, both beams aimed to injure Will, hopefully to the point that the mercenary could finish him off. As they techniques lanced out, the copy of Kinryu utilized the capsule, using another curative on Mercenary Will, this one more directly potent, curing most of his bruises and restoring his energy. After that, the broken apprentice shrank back from the fight, his injuries, and his fear, clearly have gotten the better of him. Now it was just the two.
[WC=301] [TWC=2,037]
Battle Turn Mercenary Will Def: 95 DR: 9 Resolution: Will's attacks hit! 40 Damage - 9 DR = 31 Damage
Bonus Action: Enhanced Focus Energy (Surge); -5 ki, +35 ki, +1 Damage to Special Techniques, +15 to attack, +15% inflict chance
Standard Action: Dodon Ray (Single/Charging/Wounding), -13 ki Attack: R|7yWn8H1d100+90 Damage: 3d10+18 Wound Inflict Chance 55%: 1d100
Standard Action: Dodon Ray (Single/Charging/Wounding), -13 ki Attack: 1d100+90 Damage: 3d10+18 Wound Inflict Chance 55%: 1d100
At-Will Action: Companion uses Senzu Extract for +15 HP/+15 ki! Companion is out of uses.
Energy Constructs: 2/6
Regenerative Infusion: +5 HP/+3 ki, turn 5 of 5
Battle Stats Fighting 25/EC 50/Reflexes 35/Resilience 40
PL: 12,000 > 15,000 (2 turns) Melee Accuracy: +40 EC Accuracy: +65 Defense: 95 HP: 95/110 Ki:92/100 Power Up Ki Restored: 98/100 Damage Bonus: +5 DR: 9 Items: Katchin Armor/AI Assistant/Companion/Lucky Trinket Class: Conqueror 2 Class Abilities: Destroyer - The first time you use a non-Finisher-type Special Technique in a thread, it costs 0 ki and gains an additional +10 attack modifier. After the first time a Special Technique is used in the current thread, it gains +4 damage for the remainder of the thread.
Final Word - You gain 1 additional use of every Finisher-type Special Technique that you know, per thread.
Condense - Your Focus Energy Basic Technique now has an irreducible cost of 5 ki. Each use of Focus Energy per thread increases the damage of your Special Techniques by +1; this effect stacks per use of Focus Energy.
Seat of Power - The first time you use a Finisher-type Special Technique in a thread, it costs 0 Ki and gains an additional +10 Attack. If your Finisher-type Special Technique successfully hits its target on its first use, you may use that technique 1 additional time in that thread.
Traits: Student of 1000 Arts (Enhanced Focus Energy) Surge Power Technique Slots Indomitable Momentary Ascension Precision Performance
Techs: Enhanced Energy Blast Energy Constructs Rank 3 Solar Flare Rank 3 Clash Rank 2 Dodon Ray (Single/Charging/Wounding) Finger Beam (Barrage/Charging/Wounding) Explosive Demon Wave (Finisher/Charging/Immobilizing) Makosen (Finisher/Charging/Immobilizing)
1d100+90·3d10+18·1d100·1d100+90·3d10+18·1d100
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Post by Will O. Wisp on Feb 21, 2020 20:24:53 GMT -8
But that's not going to help you since I'll know everything you're going to do"So this Kinryu's still alive, that's good to know. I hope that I am able to beat this version, just so this one can be free of this horrible excuse for a master," Will thought. As his dark double threatened him again he also seemed to caught on to Will's strategy. Of course, it's not his agility he has increased, but more so figured out how his opponent fights and thus was able to get a good enough feel of them to know where to move to dodge said attack. Will had to increase his speed to be able to dodge the first Dodon Ray by running around the battlefield with his arms behind his back. The other then seemed to hit him and pierce him, was not but another After Image. He's getting a bit tired but he refuses to show cause he can't let his opponent now that, perhaps it is time to bring out another tactic, if he can't hurt his body he'll try hurting his mind. "All of this talk of how you really want to kill me even though we are somewhat alike has me realized something. There's one person you loathe more than Martial Artists, yourself. You did all of this so you can be satisfied with yourself and prove to everyone that you're worth something but deep down you still don't feel like you are. I should I know, I too have felt like I am never going to be as good as some of the most legendary Martial Artists of the past, and I am feeling that I may not be able to win this fight. But you feel that too, don't you?" Will said. After unloading that emotional bombshell with anger in his eyes Will unleashes the ol' one-two punch at his doppelganger's face.
Word Count: 304 Total Word Count: 3,323 BATTLE TRACKER SUMMARY
Dodon Ray- Dodges with 137 Defense (Rapid Movement + Instinct Stacks).
Dodon Ray - Dodges with After Image (Feint)
At-Will: Champion Gi - At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. (+15 with all strikes this turn.)
Bonus Action: Rapid Movement - You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Rapid Movement is considered a Movement Technique.| - 11 Ki
Standard Action 1: After Image (Feint) - You avoid 1 attack targeting you on this turn; this does not work against Critical Hits. | -11 Ki
Standard Action 2: One! (Strike)
Accuracy: zBYrHn|p1d100+95 (Flawless Counter)
Damage: 1d8+5
Blitz Action: Two! (Strike)
Accuracy: 1d100+95 (Flawless Counter)
Damage: 1d8+5
Status
Powered Up - 0/2 Turns
Instinct - 0/5 Stacks
Countermeasures - 1/2 Stacks
Wounded 1/4 turns
Instinct - +12 Defense 2/3 turns
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.
Practice Makes Perfect - You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS
Canon Descendant (Korin)
Flurry of Blows - 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.
Flawless Counter - On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
ITEMS
Champion Gi
Scrying Staff 2/3 uses
Field Responder Kit 0/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 0/2 uses
Kiai 0/1 use
Instinctual Defense 0/1 use
Enhanced Focus Energy
Sonic Sway 1/1 use
Clash 0/1 use
Countermeasures 0/1 use
Base PL: 11,471 | Current PL: 11,471 | CURRENT Edge: 0 HP: 67/90 | Ki: 27/100 | DEF: 112 (100) | DR: +3 | Melee Accuracy: d100+50 | Ranged Accuracy: d100+40 Damage: +5 | Ki Cost: -2 Ki | Bonus Acc: +10
1d100+95·1d8+5·1d100+95·1d8+5
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