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Post by Cayle Pota on Feb 6, 2020 7:16:00 GMT -8
He looked out on the stars of this wrecked world once more, a tear dripping from his cheek as he did. Zaru missed his family. He missed his friends. There was no going back though, not in the game called life. It moved on, and he didn't fear that – intimate closeness with the reaper himself had shown Zaru that. The blonde mohawked man shuffled in his beat up orange gi, the mark of a master of the Turtle School upon it, and shifted from his position looking up at the skies, and the stars. It was so much closer now, so much more visible, after the event. You could really see the stars out at night when there was no one else around to see it all. He got himself up from the Red Ribbon Army jeep he had commandeered from the Fort Gero and then straightened out his gi. With each touch, he saw a vision of his life before him. With each touch he saw an imagined vision of those who would suffer if he did not move on wards with his task. Without a person to talk to, he strode towards the jutting obsidian tower which had once been a temple before Button Mushroom Corporation had taken over it. Before this had all begun. He carried simple equipment. An advanced AI which was modeled after one of his most important people, quickly downloaded to a prototype capsule corporation device when the worse had happened. IT was literally her personality and psyche living on, at least in his head. He knew it was just a copy, objectively, but that didn't matter. His Katchin formed sword, gained during his training alongside Argula in Kikoukenjutsu swordsmanship school which was founded by Son Goten and Trunks Briefs. His well worn, faded, orange gi with the markings of a Turtle School master on it. It was legitimately earned, but many doubted it when they first saw him and the numerous scars that lined his face. Against the enemy, he survived though, did he not? That was not something that could be said for others. Over it a leather jacket with simplistic markings, mainly there as armor against bites, and an outfit that was finished off by black socks and black combat boots. Some stylistic depiction of the great dragon Shenron was on the leather jacket's back. He wasn't sure if the person who had the jacket before he got it actually had seen Shenron, or was one of those fans who liked the imagined depictions. Finally, the most simple of all tricks. A knife hidden in his boot. There was no time to waste. He headed into the tower, and when he found it a mixture of sleek black marble and technological devices, he wondered what he would feel about this. He wondered if he should have waited for Duke Satan to get fitted with the Cybernetic replacement arm which he was due, or if he should have brought one of their packages of Saibamen seeds. No, the latter was too important for defense, and the former had gotten hurt on a mission with him. He didn't need that worry going through his mind. In silence with him followed a small lilac haired girl, demure and cautious, in a hoodie and long pants, boots, and with a bowie knife at her belt. She seemed less than confident about what they were about to do. He soon found himself dissipated to another place, another time. He rode the warp, and so too did another Zaru, the Zaru from the prime dimension. They were in a room devoid of anything but a martial arts stage with four pillars. Any obstacle was enough to fight. He had seen enough ghosts in his eyes. [629] [6,702] [6,622 Effective] Incoming Damage: Outgoing Damage: Stat Changes: Power Level: Temp HP: Defense: Edge: DR: Accuracy:Damage Modifier: Ki: Skills and Statistics Fighting: 50 Energy Control: 25 Reflexes: 40 Resilience: 40
Fighting Accuracy: 1d100+65(Fighting+Class) Energy Control Accuracy: 1d100+40 (Energy Control+class) Defense: 100 (50+40+10) HP: 80/80 (50+40 Resilience -10 Class ) KI: 100/100 KI Restored with Power Up: 000/100 – 100 KI Able to still be restored
Fighting Damage Modifier: +2 Energy Control Damage Modifier: +2 Ki Reduction Per Attack: -1 Class Damage Modifier: +2 Total Damage Modifier: +4 DR: 8
Masteries: Potential Mastery 5- 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 5.(-30MP) (Enhanced Guard chosen)
Focus Mastery 5- 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. (-15MP)
Ability Mastery 1- Every level of Ability Mastery grants you a single General or Skill Trait of your choice. You do not have to spend any additional MP to gain these Traits, as they are simply chosen and added to your sheet at the time you purchase a level of Ability Mastery. You may not use Ability Mastery to learn Class Traits or Racial Traits. (-5 MP)
Technique Master 2- Each level of Technique Mastery unlocks a new Technique Slot. When you purchase a level of Technique Mastery, you are not required to fill that technique slot immediately, but we do recommend making a decision as quickly as you can given that each technique still has learning time attached to it. (-10 MP) 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: Counteroffensive, Mug Level 2: Playbook, A Thousand Cuts
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 Sense chosen)
Mug Activation: Passive Effect: Whenever you critically hit with a Melee Attack, you may select 1 item from the critically hit target’s inventory on your next turn. For the duration of that turn, you may treat that item as though it were equipped(by you), even if you would not have slots to equip it. Other standard Item Rules apply. Limit: -- Classes: Bandit, Prodigy, Strategist
A Thousand Cuts Activation: None (Passive) Effect: Your Burn, Poison, and Wound effects deal +1 damage per turn and last +1 turn when inflicted. Limit: -- Classes: Martial Artist, Ravager, Strategist
Blitz Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Quick Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions Limit: May only activate up to 2 weapon items per turn.
Class: Strategist Class Features:
Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type.
Stratagem - At the beginning of each thread, you may select up to 3 Utility or Defensive techniques that you know. You may use each of those techniques one additional time during that thread. (Clash, Instinctual Defense, Lightning Aura chosen.)
Counteroffensive - On a turn in which you have used a Defensive technique in response to an opponent’s attack(s), attacks you make gain +10 Accuracy and +4 damage on that turn.
Playbook - You may purchase any Skill Trait regardless of its Skill Requirements. Additionally, you gain a Bonus Trait slot that may be filled at no MP cost by any Skill Trait or General Trait; this Bonus Trait is not active at the start of each thread and must be activated as a Bonus Action. Activating your Bonus Trait disables one Class Trait for the remainder of the current thread, chosen by you at the time of activation. (Chosen Skill for Playbook is 'Flurry of Blows').
Items possessed/equipped: Katchin Sword Hidden Weapon AI Assistant Champion's Gi
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 3 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.
KI BLADE – Rank 3 Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CLASH – Rank 3 You unleash a vicious counter attack to ensure neither you or your foe gets away unharmed. Type: Defensive Action: 2 Standard Actions - Reactive Effect: When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused. Cost: 20 + (Cost of your Attack) ki Limit: Once per thread. Ranks: Rank 2 reduces the ki cost to 15 + (Cost of your Attack), Rank 3 reduces the ki cost to 10 + (Cost of your Attack) Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD ATTACK – Rank 3 You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
SONIC SAW Created from a pair of small, miniature facsimiles of the Energy Sawblade of the Destructo Disc, this uses sheer ferocity and number of hits from the user to create a similar, if imperfect effect. The yellow energy blades create an eerie screech as they are used, as if they were true saws being powered by electricity and cutting steel. 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- This technique is now a Melee Energy attack and uses the Fighting Skill to determine its Accuracy, but increases its Ki cost by 2. This may be added alongside another Minor Effect, but may not be taken with Projectile. Wounding- This technique has a 40% chance to inflict Wound on hit. Cost: 20 Ki Learn: 2 Weeks.
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Post by Zaru on Feb 6, 2020 16:39:43 GMT -8
How did he always get himself in these situations? Zaru's senses were blasted before he could even step more than a few feet into the temple, before he'd even realised what was happening. Visions crossed his mind, ones that violently assaulted his mind as they showed him all kinds of things. Lives that he'd lived, but at the same time he'd never seen. Worlds that he could call home that he'd never been to. What was this? He saw himself as the old man's favourite, power pouring from every part of him as he crushed every opponent in front of him, at least up until he encountered...who was it? It was Riku, he knew him. He didn't have any metal on him, but his clothes looked old. Really old. He was decorated in some kind of samurai armour - he saw himself being careless, being cut down by a superior and more experienced opponent. He felt as though he was flying through the air, or more like he was being thrown through it, tossed one way and the other by forces he couldn't see. He saw his own hands, swirling with magical energy. He saw the old man and the old lady, both with him. There weren't any others; he wasn't theirs, either. What was going on? He saw...he saw the old lady, dead on the ground. His hands may not have been covered in blood, but he knew from what he felt that he'd done it. He saw himself trying to fend off the old man, but he couldn't. It wasn't a difference in power, he was just outsmarted. Forced to retreat, to hide in a temple like this one. So many other visions kept rapidly assaulting his senses as he just tried to make sense of it all, and suddenly he was thrust out of it and found himself falling for a brief moment. Then he collided with what felt like a set of stairs, rolling down them and hitting some kind of floor, rolling a couple of times across it before he stopped dead where he was. Where exactly he was, he couldn't say. Zaru stood, his vision a little hazy as he shook the cobwebs from his mind, still getting over the weird experience he'd just had. What was that? He adjusted his stance to stand properly, and immediately recognised where he was. This was an arena, like at any martial arts tournament. It even had the pillars you saw at more minor events - the kind that he'd attended and won more often than most of anything else. He didn't have the name value for the bigger ones. His senses kicked in again, and he felt the energy of two people approaching. Immediately he took his stance and stood his ground, staring intently towards the man and what looked like a young girl who stepped out of the shadows and into the same ring as him, from the opposite side. His eyes widened, because of what he was staring at. He was staring right back at himself. Sure, this man was bigger built and dressed different - hell, he had hair. Yet, Zaru knew his own eyes. Those were his eyes this man had, and it was his face, even if it was marred by scarring and ageing. What was this? He didn't get it. Zaru suddenly felt like he'd walked himself into something much bigger than he was expecting, bigger than himself. Which couldn't bode well. Shit, okay. Just calm down. Zaru kept his stance, feeling hostility and mistrust from the other man. He continued to stare at him, a duelling pair of the same set of eyes refusing to back down from each other as they simply peered across the room at their respective owners, who seemed the same but not quite. Like a funhouse mirror in Pilaf Land. Letting out a deep breath as he focused his ki and prepared himself, realising he was at a disadvantage in numbers if nothing else, Zaru suddenly spoke aloud. "Who are you? Are you the one that's been making people disappear in here?"He hoped so. He didn't like the idea of the other possible answers. WC: 700 uaZGU6Yn1d100 - INITIATIVE DEFENSE PHASE.[Opponent] Attack #1: [Opponent] Attack #2: 0 DMG - 0DR = 0 DMG OFFENSE PHASE. Bonus Action: N/A Action 1:
Action 2: TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Flawless Counter Requirements: N/A Activation: None (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. Bend The Limits Requirements: N/A Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. ITEMS.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn. 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. 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: 10000 Zeni Cost: 40000 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: N/A CURRENTLY USING:
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Blitz Requirements: Fighting Skill of 50
Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: --
Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 3) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus 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.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 Ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
OCTOPUS STLYE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 55 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 55 NATURAL PL: 14,506 | BASE PL: 14,506 | CURRENT PL: 14,506 HP: 115/115 | KI: 100/100 | DEF: 75 | ENG ATK: 45 | PHY ATK: 65 | DR: 8 | DMG MOD: 4 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100 [/div] 1d100
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Post by Zaru on Feb 6, 2020 17:16:16 GMT -8
Even waiting for his answer, Zaru's face twitched, unsure of what exactly this guy planned on doing. What threw him off even more was that it wasn't just the eyes, or the face. It was everything. That was the gi he'd used back when he was first trying to join the turtle school officially, even down to the little nicks in certain spots on the gi, hidden as it was beneath the jacket. The way he stood, and his energy; it was exact. Zaru saw himself being reflected back in every day, even with the differences the two seemed to have. How was he supposed to reconcile with something like this? This wasn't possible. None of it was. He considered whether it might be an illusion, but it didn't seem like it. How could someone fake his energy? Fake the look that he saw in those eyes? His own eyes. Zaru wondered what had brought this other man here. He seemed like he had seen a lot more; wasn't too surprising. He seemed like he was a lot older somehow - was he born earlier, or was wherever he came from just further on? If he did even exist, which Zaru still wasn't sure entirely about. What about that girl? Zaru hadn't really paid much attention to her, but she stuck to his side or back, like she viewed him as a protector. He can't have been that bad if he was keeping her safe, right? Zaru could respect that he must have thought he was doing something important, but people were disappearing into this temple and not coming back out. He couldn't just let that slide. Wait, what was he doing? Zaru realised that his thoughts were twisting, and all he was really doing was justifying to himself why he needed to beat this guy's head in and leave him on the floor, despite having no idea what was going on. Was it this place? Zaru hoped so, because that left few alternatives. If this weird temple wasn't adjusting his thinking, and it didn't seem like it, then that meant his instincts were pushing him to do something about this guy. They saw him as a threat, as someone who had bad intentions. Zaru thought about fighting it off, but then decided not to. He had to trust himself, didn't he? If he was wrong, he'd try to atone for it, but for now, he gave in to the violence. To the instincts pushing him towards it. "You know what? Let's not waste any time. I'm gonna give you a few seconds to let her make some distance, if you like. I don't care who you are. This place is keeping people locked in, and I'm not backing down from this. I don't think you're gonna be doing that either though, are you?" Zaru's aura flared around him as he began to focus his energy, maintaining his stance; it was almost an orthodox version of the turtle style, but with adjustments to certain placements of his hands and feet for different setups. His turtle-style gi, coloured white with a black undershirt and handwraps, bore no emblem of rank or his master. He wondered what that made this master think. WC: 540 | 1240 ACTIVE EFFECTSPower Up(1/2): +25% PL DEFENSE PHASE.[Opponent] Attack #1: [Opponent] Attack #2: 0 DMG - 0DR = 0 DMG OFFENSE PHASE. Bonus Action: Power Up | +25 Ki | +25% PL Action 1:
Action 2: TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Flawless Counter Requirements: N/A Activation: None (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. Bend The Limits Requirements: N/A Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. ITEMS.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn. 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. 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: 10000 Zeni Cost: 40000 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: N/A CURRENTLY USING:
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Blitz Requirements: Fighting Skill of 50
Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: --
Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 3) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus 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.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 Ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
OCTOPUS STLYE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 55 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 55 NATURAL PL: 14,506 | BASE PL: 14,506 | CURRENT PL: 18,132 HP: 115/115 | KI: 100/100 | DEF: 75 | ENG ATK: 45 | PHY ATK: 65 | DR: 8 | DMG MOD: 4 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100 [/div]
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Post by Cayle Pota on Feb 7, 2020 15:07:47 GMT -8
Who was this version of himself who had the time to closely shave his skull, as if the Turtle School and entirety of the Orange Star Alliance hadn't fallen to the dead? As if North City, then West City, then Oolong City and Oasis City, then Orange Star City, and East City hadn't fallen? As if a pandemic hadn't swept through the planet, leaving only those with spiritual energy which was too weak and whom died from the virus, those whom were naturally immune, and those who were not naturally immune but did not die from the pandemic. As if the same people who were supposed to protect the world had not turned their backs on it and became the greatest of villains, transformed by the virus into something beyond death, beyond life, and beyond mercy. As if the zombies had not risen. This joked acted like Pilaf Land wasn't the epicenter of it all, the place where it started under Button Mushroom Corporation. Was this guy a member of their organization? Had he been vaccinated, like Lili? It made Zaru wonder, and even though he saw himself in this man it made rage build up as he watched him. This was serious business, not the game of children. Even the story itself sounded ludicrous. A place which held people in through some sort of magic? Nonsense. Men and monster were the cause of the worse happenings in the world, and it didn't matter. He and Lili had a job to do. A mission which might well save the last bastion of humanity, South City. Ruled by a harsh but caring triumvirate of the likes of Bass the Namekian Prince, Kiryu Miyazawa, who had once been the star of the 'Path of Joy' martial arts adventure television series and once owned numerous martial arts dojos under the same brand, and with the backing and savagery of Cayle Pota, King of the Saiyans. It was the kind of rule that meant being bitten or scratched by the monsters as an operative meant you'd get a limb amputated and a replacement crafted by the Capsule Corp and Tuffle Scientists under their command before it was added to your body. It was the kind of rule that made all old divisions end, and if they gave you a job you did it. Effort Points were hard to come by, after all. So now he was here with Lili, the one girl who had been vaccinated in the control of the Living Armies of Earth, and they were here to get more copies of the vaccine and to find out once and for all, what caused the virus. This guy was going to be in his way? Going to act like a joker, like this was a game and like his delusional goal, probably brought on from isolation, was worth more than Zaru's? Well then it'd be a fight. Zaru drew his sword, focused his energy, and dropped into a battle stance. As spiritual energy pushed through him, he build up a wall of electric energy, robin's egg blue. He tried not to look, every time he did he was reminded of the old woman, of the look in her eyes as she died in his hands. Images of his thoughts flashed through and to Zaru, such as was this realm. [557] [9,249 Total Words.] [9,169 Effective Words Total.] Bonus Action: Power Up (+25% PL, +15 Ki.) Bonus Action 2: Lightning Aura LIGHTNING AURA – Rank 3 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. Bonus Action 3:Playbook activation. Turning off: Mug to activate: Might. Incoming Damage: Outgoing Damage: Stat Changes: Power Level: Temp HP: Defense: Edge: DR: Accuracy:Damage Modifier: Ki: Skills and Statistics Fighting: 50 Energy Control: 25 Reflexes: 40 Resilience: 40
Fighting Accuracy: 1d100+65(Fighting+Class) Energy Control Accuracy: 1d100+40 (Energy Control+class) Defense: 100 (50+40+10) HP: 80/80 (50+40 Resilience -10 Class ) KI: 100/100 KI Restored with Power Up: 015/100 – 085 KI Able to still be restored
Fighting Damage Modifier: +2 Energy Control Damage Modifier: +2 Ki Reduction Per Attack: -1 Class Damage Modifier: +2 Total Damage Modifier: +4 DR: 8
Masteries: Potential Mastery 5- 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 5.(-30MP) (Enhanced Guard chosen)
Focus Mastery 5- 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. (-15MP)
Ability Mastery 1- Every level of Ability Mastery grants you a single General or Skill Trait of your choice. You do not have to spend any additional MP to gain these Traits, as they are simply chosen and added to your sheet at the time you purchase a level of Ability Mastery. You may not use Ability Mastery to learn Class Traits or Racial Traits. (-5 MP)
Technique Master 2- Each level of Technique Mastery unlocks a new Technique Slot. When you purchase a level of Technique Mastery, you are not required to fill that technique slot immediately, but we do recommend making a decision as quickly as you can given that each technique still has learning time attached to it. (-10 MP) 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: Counteroffensive, Mug Level 2: Playbook, A Thousand Cuts
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 Sense chosen)
Mug Activation: Passive Effect: Whenever you critically hit with a Melee Attack, you may select 1 item from the critically hit target’s inventory on your next turn. For the duration of that turn, you may treat that item as though it were equipped(by you), even if you would not have slots to equip it. Other standard Item Rules apply. Limit: -- Classes: Bandit, Prodigy, Strategist
A Thousand Cuts Activation: None (Passive) Effect: Your Burn, Poison, and Wound effects deal +1 damage per turn and last +1 turn when inflicted. Limit: -- Classes: Martial Artist, Ravager, Strategist
Blitz Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Quick Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions Limit: May only activate up to 2 weapon items per turn.
Class: Strategist Class Features:
Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type.
Stratagem - At the beginning of each thread, you may select up to 3 Utility or Defensive techniques that you know. You may use each of those techniques one additional time during that thread. (Clash, Instinctual Defense, Lightning Aura chosen.)
Counteroffensive - On a turn in which you have used a Defensive technique in response to an opponent’s attack(s), attacks you make gain +10 Accuracy and +4 damage on that turn.
Playbook - You may purchase any Skill Trait regardless of its Skill Requirements. Additionally, you gain a Bonus Trait slot that may be filled at no MP cost by any Skill Trait or General Trait; this Bonus Trait is not active at the start of each thread and must be activated as a Bonus Action. Activating your Bonus Trait disables one Class Trait for the remainder of the current thread, chosen by you at the time of activation. (Chosen Skill for Playbook is 'Might'. Mug disabled.).
Items possessed/equipped: Katchin Sword Hidden Weapon AI Assistant Champion's Gi
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 3 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.
KI BLADE – Rank 3 Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CLASH – Rank 3 You unleash a vicious counter attack to ensure neither you or your foe gets away unharmed. Type: Defensive Action: 2 Standard Actions - Reactive Effect: When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused. Cost: 20 + (Cost of your Attack) ki Limit: Once per thread. Ranks: Rank 2 reduces the ki cost to 15 + (Cost of your Attack), Rank 3 reduces the ki cost to 10 + (Cost of your Attack) Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD ATTACK – Rank 3 You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
SONIC SAW Created from a pair of small, miniature facsimiles of the Energy Sawblade of the Destructo Disc, this uses sheer ferocity and number of hits from the user to create a similar, if imperfect effect. The yellow energy blades create an eerie screech as they are used, as if they were true saws being powered by electricity and cutting steel. 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- This technique is now a Melee Energy attack and uses the Fighting Skill to determine its Accuracy, but increases its Ki cost by 2. This may be added alongside another Minor Effect, but may not be taken with Projectile. Wounding- This technique has a 40% chance to inflict Wound on hit. Cost: 20 Ki Learn: 2 Weeks.
Zaru
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Post by Zaru on Feb 8, 2020 2:35:17 GMT -8
So, that was it. Zaru's mind was hit with all the images, all the feelings that this other man felt. He would say that it wasn't surprising that he was so miserable-looking, but he always looked the same, so he could hardly talk. Still, at least he had some idea of what was going on, if that was even real. A world torn apart, destroyed by greed and a lack of limits on the scientists who needed it. Infected by death that didn't die. Zaru's eyes went down to the girl that his alternate self had with him. She was the hope then, huh? This little girl, who looked like she wouldn't harm a fly, but he was sure that the moment their fight started, she'd plunge that knife into his back if she had the opportunity. These people fought for life. He respected it, but they were stuck in here. He could feel the ki swirling around here, the message it spread to the both of them. "We can't leave this chamber until one of us beats the other. You can feel what I'm thinking too, don't you? If you do, you know I'm not lying. Not about this, or about the temple." He didn't have all the details of this, but he focused on the girl's ki signature. It felt slightly different, almost medicinal and sterile. He had to remember that; he would keep a note of it. From all the images still assaulting his mind, he had an idea of what this place was. It was some kind of...epicentre, his world in particular. Everything was converging on one point. Meaning that these were other worlds with him in it, right? So there had to be one where he had ki like hers, blood like hers. He'd have his chance later in the fight, but he kept that below his surface thoughts. If he gave it away, this guy might not fight with his all - he couldn't risk what the temple would do if it thought they weren't playing along. Zaru almost seemed to disappear as he rushed forward, his skill in martial arts having greatly improved from his time in the Southlands. He saw the images of the old lady, dying in his arms. This other guy's arms, but were as much his. Zaru felt genuine sympathy, but tried not to let it slip through. He had to fight with his all, which meant, for this guy, he had to fight to survive. Zaru so close to his opponent that he was almost past his guard, suddenly jabbing his hands, with all the fingers extended out, with the intent of striking into pressure points near the abdomen. He closed one into a fist to attempt to strike the solarplexus, before gripping onto the jacket that this man had on and turning, using his own weight and strength against him as he focused his ki. Zaru attempted to toss the man over his shoulder and send him sprawling onto the tile floor of the arena. He knew himself, and that meant he couldn't relent for a second, or he'd get killed fast. He wouldn't attack the girl. He couldn't risk it. WC: 534 | 1774 | Thread Total: 3035 ACTIVE EFFECTSPower Up(2/2): +25% PL Champion's Gi: +15 Accuracy Bio-Suit: +3 HP Regen DEFENSE PHASE.[Opponent] Attack #1: [Opponent] Attack #2: 0 DMG - 0DR = 0 DMG OFFENSE PHASE. Bonus Action: Dragon Dash | -6 Ki | +10 Accuracy, +5 Damage Action 1: Strike | -0 Ki Attack Bonus: +90 | DMG Mod: +12 | Inflict Bonus: N/A KJ0yXM7w1d100+90 - ATTACK 1d12+12 - DAMAGE N/A - INFLICT
At-Will: Blitz Strike | -0 Ki Attack Bonus: +90 | DMG Mod: +12 | Inflict Bonus: N/A 1d100+90 - ATTACK 1d12+12 - DAMAGE N/A - INFLICT
Action 2: Strike | -0 Ki Attack Bonus: +90 | DMG Mod: +12 | Inflict Bonus: N/A 1d100+90 - ATTACK 1d12+12 - DAMAGE N/A - INFLICT [/div] CRIT! +5 Damage = 20 DamageAt-Will: Blitz Strike | -0 Ki Attack Bonus: +90 | DMG Mod: +12 | Inflict Bonus: N/A 1d100+90 - ATTACK 1d12+12 - DAMAGE N/A - INFLICT
TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Flawless Counter Requirements: N/A Activation: None (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. Bend The Limits Requirements: N/A Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. ITEMS.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn. 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. 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: 10000 Zeni Cost: 40000 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: N/A CURRENTLY USING:
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Blitz Requirements: Fighting Skill of 50
Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: --
Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 3) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus 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.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 Ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
OCTOPUS STLYE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 55 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 55 NATURAL PL: 14,506 | BASE PL: 14,506 | CURRENT PL: 18,132 HP: 115/115 | KI: 94/100 | DEF: 75 | ENG ATK: 45 | PHY ATK: 65 | DR: 8 | DMG MOD: 4 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100 [/spoiler] [/div] 1d100+90·1d12+12·1d100+90·1d12+12·1d100+90·1d12+12·1d100+90·1d12+12
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Post by Cayle Pota on Feb 9, 2020 2:44:55 GMT -8
Above them and around them. Below them and behind them, in them and without them, yet more reflections of the being known as Zaru throughout time and space were shown. For a split second beside them and parallel to them was a Zaru with a long coat and a high collared jacket, with a mane of blonde hair to his shoulders, who held a strange gauntlet which he put trading cards upon facing down against a Zaru who had a slicked back hair of blonde hair under a fedora, and who was dressed in a full business suit, with a West City Type writer firing at his opponent. As prime Zaru charged at his opponent with that series of strikes, the first two attacks were easily dodged by the herculean sized version of Zaru, but as prime Zaru began to bring the third strike Zaru from this post apocalyptic world took action. As he did, the card game playing version of Zaru shouted to HIS opponent, and to all of the Zarus assembled throughout time and space – “You've fallen for my trap card!” So too was the case for prime Zaru with his zombie apocalypse equivalent. There were no such brash words said, it was all action. As Zaru punched at him, he pushed spiritual energy into his left hand, and willed it to begin spinning before punching back at his opponent with his sonic saw blade, a technique he had created to honor the Old Man. In the same swoop that he did, his right hand was used to draw his Katchin sword and then the leather jacket wearing Zaru began his own storm of strikes. Now a Zaru with an electric guitar followed dressed in all all black with an orange gi as an undersuit, and the words 'Destructo Disc' on his shirt, as well as the drums played by Argula, Atalan on a Pipe Organ, and Daikon Briefs on Bass, and Achido Nakamura dressed in a Krillin Mascot suit. The Pipe Organ and the Drum set also had 'Destructo Disc' written in a saw blade like font. In the opposite slot of this parallel position, where ghostly versions of them squared off against each other, stood a Zaru with sunglasses and a tye dye t-shirt and jeans topped off with flip flops he held an electric guitar of his own in his hands, and at his side were a Kiryu Miyazawa with a buzz-cut mohawk in the uniform of the world army who was holding a bass, a Vidar on drum machine, and Tap Briefs on co-vocals. This opposing band was called, 'Android Infinity'. As they began their battle of the bands, their musical over flow could be heard – perhaps not physically but psychically, through time and space. [463] [9,966] [9,886 Total Word Count Effective.] Bonus Action: Enhanced Sense SENSE (ENHANCED)You reach out with a sixth sense and can feel the energy of others around you.Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. Cost: None Limit: Once per turn. Bonus Action 2: Dragon Dash DRAGON DASHYour aura burns around you as you rush forth to launch a violent assault.Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None At-Will Reactive Action 2: (Thanks to Class Feature Flawless Defense) CLASH – Rank 3 You unleash a vicious counter attack to ensure neither you or your foe gets away unharmed. Type: Defensive Action: 2 Standard Actions - Reactive Effect: When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused. Cost: 20 + (Cost of your Attack) ki Limit: Once per thread. Ranks: Rank 2 reduces the ki cost to 15 + (Cost of your Attack), Rank 3 reduces the ki cost to 10 + (Cost of your Attack) Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP. Using Clash to use 'Sonic Saw.' Aimed at Zaru's third strike, which did 20 damage. SONIC SAWCreated from a pair of small, miniature facsimiles of the Energy Sawblade of the Destructo Disc, this uses sheer ferocity and number of hits from the user to create a similar, if imperfect effect. The yellow energy blades create an eerie screech as they are used, as if they were true saws being powered by electricity and cutting steel.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- This technique is now a Melee Energy attack and uses the Fighting Skill to determine its Accuracy, but increases its Ki cost by 2. This may be added alongside another Minor Effect, but may not be taken with Projectile. Wounding- This technique has a 40% chance to inflict Wound on hit. Cost: 20 Ki Learn: 2 Weeks. Total Ki Cost: 31 DAMAGE 3XRUaTjF4d6+20 + 20 TO-HIT 1d100+80WOUND 50% Chance 1d100At-Will Action 2: Activating Katchin Sword thanks to Quick Draw. 2 uses of Katchin Sword left. At-Will Action 3: Activating Hidden Weapon thanks to Quick Draw. 1 Use of Hidden Weapon left. Standard Action 1: Strike #1 STRIKEYou unleash a single powerful melee attack or a flurry of quick ones.Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None DAMAGE 1d8+19TO-HIT 1d100+80WOUND 50% Chance 1d100Standard Action 1: Strike #2 STRIKEYou unleash a single powerful melee attack or a flurry of quick ones.Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None DAMAGE 1d8+19TO-HIT 1d100+80WOUND 50% Chance 1d100At-will Action 3: Strike #3 (Thanks to Blitz. ) STRIKEYou unleash a single powerful melee attack or a flurry of quick ones.Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None DAMAGE 1d8+19TO-HIT 1d100+80WOUND 50% Chance 1d100At-will Action 3: Strike #3 (Thanks to Blitz. ) STRIKEYou unleash a single powerful melee attack or a flurry of quick ones.Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None DAMAGE 1d8+19TO-HIT 1d100+80WOUND 50% Chance 1d100Incoming Damage: 18 – 10 = 8. Outgoing Damage: 2 (Lightning Aura) + 57 (Clash+Sonic Saw) + 27 (Strike 1) + 26 (Strike 2) + 22 (Strike 3) + 24 (Strike 4) = 156. Stat Changes: Power Level: 18,133 Temp HP: N/A Defense: +5. Defense is now 105 Defense. Edge: 0 DR: 8 + 2 (Enhanced Sense – turn 3) = 10 Accuracy: +10 (Counter Offensive) + 5 (Enhanced Sense) Damage Modifier: 3 (Might) + 4 (Class and Fighting) + 4 (Counter Offensive) + 2 (Enhanced Sense – turn 3) + 3 (Dragon Dash) = 16 (19 for strikes thanks to Katchin Sword.) Ki: -31 Ki from Clash + Sonic Saw Skills and Statistics Fighting: 50 Energy Control: 25 Reflexes: 40 Resilience: 40
Fighting Accuracy: 1d100+65(Fighting+Class) Energy Control Accuracy: 1d100+40 (Energy Control+class) Defense: 100 (50+40+10) HP: 80/80 (50+40 Resilience -10 Class ) KI: 069/100 KI Restored with Power Up: 015/100 – 085 KI Able to still be restored
Fighting Damage Modifier: +2 Energy Control Damage Modifier: +2 Ki Reduction Per Attack: -1 Class Damage Modifier: +2 Total Damage Modifier: +4 DR: 8
Masteries: Potential Mastery 5- 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 5.(-30MP) (Enhanced Guard chosen)
Focus Mastery 5- 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. (-15MP)
Ability Mastery 1- Every level of Ability Mastery grants you a single General or Skill Trait of your choice. You do not have to spend any additional MP to gain these Traits, as they are simply chosen and added to your sheet at the time you purchase a level of Ability Mastery. You may not use Ability Mastery to learn Class Traits or Racial Traits. (-5 MP)
Technique Master 2- Each level of Technique Mastery unlocks a new Technique Slot. When you purchase a level of Technique Mastery, you are not required to fill that technique slot immediately, but we do recommend making a decision as quickly as you can given that each technique still has learning time attached to it. (-10 MP) 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: Counteroffensive, Mug Level 2: Playbook, A Thousand Cuts
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 Sense chosen)
Mug Activation: Passive Effect: Whenever you critically hit with a Melee Attack, you may select 1 item from the critically hit target’s inventory on your next turn. For the duration of that turn, you may treat that item as though it were equipped(by you), even if you would not have slots to equip it. Other standard Item Rules apply. Limit: -- Classes: Bandit, Prodigy, Strategist
A Thousand Cuts Activation: None (Passive) Effect: Your Burn, Poison, and Wound effects deal +1 damage per turn and last +1 turn when inflicted. Limit: -- Classes: Martial Artist, Ravager, Strategist
Blitz Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Quick Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions Limit: May only activate up to 2 weapon items per turn.
Class: Strategist Class Features:
Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type.
Stratagem - At the beginning of each thread, you may select up to 3 Utility or Defensive techniques that you know. You may use each of those techniques one additional time during that thread. (Clash, Instinctual Defense, Lightning Aura chosen.)
Counteroffensive - On a turn in which you have used a Defensive technique in response to an opponent’s attack(s), attacks you make gain +10 Accuracy and +4 damage on that turn.
Playbook - You may purchase any Skill Trait regardless of its Skill Requirements. Additionally, you gain a Bonus Trait slot that may be filled at no MP cost by any Skill Trait or General Trait; this Bonus Trait is not active at the start of each thread and must be activated as a Bonus Action. Activating your Bonus Trait disables one Class Trait for the remainder of the current thread, chosen by you at the time of activation. (Chosen Skill for Playbook is 'Might'. Mug disabled.).
Items possessed/equipped: Katchin Sword Hidden Weapon AI Assistant Champion's Gi
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 3 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.
KI BLADE – Rank 3 Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CLASH – Rank 3 You unleash a vicious counter attack to ensure neither you or your foe gets away unharmed. Type: Defensive Action: 2 Standard Actions - Reactive Effect: When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused. Cost: 20 + (Cost of your Attack) ki Limit: Once per thread. Ranks: Rank 2 reduces the ki cost to 15 + (Cost of your Attack), Rank 3 reduces the ki cost to 10 + (Cost of your Attack) Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD ATTACK – Rank 3 You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
SONIC SAW Created from a pair of small, miniature facsimiles of the Energy Sawblade of the Destructo Disc, this uses sheer ferocity and number of hits from the user to create a similar, if imperfect effect. The yellow energy blades create an eerie screech as they are used, as if they were true saws being powered by electricity and cutting steel. 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- This technique is now a Melee Energy attack and uses the Fighting Skill to determine its Accuracy, but increases its Ki cost by 2. This may be added alongside another Minor Effect, but may not be taken with Projectile. Wounding- This technique has a 40% chance to inflict Wound on hit. Cost: 20 Ki Learn: 2 Weeks.
Zaru 4d6+20·1d100+80·1d100·1d8+19·1d100+80·1d100·1d8+19·1d100+80·1d100·1d8+19·1d100+80·1d100·1d8+19·1d100+80·1d100
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Post by Zaru on Feb 9, 2020 3:55:28 GMT -8
Zaru's senses were being hit directly by all sorts of weird experiences, all lives that he hadn't led. They were physically there in odd rifts that appeared too, but he didn't think his counterpart was experiencing it quite as intensely. It seemed like that was how this temple did things, if it even meant to - the user couldn't effectively fight their shadow like this, could they? He honestly wasn't sure if he could do this, feeling the power and the aura that his equivalent had. It wasn't like he had far more energy, but he knew how to use it; there was an intelligence behind the unamused stare he had. The martial artist was forced to adjust his movement as he saw the man's hands coming for him an attempted parry, before a saw blade engulfed the hand that came for him. Without thinking consciously, Zaru ducked to avoid the first strike, bobbing his head around at first to avoid the swings of both sawblade and sword. They barely avoided clipping him, and the thing it did most was remind him that he was lucky to be alive. His opponent was relentless in his counter-offense, more than Zaru had anticipated. He began to speed up, his ki rushing around him and sounding like a jet engine from the speed at which he began moving and dodging. The entire time, Zaru kept eye contact with his doppleganger, not giving him a moment of respite from anticipating further counter attacks. Zaru did, admittedly, like the song that was blasting through his ears from one of the bands that was playing. His band, weirdly enough. Between the name 'Destructo Disk' and the way this guy used Saw Blades, it seemed that other versions of himself had more affection for the old man than they really ought to. He could see other lives he lived still, even as he focused on this. He saw himself as a girl, twice, actually. Once with a sword in hand and a tracksuit on his(her?) body, and the second where he was in some fancy dress with a baseball bat. He was trying to bat...Kiryu to death it looked like, who was wielding a laser sword. Odd. Zaru knew he didn't have real openings, and from the electric field surrounding his opponent, any attack against him was going to burn like hell. Zaru could see now; he saw a version of himself with an odd spirit behind him, punching on his behalf. The vision only punched when he was dodging at certain spots - those were his openings. Using his speed and momentum still, Zaru swung out precise strikes while still dodging the ferocious attack of the man in the leather jacket. He focused on the body for now, as trying to make himself a smaller target made reaching upwards too risky of a move. At the least, he was hoping to slow down his opponent, to give himself a breather from this crazy barrage. WC: 496 | 2270 | Thread Total: 3531 ACTIVE EFFECTSFlawless Counter: +20 Accuracy Champion's Gi: +15 Accuracy Bio-Suit: +3 HP Regen DEFENSE PHASE.[Zaru] Attack #1: Sonic Saw | Avoided with Enhanced Flight [Zaru] Attack #2: Strike | Avoided with Sonic Sway [Zaru] Attack #3: Strike | Avoided with Sonic Sway [Zaru] Attack #4: Strike | Avoided with Sonic Sway [Zaru] Attack #5 Strike | Avoided with Sonic Sway 0 DMG - 0DR = 0 DMG OFFENSE PHASE. Bonus Action: Enhanced Flight | -9 Ki | Used to avoid Sonic Saw Action 1: Sonic Sway | -9 Ki | Avoid any attack that rolls dice naturally below 15 Action 2: Strike | -0 Ki | Attack Bonus: +100 | DMG Mod: +7 | Inflict Bonus: N/A SAk3c2WC1d100+100 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT
At-Will: Blitz Strike | -0 Ki | Attack Bonus: +100 | DMG Mod: +7 | Inflict Bonus: N/A 1d100+100 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT
TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Flawless Counter Requirements: N/A Activation: None (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. Bend The Limits Requirements: N/A Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. ITEMS.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn. 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. 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: 10000 Zeni Cost: 40000 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: N/A CURRENTLY USING:
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Blitz Requirements: Fighting Skill of 50
Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: --
Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 3) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus 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.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 Ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
OCTOPUS STLYE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 55 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 55 NATURAL PL: 14,506 | BASE PL: 14,506 | CURRENT PL: 14,506 HP: 115/115 | KI: 76/100 | DEF: 75 | ENG ATK: 45 | PHY ATK: 65 | DR: 8 | DMG MOD: 4 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100 [/div] 1d100+100·1d12+7·1d100+100·1d12+7
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Post by Cayle Pota on Feb 10, 2020 13:52:02 GMT -8
It should have worked the first time, that was a tried and true strategy that had saved him from so many of the undead ki manipulators which attacked him and so many wayward bandits he had crossed out there along the world. He still had the firm image in his head of the 3 foot tall black and white fur covered Zed cat Beastman who had snuck up on and tore into his friend Atalan. Images of that fight broadcast through his head and towards prime Zaru's, and as the strikes were so deftly dodged, so too had the Catman Zed done the same. There was a lag in the mental transmission of the memory, as if Zaru with a capital Z was slowing it down through sheer force of will, and as prime Zaru came once again with another strike volley at him there was suddenly a stuttering start back up; as if a low bandwidth internet connection was trying to watch the famous Capsuletube show 'Cooking with Frog'. Suddenly it showed that despite the fact any martial artist would have expected him unable to do the same maneveur set twice, Zaru, last of the Turtle School, was indeed able to push past expectations. As the little cat charged after him after his first volley had made it dodge and skitter out of the way, he stood his ground just like now. And when those claws almost hit him, just like now he met one with a counter strike as the other caught itself on his leather jacket. The Sonic Saw came again as he clashed his opponent's strike once again, along with a series of four swipes of his sword. [282] [10,913 Total Words Effective.] Bonus Action: Enhanced Sense SENSE (ENHANCED)You reach out with a sixth sense and can feel the energy of others around you.Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. Cost: None Limit: Once per turn. Bonus Action 2: Dragon Dash DRAGON DASHYour aura burns around you as you rush forth to launch a violent assault.Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None -06 Ki. At-Will Reactive Action 2: (Thanks to Class Feature Flawless Defense and Strategem Class Feature.) CLASH – Rank 3 You unleash a vicious counter attack to ensure neither you or your foe gets away unharmed. Type: Defensive Action: 2 Standard Actions - Reactive Effect: When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused. Cost: 20 + (Cost of your Attack) ki Limit: Once per thread. Ranks: Rank 2 reduces the ki cost to 15 + (Cost of your Attack), Rank 3 reduces the ki cost to 10 + (Cost of your Attack) Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP. Using Clash to use 'Sonic Saw.' Aimed at Zaru's 1st strike, which did 16 damage. SONIC SAWCreated from a pair of small, miniature facsimiles of the Energy Sawblade of the Destructo Disc, this uses sheer ferocity and number of hits from the user to create a similar, if imperfect effect. The yellow energy blades create an eerie screech as they are used, as if they were true saws being powered by electricity and cutting steel.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- This technique is now a Melee Energy attack and uses the Fighting Skill to determine its Accuracy, but increases its Ki cost by 2. This may be added alongside another Minor Effect, but may not be taken with Projectile. Wounding- This technique has a 40% chance to inflict Wound on hit. Cost: 20 Ki Learn: 2 Weeks. Total Ki Cost: 31 DAMAGE qPzXxe114d6+20 + 16 TO-HIT 1d100+80WOUND 50% Chance 1d100At-Will Action 2: Activating Katchin Sword thanks to Quick Draw. 1 uses of Katchin Sword left. At-Will Action 3: Activating Hidden Weapon thanks to Quick Draw. 0 Uses of Hidden Weapon left. Standard Action 1: Strike #1 STRIKEYou unleash a single powerful melee attack or a flurry of quick ones.Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None DAMAGE 1d8+19TO-HIT 1d100+80WOUND 50% Chance 1d100Standard Action 1: Strike #2 STRIKEYou unleash a single powerful melee attack or a flurry of quick ones.Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None DAMAGE 1d8+19TO-HIT 1d100+80WOUND 50% Chance 1d100At-will Action 3: Strike #3 (Thanks to Blitz. ) STRIKEYou unleash a single powerful melee attack or a flurry of quick ones.Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None DAMAGE 1d8+19TO-HIT 1d100+80WOUND 50% Chance 1d100At-will Action 3: Strike #3 (Thanks to Blitz. ) STRIKEYou unleash a single powerful melee attack or a flurry of quick ones.Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None DAMAGE 1d8+19TO-HIT 1d100+80WOUND 50% Chance 1d100Incoming Damage: 15 – 10 = 5. Outgoing Damage: 2 (Lightning Aura) + 52 (Clash+Sonic Saw) + 26 (Strike 1) + 24 (Strike 2) + 27 (Strike 3) + 21 (Strike 4) = 151 Total HP. Stat Changes: Power Level: 18,133 Temp HP: N/A Defense: +5. Defense is now 105 Defense. Edge: 0 DR: 8 + 2 (Enhanced Sense – turn 4) = 10 Accuracy: +10 (Counter Offensive) + 5 (Enhanced Sense) Damage Modifier: 3 (Might) + 4 (Class and Fighting) + 4 (Counter Offensive) + 2 (Enhanced Sense – turn 4) + 3 (Dragon Dash) = 16 (19 for strikes thanks to Katchin Sword.) Ki: -31 Ki from Clash + Sonic Saw -06 Dragon Dash = -37 Skills and Statistics Fighting: 50 Energy Control: 25 Reflexes: 40 Resilience: 40
Fighting Accuracy: 1d100+65(Fighting+Class) Energy Control Accuracy: 1d100+40 (Energy Control+class) Defense: 100 (50+40+10) HP: 67/80 (50+40 Resilience -10 Class ) KI: 032/100 KI Restored with Power Up: 015/100 – 085 KI Able to still be restored
Fighting Damage Modifier: +2 Energy Control Damage Modifier: +2 Ki Reduction Per Attack: -1 Class Damage Modifier: +2 Total Damage Modifier: +4 DR: 8
Masteries: Potential Mastery 5- 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 5.(-30MP) (Enhanced Guard chosen)
Focus Mastery 5- 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. (-15MP)
Ability Mastery 1- Every level of Ability Mastery grants you a single General or Skill Trait of your choice. You do not have to spend any additional MP to gain these Traits, as they are simply chosen and added to your sheet at the time you purchase a level of Ability Mastery. You may not use Ability Mastery to learn Class Traits or Racial Traits. (-5 MP)
Technique Master 2- Each level of Technique Mastery unlocks a new Technique Slot. When you purchase a level of Technique Mastery, you are not required to fill that technique slot immediately, but we do recommend making a decision as quickly as you can given that each technique still has learning time attached to it. (-10 MP) 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: Counteroffensive, Mug Level 2: Playbook, A Thousand Cuts
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 Sense chosen)
Mug Activation: Passive Effect: Whenever you critically hit with a Melee Attack, you may select 1 item from the critically hit target’s inventory on your next turn. For the duration of that turn, you may treat that item as though it were equipped(by you), even if you would not have slots to equip it. Other standard Item Rules apply. Limit: -- Classes: Bandit, Prodigy, Strategist
A Thousand Cuts Activation: None (Passive) Effect: Your Burn, Poison, and Wound effects deal +1 damage per turn and last +1 turn when inflicted. Limit: -- Classes: Martial Artist, Ravager, Strategist
Blitz Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Quick Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions Limit: May only activate up to 2 weapon items per turn.
Class: Strategist Class Features:
Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type.
Stratagem - At the beginning of each thread, you may select up to 3 Utility or Defensive techniques that you know. You may use each of those techniques one additional time during that thread. (Clash, Instinctual Defense, Lightning Aura chosen.)
Counteroffensive - On a turn in which you have used a Defensive technique in response to an opponent’s attack(s), attacks you make gain +10 Accuracy and +4 damage on that turn.
Playbook - You may purchase any Skill Trait regardless of its Skill Requirements. Additionally, you gain a Bonus Trait slot that may be filled at no MP cost by any Skill Trait or General Trait; this Bonus Trait is not active at the start of each thread and must be activated as a Bonus Action. Activating your Bonus Trait disables one Class Trait for the remainder of the current thread, chosen by you at the time of activation. (Chosen Skill for Playbook is 'Might'. Mug disabled.).
Items possessed/equipped: Katchin Sword Hidden Weapon AI Assistant Champion's Gi
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 3 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.
KI BLADE – Rank 3 Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CLASH – Rank 3 You unleash a vicious counter attack to ensure neither you or your foe gets away unharmed. Type: Defensive Action: 2 Standard Actions - Reactive Effect: When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused. Cost: 20 + (Cost of your Attack) ki Limit: Once per thread. Ranks: Rank 2 reduces the ki cost to 15 + (Cost of your Attack), Rank 3 reduces the ki cost to 10 + (Cost of your Attack) Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD ATTACK – Rank 3 You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
SONIC SAW Created from a pair of small, miniature facsimiles of the Energy Sawblade of the Destructo Disc, this uses sheer ferocity and number of hits from the user to create a similar, if imperfect effect. The yellow energy blades create an eerie screech as they are used, as if they were true saws being powered by electricity and cutting steel. 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- This technique is now a Melee Energy attack and uses the Fighting Skill to determine its Accuracy, but increases its Ki cost by 2. This may be added alongside another Minor Effect, but may not be taken with Projectile. Wounding- This technique has a 40% chance to inflict Wound on hit. Cost: 20 Ki Learn: 2 Weeks.
Zaru 4d6+20·1d100+80·1d100·1d8+19·1d100+80·1d100·1d8+19·1d100+80·1d100·1d8+19·1d100+80·1d100·1d8+19·1d100+80·1d100
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Post by Zaru on Feb 11, 2020 12:11:50 GMT -8
Zaru was doing all he could to dodge, and it all just kept coming. This version of himself had that same murder in his eyes that Zaru should've recognised, but he didn't; even if he knew that the same desire to kill an opponent, or at least end things as quick as possible took him over just as much, he was overwhelmed by what was going on. The visions kept striking him, but he could tell that the other versions of him were.....aggressive, cruel, mean-spirited. Whether obvious or subtle, he couldn't find any amongst them with a good heart. Even the version of him that just sung metal songs had torn apart the rest of his crew to get to the top, and some harmless-looking professor that was meant to be him, married to some last daughter of the Briefs family, had been plotting her accidental death (and his inheritance of her money) for weeks. God, was this really him? Was this who he was? Who he was always going to be? The sonic saw carved down his shoulder and into the right side of his chest, leaving a bloody gash as he was sent tumbling to one side, using ki concentrated in his forearm to try and fend off some of the sword strikes. This man - the one attacking him. He didn't seem like an evil bastard. Not like the rest - he was good-hearted in his own way, trying to preserve the rest of humanity, save a little girl and bring her somewhere she could do good for the world and carry on the old man's teachings. What did that mean for him? Was he- no, he knew who he was. He didn't have to be like them. He didn't. He wouldn't! Zaru grit his teeth as the Katchin Sword's downward slash dug into his back, tearing through skin and opening up another painful wound. His gi was torn to shreds by the relentless attack, and as he looked up to his attacker's eyes, he was suddenly overwhelmed. It wasn't fear, or anger, or panic. Zaru felt himself fill with what was a combination of ego and bloodlust, a desire to win and prove himself as the better, as the truest of the two of them and to end this guy right here. He saw himself, not as who he was, but with...Saiyan blood. He was tall and furious, always angry. Maddeningly angry, so much so that he couldn't stop it, the rage and fury. It coursed through his veins and made him destroy everything around him, his family and friends, the home he lived in, the island he grew on. Perhaps once that had been an innocent boy, or a stupid brat like him who wanted to be a martial artist. Whoever he was, the behemoth's desire to kill suddenly pumped into his veins and he couldn't control it, even if he didn't want it. He saw Atalan tore apart by some kind of cat beastman, one who looked familiar, but he didn't know from where. Good, the bastard deserved it. He could almost see his shadow's face seem to shift into the demon's for a moment, and he lost it even more. Zaru used his forearms to push away the other man's attack, thrusting his head forward ferociously as he tried to crush the nose of his equivalent by smashing his forehead into it. Almost as soon as he did it, his knee rose, attempting to strike the shadow in the sternum as the martial artist dropped low. He began going for light strikes and elbows towards the legs before he spun on the floor, looking as though he was going to try and sweep him - at the last moment he thrust his leg out with concentrated ki, attempting to strike him directly in the groin with a powerful kick. Regardless of whether or not it hit, Zaru was sent sliding back across the tiles, and stopped dead near the other end of the arena. He once more stood up, staring across at his opponent again. "I was never part of the Turtle School, not officially. Not like you. For the old man's sake, I'm not gonna wear this if I'm fighting you." Zaru reached up, tearing the remains of his gi's top off of his body and dropping it. There was still the slash down his body, and on the other side of his chest, there was a crescent-shaped scar. From when Atalan had tried to kill him, making him take the first life he ever had. He always figured it'd feel worse than it did. Zaru took a new stance, but it wasn't similar to the turtle style, as before. It was an odd stance, with one fist drawn back while an open palm stayed forward, the black handwraps disguising any bruises for now, though his cocked back fist showed blood dribbling down from where he had attempted to block the sword. "Let's see if he taught you anything useful."WC: 800 | 3070 | Thread Total: 5060 ACTIVE EFFECTSChampion's Gi: +15 Accuracy Bio-Suit: +3 HP Regen Wound(1/6): 3HP damage per turn (negated due to Willpower this turn) DEFENSE PHASE.At-Will: Willpower | -0 Ki | Negates all damage taken this turn [Zaru] Attack #1: Sonic Saw | Damage negated with Willpower [Zaru] Attack #2: Strike | Damage negated with Willpower [Zaru] Attack #3: Strike | Damage negated with Willpower [Zaru] Attack #4: Strike | Damage negated with Willpower [Zaru] Attack #5 Strike | Damage negated with Willpower 0 DMG - 0DR = 0 DMG OFFENSE PHASE. Bonus Action: Hidden Weapon | -0 Ki | Treats opponent's Reflex as 0 and DR as halved | 1 Use Remaining Action 1: Strike | -0 Ki | Attack Bonus: +80 | DMG Mod: +7 | Inflict Bonus: N/A po31p0ex1d100+80 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT
At-Will: Blitz Strike | -0 Ki | Attack Bonus: +80 | DMG Mod: +7 | Inflict Bonus: N/A 1d100+80 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT
CRIT! +5 Damage = 18 DamageAction 2: Strike | -0 Ki | Attack Bonus: +80 | DMG Mod: +7 | Inflict Bonus: N/A 1d100+80 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT
At-Will: Strike | -0 Ki | Attack Bonus: +80 | DMG Mod: +7 | Inflict Bonus: N/A 1d100+80 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT
[/div] TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Flawless Counter Requirements: N/A Activation: None (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. Bend The Limits Requirements: N/A Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. ITEMS.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn. 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. 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: 10000 Zeni Cost: 40000 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: N/A CURRENTLY USING:
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Blitz Requirements: Fighting Skill of 50
Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: --
Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 3) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus 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.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 Ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
OCTOPUS STLYE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 55 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 55 NATURAL PL: 14,506 | BASE PL: 14,506 | CURRENT PL: 14,506 HP: 115/115 | KI: 76/100 | DEF: 75 | ENG ATK: 45 | PHY ATK: 65 | DR: 8 | DMG MOD: 4 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100 [/spoiler] [/div] 1d100+80·1d12+7·1d100+80·1d12+7·1d100+80·1d12+7·1d100+80·1d12+7
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Post by Cayle Pota on Feb 11, 2020 13:09:42 GMT -8
Both prime Zaru and this Zaru seemed to be disturbed by some of the images which flowed past them, but the leather jacket wearing Zaru saw what the prime universe's Zaru had done as well. He saw the death of Atalan in what had originally been supposed to be a friendly bout, no? “Why did you do it?” he asked without a word, his expression saying it all. “Why do you think your anger is any more righteous than the anger of anyone else? Have a taste.” he said that bit aloud, this time sonic swaying out of the way in a picture perfect example of the way that prime Zaru had used it twice now. Each and every one of the prime version's strikes, except for the one lucky one that clouted Zaru from the Zedverse in the ear, were effortlessly dodged. Then as he powered up, images flooded from his mind. Long repressed memories. Long days training under the old man, old woman, and geezer after his father had abandoned him on the family's estate because Zaru's dad had married a woman who hated to even look at Zaru. Images of days being made fun of by his cousins as an orphan or reject were common place. Images of him trying to train hard night and day. Images of his self-training to emulate his revered ancestor, the old man. At least Krillin the Turtle Hermit showed interest in him when his dad threw him by the way side. An image of the boy jubilantly mastering what would become the sonic saw, his attempt at the Destructo Disc, only to be followed by him sobbing because of the wound he had given himself under the eye training with it. Images of the old woman caring for him gingerly. Images of the old man demanding him demonstrate techniques to his cousins and the students of the school. An overwhelming feeling of acceptance. An image of the old man patting him on the shoulder when he was a mid-teen, and saying he was being sent to study abroad in other martial arts schools to truly master what it means to be a martial artist. Images of him struggling beneath the tutelage of the Crane School in the mountains, shirtless and fighting against three crane school opponents. Images of him lifting boulders with the Son Clan in the East Lands. Studying Kikoujutsu with Argula under the tutelage of Son Goten and Trunks Briefs. Images of him happy, calling him and telling them about him meeting a girl. Images of this mysterious girl, and of him marrying her with Argula and her brother, Atalan, as his best men. Him working hard in the training of martial arts and at a mechanic shop to support himself and his wife. A haze of images which he blocked out of noticing mentions of strange activities near Central City. Images of him calling his brother-in-law, and calling his best friend Argula, before packing with his wife and his children, both with the wild blonde hair of the descendants of Krillin clearly visible. Just as East City fell, they had just taken off in a plane, headed towards home. Landing in the Sea-Plane outside of the Clan's island estates. Presenting his wife and children to the old man, the old woman, and the geezer. The old man slapping him on his shoulder and grinning, complimenting his choice of woman. The old woman meteor punching the old man to the dirt for the comment. A family dinner. Happiness. A cousin coughing. Walnut? They'd just been in from Central City. Got out before it got overrun. An eerie feeling of suspicion, but it is too little too late. A hundred flashing images of struggle throughout the island, of trying to save his Clan and them one by one dying, being devoured, or turning. His children and wife torn from his hand and devoured before his eyes. Sobbing before Atalan and Argula jump into the fray by his side. It's too late to save her. He has to give her an energy blast to the temple, along with their children so they don't turn. There was no saving the clan, there was no saving anyone. Not even the old woman, as he tried to tend her wounds as she once had tended his. As she slowly died from the wounds and told him to use a machine that was buried away to transfer her consciousness into a newly devised device from Capsule Corp. She couldn't let him be without his family entirely. Even if it was just a ghost in the shell, his grandmother would stay to advise. Images of Atalan, Argula, and Zaru taking the fight to the Zeds. Of them saving hundreds of people, regardless of their species. Images of them finding solace in the presence of one another. Images of Argula, Atalan, and the other friends they made along the way dying one by one. Images of everyone Zaru ever had a moment of affection for dying. Until Lili. Zed Zaru charged at prime Zaru, preparing to throw a pair of punches at his counterpart. [858] [12,410] Standard Action 1 – Reactive: Sonic Sway 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. (All 4 strikes from Zaru thus miss.) -15 Ki Bonus Action 1: Power-up +25 Ki +25% PL. Bonus Action 2: Enhanced Sense – Thanks to Haste. Last use of Haste. SENSE (ENHANCED)You reach out with a sixth sense and can feel the energy of others around you.Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. Cost: None Limit: Once per turn. Standard Action 2: Strike DAMAGE: YUNF8myx1d8+13TO-HIT: 1d100+80At-Will Action 1: Strike – Blitz DAMAGE: 1d8+13TO-HIT: 1d100+80Incoming Damage: 0 (Sonic Sway) Outgoing Damage: 1 (Lightning Aura) + Stat Changes: Power Level: 18,133 Temp HP: N/A Defense: +5. Defense is now 105 Defense. Edge: 0 DR: 8 + 2 (Enhanced Sense – turn 4) = 10 Accuracy: +10 (Counter Offensive) + 5 (Enhanced Sense) Damage Modifier: 3 (Might) + 4 (Class and Fighting) + 4 (Counter Offensive) + 2 (Enhanced Sense – turn 5) = 13 Ki: -15 Ki +25 Ki Skills and Statistics Fighting: 50 Energy Control: 25 Reflexes: 40 Resilience: 40
Fighting Accuracy: 1d100+65(Fighting+Class) Energy Control Accuracy: 1d100+40 (Energy Control+class) Defense: 100 (50+40+10) HP: 49/80 (50+40 Resilience -10 Class ) KI: 042/100 KI Restored with Power Up: 040/100 – 060 KI Able to still be restored
Fighting Damage Modifier: +2 Energy Control Damage Modifier: +2 Ki Reduction Per Attack: -1 Class Damage Modifier: +2 Total Damage Modifier: +4 DR: 8
Masteries: Potential Mastery 5- 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 5.(-30MP) (Enhanced Guard chosen)
Focus Mastery 5- 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. (-15MP)
Ability Mastery 1- Every level of Ability Mastery grants you a single General or Skill Trait of your choice. You do not have to spend any additional MP to gain these Traits, as they are simply chosen and added to your sheet at the time you purchase a level of Ability Mastery. You may not use Ability Mastery to learn Class Traits or Racial Traits. (-5 MP)
Technique Master 2- Each level of Technique Mastery unlocks a new Technique Slot. When you purchase a level of Technique Mastery, you are not required to fill that technique slot immediately, but we do recommend making a decision as quickly as you can given that each technique still has learning time attached to it. (-10 MP) 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: Counteroffensive, Mug Level 2: Playbook, A Thousand Cuts
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 Sense chosen)
Mug Activation: Passive Effect: Whenever you critically hit with a Melee Attack, you may select 1 item from the critically hit target’s inventory on your next turn. For the duration of that turn, you may treat that item as though it were equipped(by you), even if you would not have slots to equip it. Other standard Item Rules apply. Limit: -- Classes: Bandit, Prodigy, Strategist
A Thousand Cuts Activation: None (Passive) Effect: Your Burn, Poison, and Wound effects deal +1 damage per turn and last +1 turn when inflicted. Limit: -- Classes: Martial Artist, Ravager, Strategist
Blitz Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Quick Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions Limit: May only activate up to 2 weapon items per turn.
Class: Strategist Class Features:
Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type.
Stratagem - At the beginning of each thread, you may select up to 3 Utility or Defensive techniques that you know. You may use each of those techniques one additional time during that thread. (Clash, Instinctual Defense, Lightning Aura chosen.)
Counteroffensive - On a turn in which you have used a Defensive technique in response to an opponent’s attack(s), attacks you make gain +10 Accuracy and +4 damage on that turn.
Playbook - You may purchase any Skill Trait regardless of its Skill Requirements. Additionally, you gain a Bonus Trait slot that may be filled at no MP cost by any Skill Trait or General Trait; this Bonus Trait is not active at the start of each thread and must be activated as a Bonus Action. Activating your Bonus Trait disables one Class Trait for the remainder of the current thread, chosen by you at the time of activation. (Chosen Skill for Playbook is 'Might'. Mug disabled.).
Items possessed/equipped: Katchin Sword Hidden Weapon AI Assistant Champion's Gi
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 3 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.
KI BLADE – Rank 3 Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CLASH – Rank 3 You unleash a vicious counter attack to ensure neither you or your foe gets away unharmed. Type: Defensive Action: 2 Standard Actions - Reactive Effect: When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused. Cost: 20 + (Cost of your Attack) ki Limit: Once per thread. Ranks: Rank 2 reduces the ki cost to 15 + (Cost of your Attack), Rank 3 reduces the ki cost to 10 + (Cost of your Attack) Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD ATTACK – Rank 3 You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
SONIC SAW Created from a pair of small, miniature facsimiles of the Energy Sawblade of the Destructo Disc, this uses sheer ferocity and number of hits from the user to create a similar, if imperfect effect. The yellow energy blades create an eerie screech as they are used, as if they were true saws being powered by electricity and cutting steel. 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- This technique is now a Melee Energy attack and uses the Fighting Skill to determine its Accuracy, but increases its Ki cost by 2. This may be added alongside another Minor Effect, but may not be taken with Projectile. Wounding- This technique has a 40% chance to inflict Wound on hit. Cost: 20 Ki Learn: 2 Weeks.
Zaru 1d8+13·1d100+80·1d8+13·1d100+80
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Post by Zaru on Feb 11, 2020 15:50:16 GMT -8
Pain and loss, anger and sorrow. All of it wrapped up at once began hitting Zaru's senses, and he understood. Maybe he couldn't relate the way he wished he could, but he understood, to some degree. He stood still in his stance as the other version of himself rushed forward, carrying so many ghosts and shattered hopes with him. All the emotions hit him, even if just for a moment as though he'd experienced them. It rushed over like a torrent of sickly water, and his face twitched for a moment. He could feel their experiences pushing together, and that maybe this other version of him couldn't discern between his own version of Atalan, his friend, and the Demon lord Zaru had met. He saw the strikes coming, and despite diverting one of them, he let the other come in and strike his cheek, remaining still as it did so. It hurt, but he didn't budge, even as it pressed against his face. He reached up, his hand tightly gripping his copy's wrist to drag it off his face, feeling some pain already from the electrical field he'd created. He made eye contact with him, and showed him, even if for only a few moments, what his own Atalan had done. How he had murdered others, fooling Zaru into enabling him. It wasn't just his own fury at being lied to that made him kill that man - it was some kind of penance he knew he had to pay. There were mothers who would never see their sons again, children left without fathers, because he didn't see through a deception. He still carried those deaths, the guilt still travelling with him. It would never compare to what his doppleganger had experienced, but to some small degree, perhaps he could help. He focused his energy, letting out a deep breath as he still kept eye contact, not breaking it for a moment. "You didn't do anything wrong." He suddenly thrust his fist forward, aiming for his equivalent's chest to try and send him sliding back, before preparing his legs and almost rearing back like an animal in preparation of his movement. "You didn't fail them. Any of them." Zaru almost seemed to disappear as he rushed forward and began to circle around his opponent, making strikes for his ribs and under his arms, at his body and legs, even towards his temples and face. He was relentless in his attacks, not letting up for a moment as he still continued to talk, with the same tone as though he had still been standing there. "You're still fighting for them now, aren't you?" He focused on his experiences, and began pushing them forward towards his copy. He showed him that even being young, abandoned by his own father and mother to live with the rest of the family on the islands, many had wanted him kept isolated. The old man cared, but he kept his distance. The old lady was who had kept close, who had been there. Who had looked out for him, and made him who he was. He wasn't just showing him to prove they were the same person - it was to try and gift him something. He supposed part of the loss was never making new memories, never knowing what else they might have said. If he could give that, then maybe it'd do something, anything for him. There was no way he could let the people trapped in here stay that way, either, and he knew this version of him wouldn't stop until he got what he needed. Too bad they were as stubborn as each other, then. WC: 614 | 3684 | Thread Total: 6201 ACTIVE EFFECTSChampion's Gi: +10 Defense Bio-Suit: +3 HP Regen Wound(2/6): 4HP damage per turn DEFENSE PHASE.1 Damage taken from Lightning Aura Bonus Action: Enhanced Sense | -0 Ki | +5 Accuracy and Defense, +3 DR and DM [Zaru] Attack #1: Strike | Missed [Zaru] Attack #2: Strike | Hit for 18 Damage 18 DMG - 11DR = 7 DMG OFFENSE PHASE. Bonus Action: Dragon Dash | -6 Ki | +10 Acc, +5 Damage Action 1: Strike | -0 Ki | Attack Bonus: +80 | DMG Mod: +15 | Inflict Bonus: N/A EJ0xjtbx1d100+80 - ATTACK 1d12+15 - DAMAGE N/A - INFLICT
At-Will: Blitz Strike | -0 Ki | Attack Bonus: +80 | DMG Mod: +15 | Inflict Bonus: N/A 1d100+80 - ATTACK 1d12+15 - DAMAGE N/A - INFLICT
Action 2: Sacrificed for Bonus Action
TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Flawless Counter Requirements: N/A Activation: None (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. Bend The Limits Requirements: N/A Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. ITEMS.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn. 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. 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: 10000 Zeni Cost: 40000 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: N/A CURRENTLY USING:
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Blitz Requirements: Fighting Skill of 50
Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: --
Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 3) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus 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.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 Ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
OCTOPUS STLYE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 55 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 55 NATURAL PL: 14,506 | BASE PL: 14,506 | CURRENT PL: 14,506 HP: 106/115 | KI: 70/100 | DEF: 75 | ENG ATK: 45 | PHY ATK: 65 | DR: 8 | DMG MOD: 4 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100 [/div] 1d100+80·1d12+15·1d100+80·1d12+15
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Post by Cayle Pota on Feb 11, 2020 17:08:27 GMT -8
There was emotion, primal and otherwise in him. In the prime counterpart of him, as well. Zaru had killed many, for good reasons and sometimes for scraps of food. His world was hell and here he was trying to save it, but what was this damned baldy trying to do himself? Nothing. One friend didn't stand against an entire civilization, now did it? Even as the Prime Zaru tried to comfort him, Mohawked Zaru grit his teeth. He didn't need this kind of reassurance. He wasn't a child. As the other tried to follow up those words with low blows, Zaru growled out and followed with his own set of blocks and flows, moving his hands to make them be close to stabbing untensils in some strikes. This wasn't about technical prowess or strategy at the moment. This was time for a knock-down, drag-out fight. He had to win. For Lili, for South City, for any of the survivors out there holed up and scared. With a vaccine, the fighters of South City could spread across the world slowly, fighting the Zeds to a stand still and setting up fortified colonies. They could push back the tide of the apocalypse. [186] [13,135 Total Words Effective.] Bonus Action 1: Enhanced Guard GUARDYou hunker down against incoming attacks to survive them.Type: Defensive Action. Bonus Action - Reactive Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) Cost: 10 ki Limit: Once per turn. Enhanced: Guard now only costs 7 ki. At-Will Action 1: Champion's Gi (You gain +15 Accuracy with all Basic Techniques this turn chosen.) At-Will Action 2: Activating Katchin Sword (3rd use out of 3, using Quick Draw) At-Will Action 3: Strike (Blitz) DAMAGE FeCbwZ|B1d8+15TO-HIT 1d100+90WOUNDING 40% Chance 1d100At-Will Action 4: Strike (Blitz) 2 DAMAGE 1d8+15TO-HIT 1d100+90WOUNDING 40% Chance 1d100Standard Action 1: Strike DAMAGE 1d8+15TO-HIT 1d100+90WOUNDING 40% Chance 1d100Standard Action 2: Strike DAMAGE 1d8+15TO-HIT 1d100+90WOUNDING 40% Chance 1d100Incoming Damage: 18-18 = 0 Outgoing Damage: 1 (Lightning Aura) + Stat Changes: Power Level: 18,133 Temp HP: N/A Defense: 100 Defense. Edge: 0 DR: 8 + 10 (Enhanced Guard) = 18 Accuracy: +10 (Counter Offensive) + 15 (Champion's Gi) + 65 (Natural Acruacy) Damage Modifier: 3 (Might) + 4 (Class and Fighting) + 4 (Counter Offensive) +3 (Katchin Sword) = +15 Ki: -7 Ki (Enhanced Guard) Skills and Statistics Fighting: 50 Energy Control: 25 Reflexes: 40 Resilience: 40
Fighting Accuracy: 1d100+65(Fighting+Class) Energy Control Accuracy: 1d100+40 (Energy Control+class) Defense: 100 (50+40+10) HP: 49/80 (50+40 Resilience -10 Class ) KI: 035/100 KI Restored with Power Up: 040/100 – 060 KI Able to still be restored
Fighting Damage Modifier: +2 Energy Control Damage Modifier: +2 Ki Reduction Per Attack: -1 Class Damage Modifier: +2 Total Damage Modifier: +4 DR: 8
Masteries: Potential Mastery 5- 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 5.(-30MP) (Enhanced Guard chosen)
Focus Mastery 5- 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. (-15MP)
Ability Mastery 1- Every level of Ability Mastery grants you a single General or Skill Trait of your choice. You do not have to spend any additional MP to gain these Traits, as they are simply chosen and added to your sheet at the time you purchase a level of Ability Mastery. You may not use Ability Mastery to learn Class Traits or Racial Traits. (-5 MP)
Technique Master 2- Each level of Technique Mastery unlocks a new Technique Slot. When you purchase a level of Technique Mastery, you are not required to fill that technique slot immediately, but we do recommend making a decision as quickly as you can given that each technique still has learning time attached to it. (-10 MP) 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: Counteroffensive, Mug Level 2: Playbook, A Thousand Cuts
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 Sense chosen)
Mug Activation: Passive Effect: Whenever you critically hit with a Melee Attack, you may select 1 item from the critically hit target’s inventory on your next turn. For the duration of that turn, you may treat that item as though it were equipped(by you), even if you would not have slots to equip it. Other standard Item Rules apply. Limit: -- Classes: Bandit, Prodigy, Strategist
A Thousand Cuts Activation: None (Passive) Effect: Your Burn, Poison, and Wound effects deal +1 damage per turn and last +1 turn when inflicted. Limit: -- Classes: Martial Artist, Ravager, Strategist
Blitz Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Quick Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions Limit: May only activate up to 2 weapon items per turn.
Class: Strategist Class Features:
Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type.
Stratagem - At the beginning of each thread, you may select up to 3 Utility or Defensive techniques that you know. You may use each of those techniques one additional time during that thread. (Clash, Instinctual Defense, Lightning Aura chosen.)
Counteroffensive - On a turn in which you have used a Defensive technique in response to an opponent’s attack(s), attacks you make gain +10 Accuracy and +4 damage on that turn.
Playbook - You may purchase any Skill Trait regardless of its Skill Requirements. Additionally, you gain a Bonus Trait slot that may be filled at no MP cost by any Skill Trait or General Trait; this Bonus Trait is not active at the start of each thread and must be activated as a Bonus Action. Activating your Bonus Trait disables one Class Trait for the remainder of the current thread, chosen by you at the time of activation. (Chosen Skill for Playbook is 'Might'. Mug disabled.).
Items possessed/equipped: Katchin Sword Hidden Weapon AI Assistant Champion's Gi
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 3 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.
KI BLADE – Rank 3 Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CLASH – Rank 3 You unleash a vicious counter attack to ensure neither you or your foe gets away unharmed. Type: Defensive Action: 2 Standard Actions - Reactive Effect: When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused. Cost: 20 + (Cost of your Attack) ki Limit: Once per thread. Ranks: Rank 2 reduces the ki cost to 15 + (Cost of your Attack), Rank 3 reduces the ki cost to 10 + (Cost of your Attack) Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD ATTACK – Rank 3 You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
SONIC SAW Created from a pair of small, miniature facsimiles of the Energy Sawblade of the Destructo Disc, this uses sheer ferocity and number of hits from the user to create a similar, if imperfect effect. The yellow energy blades create an eerie screech as they are used, as if they were true saws being powered by electricity and cutting steel. 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- This technique is now a Melee Energy attack and uses the Fighting Skill to determine its Accuracy, but increases its Ki cost by 2. This may be added alongside another Minor Effect, but may not be taken with Projectile. Wounding- This technique has a 40% chance to inflict Wound on hit. Cost: 20 Ki Learn: 2 Weeks.
Zaru 1d8+15·1d100+90·1d100·1d8+15·1d100+90·1d100·1d8+15·1d100+90·1d100·1d8+15·1d100+90·1d100
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Post by Zaru on Feb 12, 2020 12:18:48 GMT -8
He really wasn't good at this whole sympathy thing, huh? Zaru was starting to realise that if he couldn't even talk to himself right when it came to the hard stuff, he wasn't going to have much luck with others. He'd never been great with words, and this was just about the only time he'd ever get to prove otherwise. He could tell that this other man, this other him, if he was even real, if any of the images overwhelming his senses were real, thought his cause was more important, that it mattered more. You know what? Zaru didn't care to judge him for it, or argue about it. He thought he was right, so did the other guy. They were in each other's way. Sometimes it didn't need to be more complicated than that. They'd see what mattered more, then. Zaru felt himself being struck with blows that belied very little in the way of technical arts, and even as he pushed his aura around himself like armour, cushioning him against the worst of the blows, he figured he could use the same thing. If his troubles weren't comparable, if his frustrations weren't as great, then fine, but he'd let them out just the same. Zaru was pushed into the front of his doppleganger's line of sight, and instead of assuming his stance, he dropped it entirely. This wasn't about martial arts, even if they were in some makeshift arena. Zaru's moves became almost more like a boxer in some respects, as instead of a set up or a move more akin to his methodical style, he threw a jab and then a wild haymaker. He followed up by throwing punches towards his shadow's guts, trying to uppercut him, then throwing more hooks to try and pulverize him, to beat the spirit out of him with sheer force. There was seemingly little organisation or planning in his blows; they looked more like a wildman trying to crush an animal for food. Blood was splaying from Zaru's wounds as he threw his body around without rhyme or pattern, and he elected to simply grit his teeth and ignore the pain every punch caused, lightning shocking up his fists. WC: 369 | 4053 | Thread Total: 6570 ACTIVE EFFECTSChampion's Gi: +15 Accuracy Flawless Counter: +20 Accuracy
Bio-Suit: +3 HP Regen Wound(3/9): 4HP damage per turn DEFENSE PHASE.1 Damage taken from Lightning Aura Bonus Action: Aura Guard | -14 Ki | Turn criticals into regular hits, avoid damage from modifiers [Zaru] Attack #1: Strike | Hit for 4 Damage, Wounds [Zaru] Attack #2: Strike | Hit for 1 Damage [Zaru] Attack #3: Strike | Hit for 8 Damage, Wounds [Zaru] Attack #4: Strike | Hit for 7 Damage, Wounds 20 DMG - 8DR = 12 DMG OFFENSE PHASE. Action 1: Strike | -0 Ki | Attack Bonus: +100 | DMG Mod: +7 | Inflict Bonus: N/A RsIPbdq21d100+100 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT
At-Will: Blitz Strike | -0 Ki | Attack Bonus: +100 | DMG Mod: +7 | Inflict Bonus: N/A 1d100+100 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT
Action 2: Strike | -0 Ki | Attack Bonus: +100 | DMG Mod: +7 | Inflict Bonus: N/A 1d100+100 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT
At-Will: Blitz Strike | -0 Ki | Attack Bonus: +100 | DMG Mod: +7 | Inflict Bonus: N/A 1d100+100 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT
TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Flawless Counter Requirements: N/A Activation: None (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. Bend The Limits Requirements: N/A Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. ITEMS.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn. 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. 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: 10000 Zeni Cost: 40000 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: N/A CURRENTLY USING:
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Blitz Requirements: Fighting Skill of 50
Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: --
Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 3) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus 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.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 Ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
OCTOPUS STLYE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 55 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 55 NATURAL PL: 14,506 | BASE PL: 14,506 | CURRENT PL: 14,506 HP: 92/115 | KI: 56/100 | DEF: 75 | ENG ATK: 45 | PHY ATK: 65 | DR: 8 | DMG MOD: 4 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100 [/div] 1d100+100·1d12+7·1d100+100·1d12+7·1d100+100·1d12+7·1d100+100·1d12+7
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Post by Cayle Pota on Feb 13, 2020 8:54:32 GMT -8
At least the prime universe's Zaru had an excuse for not being very empathetic. Zaru from the Zed-verse had been raised in a loving family generally, and had suffered a lot but still should have shown some sympathy for the man who was close enough to be his brother, his own self from another dimension. Sympathy and sentiment were for those who weren't struggling to survive. For those who weren't fighting a war where every ally that fell might rise to join the enemy's ranks. As they continued to struggle on the ground, as they continued to take vicious punches and throw them, even as Zaru from the Zedverse used an advanced application of sonic sway to dodge three of the four punches that Zaru from the Prime Universe through, there was some sort of cathartic relief to the whole ordeal. As Zaru and Zaru threw punches, Zaru from the Zed universe felt some relief. If this guy could be fighting so hard for people he hardly knew, then why couldn't Zaru from the Zedverse do as much or more? Punch, punch, punch. Elbow, elbow, elbow. Knee, knee, knee. The ritual continued, and Zaru reared back to punctuate the ritual with a headbutt to his prime counterpart, aiming right for his nose. [212] [13,630 Total Words Effective] At-Will: Champio'ns Gi +15 to all basic attacks. Standard Action 1 – Reactive: Sonic Sway (Strategem) 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. (3 of the 4 strikes from Zaru thus miss.) -14 Ki Bonus Action 1: Power-up +25 Ki +25% PL. Standard Action 2: Strike DAMAGE: 7nD9WWZU1d8+11TO-HIT: 1d100+95At-Will Action 1: Strike – Blitz DAMAGE: 1d8+11TO-HIT: 1d100+95Incoming Damage: 19 – 8 = 11 Outgoing Damage: 1 (Lightning Aura) + Stat Changes: Power Level: 18,133 Temp HP: N/A Defense: +5. Defense is now 105 Defense. Edge: 0 DR: 8 = 8 Accuracy: +10 (Counter Offensive) + 5 (Enhanced Sense) Damage Modifier: 3 (Might) + 4 (Class and Fighting) + 4 (Counter Offensive)= 11 Ki: -14 Ki +25 Ki Skills and Statistics Fighting: 50 Energy Control: 25 Reflexes: 40 Resilience: 40
Fighting Accuracy: 1d100+65(Fighting+Class) Energy Control Accuracy: 1d100+40 (Energy Control+class) Defense: 100 (50+40+10) HP: 38/80 (50+40 Resilience -10 Class ) KI: 046/100 KI Restored with Power Up: 065/100 – 035 KI Able to still be restored
Fighting Damage Modifier: +2 Energy Control Damage Modifier: +2 Ki Reduction Per Attack: -1 Class Damage Modifier: +2 Total Damage Modifier: +4 DR: 8
Masteries: Potential Mastery 5- 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 5.(-30MP) (Enhanced Guard chosen)
Focus Mastery 5- 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. (-15MP)
Ability Mastery 1- Every level of Ability Mastery grants you a single General or Skill Trait of your choice. You do not have to spend any additional MP to gain these Traits, as they are simply chosen and added to your sheet at the time you purchase a level of Ability Mastery. You may not use Ability Mastery to learn Class Traits or Racial Traits. (-5 MP)
Technique Master 2- Each level of Technique Mastery unlocks a new Technique Slot. When you purchase a level of Technique Mastery, you are not required to fill that technique slot immediately, but we do recommend making a decision as quickly as you can given that each technique still has learning time attached to it. (-10 MP) 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: Counteroffensive, Mug Level 2: Playbook, A Thousand Cuts
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 Sense chosen)
Mug Activation: Passive Effect: Whenever you critically hit with a Melee Attack, you may select 1 item from the critically hit target’s inventory on your next turn. For the duration of that turn, you may treat that item as though it were equipped(by you), even if you would not have slots to equip it. Other standard Item Rules apply. Limit: -- Classes: Bandit, Prodigy, Strategist
A Thousand Cuts Activation: None (Passive) Effect: Your Burn, Poison, and Wound effects deal +1 damage per turn and last +1 turn when inflicted. Limit: -- Classes: Martial Artist, Ravager, Strategist
Blitz Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Quick Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions Limit: May only activate up to 2 weapon items per turn.
Class: Strategist Class Features:
Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type.
Stratagem - At the beginning of each thread, you may select up to 3 Utility or Defensive techniques that you know. You may use each of those techniques one additional time during that thread. (Clash, Instinctual Defense, Lightning Aura chosen.)
Counteroffensive - On a turn in which you have used a Defensive technique in response to an opponent’s attack(s), attacks you make gain +10 Accuracy and +4 damage on that turn.
Playbook - You may purchase any Skill Trait regardless of its Skill Requirements. Additionally, you gain a Bonus Trait slot that may be filled at no MP cost by any Skill Trait or General Trait; this Bonus Trait is not active at the start of each thread and must be activated as a Bonus Action. Activating your Bonus Trait disables one Class Trait for the remainder of the current thread, chosen by you at the time of activation. (Chosen Skill for Playbook is 'Might'. Mug disabled.).
Items possessed/equipped: Katchin Sword Hidden Weapon AI Assistant Champion's Gi
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 3 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.
KI BLADE – Rank 3 Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CLASH – Rank 3 You unleash a vicious counter attack to ensure neither you or your foe gets away unharmed. Type: Defensive Action: 2 Standard Actions - Reactive Effect: When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused. Cost: 20 + (Cost of your Attack) ki Limit: Once per thread. Ranks: Rank 2 reduces the ki cost to 15 + (Cost of your Attack), Rank 3 reduces the ki cost to 10 + (Cost of your Attack) Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD ATTACK – Rank 3 You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
SONIC SAW Created from a pair of small, miniature facsimiles of the Energy Sawblade of the Destructo Disc, this uses sheer ferocity and number of hits from the user to create a similar, if imperfect effect. The yellow energy blades create an eerie screech as they are used, as if they were true saws being powered by electricity and cutting steel. 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- This technique is now a Melee Energy attack and uses the Fighting Skill to determine its Accuracy, but increases its Ki cost by 2. This may be added alongside another Minor Effect, but may not be taken with Projectile. Wounding- This technique has a 40% chance to inflict Wound on hit. Cost: 20 Ki Learn: 2 Weeks.
Zaru 1d8+11·1d100+95·1d8+11·1d100+95
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Post by Zaru on Feb 14, 2020 11:02:39 GMT -8
In truth, Zaru knew maybe one or two people who had entered this temple. He had no idea who a majority were; a couple had pretty positive energy, but there were some inbetween and even those who felt like they had more than a little darkness in their heart. It didn't really matter, though. He didn't need to do this, and in truth, he didn't really want to, either. He was sick of getting himself into situations for others and getting himself hurt or beat up, but maybe that was just who he was. It was possible he had a selfish nature, but it wasn't enough to overcome what was important. Helping the people stuck in here was the right thing to do. It was the principle of it that guided him, and he'd stick with what he'd decided. If he gave up as soon as he got sick of something or once it got inconvenient, he wouldn't be much of a martial artist, would he? Hardly much of a man, either. He could get all self-righteous later, though. Right now, there was a dangerous son of a bitch trying to beat his head in. His momentary distraction, along with his ears already ringing from the blows he'd taken, was part of what let his guard drop enough that he took a vicious headbutt to the bridge of his nose. He spurted blood from his nose, gripping onto his shadow's jacket as he was leaned back by the attack. Not good. He'd be breathing through his mouth now, his movements becoming heavier and his body starting to slow. He had to end this fast. Keeping his grip, he focused his body and sprung himself forward, bringing his arms down to try and hook around his equivalent's legs and go for something closer to a double leg takedown in the old wrestling styles, rather than his normal martial arts. Zaru quickly tried to mount his opponent and was relentless in his assault; he tried to land haymakers and straight punches down into his shadow's face and head, even trying to grab a handful of his opponent's hair at one point to drag his head up so he could spike it into the tiles with a straight punch to the nose. Zaru's teeth were gritting, and there was a ferocity in his eyes that was pushing him to keep going, to help him and try and end this now. He couldn't hear the metal music playing anymore, only dull thuds. Whether his fists were hitting the flesh of a face, of guarded arms, or if he had missed with some of his attacks and hit the tiles, he had no idea. He was lost in the adrenaline and violence, with nothing to hold him back. WC: 463 | 4516 | Thread Total: 7033 ACTIVE EFFECTSChampion's Gi: +15 Accuracy Bio-Suit: +3 HP Regen Wound(4/9): 4HP damage per turn DEFENSE PHASE.1 Damage taken from Lightning Aura [Zaru] Attack #1: Strike | Hit for 19 [Zaru] Attack #2: Strike | Hit for 19 28 DMG - 8DR = 20 DMG OFFENSE PHASE. Bonus Action: Hidden Weapon | -0 Ki | Treat opponent's Reflex as 0 and DR as halved | 0 Uses left Action 1: Strike | -0 Ki | Attack Bonus: +80 | DMG Mod: +7 | Inflict Bonus: N/A 05voXFcA1d100+80 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT
At-Will: Blitz Strike | -0 Ki | Attack Bonus: +80 | DMG Mod: +7 | Inflict Bonus: N/A 1d100+80 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT
Action 2: Strike | -0 Ki | Attack Bonus: +80 | DMG Mod: +7 | Inflict Bonus: N/A 1d100+80 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT
At-Will: Blitz Strike | -0 Ki | Attack Bonus: +80 | DMG Mod: +7 | Inflict Bonus: N/A 1d100+80 - ATTACK 1d12+7 - DAMAGE N/A - INFLICT
TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Flawless Counter Requirements: N/A Activation: None (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. Bend The Limits Requirements: N/A Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. ITEMS.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn. 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. 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: 10000 Zeni Cost: 40000 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: N/A CURRENTLY USING:
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Blitz Requirements: Fighting Skill of 50
Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: --
Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 3) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus 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.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 Ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
OCTOPUS STLYE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 55 ENERGY CONTROL: 35 REFLEXES: 25 RESILIENCE: 55 NATURAL PL: 14,506 | BASE PL: 14,506 | CURRENT PL: 14,506 HP: 70/115 | KI: 56/100 | DEF: 75 | ENG ATK: 45 | PHY ATK: 65 | DR: 8 | DMG MOD: 4 | KI DISCOUNT: -1 | POWER UP KI REGEN: 0/100 [/div] 1d100+80·1d12+7·1d100+80·1d12+7·1d100+80·1d12+7·1d100+80·1d12+7
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