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Post by Cayle Pota on Feb 4, 2020 10:38:45 GMT -8
The world had looked so bright, so cheerful. It had been filled with so much hope in the days which lead up to the defeat of Piccolo Daimao and his Demon Clan of Namekians. But the heroes of the world had not been prepared for the last ditch attempts that the Demons Clan Namekians would make, they had not been prepared for a silent alliance to have been crafted to bring the Demon Kingdoms together once again in alliance without a bit of fanfare. As the assembled heroes of the world brought Piccolo Daimao to his knees, a hole thrust through his chest by one of the Turtle School, all seemed to be going right for the heroes of the world. Then as the purple blood of Piccolo Daimao hit the tiles of his dark tower- as the moon's light hit the spire of the tower, a dark magic most vile hit throughout the planet. A great spell which had required the sacrifice of the entirety of Orange Star High's student class moments before by the Lilith Nevermore and her cadre of Demo allies, Zam, Magnus, Atalan, and Nal caused change throughout the world. Those civilized monsters and mutants such as Giran's clan suddenly found themselves going berserk and being filled with blood lust. Attacks rang out throughout the planet. Namekians began to disappear at an alarming rate, the only hints before being their horrified screams. A wave of energy flowed through the world, stopping anything more advanced than a windmill from working. A wave of energy flowed through the world, and in one instant a fifth of the world's population was gone, transformed- where beastmen and beastwomen once stood, animals without thought or control now stood. The Pig Demon Duchies immediately found themselves in a civil war as Yajirobe, his Grandson Prince Koma the White, the White Cat Clan and the remnants of the Tea Clan tried to hold on. Princess Juniper of the Tea Clan was the only one of her line to have not been effected by the spell, and so the west fell to chaos as Duchess Melody of the Ballad Clan marched from stronghold to stronghold trying to usurp the throne. Juntas of World Government Army officers each tried to form their own kingdoms, the Furry Dynasty and any related to them suddenly dead or disabled and thus the dynasty of the world's kings ended. The great-grandsons of Vegeta the IVth of the Saiyans did likewise, now seizing their chance and taking the defeat of the Demon King Piccolo as the sign of the time for Saiyan Dominance. The Orange Star Alliance and the Tuffle Science Executive met the Vegeta Clan and its followers in force, and so the waves of war spread even further across the world. As members of the great group of heroes split off from their alliance to save the world to instead save their own beloved factions or fight their great enemies who had shown themselves. Which was of course when the great Demon Emperor Piccolo showed himself, created through a series of spells, rituals, and scientific activities. Capable of turning the size of a mountain, he rampaged. As Cayle Pota, Kiryu Mizakawa, Savina, Tiger Lily Pota, Achido Nakamura, and more rushed to face this great beast and the demonic cadre which had created him they left the least experienced of their alliance to carry the torch. Mai-Mai, as she called herself when performing super heroics, was given the gift of Princess Juniper's Band and a task. She was the only one that they could spare to search for the center point of this conspiracy, the eerie energy which they felt the cause of it all. The great stronghold of Lilith Nevermore, on the holy Temple at Dumpling Island. Guided and mentored by the somehow still sentient cat, Will o' Wisp, Mai Mai headed towards the island. As they realized that the star shaped dragon ball shard which had embedded itself in Will's forehead seemed to have kept him sentient and still himself, the duo was met with Mai Mai's greatest rival, Domino Gi a bit away from the island, and the chivalric follower of martial arts and passion chose to follow Mai Mai forward into the temple. Domino Gi loved her, as you viewers know, and could not bring forth the courage to tell her, despite his master Kiryu's incitement for him to do so. So the trio, a talking cat, a bandana'd martial artist with a cloak and a domino mask, and an ordinary college girl in a high schooler's uniform strode down the steps of Lilith's mysteriously unguarded temple to face their future. Elsewhere, Kinryu “Shinryu” Kyto would see a dozen different glimpses of a hundred different of his lives flash before his eyes faster than he could see. He would float through the ocean of time, space, and intent until he found himself on an open field. A pillar stood on each corner, and a strange bug man with green skin and purple dots, dressed in a referee's outfit, stood there, arms crossed. As the Magical Magistrix Mai-Mai and her group, Will the talking cat and the mysterious bandana, cloak and domino mask wearing martial artist known as Domino Gi finally arrived? The strangely dressed man took no hesitation to speak. “You both seek to do great tasks here,” the mysterious bug man put forth. “And so you shall fight to determine who successfully does so. If you refuse to provide me this entertainment? Well, this will be your hell, this solitary cell, for as long as your spirits still in you dwell. Cheat and I will end you. This will be a honorable bout, because I've seen enough dishonor from both of your worlds to feel the need to say it.” The pleated skirt having girl, dressed as a middle schooler despite being a grown woman, gave a nod to the bug man and a grin, despite suddenly seeing herself, or a far more serious version of herself, across the way. A mirror battle and guardians in the mirror made sense, it was the kind of trickery that the woman who would call herself Grand Witch would utilize. With a victory sign thrown and a wink to a crowd which was not there, Mai-Mai began to do a strange dance which resembled sharp movements mixed with acrobatics mixed with ballet, and seasoned to taste with a little bit of the waltz. When she was done with it, the school uniform wearing girl was replaced with a woman in a satin black dress with long gloves, a black head-band in her hair which shined with the orange marks of a dragon ball shard, and long black high heeled boots. He tight fitting clothing left nothing to be imagined, and in her hand was a large staff which after her movements finished revealed itself to be a broom with cartoon like 'wings' on the sides of the band holding its bristles together. “Today, imposters, you face the Magical Magistrix Mai-Mai! We won't let you, or your mistress, harm the world any longer!” “That's right, Mai-Mai! We'll show these shadowy figures what for!” piped in the black and white cat with its dragon ball shard in its forehead. Initiative ZH9qwF3Q1d100Incoming Damage: Outgoing Damage: Stat Changes: Power Level: 5420 x 1.25 = 6,775 PL. Temp HP: Defense: Edge: DR: Accuracy:Damage Modifier: Ki: Skills and Statistics Fighting: 20 Energy Control: 40 Reflexes: 20 Resilience: 40
Fighting Accuracy: 1d100+25(Fighting+Class) Energy Control Accuracy: 1d100+45 (Energy Control+class) Defense: 75 HP: 130/130 (50+40 Resilience +25 Indomitable -15 Class +30 Katchin Armor) KI: 100/100 KI Restored with Power Up: 000/100 – 100 KI Able to still be restored
Fighting Damage Modifier: +1 Energy Control Damage Modifier: +1 Ki Reduction Per Attack: -2 Class Damage Modifier: +0 DR: 13 (Class 1+Resilience 40+Indomitable+Katchin Armor)
Masteries: Potential Mastery- Each Level of Potential Mastery Increases all of your skills by +5. Afer purchasing all 5 levels of potential mastery, your skills should be increased by +25. When respeccing your character, MP spent on Potential Mastery is never refunded. Rank 4.(-20MP)
Focus Mastery- Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25. (-6MP)
Class Mastery- Every level of Class Mastery increases your Class Level by 1; at level 1 and 2, you gain access to 1 Class Trait chosen when you purchase respective ranks of Class Mastery (found on the Traits page). Class Trait choices are restricted to your chosen class. Additionally, each level of Class Mastery grants you one additional Class Feature based on your class, as seen in the Classes page. Level 1: Sangromancy, Flawless Counter
Traits: Student of a Thousand Arts (Racial Trait) Requirements: Human Effect: When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play. (Enhanced Energy Blast chosen)
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.
Endure Requirements: Resilience Skill of 30 Activation: None (Passive) Effect: Increase your HP by +25. Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Class: Witch Class Features:
Strange Power - At the beginning of each turn, you must roll 1d4. Treat your Edge as if it were equal to the result of that roll for the duration of your turn; this overwrites natural edge from Power Level.
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects: -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Sangromancy - You may choose to pay the cost of any Technique in HP rather than Ki. Doing so on Basic or Special Techniques increases their Accuracy by +15 and their damage by +4; doing so on Utility techniques increases their chance to inflict Status Effects by +10% and increases their damage dealt by +4, even if they did not otherwise deal damage. If a Technique would cost less than 5 HP, treat its cost as 5 HP instead.
Mysticism (Gained from Princess Juniper's Band)- You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies.
Traits: Flawless Counter Activation: Passive Effect: 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. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
Infuse (AI Assistant) 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.
Endure (AI Assistant) Requirements: Resilience Skill of 30 Activation: None (Passive) Effect: Increase your HP by +25. Indomitable (AI Assistant) Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Items possessed/equipped:
Companion – Domino Gi. AI Assistant – Will O' Wisp. Blaster Pistol – Magistrix's Broom. Katchin Armor – Magistrix's Dress.
Artifact: Princess Juniper's Band (Allows the user to possess one Mystic Triat of their choice at level 0. Mysticism chosen.) +25% Power Level Boost.
(1212) (4740 Total Words) (4654 Total Words Effective) The Theme you should be listening to as you read this is here.1d100
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Post by Kinryu "The Shinryu" Kyto on Feb 5, 2020 21:47:07 GMT -8
As this eerie temple's complex spell engulfed Kinryu Kyto and Mai-Mai. Kinryu's grasp on Mai-Mai's hand grew hard as many visions came before their eyes like movie screens caught up in the funnel of a swirling tornado's vortex. Each time they were impacted by one of these visions memories came pouring into his mind which seemed to belong to himself in a different lifetimes that did not feel like his own true life. In one life Kinryu's father was not murdered while protecting his family alone but was instead King Shin Kyto of the Okatera-Son Clan ruling over most of the Eastern Lands from Mount Frying Pan to just beyond Orange Star City after he had won the hand the Ox-Queen Son Dan in a duel. Now fighting beside his son Kinryu Kyto, a general leading their army against Piccolo Daimao's dark namekians. In another lifetime Dr. Kinryu Kyto PH.D is not a martial artist or even a fighter at all. But instead living humbly as an acclaimed scholarly professor at the Mutaito Historical Society of Mumashuka. Famed for being the husband of and father of President Mai-Mai three children. Whose geopolitical skills helped with the drafting, The Ma-Truffle Accords three years ago ending the two centuries long war against Saiyans. But finally when Kinryu Kyto landed here with this dark version of Mai-Mai standing before him with Master Will O-Wisp and another fighter beside her. He looked in confusion and said to her. "Mai-Mai what is going on here? Is this another one of your clones?" "No Shinryu." Mai-Mai backed behind with earnest displeasure clearly present on her face. "She is not. She is me." BDItdrDI1-100{ Just a little bit of Info } Name: Kinryu "Shinryu" Kyto Species: Human-Saiyan Hybrid Age:22 Born: AGE 1132, May 14th Gender: Male Father: Shin Kyto - Heir Successor of the Okatera Clan (Deceased) Mother: Son Dan Sisters: Matcha Kyto (Elder), Taru Kyto (Younger | AGE 1140, April 16) Brother-in-law: TBA Skills & StatisticsFighting: 25 Energy Control: 20 Reflexes: 35 Resilience: 20 Accuracy: 1d100+30(Fighting+Class) / 1d100+25(Energy Control+Class) Defense: 100 =(50+35 Reflexes+15 Instinct) HP: 75 =(50+Resilience+Class) KI: 100 DR: +1 Prodigy Damage Bonus: +1 Natural Power Level: 5420 Base Power Level: Class: Prodigy Current Class Level: 1 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:} Canon Descendant: As a ardent student of Martial Arts and being a descendant of Son Gohan. Kinryu should receive a one week reduction on learning Demon School Techniques if they are ever developed like the Masendan Bomb, Masenko, or Special Beam Cannon.
Flawless Counter: Class Trait Activation: Passive Effect: 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. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
GENERAL | SKILL TRAITS. |*A.I. Assistant granted Traits*|
|*1| Luchador Activation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: --
|*2| Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
|*3| Thrill of the Hunt 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 Abilities:} Class Level | HP Modifier | Accuracy Modifier | Defense Modifier
| Damage Modifier | Damage Reduction Modifier | 0 | 0 | +5 | 0 | 0 | 0 | 1 | +5 | +5 | 0 | +1 | +1 | 2 | +10 | +10 | 0 | +2 | +2 | 3 | +15 | +15 | 0 | +3 | +3 |
Class Features:Level | 0 | Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genius - Your Skills are no longer restricted by the natural 50 cap. Level | 1 | Skillful - Focus Mastery Level 1 now instead increases your chosen skill by +10. { EQUIPMENT.} |•| Artifact |•| Bansho Fan A large and magical fan once used to stoke the flames of a powerful magical furnace- a furnace that served as a portal to Other World atop a long forgotten mountain. It is said to have the power to control the weather, rumored to have the capability to raise a typhoon with a single wave, a thunderstorm with two and a monsoon with three. Type: Lost Artifact - Weapon - Fan Zeni Value: 600,000 Zeni Cost: 120,000 Activation: Bonus Action Effect: When Bansho Fan is activated, the first Special Technique used by you on this turn has an additional 40% chance to afflict Freeze on its target. The second Special Technique you use on this turn has an additional 50% chance to afflict Stun. Additionally, techniques you use on a turn in which Bansho Fan has been activated may not critically fail. If a technique does not already have a chance to afflict Freeze or Stun to their target, this item allows them to do so at the aforementioned rates. The maximum chance to afflict any status effect is 95%. Questing Word Requirement: 5,000 Words Limit: Three times per thread. |•| Weapon |•| Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. |•| Supplement - Tech |•| 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: -- |•| Companion: |•| Mai-Mai(Kinryu's Lover, Witch, and a Crime Boss of South City) 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. |•| Restorative |•| First Aid Kit From household to soldier’s equipment, the first aid kit is a staple across the known universe. Type: Restorative - Medical Zeni Value: 10000 Zeni Cost: 40000 Activation: Standard Action Effect: Restore +30 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread. { TECHNIQUES } DEFENSE/UTILITY TECHNIQUES.
SONIC SWAY - RANK 1 You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE - Rank 3 You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHNIQUES.
DRAGON CLAWS This secret technique of the Okatera Clan causes the user to focus so much of their Ki around their hands triggering the shroud of aura to take shape of a pair of dragon heads. Type: Energy, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing : This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Minor Effect: Imbued ; Shocking Cost: 22 Ki Learn: 2 weeks
STATIC PULSE This secret technique of the Okatera Clan is a derivation of the Turtle School legendary Thundershock Surprise. After charging a large amount of lightning elemental chakra into a orb akin to a Kamehameha it is thrust down by a single hand into the ground shocking everyone around the user weakening their defense. Type: Energy, Ranged, Area Action: Standard Action, +15 Accuracy Base Damage: 10 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: Immobilize 40% chance Cost: 25 Ki Learn: 2 weeks
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Post by Cayle Pota on Feb 6, 2020 5:10:20 GMT -8
The strange green bug man with purple spots tilted his head at the hesitation seeming to come from the Prime Universe's version of Kinryu “Shinryu” Kyto of the Okatera Clan and the Son Clan, would be student of the Turtle School of Martial Arts, and then smirked. The fighting spirit of the prime universe's Shinryu and Mai-Mai were strong enough that it was a surprise when a strike didn't come first from them, and it instead came from the magical girl and her companions from that skewed timeline which he had not yet given a designation. “I can't possibly be you, because I am me! You're not a great witch like me, and I'd never serve the demonic grand witch Lilith Nevermore!” The girl practically shouted, it coming like a roar and a high pitched squeak at the same time. “ She began once again to perform an overly dramatic dance, pirouetting but moving quickly. As she came to a stop in a low slung crouch which kept the center of her gravity towards the ground, mystical runes fluttered around her and the feeling of her spiritual energy erupting could be felt. [193] [6073 Words Total.] [5993 Effective] Strange Power Roll: 47qoXm2r1d4Bonus Action: Power-up (+25% Power Level, +25 Ki Recovered.) Action 1 Converted to Bonus Action 2:LIGHTNING AURA – Rank 2 A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. At Will Action: INSTINCTUAL DEFENSE - Rank 3 You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Generating 5 Instinct. Incoming Damage: Outgoing Damage: Stat Changes: Power Level: 5420 x 1.25 = 6,775 PL. Temp HP: Defense: Edge: DR: Accuracy:Damage Modifier: Ki: -25 Ki, +25 Ki. = 0 Ki Change. Skills and Statistics Fighting: 20 Energy Control: 40 Reflexes: 20 Resilience: 40
Fighting Accuracy: 1d100+25(Fighting+Class) Energy Control Accuracy: 1d100+45 (Energy Control+class) Defense: 75 HP: 130/130 (50+40 Resilience +25 Indomitable -15 Class +30 Katchin Armor) KI: 100/100 KI Restored with Power Up: 000/100 – 75 KI Able to still be restored
Fighting Damage Modifier: +1 Energy Control Damage Modifier: +1 Ki Reduction Per Attack: -2 Class Damage Modifier: +0 DR: 13 (Class 1+Resilience 40+Indomitable+Katchin Armor)
Masteries: Potential Mastery- Each Level of Potential Mastery Increases all of your skills by +5. Afer purchasing all 5 levels of potential mastery, your skills should be increased by +25. When respeccing your character, MP spent on Potential Mastery is never refunded. Rank 4.(-20MP)
Focus Mastery- Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25. (-6MP)
Class Mastery- Every level of Class Mastery increases your Class Level by 1; at level 1 and 2, you gain access to 1 Class Trait chosen when you purchase respective ranks of Class Mastery (found on the Traits page). Class Trait choices are restricted to your chosen class. Additionally, each level of Class Mastery grants you one additional Class Feature based on your class, as seen in the Classes page. Level 1: Sangromancy, Flawless Counter
Traits: Student of a Thousand Arts (Racial Trait) Requirements: Human Effect: When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play. (Enhanced Energy Blast chosen)
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.
Endure Requirements: Resilience Skill of 30 Activation: None (Passive) Effect: Increase your HP by +25. Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Class: Witch Class Features:
Strange Power - At the beginning of each turn, you must roll 1d4. Treat your Edge as if it were equal to the result of that roll for the duration of your turn; this overwrites natural edge from Power Level.
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects: -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Sangromancy - You may choose to pay the cost of any Technique in HP rather than Ki. Doing so on Basic or Special Techniques increases their Accuracy by +15 and their damage by +4; doing so on Utility techniques increases their chance to inflict Status Effects by +10% and increases their damage dealt by +4, even if they did not otherwise deal damage. If a Technique would cost less than 5 HP, treat its cost as 5 HP instead.
Mysticism (Gained from Princess Juniper's Band)- You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies.
Traits: Flawless Counter Activation: Passive Effect: 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. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
Infuse (AI Assistant) 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.
Endure (AI Assistant) Requirements: Resilience Skill of 30 Activation: None (Passive) Effect: Increase your HP by +25. Indomitable (AI Assistant) Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Items possessed/equipped:
Companion – Domino Gi. AI Assistant – Will O' Wisp. Blaster Pistol – Magistrix's Broom. Katchin Armor – Magistrix's Dress.
Artifact: Princess Juniper's Band (Allows the user to possess one Mystic Triat of their choice at level 0. Mysticism chosen.) +25% Power Level Boost.
{“Techniques”}SONIC SWAY - RANK 1 You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE - Rank 3 You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
LIGHTNING AURA – Rank 2 A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DANCE OF THE VALKYRIES – Type: Physical, Melee, Area Action: Standard Action, +15 Accuracy Base Damage: 10 Major Effect: Versatile: As an At-Will Action, you may change the Minor Effect on this technique. This may not be used to add the Imbued or Projectile Minor Effects. Minor Effect: Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 weeks 1d4
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Post by Kinryu "The Shinryu" Kyto on Feb 6, 2020 22:59:00 GMT -8
"Who in the hell is Lilith?" Kinryu Kyto asked the faux Mai-Mai as his frustration grew further as this ridiculous scenario continued before him. He then pointed at the bug man standing in a corner of the room just out the way between them. "That guy? I thought he was with you."Mai-Mai had noticed that bug man as well but quickly decided not to focus on him but the more significant threat before them, this other version of herself. Who stood now wielding her power unrestricted. "Shinryu forget about him, she is who you must focus on now." After Mai-Mai said these words both she and Kinryu Kyto watched as her doppelganger performed a semi-transformation as she danced around before them. When the faux Mai-Mai finished Kinryu simply took two steps forward towards her as his blue flaming aura flared out briefly while he brought his fist up into a ready stance. "Okay Sweetie."WC 155 BATTLE TRACKER{ SHINRYU KYTO - BATTLE TRACKER}
DEFENSE PHASE
Reactive-At-Will Action: INSTINCTUAL DEFENSE 16 Ki | 8 Instinct
Reactive-Bonus Action: SENSE 0 KI | +5 DEF | +5 ACC | +1 DR | +1 DMG
Attack 1: Shinryu Kyto 95(100) vs Faux Mai-Mai() =
Attack 2: Shinryu Kyto 95(100) vs Faux Mai-Mai() =
Total damage: = 0
OFFENSE PHASE.
At-Will: POWER UP 1.25xPL | +25 Ki
Bonus Action:
Standard Action 1:
Standard Action 2:
Regen:
EFFECTS:
FIGHTING: 25 | ENERGY CONTROL: 20 | REFLEXES: 35 | RESILIENCE: 20 DR: (2) | DMG MOD: (2) | KI COST: 0 | MELEE ACC: 1d100+30(35) | ENERGY ACC: 1d100+25(30) HP: 65/65 | KI: 100/100 | BASE PL: 5420 | CURRENT PL: 6775 { Just a little bit of Info } Name: Kinryu "Shinryu" Kyto Species: Human-Saiyan Hybrid Age:22 Born: AGE 1132, May 14th Gender: Male Father: Shin Kyto - Heir Successor of the Okatera Clan (Deceased) Mother: Son Dan Sisters: Matcha Kyto (Elder), Taru Kyto (Younger | AGE 1140, April 16) Brother-in-law: TBA Skills & StatisticsFighting: 25 Energy Control: 20 Reflexes: 35 Resilience: 20 Accuracy: 1d100+30(Fighting+Class) / 1d100+25(Energy Control+Class) Defense: 100 =(50+35 Reflexes+15 Instinct) HP: 75 =(50+Resilience+Class) KI: 100 DR: +1 Prodigy Damage Bonus: +1 Natural Power Level: 5420 Base Power Level: Class: Prodigy Current Class Level: 1 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:} Canon Descendant: As a ardent student of Martial Arts and being a descendant of Son Gohan. Kinryu should receive a one week reduction on learning Demon School Techniques if they are ever developed like the Masendan Bomb, Masenko, or Special Beam Cannon.
Flawless Counter: Class Trait Activation: Passive Effect: 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. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
GENERAL | SKILL TRAITS. |*A.I. Assistant granted Traits*|
|*1| Luchador Activation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: --
|*2| Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
|*3| Thrill of the Hunt 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 Abilities:} Class Level | HP Modifier | Accuracy Modifier | Defense Modifier
| Damage Modifier | Damage Reduction Modifier | 0 | 0 | +5 | 0 | 0 | 0 | 1 | +5 | +5 | 0 | +1 | +1 | 2 | +10 | +10 | 0 | +2 | +2 | 3 | +15 | +15 | 0 | +3 | +3 |
Class Features:Level | 0 | Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genius - Your Skills are no longer restricted by the natural 50 cap. Level | 1 | Skillful - Focus Mastery Level 1 now instead increases your chosen skill by +10. { EQUIPMENT.} |•| Artifact |•| Bansho Fan A large and magical fan once used to stoke the flames of a powerful magical furnace- a furnace that served as a portal to Other World atop a long forgotten mountain. It is said to have the power to control the weather, rumored to have the capability to raise a typhoon with a single wave, a thunderstorm with two and a monsoon with three. Type: Lost Artifact - Weapon - Fan Zeni Value: 600,000 Zeni Cost: 120,000 Activation: Bonus Action Effect: When Bansho Fan is activated, the first Special Technique used by you on this turn has an additional 40% chance to afflict Freeze on its target. The second Special Technique you use on this turn has an additional 50% chance to afflict Stun. Additionally, techniques you use on a turn in which Bansho Fan has been activated may not critically fail. If a technique does not already have a chance to afflict Freeze or Stun to their target, this item allows them to do so at the aforementioned rates. The maximum chance to afflict any status effect is 95%. Questing Word Requirement: 5,000 Words Limit: Three times per thread. |•| Weapon |•| Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. |•| Supplement - Tech |•| 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: -- |•| Companion: |•| Mai-Mai(Kinryu's Lover, Witch, and a Crime Boss of South City) 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. |•| Restorative |•| First Aid Kit From household to soldier’s equipment, the first aid kit is a staple across the known universe. Type: Restorative - Medical Zeni Value: 10000 Zeni Cost: 40000 Activation: Standard Action Effect: Restore +30 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread. { TECHNIQUES } DEFENSE/UTILITY TECHNIQUES.
SONIC SWAY - RANK 1 You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE - Rank 3 You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHNIQUES.
DRAGON CLAWS This secret technique of the Okatera Clan causes the user to focus so much of their Ki around their hands triggering the shroud of aura to take shape of a pair of dragon heads. Type: Energy, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing : This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Minor Effect: Imbued ; Shocking Cost: 22 Ki Learn: 2 weeks
STATIC PULSE This secret technique of the Okatera Clan is a derivation of the Turtle School legendary Thundershock Surprise. After charging a large amount of lightning elemental chakra into a orb akin to a Kamehameha it is thrust down by a single hand into the ground shocking everyone around the user weakening their defense. Type: Energy, Ranged, Area Action: Standard Action, +15 Accuracy Base Damage: 10 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: Immobilize 40% chance Cost: 25 Ki Learn: 2 weeks
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Post by Cayle Pota on Feb 7, 2020 15:29:24 GMT -8
Strange Power Roll: 8vNYTSxA1d4“Playing dumb is beneath you, minions of the dark one!” piped in Will O' Wisp the house cat, as Magicial Magistrix Mai-Mai looked at them as if she was confused. Why wasn't her counterpart stepping forth to fight her? Was this strange man Mai-Mai's guardian in some other dimension? Her equivalent of Domino Gi? It didn't matter to the lilac haired young woman, what mattered was winning the day here against these doppelganger monsters and saving the world by defeating Lilith Nevermore and her cadre. Without another word from herself, Mai Mai began a dance on the tips of her feet, moving around the room gracefully before aiming her gloved hand at this saiyan boy who had strode forward, her pointer and pinky finger pointed at him and the rest of her fingers folded against her palm. As she stopped the spinning she began to perform a spell on the young man. Magic sizzled in the air, and suddenly he would find one of his key devices subtly jinxed. As she finished, she shifted her weight to her heels before throwing her hands around in a wild looking but clearly very choreographed way. “I! WILL! PUNISH! YOU!” she declared before firing a series of energy blasts at the couple. [254] [9,503 Total Words.] [9,423 Effective Words.] At-Will: Sorcery effect 'Transmute'. Targeting AI Assistant. AI Assistant is disabled for 3 turns. -1 AP Bonus Action: Enhanced Energy Blast 1 DAMAGE 2d6+3 +5 TO-HIT: 1d100+45 +15 Action 1:Energy Blast 2 DAMAGE 2d6+3 +5 TO-HIT: 1d100+45 +15 Action 2:Energy Blast 1 DAMAGE 2d6+3 +5 TO-HIT: 1d100+45 +15 Incoming Damage: Outgoing Damage: Stat Changes: Power Level: 6,775 x 1.25 = 8,469 PL. Temp HP: Defense: Edge: DR: +5 (Edge 4) + 13 Accuracy:Damage Modifier: +1 (Class) + 5 (Edge) Ki: -25 Ki, +25 Ki. = 0 Ki Change. Skills and Statistics Fighting: 20 Energy Control: 40 Reflexes: 20 Resilience: 40
Fighting Accuracy: 1d100+25(Fighting+Class) Energy Control Accuracy: 1d100+45 (Energy Control+class) Defense: 75 HP: 130/130 (50+40 Resilience +25 Indomitable -15 Class +30 Katchin Armor) KI: 100/100 KI Restored with Power Up: 000/100 – 75 KI Able to still be restored
Fighting Damage Modifier: +1 Energy Control Damage Modifier: +1 Ki Reduction Per Attack: -2 Class Damage Modifier: +0 DR: 13 (Class 1+Resilience 40+Indomitable+Katchin Armor)
Masteries: Potential Mastery- Each Level of Potential Mastery Increases all of your skills by +5. Afer purchasing all 5 levels of potential mastery, your skills should be increased by +25. When respeccing your character, MP spent on Potential Mastery is never refunded. Rank 4.(-20MP)
Focus Mastery- Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25. (-6MP)
Class Mastery- Every level of Class Mastery increases your Class Level by 1; at level 1 and 2, you gain access to 1 Class Trait chosen when you purchase respective ranks of Class Mastery (found on the Traits page). Class Trait choices are restricted to your chosen class. Additionally, each level of Class Mastery grants you one additional Class Feature based on your class, as seen in the Classes page. Level 1: Sangromancy, Flawless Counter
Traits: Student of a Thousand Arts (Racial Trait) Requirements: Human Effect: When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play. (Enhanced Energy Blast chosen)
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.
Endure Requirements: Resilience Skill of 30 Activation: None (Passive) Effect: Increase your HP by +25. Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Class: Witch Class Features:
Strange Power - At the beginning of each turn, you must roll 1d4. Treat your Edge as if it were equal to the result of that roll for the duration of your turn; this overwrites natural edge from Power Level.
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects: -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Sangromancy - You may choose to pay the cost of any Technique in HP rather than Ki. Doing so on Basic or Special Techniques increases their Accuracy by +15 and their damage by +4; doing so on Utility techniques increases their chance to inflict Status Effects by +10% and increases their damage dealt by +4, even if they did not otherwise deal damage. If a Technique would cost less than 5 HP, treat its cost as 5 HP instead.
Mysticism (Gained from Princess Juniper's Band)- You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies.
Traits: Flawless Counter Activation: Passive Effect: 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. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
Infuse (AI Assistant) 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.
Endure (AI Assistant) Requirements: Resilience Skill of 30 Activation: None (Passive) Effect: Increase your HP by +25. Indomitable (AI Assistant) Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Items possessed/equipped:
Companion – Domino Gi. AI Assistant – Will O' Wisp. Blaster Pistol – Magistrix's Broom. Katchin Armor – Magistrix's Dress.
Artifact: Princess Juniper's Band (Allows the user to possess one Mystic Triat of their choice at level 0. Mysticism chosen.) +25% Power Level Boost.
{“Techniques”}SONIC SWAY - RANK 1 You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE - Rank 3 You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
LIGHTNING AURA – Rank 2 A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DANCE OF THE VALKYRIES – Type: Physical, Melee, Area Action: Standard Action, +15 Accuracy Base Damage: 10 Major Effect: Versatile: As an At-Will Action, you may change the Minor Effect on this technique. This may not be used to add the Imbued or Projectile Minor Effects. Minor Effect: Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 weeks 1d4·2d6+3·1d100+45·2d6+3·1d100+45·2d6+3·1d100+45
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Post by Kinryu "The Shinryu" Kyto on Feb 9, 2020 3:14:09 GMT -8
"Son of a Mitch!" Kinryu Kyto shouted out as the rapid stream of Ki blasts came battering down upon him. Exploding where he stood billowing into a large cloud of dust not only once, or twice as he somersaulted out of the way but as the third pulse of Ki came it managed to strike him. Causing Kinryu Kyto to shout out in pain as a cloud of smoke erupted around him. "Arrgh!""Shinryu!" Mai-Mai threw out a Ki blast towards her alternate as she began running towards her lover but as the cloud of smoke cleared up Kinryu Kyto could be seen scuffed up yet standing strong on his feet. "Stop." Kinryu Kyto's eyes were now locked on the faux version of his girlfriend as he raised his hand to the real Mai-Mai signaling for her to stay back away from him. "I said I got this."Kinryu Kyto then brought his hands to his side charging lightning elemental Ki into a orb. Which grew larger as he began running towards Faux Mai-Mai and jumped into the air. On decent he slammed it into the ground searing through the faux version of themselves. WC 194/1360 BATTLE TRACKER{ SHINRYU KYTO - BATTLE TRACKER}
DEFENSE PHASE
Reactive-At-Will Action: INSTINCTUAL DEFENSE | 4 Instinct used | +10 Def
Reactive-Bonus Action: SENSE 0 KI | +5 DEF | +5 ACC | +1 DR | +1 DMG
Reactive-Standard Action: RAPID MOVEMENT 15 KI | +25 DEF Normal Attacks or +10 DEF Special Attacks
Attack 1: Shinryu Kyto 95(135) vs Faux Mai-Mai(135) = 13
Attack 2: Shinryu Kyto 95(135) vs Faux Mai-Mai(127) = missed
Attack 3: Shinryu Kyto 95(135) vs Faux Mai-Mai (118) = missed
Total damage: = 13 - 2DR = 11
OFFENSE PHASE.
At-Will: Companion Mai-Mai |40 HP | - Energy Blast Accuracy: 8A9I6mjF1d100+40 Damage: 2d6 p Bonus Action:
Standard Action 1: STATIC PULSE | 25 Ki
Accuracy: 1d100+45
Damage: 10
Immobilize: 40% Chance 1-100
Standard Action 2:
Regen:
EFFECTS: burn turn 1/2 | 3HP
FIGHTING: 25 | ENERGY CONTROL: 20 | REFLEXES: 35 | RESILIENCE: 20 DR: (2) | DMG MOD: (2) | KI COST: 40 | MELEE ACC: 1d100+30(35) | ENERGY ACC: 1d100+25(30) HP: 49/65 | KI: 60/100 | BASE PL: 5420 | CURRENT PL: 6775 { Just a little bit of Info } Name: Kinryu "Shinryu" Kyto Species: Human-Saiyan Hybrid Age:22 Born: AGE 1132, May 14th Gender: Male Father: Shin Kyto - Heir Successor of the Okatera Clan (Deceased) Mother: Son Dan Sisters: Matcha Kyto (Elder), Taru Kyto (Younger | AGE 1140, April 16) Brother-in-law: TBA Skills & StatisticsFighting: 25 Energy Control: 20 Reflexes: 35 Resilience: 20 Accuracy: 1d100+30(Fighting+Class) / 1d100+25(Energy Control+Class) Defense: 100 =(50+35 Reflexes+15 Instinct) HP: 75 =(50+Resilience+Class) KI: 100 DR: +1 Prodigy Damage Bonus: +1 Natural Power Level: 5420 Base Power Level: Class: Prodigy Current Class Level: 1 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:} Canon Descendant: As a ardent student of Martial Arts and being a descendant of Son Gohan. Kinryu should receive a one week reduction on learning Demon School Techniques if they are ever developed like the Masendan Bomb, Masenko, or Special Beam Cannon.
Flawless Counter: Class Trait Activation: Passive Effect: 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. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
GENERAL | SKILL TRAITS. |*A.I. Assistant granted Traits*|
|*1| Luchador Activation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: --
|*2| Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
|*3| Thrill of the Hunt 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 Abilities:} Class Level | HP Modifier | Accuracy Modifier | Defense Modifier
| Damage Modifier | Damage Reduction Modifier | 0 | 0 | +5 | 0 | 0 | 0 | 1 | +5 | +5 | 0 | +1 | +1 | 2 | +10 | +10 | 0 | +2 | +2 | 3 | +15 | +15 | 0 | +3 | +3 |
Class Features:Level | 0 | Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genius - Your Skills are no longer restricted by the natural 50 cap. Level | 1 | Skillful - Focus Mastery Level 1 now instead increases your chosen skill by +10. { EQUIPMENT.} |•| Artifact |•| Bansho Fan A large and magical fan once used to stoke the flames of a powerful magical furnace- a furnace that served as a portal to Other World atop a long forgotten mountain. It is said to have the power to control the weather, rumored to have the capability to raise a typhoon with a single wave, a thunderstorm with two and a monsoon with three. Type: Lost Artifact - Weapon - Fan Zeni Value: 600,000 Zeni Cost: 120,000 Activation: Bonus Action Effect: When Bansho Fan is activated, the first Special Technique used by you on this turn has an additional 40% chance to afflict Freeze on its target. The second Special Technique you use on this turn has an additional 50% chance to afflict Stun. Additionally, techniques you use on a turn in which Bansho Fan has been activated may not critically fail. If a technique does not already have a chance to afflict Freeze or Stun to their target, this item allows them to do so at the aforementioned rates. The maximum chance to afflict any status effect is 95%. Questing Word Requirement: 5,000 Words Limit: Three times per thread. |•| Weapon |•| Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. |•| Supplement - Tech |•| 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: -- |•| Companion: |•| Mai-Mai(Kinryu's Lover, Witch, and a Crime Boss of South City) 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. |•| Restorative |•| First Aid Kit From household to soldier’s equipment, the first aid kit is a staple across the known universe. Type: Restorative - Medical Zeni Value: 10000 Zeni Cost: 40000 Activation: Standard Action Effect: Restore +30 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread. { TECHNIQUES } DEFENSE/UTILITY TECHNIQUES.
SONIC SWAY - RANK 1 You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE - Rank 3 You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHNIQUES.
DRAGON CLAWS This secret technique of the Okatera Clan causes the user to focus so much of their Ki around their hands triggering the shroud of aura to take shape of a pair of dragon heads. Type: Energy, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing : This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Minor Effect: Imbued ; Shocking Cost: 22 Ki Learn: 2 weeks
STATIC PULSE This secret technique of the Okatera Clan is a derivation of the Turtle School legendary Thundershock Surprise. After charging a large amount of lightning elemental chakra into a orb akin to a Kamehameha it is thrust down by a single hand into the ground shocking everyone around the user weakening their defense. Type: Energy, Ranged, Area Action: Standard Action, +15 Accuracy Base Damage: 10 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: Immobilize 40% chance Cost: 25 Ki Learn: 2 weeks
1d100+45·1-100·1-100·1-100
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Post by Cayle Pota on Feb 10, 2020 15:07:41 GMT -8
Perhaps the prime Kinryu “Shinryu” Kyto of the Okatera Clan imagined something happening one way after he made his leap and charge, but it did not. As he leaped at the Mai-Mai which he claimed to be 'faux' but which was no less real than his Mai-Mai, her cloaked, masked, and bandana wearing friend and admirer launched himself skyward to block the strike from hitting his beloved Magical Magistrix Mai-Mai. Domino Gi launched himself and was soon wracked with electricity and force as he came into contact with his prime universe equivalent – yes, that was the case, as even Shinryu should have been able to tell. The electricity and force had shattered his mask, tattered his bandana, and blown away his cloak. Now floating mid-air in a satin black gi with wounds all around him, was the Kinryu “Shinryu” Kyto of the Okatera Clan from the universe of the Magical Magistrix Mai-Mai. As he plummeted to the ground from the force of the strike, blood floating through the air, the will to fight on still burned brightly in his eyes. “I won't let you harm her!” he shouted even as he crashed into the ground with a crater being formed from his impact. No more words came from the fighter's mouth for the moment – the air had been knocked out of his lungs. Of the Magical Magistrix herself? She found her body almost slammed by the energy blast of her prime counterpart, but the energy thrown at her was too weak, too minuscule to do much of anything against her will and her armor, along with the fact she had dodged out of the way of most of the strike. “You! You hurt Domino Mask! How dare you!” she shouted, before powering up to fire yet another volley of energy blasts at the prime counterpart of her admirer and crush. [435] [11,348] Strange Power: MugL9Jso1d4At-Will Action 1: Spend 1 AP to activate Mysticism option 'Abjure' to gain a free bonus action exclusively for use of a defensive reactive technique. AT-Will Action 2: Activating Companion Option to have Domino Mask take the Static P ulse technique rather than Magical Magistrix Mai-Mai. Domino Mask now has 10 HP remaining. Reactive Bonus Action 1: (Free thanks to Abjure) RAPID MOVEMENTYou use your ki to enhance your speed and allow yourself to escape attacks easier.Type: Defensive Action: Bonus Action - Reactive Effect: 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. Cost: 15 ki Limit: Once per turn. 75+25=100. 100 > 95. Mai-Mai's attack dodged. Bonus Action: Enhanced Energy Blast 1 DAMAGE 2d6+3 +002 TO-HIT: 1d100+65 +000 Standard Action 1:Energy Blast 2 DAMAGE 2d6+3 +002 TO-HIT: 1d100+65 +000 Standard Action 2: Energy Blast 3 DAMAGE 2d6+3 +002 TO-HIT: 1d100+65 +000 Skills and Statistics Fighting: 20 Energy Control: 40 Reflexes: 20 Resilience: 40
Fighting Accuracy: 1d100+25(Fighting+Class) Energy Control Accuracy: 1d100+45 (Energy Control+class) Defense: 75 HP: 130/130 (50+40 Resilience +25 Indomitable -15 Class +30 Katchin Armor) KI: 100/100 KI Restored with Power Up: 000/100 – 75 KI Able to still be restored
Fighting Damage Modifier: +1 Energy Control Damage Modifier: +1 Ki Reduction Per Attack: -2 Class Damage Modifier: +0 DR: 13 (Class 1+Resilience 40+Indomitable+Katchin Armor)
Masteries: Potential Mastery- Each Level of Potential Mastery Increases all of your skills by +5. Afer purchasing all 5 levels of potential mastery, your skills should be increased by +25. When respeccing your character, MP spent on Potential Mastery is never refunded. Rank 4.(-20MP)
Focus Mastery- Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25. (-6MP)
Class Mastery- Every level of Class Mastery increases your Class Level by 1; at level 1 and 2, you gain access to 1 Class Trait chosen when you purchase respective ranks of Class Mastery (found on the Traits page). Class Trait choices are restricted to your chosen class. Additionally, each level of Class Mastery grants you one additional Class Feature based on your class, as seen in the Classes page. Level 1: Sangromancy, Flawless Counter
Traits: Student of a Thousand Arts (Racial Trait) Requirements: Human Effect: When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play. (Enhanced Energy Blast chosen)
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.
Endure Requirements: Resilience Skill of 30 Activation: None (Passive) Effect: Increase your HP by +25. Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Class: Witch Class Features:
Strange Power - At the beginning of each turn, you must roll 1d4. Treat your Edge as if it were equal to the result of that roll for the duration of your turn; this overwrites natural edge from Power Level.
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects: -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Sangromancy - You may choose to pay the cost of any Technique in HP rather than Ki. Doing so on Basic or Special Techniques increases their Accuracy by +15 and their damage by +4; doing so on Utility techniques increases their chance to inflict Status Effects by +10% and increases their damage dealt by +4, even if they did not otherwise deal damage. If a Technique would cost less than 5 HP, treat its cost as 5 HP instead.
Mysticism (Gained from Princess Juniper's Band)- You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies.
Traits: Flawless Counter Activation: Passive Effect: 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. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
Infuse (AI Assistant) 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.
Endure (AI Assistant) Requirements: Resilience Skill of 30 Activation: None (Passive) Effect: Increase your HP by +25. Indomitable (AI Assistant) Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Items possessed/equipped:
Companion – Domino Gi. AI Assistant – Will O' Wisp. Blaster Pistol – Magistrix's Broom. Katchin Armor – Magistrix's Dress.
Artifact: Princess Juniper's Band (Allows the user to possess one Mystic Triat of their choice at level 0. Mysticism chosen.) +25% Power Level Boost.
{“Techniques”}SONIC SWAY - RANK 1 You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE - Rank 3 You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
LIGHTNING AURA – Rank 2 A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DANCE OF THE VALKYRIES – Type: Physical, Melee, Area Action: Standard Action, +15 Accuracy Base Damage: 10 Major Effect: Versatile: As an At-Will Action, you may change the Minor Effect on this technique. This may not be used to add the Imbued or Projectile Minor Effects. Minor Effect: Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 weeks 1d4·2d6+3·1d100+65·2d6+3·1d100+65·2d6+3·1d100+65
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Post by Kinryu "The Shinryu" Kyto on Feb 11, 2020 21:25:28 GMT -8
Kinryu Kyto was earnestly surprised to find his own face on the battered head of this fool who decided to interfere with this battle. However the expression of shock was replaced quickly with an eerie crooked smile as he began laughing maniacally while looking down at his battered counterpart. Kinryu then said mockingly. "Fine then you nimbicle. You won't allow me to harm her but I must say something you are not going to like hearing.""You can't stop me." Said Kinryu Kyto as he heard the faux Mai-Mai shout out her discontent with seeing her love interest get injured by him. Kinryu then swiftly flew evading the faux Mai-Mai barrage bobbing and weaving towards her attempting to deliver a solid blast. Meanwhile as all of this is taking place Mai-Mai fired off a Ki blast hoping to help her lover. However as this is taking place her inner sense of energy further attempts to understand what she is feeling odd yet familiar about these counterparts before her. WC 166/1512 BATTLE TRACKER{ SHINRYU KYTO - BATTLE TRACKER}
DEFENSE PHASE
Reactive-At-Will Action: INSTINCTUAL DEFENSE | 4 Instinct remaining| +10 Def | Turn 2/3
Reactive-Bonus Action: RAPID MOVEMENT 15 KI | +25 DEF Normal Attacks or +10 DEF Special Attacks
Attack 1: Shinryu Kyto 95(130) vs Faux Mai-Mai(129) = missed
Attack 2: Shinryu Kyto 95(130) vs Faux Mai-Mai(76) = missed
Attack 3: Shinryu Kyto 95(130) vs Faux Mai-Mai (106) = missed
Total damage: = 0 - 2DR =
OFFENSE PHASE.
Bonus Action:
Standard Action 1: ENHANCED ENERGY BLAST | 2 Ki
Accuracy: ysOna9c01d100+40
Damage: 2d6+2
Standard Action 2: ENHANCED ENERGY BLAST | 2 Ki
Accuracy: 1d100+40
Damage: 2d6+2
At-Will: Companion Mai-Mai |40 HP | - Energy Blast Accuracy: 1d100+40 Damage: 2d6
Regen:
EFFECTS: Burn turn 2/2 | 3HP Emboldened turn 1/2 | +10 accuracy basic techniques
FIGHTING: 25 | ENERGY CONTROL: 20 | REFLEXES: 35 | RESILIENCE: 20 DR: (2) | DMG MOD: (2) | KI COST: 40 | MELEE ACC: 1d100+30(35) | ENERGY ACC: 1d100+25(30) HP: 46/65 | KI: 41/100 | BASE PL: 5420 | CURRENT PL: 6775 { Just a little bit of Info } Name: Kinryu "Shinryu" Kyto Species: Human-Saiyan Hybrid Age:22 Born: AGE 1132, May 14th Gender: Male Father: Shin Kyto - Heir Successor of the Okatera Clan (Deceased) Mother: Son Dan Sisters: Matcha Kyto (Elder), Taru Kyto (Younger | AGE 1140, April 16) Brother-in-law: TBA Skills & StatisticsFighting: 25 Energy Control: 20 Reflexes: 35 Resilience: 20 Accuracy: 1d100+30(Fighting+Class) / 1d100+25(Energy Control+Class) Defense: 100 =(50+35 Reflexes+15 Instinct) HP: 75 =(50+Resilience+Class) KI: 100 DR: +1 Prodigy Damage Bonus: +1 Natural Power Level: 5420 Base Power Level: Class: Prodigy Current Class Level: 1 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:} Canon Descendant: As a ardent student of Martial Arts and being a descendant of Son Gohan. Kinryu should receive a one week reduction on learning Demon School Techniques if they are ever developed like the Masendan Bomb, Masenko, or Special Beam Cannon.
Flawless Counter: Class Trait Activation: Passive Effect: 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. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
GENERAL | SKILL TRAITS. |*A.I. Assistant granted Traits*|
|*1| Luchador Activation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: --
|*2| Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
|*3| Thrill of the Hunt 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 Abilities:} Class Level | HP Modifier | Accuracy Modifier | Defense Modifier
| Damage Modifier | Damage Reduction Modifier | 0 | 0 | +5 | 0 | 0 | 0 | 1 | +5 | +5 | 0 | +1 | +1 | 2 | +10 | +10 | 0 | +2 | +2 | 3 | +15 | +15 | 0 | +3 | +3 |
Class Features:Level | 0 | Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genius - Your Skills are no longer restricted by the natural 50 cap. Level | 1 | Skillful - Focus Mastery Level 1 now instead increases your chosen skill by +10. { EQUIPMENT.} |•| Artifact |•| Bansho Fan A large and magical fan once used to stoke the flames of a powerful magical furnace- a furnace that served as a portal to Other World atop a long forgotten mountain. It is said to have the power to control the weather, rumored to have the capability to raise a typhoon with a single wave, a thunderstorm with two and a monsoon with three. Type: Lost Artifact - Weapon - Fan Zeni Value: 600,000 Zeni Cost: 120,000 Activation: Bonus Action Effect: When Bansho Fan is activated, the first Special Technique used by you on this turn has an additional 40% chance to afflict Freeze on its target. The second Special Technique you use on this turn has an additional 50% chance to afflict Stun. Additionally, techniques you use on a turn in which Bansho Fan has been activated may not critically fail. If a technique does not already have a chance to afflict Freeze or Stun to their target, this item allows them to do so at the aforementioned rates. The maximum chance to afflict any status effect is 95%. Questing Word Requirement: 5,000 Words Limit: Three times per thread. |•| Weapon |•| Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. |•| Supplement - Tech |•| 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: -- |•| Companion: |•| Mai-Mai(Kinryu's Lover, Witch, and a Crime Boss of South City) 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. |•| Restorative |•| First Aid Kit From household to soldier’s equipment, the first aid kit is a staple across the known universe. Type: Restorative - Medical Zeni Value: 10000 Zeni Cost: 40000 Activation: Standard Action Effect: Restore +30 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread. { TECHNIQUES } DEFENSE/UTILITY TECHNIQUES.
SONIC SWAY - RANK 1 You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE - Rank 3 You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHNIQUES.
DRAGON CLAWS This secret technique of the Okatera Clan causes the user to focus so much of their Ki around their hands triggering the shroud of aura to take shape of a pair of dragon heads. Type: Energy, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing : This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Minor Effect: Imbued ; Shocking Cost: 22 Ki Learn: 2 weeks
STATIC PULSE This secret technique of the Okatera Clan is a derivation of the Turtle School legendary Thundershock Surprise. After charging a large amount of lightning elemental chakra into a orb akin to a Kamehameha it is thrust down by a single hand into the ground shocking everyone around the user weakening their defense. Type: Energy, Ranged, Area Action: Standard Action, +15 Accuracy Base Damage: 10 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: Immobilize 40% chance Cost: 25 Ki Learn: 2 weeks
1d100+40·2d6+2·1d100+40·2d6+2·1d100+40·2d6
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Post by Cayle Pota on Feb 13, 2020 8:30:52 GMT -8
That cocky bravado was not something alien to Domino Gi, and as he saw it in his reflection – as he felt that threat, any idea of simply throwing his body into blocking another attack went away. This other him was not a person to ally with in the threat against the Dread Witch Lilith Nevermore, it was an enemy just as threatening as Lilith was. He might still learning to be a proper martial artist and not fully capable of fighting on the level of his other self, but that didn't mean he wouldn't try. As the threat was made his own latent power level grew as his Saiyan instinct awoke in some form and soon he was slinking around the scene. As this impostor Shin and his made-up Mai-Mai continued to focus attacks on the Magical Magistrix, Domino Gi – No, Shinryu Kyto, charged. He attempted to shoulder tackle the Saiyan hybrid from the prime dimension. While he did, the Magical Magistrix pushed spiritual energy through her form and danced around the energy blasts coming from the prime universe's Shinryu Kyto. They were easily dodged, and when it was finished she ended her pirouette only to be hammered in the stomach with the energy blast of the prime universe's Mai-Mai. Steam rose from around them but yet no damage showed itself on her stomach. No blood spit out of her ruby lips. She raised her hands into that arcane gesture once again and shouted. “You aren't listening! We aren't here to play around! We have a world to save! We will defeat you!” Energy fired from around her as she said it. And so Will-O-Wisp chirped in, “You tell them, Mai-mai!” [283] [13,418] Strange Power: XLzJ22lw1d4At-Will 1: Spend 1 AP from Mysticism to perform 'Abjure'. Gaining a free bonus action for the use of a defensive technique. Reactive Bonus Action: Enhanced Rapid Movement. +25 Defense, -13 Ki. RAPID MOVEMENTYou use your ki to enhance your speed and allow yourself to escape attacks easier.Type: Defensive Action: Bonus Action - Reactive Effect: 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. Cost: 15 ki Limit: Once per turn. -13 Ki At-Will 2: Generating 8 stacks of Instinct. Invoking all 8 of them to gain +20 Defense starting next turn and the two turns that follow next turn. INSTINCTUAL DEFENSE - Rank 3 You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. -6 Ki At-Will 3: Domino Gi Shinryu Kyto attacking Kinryu “Shinryu” Kyto with a Melee Strike DAMAGE 2d6To-Hit 1d100+40Bonus Action 1:Enhanced Energy Blast 1 DAMAGE 2d6+3 +005 = 12 TO-HIT: 1d100+65 +015 = 175 -01 Ki Standard Action 1:Energy Blast 2 DAMAGE 2d6+3 +005 = 15 TO-HIT: 1d100+65 +015 = 162 -01 Ki Standard Action 2:Energy Blast 3 DAMAGE 2d6+3 +005 = 16 TO-HIT: 1d100+65 +015 = 125 -01 Ki Total Ki use this turn, -22 Ki. Incoming Damage: 06 Damage – 18 DR = 0 Damage. Skills and Statistics Fighting: 20 Energy Control: 40 Reflexes: 20 Resilience: 40
Fighting Accuracy: 1d100+25(Fighting+Class) Energy Control Accuracy: 1d100+45 (Energy Control+class) Defense: 75 HP: 130/130 (50+40 Resilience +25 Indomitable -15 Class +30 Katchin Armor) KI: 78/100 KI Restored with Power Up: 000/100 – 75 KI Able to still be restored
Fighting Damage Modifier: +1 Energy Control Damage Modifier: +1 Ki Reduction Per Attack: -2 Class Damage Modifier: +0 DR: 13 (Class 1+Resilience 40+Indomitable+Katchin Armor)
Masteries: Potential Mastery- Each Level of Potential Mastery Increases all of your skills by +5. Afer purchasing all 5 levels of potential mastery, your skills should be increased by +25. When respeccing your character, MP spent on Potential Mastery is never refunded. Rank 4.(-20MP)
Focus Mastery- Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25. (-6MP)
Class Mastery- Every level of Class Mastery increases your Class Level by 1; at level 1 and 2, you gain access to 1 Class Trait chosen when you purchase respective ranks of Class Mastery (found on the Traits page). Class Trait choices are restricted to your chosen class. Additionally, each level of Class Mastery grants you one additional Class Feature based on your class, as seen in the Classes page. Level 1: Sangromancy, Flawless Counter
Traits: Student of a Thousand Arts (Racial Trait) Requirements: Human Effect: When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play. (Enhanced Energy Blast chosen)
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.
Endure Requirements: Resilience Skill of 30 Activation: None (Passive) Effect: Increase your HP by +25. Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Class: Witch Class Features:
Strange Power - At the beginning of each turn, you must roll 1d4. Treat your Edge as if it were equal to the result of that roll for the duration of your turn; this overwrites natural edge from Power Level.
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects: -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Sangromancy - You may choose to pay the cost of any Technique in HP rather than Ki. Doing so on Basic or Special Techniques increases their Accuracy by +15 and their damage by +4; doing so on Utility techniques increases their chance to inflict Status Effects by +10% and increases their damage dealt by +4, even if they did not otherwise deal damage. If a Technique would cost less than 5 HP, treat its cost as 5 HP instead.
Mysticism (Gained from Princess Juniper's Band)- You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies.
Traits: Flawless Counter Activation: Passive Effect: 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. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
Infuse (AI Assistant) 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.
Endure (AI Assistant) Requirements: Resilience Skill of 30 Activation: None (Passive) Effect: Increase your HP by +25. Indomitable (AI Assistant) Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Items possessed/equipped:
Companion – Domino Gi. AI Assistant – Will O' Wisp. Blaster Pistol – Magistrix's Broom. Katchin Armor – Magistrix's Dress.
Artifact: Princess Juniper's Band (Allows the user to possess one Mystic Triat of their choice at level 0. Mysticism chosen.) +25% Power Level Boost.
{“Techniques”}SONIC SWAY - RANK 1 You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE - Rank 3 You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
LIGHTNING AURA – Rank 2 A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DANCE OF THE VALKYRIES – Type: Physical, Melee, Area Action: Standard Action, +15 Accuracy Base Damage: 10 Major Effect: Versatile: As an At-Will Action, you may change the Minor Effect on this technique. This may not be used to add the Imbued or Projectile Minor Effects. Minor Effect: Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 weeks 1d4·2d6·1d100+40·2d6+3·1d100+65·2d6+3·1d100+65·2d6+3·1d100+65
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Post by Kinryu "The Shinryu" Kyto on Feb 15, 2020 20:17:59 GMT -8
Mai-Mai stood there silently listening to every word both her and Kinryu's counterparts were passionately shouting to her and Kinryu Kyto as they launched a massive barrage assault against him. Mai-Mai was earnestly scared as she watched her lover dodge out of the way from his counterpart's attempt to bowl him over, tumbling immediately into a flying somersault, and leaped off of a pillar as he managed to evade every Ki blast from the faux Mai-Mai with only a fraction of a centimeter width of air between as he was passing by them. However as the aura around Kinryu Kyto's fists burst into blue flames around them as he came flying as fast as possible to drive them into the faux Mai-Mai face and chest. Mai-Mai's fear was not for Kinryu Kyto's safety but for the most part their counterparts. Because she knows first hand after seeing him fight several times that Kinryu Kyto is quite the capable warrior. She felt that if Kinryu doesn't allow himself to fall victim to his prideful rage he could easily be able to someday surpass his legendary ancestor Son Gohan. Upon hearing from the faux version of the Kame School master Will O-Wisp supportively asking for his Mai-Mai to continue speaking up triggered, the real Mai-Mai to shout out as well as she fired a Ki blast at her duplicate. "And we're here to rescue the students who got trapped in here by that bastard Piccolo Daimao's men. Which makes me think we're here for the same thing." WC 255/1757 BATTLE TRACKER{ SHINRYU KYTO - BATTLE TRACKER}
DEFENSE PHASE
Reactive-At-Will Action: INSTINCTUAL DEFENSE | 4 Instinct remaining| +10 Def | Turn 3/3
Reactive-Standard Action: SONIC SWAY 15 KI | Evade All Assault Natural Damage rolled 10
Attack 1: Shinryu Kyto 95(105) vs Faux Shinryu Kyto(123) = missed
Attack 2: Shinryu Kyto 95(105) vs Faux Mai-Mai(175) = missed
Attack 3: Shinryu Kyto 95(105) vs Faux Mai-Mai(162) = missed
Attack 4: Shinryu Kyto 95(105) vs Faux Mai-Mai (125) = missed
Total damage: = 0 - 2DR =
OFFENSE PHASE.
Bonus Action:
Standard Action 1: DRAGON CLAWS | 22Ki | Slashing Critical at 75, +4 to Critical Damage
Accuracy: |0qzw2l01d100+40
Damage: 4d6+6 (+05+04)=+09 Critical Damage = 32
Shocking: Stun 40% chance 1d100
Standard Action 2:
At-Will: Companion Mai-Mai |40 HP | - Energy Blast Accuracy: 1d100+40 Damage: 2d6
Regen:
EFFECTS:
Emboldened turn 2/2 | +10 Accuracy
FIGHTING: 25 | ENERGY CONTROL: 20 | REFLEXES: 35 | RESILIENCE: 20 DR: (2) | DMG MOD: (2) | KI COST: 40 | MELEE ACC: 1d100+30(35) | ENERGY ACC: 1d100+25(30) HP: 46/65 | KI: 6/100 | BASE PL: 5420 | CURRENT PL: 6775 { Just a little bit of Info } Name: Kinryu "Shinryu" Kyto Species: Human-Saiyan Hybrid Age:22 Born: AGE 1132, May 14th Gender: Male Father: Shin Kyto - Heir Successor of the Okatera Clan (Deceased) Mother: Son Dan Sisters: Matcha Kyto (Elder), Taru Kyto (Younger | AGE 1140, April 16) Brother-in-law: TBA Skills & StatisticsFighting: 25 Energy Control: 20 Reflexes: 35 Resilience: 20 Accuracy: 1d100+30(Fighting+Class) / 1d100+25(Energy Control+Class) Defense: 100 =(50+35 Reflexes+15 Instinct) HP: 75 =(50+Resilience+Class) KI: 100 DR: +1 Prodigy Damage Bonus: +1 Natural Power Level: 5420 Base Power Level: Class: Prodigy Current Class Level: 1 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:} Canon Descendant: As a ardent student of Martial Arts and being a descendant of Son Gohan. Kinryu should receive a one week reduction on learning Demon School Techniques if they are ever developed like the Masendan Bomb, Masenko, or Special Beam Cannon.
Flawless Counter: Class Trait Activation: Passive Effect: 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. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
GENERAL | SKILL TRAITS. |*A.I. Assistant granted Traits*|
|*1| Luchador Activation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: --
|*2| Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
|*3| Thrill of the Hunt 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 Abilities:} Class Level | HP Modifier | Accuracy Modifier | Defense Modifier
| Damage Modifier | Damage Reduction Modifier | 0 | 0 | +5 | 0 | 0 | 0 | 1 | +5 | +5 | 0 | +1 | +1 | 2 | +10 | +10 | 0 | +2 | +2 | 3 | +15 | +15 | 0 | +3 | +3 |
Class Features:Level | 0 | Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genius - Your Skills are no longer restricted by the natural 50 cap. Level | 1 | Skillful - Focus Mastery Level 1 now instead increases your chosen skill by +10. { EQUIPMENT.} |•| Artifact |•| Bansho Fan A large and magical fan once used to stoke the flames of a powerful magical furnace- a furnace that served as a portal to Other World atop a long forgotten mountain. It is said to have the power to control the weather, rumored to have the capability to raise a typhoon with a single wave, a thunderstorm with two and a monsoon with three. Type: Lost Artifact - Weapon - Fan Zeni Value: 600,000 Zeni Cost: 120,000 Activation: Bonus Action Effect: When Bansho Fan is activated, the first Special Technique used by you on this turn has an additional 40% chance to afflict Freeze on its target. The second Special Technique you use on this turn has an additional 50% chance to afflict Stun. Additionally, techniques you use on a turn in which Bansho Fan has been activated may not critically fail. If a technique does not already have a chance to afflict Freeze or Stun to their target, this item allows them to do so at the aforementioned rates. The maximum chance to afflict any status effect is 95%. Questing Word Requirement: 5,000 Words Limit: Three times per thread. |•| Weapon |•| Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. |•| Supplement - Tech |•| 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: -- |•| Companion: |•| Mai-Mai(Kinryu's Lover, Witch, and a Crime Boss of South City) 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. |•| Restorative |•| First Aid Kit From household to soldier’s equipment, the first aid kit is a staple across the known universe. Type: Restorative - Medical Zeni Value: 10000 Zeni Cost: 40000 Activation: Standard Action Effect: Restore +30 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread. { TECHNIQUES } DEFENSE/UTILITY TECHNIQUES.
SONIC SWAY - RANK 1 You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE - Rank 3 You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHNIQUES.
DRAGON CLAWS This secret technique of the Okatera Clan causes the user to focus so much of their Ki around their hands triggering the shroud of aura to take shape of a pair of dragon heads. Type: Energy, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing : This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Minor Effect: Imbued ; Shocking Cost: 22 Ki Learn: 2 weeks
STATIC PULSE This secret technique of the Okatera Clan is a derivation of the Turtle School legendary Thundershock Surprise. After charging a large amount of lightning elemental chakra into a orb akin to a Kamehameha it is thrust down by a single hand into the ground shocking everyone around the user weakening their defense. Type: Energy, Ranged, Area Action: Standard Action, +15 Accuracy Base Damage: 10 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: Immobilize 40% chance Cost: 25 Ki Learn: 2 weeks
Cayle Pota 1d100+40·4d6+6·1d100·1d100+40·2d6
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Post by Cayle Pota on Feb 16, 2020 14:12:59 GMT -8
As the Kinryu “Shinryu” Kyto of the prime universe effortlessly dodged all of the strikes which came to him, his counterpart from Magical Magistrix Mai-Mai's universe noticed it and realized what that technique was. The 'Sonic Sway' technique which was a technique requiring great practice, and which only the greatest of masters could use more than once in battle. He felt that there was no way that his prime universe counterpart could be that good and thus charged forward to attempt to tackle him once again or catapult himself into kicking Shinryu with both of his feet. Magical Magistrix Mai-Mai meanwhile effortlessly spun out of the way of the wide potshot of energy that her prime counterpart sent forth, going so far as to wave a gloved pointer finger at her as if chastising her for a poor performance, before going back into an obnoxious dance and ending it with her hands in a horn like gesture and once again firig a trio of energy blasts at the Shinryu Kyto of the prime universe. [174] [15,075 Total Words Effective.] Strange Power: BwnaU8Wd1d4At-Will 1: Spend 1 AP from Mysticism to perform 'Abjure'. Gaining a free bonus action for the use of a defensive technique. Reactive Bonus Action: Guard: +10 DR, -10 Ki. -8 Ki. 23 Damage – 23 DR = 0 Damage Taken. Stunned for 2 turns. At-Will: Domino Gi uses Melee Attack one again DAMAGE 2d6To-Hit 1d100+40Bonus Action 1:Enhanced Energy Blast 1 DAMAGE 2d6+3 +005 = 16 TO-HIT: 1d100+65 +015 = 168 -01 Ki Standard Action 1:Energy Blast 2 DAMAGE 2d6+3 +005 = 13 TO-HIT: 1d100+65 +015 = 166 -01 Ki Standard Action 2:Energy Blast 3 DAMAGE 2d6+3 +005 = 17 TO-HIT: 1d100+65 +015 = 143 -01 Ki Total Ki use this turn, -11 Ki. Incoming Damage: 23 Damage – 28 DR = 0 Damage. Skills and Statistics Fighting: 20 Energy Control: 40 Reflexes: 20 Resilience: 40
Fighting Accuracy: 1d100+25(Fighting+Class) Energy Control Accuracy: 1d100+45 (Energy Control+class) Defense: 75 + 20 (Wild Defense) = 95 HP: 130/130 (50+40 Resilience +25 Indomitable -15 Class +30 Katchin Armor) KI: 67/100 KI Restored with Power Up: 000/100 – 75 KI Able to still be restored
Fighting Damage Modifier: +1 Energy Control Damage Modifier: +1 Ki Reduction Per Attack: -2 Class Damage Modifier: +0 DR: 13 (Class 1+Resilience 40+Indomitable+Katchin Armor)
Masteries: Potential Mastery- Each Level of Potential Mastery Increases all of your skills by +5. Afer purchasing all 5 levels of potential mastery, your skills should be increased by +25. When respeccing your character, MP spent on Potential Mastery is never refunded. Rank 4.(-20MP)
Focus Mastery- Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25. (-6MP)
Class Mastery- Every level of Class Mastery increases your Class Level by 1; at level 1 and 2, you gain access to 1 Class Trait chosen when you purchase respective ranks of Class Mastery (found on the Traits page). Class Trait choices are restricted to your chosen class. Additionally, each level of Class Mastery grants you one additional Class Feature based on your class, as seen in the Classes page. Level 1: Sangromancy, Flawless Counter
Traits: Student of a Thousand Arts (Racial Trait) Requirements: Human Effect: When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play. (Enhanced Energy Blast chosen)
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.
Endure Requirements: Resilience Skill of 30 Activation: None (Passive) Effect: Increase your HP by +25. Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Class: Witch Class Features:
Strange Power - At the beginning of each turn, you must roll 1d4. Treat your Edge as if it were equal to the result of that roll for the duration of your turn; this overwrites natural edge from Power Level.
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects: -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Sangromancy - You may choose to pay the cost of any Technique in HP rather than Ki. Doing so on Basic or Special Techniques increases their Accuracy by +15 and their damage by +4; doing so on Utility techniques increases their chance to inflict Status Effects by +10% and increases their damage dealt by +4, even if they did not otherwise deal damage. If a Technique would cost less than 5 HP, treat its cost as 5 HP instead.
Mysticism (Gained from Princess Juniper's Band)- You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies.
Traits: Flawless Counter Activation: Passive Effect: 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. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
Infuse (AI Assistant) 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.
Endure (AI Assistant) Requirements: Resilience Skill of 30 Activation: None (Passive) Effect: Increase your HP by +25. Indomitable (AI Assistant) Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Items possessed/equipped:
Companion – Domino Gi. AI Assistant – Will O' Wisp. Blaster Pistol – Magistrix's Broom. Katchin Armor – Magistrix's Dress.
Artifact: Princess Juniper's Band (Allows the user to possess one Mystic Triat of their choice at level 0. Mysticism chosen.) +25% Power Level Boost.
{“Techniques”}SONIC SWAY - RANK 1 You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE - Rank 3 You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
LIGHTNING AURA – Rank 2 A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DANCE OF THE VALKYRIES – Type: Physical, Melee, Area Action: Standard Action, +15 Accuracy Base Damage: 10 Major Effect: Versatile: As an At-Will Action, you may change the Minor Effect on this technique. This may not be used to add the Imbued or Projectile Minor Effects. Minor Effect: Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 weeks 1d4·2d6·1d100+40·2d6+3·1d100+65·2d6+3·1d100+65·2d6+3·1d100+65
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Post by Kinryu "The Shinryu" Kyto on Feb 20, 2020 1:39:55 GMT -8
Thanks in good part to Kinryu’s innate ability to observe the challenges surrounding him. Once again Kinryu Kyto easily evaded the blatant attempt to tackle him by his counterpart Domino Gi. Kinryu was in fact laughing in embarrassment by how sloppily his doppleganger was performing. “Oh come on Domino. Did I make you get tipsy?” “Shinryu, stop. Hold still.” Mai-Mai came running to her lover’s side with a pouch containing bandages and other minor first aid kit equipment. Such as medical tape and sanitizing napkins. Pulling everything out that she could to try and patch Kinryu up. “I don’t think you can possibly win this battle. She is just too powerful. Besides. We’ve got to try to rescue those kids” “I know, but you know already I’m not good at giving up.” Kinryu Kyto laughed mildly as he was looking Mai-Mai in her eyes with a smile. However, it was due to his arrogance at this moment Kinryu Kyto granted his lover’s counterpart the faux Mai-Mai the opportunity she needed. Kinryu Kyto managed to push his lover far behind him to land on the floor so that she was safe. As the faux Mai-Mai’s Ki blasts fully struck his body with a barrage of scorching Ki blasts. Which burned holes into his dark gi when they exploded as they struck him hard causing him to cry out in pain as a cloud of smoke built around him. ”Arrgh!” Then there was nothing but silence as no one was moving in this chamber hall. The only thing happening for a moment as Mai-Mai stood there with tears beginning to swell up in the bottom of her eyes as the smoke cleared away. Revealing Kinryu Kyto laying on his back with burned holes into his dark gi from every Ki blasts impact. “No.No. No. Shinryu no.” Mai-Mai’s voice grew from a whisper to a loud shout with every word she now turned and said sternly to her counterpart. “Damn you, Mitch! We only came here to rescue some kids! We weren’t your enemy! It was that damn cockroach over there. It’s always been him, don't you see that? He’s been using this battle the entire time to keep us from going after him?” It was then to Mai-Mai’s surprise Kinryu Kyto growled out as his near invisible aura flared up around his body as he still laid on the ground, pushing the dust away from him. Kinryu then slowly rose to his feet to stand with the passion renewed in his eyes. Even though his clothing was tattered and the wraps around his hands were coming loose. Releasing the braces on his forearm as he curled his fingers into blue flaming fists once again. “I agree.” Upon saying this Kinryu Kyto then seemingly disappeared for a moment as he ran so swiftly towards the faux Mai-Mai to attempt to deliver his assault. His fists were moving so fast that they appeared to be a swarm of flickering blue fireworks bursts. When Kinryu was finished he spoke to the faux Mai-Mai. “Do you?” WC 511/2478 BATTLE TRACKER{ SHINRYU KYTO - BATTLE TRACKER}
DEFENSE PHASE
Reactive-At-Will Action: INSTINCTUAL DEFENSE | 4 Instinct Used 0 Remaining| +10 Def | Turn 1/3
Reactive-Bonus Action: ENHANCED SENSE | +5 Def, +5 Acc, +2 DR, +2 Dmg | -0 ki
Attack 1: Shinryu Kyto 95(105) vs Faux Shinryu Kyto(123) = missed
At-Will: Companion Mai-Mai |40 HP | - First Aid @ Shinryu +30HP back to full health
Attack 2: Shinryu Kyto 95(105) vs Faux Mai-Mai(175) = 16 | Burn -3hp 2 Turns | Ignore 2DR
Attack 3: Shinryu Kyto 95(105) vs Faux Mai-Mai(162) = 13
Attack 4: Shinryu Kyto 95(105) vs Faux Mai-Mai (125) = 17 | Zenkai Triggered | +5 Accuracy
Total damage: = 46 - 3(1)DR + 3=
OFFENSE PHASE.
Bonus Action: HIDDEN WEAPON 1/2 | Opponents Defense has 0 Reflex Skill against attacks this turn. | Natural DR reduced by Half rounded up to the nearest whole number.
Standard Action 1: GRAPPLE
Accuracy: hb5HTjyz1d100+40
Damage: Damage (Base 2d6 | Thrill of the Hunt 1d6 |Luchador +1d6 | Class +1 | Sense +2) = 4d6+3
Immobilzing: 40% chance 1d100
Standard Action 2:
Regen:
EFFECTS:
Burn -3 HP | Turn 1/2 Zenkai | +5 Accuracy
FIGHTING: 25 | ENERGY CONTROL: 20 | REFLEXES: 35 | RESILIENCE: 20 DR: (2) | DMG MOD: (2) | KI COST: 40 | MELEE ACC: 1d100+30(35) | ENERGY ACC: 1d100+25(30) HP: 17/65 | KI: 6/100 | BASE PL: 5420 | CURRENT PL: 5420 { Just a little bit of Info } Name: Kinryu "Shinryu" Kyto Species: Human-Saiyan Hybrid Age:22 Born: AGE 1132, May 14th Gender: Male Father: Shin Kyto - Heir Successor of the Okatera Clan (Deceased) Mother: Son Dan Sisters: Matcha Kyto (Elder), Taru Kyto (Younger | AGE 1140, April 16) Brother-in-law: TBA Skills & StatisticsFighting: 25 Energy Control: 20 Reflexes: 35 Resilience: 20 Accuracy: 1d100+30(Fighting+Class) / 1d100+25(Energy Control+Class) Defense: 100 =(50+35 Reflexes+15 Instinct) HP: 75 =(50+Resilience+Class) KI: 100 Ki Reduction -1 DR: +1 Prodigy Class Damage Bonus: +1 Natural Power Level: 5420 Base Power Level:
Class: Prodigy Current Class Level: 1 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:} Canon Descendant: As a ardent student of Martial Arts and being a descendant of Son Gohan. Kinryu should receive a one week reduction on learning Demon School Techniques if they are ever developed like the Masendan Bomb, Masenko, or Special Beam Cannon.
Flawless Counter: Class Trait Activation: Passive Effect: 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. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
GENERAL | SKILL TRAITS. |*A.I. Assistant granted Traits*|
|*1| Luchador Activation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: --
|*2| Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
|*3| Thrill of the Hunt 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 Abilities:} Class Level | HP Modifier | Accuracy Modifier | Defense Modifier
| Damage Modifier | Damage Reduction Modifier | 0 | 0 | +5 | 0 | 0 | 0 | 1 | +5 | +5 | 0 | +1 | +1 | 2 | +10 | +10 | 0 | +2 | +2 | 3 | +15 | +15 | 0 | +3 | +3 |
Class Features:Level | 0 | Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genius - Your Skills are no longer restricted by the natural 50 cap. Level | 1 | Skillful - Focus Mastery Level 1 now instead increases your chosen skill by +10. { EQUIPMENT.} |•| Artifact |•| Bansho Fan A large and magical fan once used to stoke the flames of a powerful magical furnace- a furnace that served as a portal to Other World atop a long forgotten mountain. It is said to have the power to control the weather, rumored to have the capability to raise a typhoon with a single wave, a thunderstorm with two and a monsoon with three. Type: Lost Artifact - Weapon - Fan Zeni Value: 600,000 Zeni Cost: 120,000 Activation: Bonus Action Effect: When Bansho Fan is activated, the first Special Technique used by you on this turn has an additional 40% chance to afflict Freeze on its target. The second Special Technique you use on this turn has an additional 50% chance to afflict Stun. Additionally, techniques you use on a turn in which Bansho Fan has been activated may not critically fail. If a technique does not already have a chance to afflict Freeze or Stun to their target, this item allows them to do so at the aforementioned rates. The maximum chance to afflict any status effect is 95%. Questing Word Requirement: 5,000 Words Limit: Three times per thread. |•| Weapon |•| Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. |•| Supplement - Tech |•| 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: -- |•| Companion: |•| Mai-Mai(Kinryu's Lover, Witch, and a Crime Boss of South City) 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. |•| Restorative |•| First Aid Kit From household to soldier’s equipment, the first aid kit is a staple across the known universe. Type: Restorative - Medical Zeni Value: 10000 Zeni Cost: 40000 Activation: Standard Action Effect: Restore +30 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread. { TECHNIQUES } DEFENSE/UTILITY TECHNIQUES.
SONIC SWAY - RANK 1 You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE - Rank 3 You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHNIQUES.
DRAGON CLAWS This secret technique of the Okatera Clan causes the user to focus so much of their Ki around their hands triggering the shroud of aura to take shape of a pair of dragon heads. Type: Energy, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing : This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Minor Effect: Imbued ; Shocking Cost: 22 Ki Learn: 2 weeks
STATIC PULSE This secret technique of the Okatera Clan is a derivation of the Turtle School legendary Thundershock Surprise. After charging a large amount of lightning elemental chakra into a orb akin to a Kamehameha it is thrust down by a single hand into the ground shocking everyone around the user weakening their defense. Type: Energy, Ranged, Area Action: Standard Action, +15 Accuracy Base Damage: 10 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: Immobilize 40% chance Cost: 25 Ki Learn: 2 weeks
Cayle Pota Flee 1-1001d15“Shinryu!” Mai-Mai then ran to snatch her lover Kinryu Kyto, by both of his hands. Tears were running down her face as she was trying her hardest to snatch him away from this battle. “Stop, please stop. You can’t stop her. Not like this. You’d only be getting yourself killed. We’ve got to find our way out of here and come back.” 1d100+40·4d6+3·1d100·1-100·1d15
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