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Post by Zaru on Feb 6, 2020 19:36:02 GMT -8
Within the dark shadows of the temple, the shuffling of boots could be heard. A long and regal cloak dragged behind a man who wondered how much farther he would have to walk; despite having no entourage or guards, he was the most important man alive. More than that, without him, life itself would cease to exist as it once did. He supposed that if he was in for a long trip, he might have brought Cerola, but no. He would have no need of his consort within these walls. Floating up and then beginning to fly down the corridor, the man's robes parted slightly to reveal the silvery katchin-like armour beneath, the hood over his head flapping off to show his features. The Saviour of Creation, the First and Last Emperor, Cayle Pota, was dying once more. This body, one of so many that had served him since he'd learned how to move his ki and soul through technology, had deteriorated far rapidly than the rest. He was old and grey, despite the fact that physically, this body had only been active for around six months. He was running out of time. This planet - Earth, Aspic, whatever one desired to call it. It was a backwater, a nothing ball of mud and water, yet it perhaps held the secret to saving all life. The dragon balls could grant any wish to the one who found them, and he needed his power back. He was in a pathetic state. At a mere nothing fraction of his true power, in no state to face even the weakest of the Majin hordes. Konja had paid dearly for this information, and he would not allow such loyalty to be frittered away. Once he found them, he would have his youth, his power - eternally. The relentless horde, consuming all life in their path, would be stopped and travel no further. They would not bleed into the rest of his empire. He could not let them. Who did they think they were dealing with? He was the Sovereign of the Galaxy, and he would not let himself be overcome by dimwitted gluttons. Never. The Emperor moved into an inner chamber of the temple. He was sure they were here, they had to be. In a mere moment, the space around him and time itself seemed to...shift. He felt himself lurched forward in the air as he floated there, glancing around in a moment's confusion. Something felt off. As he blinked his eyes, Cayle found himself standing on one end of what looked like some kind of arena, with four pillars, one on each corner. Standing there, he was soon to be joined by someone he knew very well. He had no time for this. He had seen the hordes chew through a planet's population in seconds, witnessed stars themselves blasted with beams that turned them into food before they were devoured, and this blasted place wanted a show? If it got him his dragon balls...then perhaps he would take that deal. WC: 506 | Thread Total | 1746
Pn0c_P401d100 - 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. PowerRequirements: Energy Control Skill of 30 Activation: None (Passive) Effect: Your Energy attacks deal +3 bonus damage. EfficiencyRequirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki. SurgeRequirements: Energy Control Skill of 50 Activation: None (Passive) Effect: Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit. HasteRequirements: 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. Reckless Power Requirements: N/A Activation: At-Will Effect: When you activate Reckless Power, you may spend 5 HP to use Power Up as an At-Will action on your turn. Limit: 2 Uses per thread Precision Performance Requirements: N/A Activation: At-Will Effect: You may activate Precision Performance whenever you perform a Special Technique. Special Techniques performed on the same turn no longer roll damage dice, but instead deal base damage equal to half of that technique’s combined dice value. (A technique that did 3d10 damage would have a combined value of 30 and would deal 15 base damage with this trait).
Enhanced Basic: Focus Energy
Destroyer - The first time you use a non-Finisher-type Special Technique in a thread, it costs 0 ki and gains an additional +10 attack modifier. After the first time a Special Technique is used in the current thread, it gains +4 damage for the remainder of the thread. Adaptable - Once per turn, as an At-Will action, you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that Technique used on the same turn. Reverberation - Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique. Destruction Unbound - Twice per thread, as an At-Will Action, you may select a single Special Technique used on the same turn. Reactive Defensive Techniques used by the target of your chosen Special Technique are only half as effective(Rapid Movement would grant only +12 Defense, Energy Shield would only grant 15 DR, etc.) Destruction Unbound has no effect on Techniques that would cause you to fail to hit through means that are not Defense increases. Resonance - Your Reverberation class feature now instead grants +20 Accuracy per miss. Race: Saiyan Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains. If you lose In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. ITEMS.Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time. Obi A belt worn by martial artists, often designating their rank within a particular school. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Decrease the cost of all your Techniques by 2 ki Limit: N/A Demon Ring An onyx ring etched with demonic runes- this was commonly worn by nobility in the Demon Kingdoms to show status and subjugate their lessers. Type: Supplementary - Magic Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR. Limit: -- DEFENSE/UTILITY TECHS.AURA GUARD RANK 3 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.
CLASH RANK 3 Type: Defensive Action:2 Standard Actions 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 + the cost of your attack Ki Limit: Once per battle. 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 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
TELEPORT RANK 3 Type: Defensive Action: Standard Action Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 Limit: Once per battle. 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 2 weeks to learn. Additional ranks do not take time but cost 2 MP. REVENGER CHARGE RANK 3 Type: Utility Action: At-Will Effect: You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect. Cost: None Limit: Can spend total of 6 stacks of Ambient Ki per thread Ranks: Rank 2 lets you spend 9 stacks of Ambient Ki per thread. Rank 3 lets you gain stacks of Ambient Ki when your Basic and Special Energy Techniques hit.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.ROYAL COLCANNON | KANREIHOU The user concentrates their energy near their hands down to an incredibly fine point, creating tiny energy constructs that fire like a railgun. Type: Energy, Ranged, Single Base Damage: 3d10 Major Effect: Piercing Minor Effect: Wounding Cost: 15 Ki
CHIVON BLAST The user brings their hands to the side of their body, one overlapping the other before charging up and firing an immensely powerful and bright purple-coloured beam. Type: Energy, Ranged, Finisher Base Damage: 5d8+10 Major Effect: Charging Minor Effect: Blinding Cost: 35 Ki
FEROCIOUS BARRAGE Becoming impatient and enraged by the fact his opponent isn't already defeated, the Emperor simply begins throwing a hail of powerful ki blasts upon them, hoping it keeps them down. Type: Energy, Ranged, Barrage Base Damage: 4d6+4 Major Effect: Bashing Minor Effect: Searing Cost: 15 Ki
DEATH KNELL (SPIRIT BOMB RANK 3) Manipulating his ki in a way similar to the Great Oozaru, the Emperor begins to charge all the ki in his body, causing it to swell greatly before he releases it in a massive explosive wave of energy that hones in and attacks his target upon leaving him. This technique tends to greatly shorten its user's lifespan - or at least, his current one. Type: Energy, Ranged, Finisher Base Damage: 5d8+10 Major Effect: Charging Minor Effect: -- Special Effect: When using Spirit Bomb, you may sacrifice up to 2 Standard Actions to increase its damage done by +2d8 for each action sacrificed; similarly, you may sacrifice up to 1 Bonus Actions to increase its damage by +2 for each Bonus Action sacrificed. Cost: 35 Ki
Skills and StatisticsFIGHTING: 40 ENERGY CONTROL: 50 REFLEXES: 50 RESILIENCE: 35 NATURAL PL: 8,874 | BASE PL: 8,874 | CURRENT PL: 8,874 HP: 90/90 | KI: 135/135 | DEF: 110 | ENG ATK: 65 | PHY ATK: 55 | DR: 1 | DMG MOD: 8 | KI DISCOUNT: -2 | POWER UP KI REGEN: 0/100 1d100
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Post by Cayle Pota on Feb 7, 2020 2:07:03 GMT -8
Visions of times unknown and lives unlived flickered through Cayle's mind, as he stepped through nothingness. At first it was a kaleidoscope of images from lives which were similar but different through either subtle or fundamental ways, and then it changed from an assortment of different lives to one. Through each step of this long hall, Cayle saw visions of one life, one version of himself. A man struggling to free his people on a far off planet. A man struggling to unite them under his banner, a man who conquered much of the known universe, and dozens of scenes in between it. By the time the light at the end of the tunnel became more than a pinprick, Cayle saw images of ravenous majins devouring whole star systems. He stepped through the portal and found himself face to face with a man so alien and so familiar that there could be only one example of who he was. Cayle Pota had never met his father during Pota Potaset's old age – if Pota Potaset had even been lucky enough to live into old age. Cayle's grandfather had died in a duel with another clan over land usage rights, though he had killed the other clan's champion in the duel, he died from blood loss after. It took moments to realize it, standing there, narrowing his eyes, but this was him. He knew it through the prickling of hairs on the back of his neck, through a smell from the man which was oh so similar to his own natural smell, from the way the man's energy signature hung in the air. He almost began to speak, almost began to bring up his friend Achido Nakamura and his love, Tiger Lily Koba, but did not say a thing. It was clear that the man did not want to speak words, this elder statemen reflection of Cayle. He was a man of action, Cayle's need to decisively lead and protect turned up to 11. The Saiyan had spent plenty enough time in self reflection to be able to read the body language cues of the other version of himself. He also felt shattered memories and images entering his brain even now. This man thought to find the Dragon Balls here. It could be assumed that Cayle's want to find Achido, Tiger Lily, and all the students of Daiko was also visibly shown to the other man, but who could know. Cayle cracked his knuckles, rolled his shoulders, and zipped up his track suit jacket. He dropped himself into a defensive stance, hands held loosely at his side and one foot on its heel the other foot on the balls of his feet. [451] [7153] [7073] Initiative ffwJORcl1d100 Skills and Statistics Fighting: 45 Energy Control: 30 Reflexes: 40 Resilience: 40
Fighting Accuracy: 1d100+55(Fighting+Class) Energy Control Accuracy: 1d100+40 (Energy Control+class) Defense: 75 HP: 130/130 Temp HP: 20/20 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 DR: 12
Masteries: Potential Mastery- Each Level of Potential Mastery Increases all of your skills by +5. Afer purchasing all 5 levels of potential mastery, your skills should be increased by +25. When respeccing your character, MP spent on Potential Mastery is never refunded. Rank 5.(-30MP)
Focus Mastery- Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25. Rank 4. (10 MP) Rank 1, and 2 to fighting. Rank 3 and 4 to Reflexes.
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: Last Stand, Flurry of Blows Level 2: Intrepid Advance, Trample
Technique Mastery- 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. (Rank 2/5: -10 MP)
Traits: Zenkai (Racial Trait) Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Flurry of Blows Activation: Passive Effect: You may use your Bonus Action to perform a Strike basic technique; this strike's base damage is dealt as xd4 damage, wherein X is equal to the number of other melee attacks you perform on this turn. Limit: -- Classes: Martial Artist, Protector, Techie
Trample Activation: At-Will Effect: If an attack you make on this turn would deal more damage than its target has in Temp HP, your attack bypasses their Temp HP and treats their DR as though it were reduced by half, rounded up to the nearest whole number. This has no effect on targets that have no Temp HP. Limit: 2 times per thread. Classes: Powerhouse, Protector, Ravager
Class: Protector Class Features: Tank- You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Bristling Defenses- Whenever a combatant deals damage to you with an attack, they receive damage equal to your class damage modifier (2 per attack); this bypasses Temporary HP and DR.
Last Stand- If an attack would reduce you to 0HP (or lower), you are instead reduced to 1HP and 20Ki (even if you had less than 20Ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread.
Intrepid Advance- Whenever you receive damage from an opponent’s attacks, increase your Accuracy modifier (with all attacks) by +15 on the turn you received damage; this may be triggered only once per turn.
CLASH 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.
LIGHTNING AURA 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.
KIAI (Rank 3) You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HEAL You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Requirements: Requires an Energy Control skill of 30 or the Mystic class. Effect: You restore 15 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally. Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Defensive Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
AFTER IMAGE You disappear, leaving behind an illusion of yourself where you were before. It fades after a second, but works to misdirect your opponent. Type: Utility Action: Bonus Action Requirements: Reflexes skill of 40. Effect: Any reactive techniques, traits, or items a single opponent uses that are At-Will or use a Bonus Action instead require a Standard Action. Duration: 1 turn. Cost: 15 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 tech costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
EQUIPPED ITEMS: Equipped Items -Cape of Vegeta the IVth (Artifact Slot)
-Flex Metal Staff (Weapon Slot Slot) -Expert Training Gear (Outfit Slot) -Modern Scouter (Supplementary - Technology Slot)
-AI Assistant (Supplementary - Technology Slot 2)
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Post by Cayle Pota on Feb 7, 2020 2:45:15 GMT -8
Cayle did not know how to feel about this man, this dark reflection of himself who had stepped through the eons of time using what might as well as been considered the blackest magic equivalent of science. He had seen this other self shifting into clones time and time again, extending his life in a way both similar and wholly different to the way that Cayle and his fellow Saiyan former test subjects had lived for centuries in the clutches of the Tuffle Science Executive. Could a man like that be trusted to not do something shady, or unhonorable in a fight? Cayle couldn't and wouldn't trust that he had the same level of intellect as the man, because that was foolish. They were the same person, and more than that this man had decades, centuries, perhaps even eons on Cayle Pota, son of Pota Potaset, the Vice-President of Taco King Inc. So perhaps defensive strategy was not the best idea. He needed to be prepared to strike whenever he could and however he could. He needed to be prepared to strike harshly and quickly. Without a word, the Saiyan began to push his spiritual energy through his body and began to utilize the two techniques which he had come to master over the past few months. The first pushing his muscles and body to grow with spiritual energy, not growing to a full Oozaru form but growing in height a good six inches and making his lean muscles more toned. Secondly, he began to control his breathing, causing a clear aura to flood around him and causing his spiritual energy pressure to rise. [274] [7,427] [7,347 Effective Word Count.] Skills and Statistics Fighting: 45 Energy Control: 30 Reflexes: 40 Resilience: 40
Fighting Accuracy: 1d100+55(Fighting+Class) Energy Control Accuracy: 1d100+40 (Energy Control+class) Defense: 75 HP: 130/130 Temp HP: 20/20 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 DR: 12
Masteries: Potential Mastery- Each Level of Potential Mastery Increases all of your skills by +5. Afer purchasing all 5 levels of potential mastery, your skills should be increased by +25. When respeccing your character, MP spent on Potential Mastery is never refunded. Rank 5.(-30MP)
Focus Mastery- Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25. Rank 4. (10 MP) Rank 1, and 2 to fighting. Rank 3 and 4 to Reflexes.
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: Last Stand, Flurry of Blows Level 2: Intrepid Advance, Trample
Technique Mastery- 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. (Rank 2/5: -10 MP)
Traits: Zenkai (Racial Trait) Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Flurry of Blows Activation: Passive Effect: You may use your Bonus Action to perform a Strike basic technique; this strike's base damage is dealt as xd4 damage, wherein X is equal to the number of other melee attacks you perform on this turn. Limit: -- Classes: Martial Artist, Protector, Techie
Trample Activation: At-Will Effect: If an attack you make on this turn would deal more damage than its target has in Temp HP, your attack bypasses their Temp HP and treats their DR as though it were reduced by half, rounded up to the nearest whole number. This has no effect on targets that have no Temp HP. Limit: 2 times per thread. Classes: Powerhouse, Protector, Ravager
Class: Protector Class Features: Tank- You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Bristling Defenses- Whenever a combatant deals damage to you with an attack, they receive damage equal to your class damage modifier (2 per attack); this bypasses Temporary HP and DR.
Last Stand- If an attack would reduce you to 0HP (or lower), you are instead reduced to 1HP and 20Ki (even if you had less than 20Ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread.
Intrepid Advance- Whenever you receive damage from an opponent’s attacks, increase your Accuracy modifier (with all attacks) by +15 on the turn you received damage; this may be triggered only once per turn.
CLASH 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.
LIGHTNING AURA 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.
KIAI (Rank 3) You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HEAL You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Requirements: Requires an Energy Control skill of 30 or the Mystic class. Effect: You restore 15 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally. Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Defensive Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
AFTER IMAGE You disappear, leaving behind an illusion of yourself where you were before. It fades after a second, but works to misdirect your opponent. Type: Utility Action: Bonus Action Requirements: Reflexes skill of 40. Effect: Any reactive techniques, traits, or items a single opponent uses that are At-Will or use a Bonus Action instead require a Standard Action. Duration: 1 turn. Cost: 15 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 tech costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
EQUIPPED ITEMS: Equipped Items -Cape of Vegeta the IVth (Artifact Slot)
-Flex Metal Staff (Weapon Slot Slot) -Expert Training Gear (Outfit Slot) -Modern Scouter (Supplementary - Technology Slot)
-AI Assistant (Supplementary - Technology Slot 2)
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Post by Zaru on Feb 7, 2020 3:10:10 GMT -8
No words, then. Very well. This was not the strangest possible illusion this place could have mustered, and yet it bothered him the most. It was himself as a young man, but he was dressed...oddly. Perhaps like one of the natives of this place. What did it mean? Even as he considered it, he felt his mind being invaded by images of another life, a different time. Of course, he lived here. That was why he was dressed like this. Still, this was meant to be him? Only this powerful at an age like that? Perhaps he simply did not have the potential required of his station in whatever world this poor imitation came from, or he had simply squandered it. A pity. Another version of him, one with youth still, would have been invaluable. Perhaps even a worthy successor, or at least an ally to hold off the Devourer, when he arrived in the wake of his children. No matter. The dragon balls were his. The Emperor's aura suddenly exploded outwards, almost causing the very air around them to pulse. He simply stood at attention without taking any stance whatsoever, a sneering expression crossing his face. His aura was a deep purple, with small bursts of lightning-like electricity of the same colour arcing off from him, carving across the surface of the arena's tiles. His cloak billowed from the sheer power radiating off of him, the ornate armour underneath becoming more visible. Cayle Pota, Saviour of Creation, closed his eyes for a moment and seemed to relish the feeling of his energy coalescing and concentrating into his chest, where it balled up and prepared to push outwards. He let out a deep breath and his eyes opened once more, staring at the obstacle in front of him. Usually he would simply crush a gnat like this and move on, but at this mere fraction of his power, he may have some trouble. He would have to fight intelligently, and he would take some enjoyment out of that while he could. He had grown to used to disintegrating mindless cretins, a chance to fight someone of a similar level (at least right now) with pure Saiyan instincts was...exhilirating. WC: 368 | 874 |Event Total: 2108 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. PowerRequirements: Energy Control Skill of 30 Activation: None (Passive) Effect: Your Energy attacks deal +3 bonus damage. EfficiencyRequirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki. SurgeRequirements: Energy Control Skill of 50 Activation: None (Passive) Effect: Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit. HasteRequirements: 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. Reckless Power Requirements: N/A Activation: At-Will Effect: When you activate Reckless Power, you may spend 5 HP to use Power Up as an At-Will action on your turn. Limit: 2 Uses per thread Precision Performance Requirements: N/A Activation: At-Will Effect: You may activate Precision Performance whenever you perform a Special Technique. Special Techniques performed on the same turn no longer roll damage dice, but instead deal base damage equal to half of that technique’s combined dice value. (A technique that did 3d10 damage would have a combined value of 30 and would deal 15 base damage with this trait).
Enhanced Basic: Focus Energy
Destroyer - The first time you use a non-Finisher-type Special Technique in a thread, it costs 0 ki and gains an additional +10 attack modifier. After the first time a Special Technique is used in the current thread, it gains +4 damage for the remainder of the thread. Adaptable - Once per turn, as an At-Will action, you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that Technique used on the same turn. Reverberation - Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique. Destruction Unbound - Twice per thread, as an At-Will Action, you may select a single Special Technique used on the same turn. Reactive Defensive Techniques used by the target of your chosen Special Technique are only half as effective(Rapid Movement would grant only +12 Defense, Energy Shield would only grant 15 DR, etc.) Destruction Unbound has no effect on Techniques that would cause you to fail to hit through means that are not Defense increases. Resonance - Your Reverberation class feature now instead grants +20 Accuracy per miss. Race: Saiyan Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains. If you lose In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. ITEMS.Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time. Obi A belt worn by martial artists, often designating their rank within a particular school. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Decrease the cost of all your Techniques by 2 ki Limit: N/A Demon Ring An onyx ring etched with demonic runes- this was commonly worn by nobility in the Demon Kingdoms to show status and subjugate their lessers. Type: Supplementary - Magic Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR. Limit: -- DEFENSE/UTILITY TECHS.AURA GUARD RANK 3 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.
CLASH RANK 3 Type: Defensive Action:2 Standard Actions 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 + the cost of your attack Ki Limit: Once per battle. 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 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
TELEPORT RANK 3 Type: Defensive Action: Standard Action Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 Limit: Once per battle. 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 2 weeks to learn. Additional ranks do not take time but cost 2 MP. REVENGER CHARGE RANK 3 Type: Utility Action: At-Will Effect: You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect. Cost: None Limit: Can spend total of 6 stacks of Ambient Ki per thread Ranks: Rank 2 lets you spend 9 stacks of Ambient Ki per thread. Rank 3 lets you gain stacks of Ambient Ki when your Basic and Special Energy Techniques hit.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.ROYAL COLCANNON | KANREIHOU The user concentrates their energy near their hands down to an incredibly fine point, creating tiny energy constructs that fire like a railgun. Type: Energy, Ranged, Single Base Damage: 3d10 Major Effect: Piercing Minor Effect: Wounding Cost: 15 Ki
CHIVON BLAST The user brings their hands to the side of their body, one overlapping the other before charging up and firing an immensely powerful and bright purple-coloured beam. Type: Energy, Ranged, Finisher Base Damage: 5d8+10 Major Effect: Charging Minor Effect: Blinding Cost: 35 Ki
FEROCIOUS BARRAGE Becoming impatient and enraged by the fact his opponent isn't already defeated, the Emperor simply begins throwing a hail of powerful ki blasts upon them, hoping it keeps them down. Type: Energy, Ranged, Barrage Base Damage: 4d6+4 Major Effect: Bashing Minor Effect: Searing Cost: 15 Ki
DEATH KNELL (SPIRIT BOMB RANK 3) Manipulating his ki in a way similar to the Great Oozaru, the Emperor begins to charge all the ki in his body, causing it to swell greatly before he releases it in a massive explosive wave of energy that hones in and attacks his target upon leaving him. This technique tends to greatly shorten its user's lifespan - or at least, his current one. Type: Energy, Ranged, Finisher Base Damage: 5d8+10 Major Effect: Charging Minor Effect: -- Special Effect: When using Spirit Bomb, you may sacrifice up to 2 Standard Actions to increase its damage done by +2d8 for each action sacrificed; similarly, you may sacrifice up to 1 Bonus Actions to increase its damage by +2 for each Bonus Action sacrificed. Cost: 35 Ki
Skills and StatisticsFIGHTING: 40 ENERGY CONTROL: 50 REFLEXES: 50 RESILIENCE: 35 NATURAL PL: 18,903 | BASE PL: 20,793 | CURRENT PL: 25,518 HP: 90/90 | KI: 135/135 | DEF: 110 | ENG ATK: 65 | PHY ATK: 55 | DR: 1 | DMG MOD: 8 | KI DISCOUNT: -2 | POWER UP KI REGEN: 0/100
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Post by Cayle Pota on Feb 7, 2020 4:28:03 GMT -8
The Saiyan former farm boy held no pretension about who or what this was. It could be a spell, it could be a clone, it could be some sort of doppelganger monster, but the way this man moved, the way this man acted – it was all saying he was just another Cayle, from another timeline where things happened different and he changed from those circumstances. Despite all the evil, all the malicious action that he had seen from the main and expected was likely to appear from the man, he was quite sure that it he was facing another version of himself. A could be. A should not be. A maybe. As the other him powered up, Cayle's own natural instincts kicked into gear. He adjusted his own cape, wrapped around him as a bandanna as it had been, and it bellowed out behind him like a cloak of his own as his power level was buoyed by his fighting spirit and his determination. This man wanted to save his world? That didn't mean they had to fight. Yet the man had begun it, begun the stand off of powering up and threatening. Saiyan instincts most primal railed as the man did this. The primal instincts which had lead many to believe Saiyans brainless barbarians because it was so prevalent in them. Without words spoken, images of their thoughts, their presumptions, floated between the two of them. As this dark Emperor Cayle, this so-called savior, this glorified sole survivor of the Clan Pota, built up his power level and thought of Cayle as a no one, as a person who had a fraction of his power, a thousand, million seconds of images floated right back at the Emperor. Every moment Cayle had fought on, struggled on. The shame of his power level being even less than that of his father's at birth. The numerous tests which the Tuffles performed on him. The heated battles he had fought to survive, torture he had fought to remain the same against. Power Level was a measure of a man's worth was ridiculous, it was what had led to the backwards set up of Saiyan feudalism on Planet Vegeta and beyond. “I might not seem like I'm very strong, old man, but then again- I've got a lifetime to grow. What have you got, a few weeks? Two or three months? You want to be the savior of the universe? I'll be the savior of everyone. Yes, everyone. Even you. But first? Given the old family tradition: You start something, I'll finish it. I'm about to Kaio-kick you in the nuts.”As he said it, the secret technique he had learned from that old Sadalan washed through his body as he pushed spiritual energy through it. Suddenly he was awash with red-orange spiritual energy, creating a cackling aura of energy around him. As he prepared the first true special martial arts technique he had mastered, he charged forward, and spiritual energy lanced his arms, creating stark green lightning as he moved to perform a pair of Green Steel Strike. At-Will Action 1: Kaioken Kaioken (RANK 3)You forcefully draw out the potential locked behind your natural limits, allowing you to dramatically increase your power in short bursts in exchange for severe damage to your body.Type: Legendary Utility Action: At-Will Effect: You regain 50 ki at the time of use and increase your Base Power Level by 50%. Additionally, increase your damage dealt with all attacks by 2 and your Defense by 3 for this technique’s duration. If you possess Enhanced Power Up, you may choose to instead regain 75 Ki. Duration: 2 Turns Cost: 10 HP Limit: Power Up may not be used while Kaioken is active, and Kaioken may not be activated again until it expires. Kaioken shares a maximum Ki Restoration limit with Power Up. Ranks: Rank 2 allows you to use Kaioken x3, doubling Kaioken’s Cost and Effect. Rank 3 allows you to use Kaioken x4, tripling Kaioken’s Cost and Effect. Learn: Requires a 5,000 word quest and 4 weeks to learn. Bonus Action 1: Flurry of Blows DAMAGE r1jUQvep2d4+17 + 1d4TO-HIT 1d100+65 Standard Action 1:Green Steel Strike | MidorikoudagekiA simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies.Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1. DAMAGE 3d10+17 + 1d4TO-HIT 1d100+65 CRIPPLING (1-40) 1d100Standard Action 2: Green Steel Strike | MidorikoudagekiA simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies.Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1. DAMAGE 2d4+17 + 1d4TO-HIT 1d100+65 CRIPPLING (1-40) 1d100[517] [7,944] [7,864 Effective Word Count.] Incoming Damage: 0 Outgoing Damage: Stat Changes: Power Level: 20,537 (18,903 PL x 1.25 (Cape of Vegeta the Ivth) = 23,629 PL 23,629 PL x 1.25 (Power Up) = 29,537 PL.) x 2.5 = 73,843 PL. (Edge 3 vs Emperor Cayle) Temp HP: 20+25 (Giant Form) = 45 Temp HP Defense: 75-15+6 (Kaioken) = 66 Defense All of Cayle's Melee Attacks now Deal +1d4.Edge: 3. DR: 4 (Edge) + 12 (Class and Resilience) = 16 DR Accuracy: +10 (Edge) = 55+10=+65 for Fighting. 40+10=50 for Energy control. Damage Modifier: 4 (Edge) + 2 (Class Damage Mod) + 2(Fighting 40)+3(Might) +6 (Kaioken) =+17 Damage +1d4 as modifier. Ki: 14 (Green Steel Strike) + 14 (Green Steel Strike) = 28. 28 Ki returned thanks to Kaioken's effect. [274] [7,427] [7,347 Effective Word Count.] Skills and Statistics Fighting: 45 Energy Control: 30 Reflexes: 40 Resilience: 40
Fighting Accuracy: 1d100+55(Fighting+Class) Energy Control Accuracy: 1d100+40 (Energy Control+class) Defense: 66 HP: 100/130 Temp HP: 45/45 KI: 100/100 KI Restored with Power Up: 042/100 – 58 KI Able to still be restored
Fighting Damage Modifier: +2 Energy Control Damage Modifier: +2 Ki Reduction Per Attack: -1 Class Damage Modifier: +2 DR: 12
Masteries: Potential Mastery- Each Level of Potential Mastery Increases all of your skills by +5. Afer purchasing all 5 levels of potential mastery, your skills should be increased by +25. When respeccing your character, MP spent on Potential Mastery is never refunded. Rank 5.(-30MP)
Focus Mastery- Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25. Rank 4. (10 MP) Rank 1, and 2 to fighting. Rank 3 and 4 to Reflexes.
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: Last Stand, Flurry of Blows Level 2: Intrepid Advance, Trample
Technique Mastery- 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. (Rank 2/5: -10 MP)
Traits: Zenkai (Racial Trait) Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Flurry of Blows Activation: Passive Effect: You may use your Bonus Action to perform a Strike basic technique; this strike's base damage is dealt as xd4 damage, wherein X is equal to the number of other melee attacks you perform on this turn. Limit: -- Classes: Martial Artist, Protector, Techie
Trample Activation: At-Will Effect: If an attack you make on this turn would deal more damage than its target has in Temp HP, your attack bypasses their Temp HP and treats their DR as though it were reduced by half, rounded up to the nearest whole number. This has no effect on targets that have no Temp HP. Limit: 2 times per thread. Classes: Powerhouse, Protector, Ravager
Class: Protector Class Features: Tank- You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Bristling Defenses- Whenever a combatant deals damage to you with an attack, they receive damage equal to your class damage modifier (2 per attack); this bypasses Temporary HP and DR.
Last Stand- If an attack would reduce you to 0HP (or lower), you are instead reduced to 1HP and 20Ki (even if you had less than 20Ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread.
Intrepid Advance- Whenever you receive damage from an opponent’s attacks, increase your Accuracy modifier (with all attacks) by +15 on the turn you received damage; this may be triggered only once per turn.
CLASH 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.
LIGHTNING AURA 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.
KIAI (Rank 3) You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HEAL You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Requirements: Requires an Energy Control skill of 30 or the Mystic class. Effect: You restore 15 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally. Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Defensive Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
AFTER IMAGE You disappear, leaving behind an illusion of yourself where you were before. It fades after a second, but works to misdirect your opponent. Type: Utility Action: Bonus Action Requirements: Reflexes skill of 40. Effect: Any reactive techniques, traits, or items a single opponent uses that are At-Will or use a Bonus Action instead require a Standard Action. Duration: 1 turn. Cost: 15 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 tech costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
COLCANNON | KANREIHOU A technique that resembles its creator in more ways than one, the user builds up spiritual energy in their hands, before picking up a boulder or large rock and crushing it to dust- then letting the energy go and forming what amounts to a rudimentary rail gun out of the process. This dastardly attack sends hundreds if not thousands of small jagged rocks forth on the push of the energy pushing it as it is thrown.. Type: Physical, Ranged, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Projectile, Wounding Cost: 37 Ki Learn: 2 weeks for Rank 1.
Green Steel Strike | Midorikoudageki A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies. Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1.
Kaioken (RANK 3) You forcefully draw out the potential locked behind your natural limits, allowing you to dramatically increase your power in short bursts in exchange for severe damage to your body. Type: Legendary Utility Action: At-Will Effect: You regain 50 ki at the time of use and increase your Base Power Level by 50%. Additionally, increase your damage dealt with all attacks by 2 and your Defense by 3 for this technique’s duration. If you possess Enhanced Power Up, you may choose to instead regain 75 Ki. Duration: 2 Turns Cost: 10 HP Limit: Power Up may not be used while Kaioken is active, and Kaioken may not be activated again until it expires. Kaioken shares a maximum Ki Restoration limit with Power Up. Ranks: Rank 2 allows you to use Kaioken x3, doubling Kaioken’s Cost and Effect. Rank 3 allows you to use Kaioken x4, tripling Kaioken’s Cost and Effect. Learn: Requires a 5,000 word quest and 4 weeks to learn.
EQUIPPED ITEMS: Equipped Items -Cape of Vegeta the IVth (Artifact Slot)
-Flex Metal Staff (Weapon Slot Slot) -Expert Training Gear (Outfit Slot) -Modern Scouter (Supplementary - Technology Slot)
-AI Assistant (Supplementary - Technology Slot 2)
2d4+17·1d4·1d100+65·3d10+17·1d4·1d100+65·1d100·2d4+17·1d4·1d100+65·1d100
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Post by Zaru on Feb 7, 2020 5:24:51 GMT -8
Excuses, excuses. All that the Emperor could hear echoing from the farmboy's mind were justifications, ways of talking around his Saiyan instincts. Was he ashamed of his desires? Of his needs to fight, to conquer and kill, like all of his people? They were necessary to a greater galaxy. Without the Saiyan race and their power, their bloodlust, life itself would have been lost long ago, reduced to nothing more than a complicated feeding trough. The Emperor watched with curiosity as he saw this younger version of himself seem to access some deep power within; something that he had not yet tapped into. Now, that was interesting. The power boost it seemed to give him was more than sufficient to have made him a worthy warrior at the Emperor's side even in his prime, and yet - no, it was hardly safe. It was killing him to use it, wasn't it? The way his body contorted and grew before he attacked; there was something almost akin to the Oozaru in it. A scoff came from the elderly man as a smirk crossed his face, and he prepared himself the moment his younger counterpart began rocketing towards them. He yelled out, his voice very distinctly the same as the other Cayle Pota, yet with the gravel to it that age brought. "Perhaps there's something of me in you after all, boy!" The experience of the Emperor, and his superior control of his energy, meant that his speed was not in question, even with the burst of power that his opponent had given himself. Cayle read his opponent's movements to dodge the precise attacks that came rushing his way - they did look like old Saiyan combat arts, the same kind of styles he liked to use. Not that it mattered; he should show this imposter what a real technique looked like. Leaping back and making distance as he flew through the air, the Emperor's fist closed and his ki concentrated within it to form an energy construct. Opening his hand and concentrating the energy through a pointing finger, the construct shot outwards like a rail gun, intended to perforate the flesh of the upstart through his shoulder and wherever else it cared to pass through; the construct was intended to stay solid and disrupt his opponent's ki flow, throwing off his rhythm if nothing else. WC: 393 | 1267 |Event Total: 2501 ACTIVE EFFECTSPower Up(2/2): +25% PL Focus Energy(1/2): +25% PL DEFENSE PHASE.[Cayle] Attack #1: Strike | Dodged due to RM, Sense [Cayle] Attack #2: Green Steel Strike | Misses [Cayle] Attack #3 Green Steel Strike | Misses
3 Stacks of Ambient Ki generated
0 DMG - 0DR = 0 DMG OFFENSE PHASE. Bonus Action: Rapid Movement | -8 Ki | +25 Defense Bonus Action: Sense | -0 Ki | +5 Accuracy and Defense Bonus Action (From one charge of Haste): Focus Energy | -5 Ki | +25% PL, +35 Ki, +15% Chance for status effects Action 1: Royal Colcannon | -0 Ki | Piercing, Wounding Attack Bonus: +80 | Damage Bonus: +11 | Status Chance: 55% _gnpjzW11d100+80 - TO HIT 15 base damage due to Precision Performance + 11 = 26 Damage 1d100 - 55% TO BLIND (Changed from Wound with Adaptable)
Action 2: Sacrificed for Bonus action TRAITS. PowerRequirements: Energy Control Skill of 30 Activation: None (Passive) Effect: Your Energy attacks deal +3 bonus damage. EfficiencyRequirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki. SurgeRequirements: Energy Control Skill of 50 Activation: None (Passive) Effect: Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit. HasteRequirements: 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. Reckless Power Requirements: N/A Activation: At-Will Effect: When you activate Reckless Power, you may spend 5 HP to use Power Up as an At-Will action on your turn. Limit: 2 Uses per thread Precision Performance Requirements: N/A Activation: At-Will Effect: You may activate Precision Performance whenever you perform a Special Technique. Special Techniques performed on the same turn no longer roll damage dice, but instead deal base damage equal to half of that technique’s combined dice value. (A technique that did 3d10 damage would have a combined value of 30 and would deal 15 base damage with this trait).
Enhanced Basic: Focus Energy
Destroyer - The first time you use a non-Finisher-type Special Technique in a thread, it costs 0 ki and gains an additional +10 attack modifier. After the first time a Special Technique is used in the current thread, it gains +4 damage for the remainder of the thread. Adaptable - Once per turn, as an At-Will action, you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that Technique used on the same turn. Reverberation - Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique. Destruction Unbound - Twice per thread, as an At-Will Action, you may select a single Special Technique used on the same turn. Reactive Defensive Techniques used by the target of your chosen Special Technique are only half as effective(Rapid Movement would grant only +12 Defense, Energy Shield would only grant 15 DR, etc.) Destruction Unbound has no effect on Techniques that would cause you to fail to hit through means that are not Defense increases. Resonance - Your Reverberation class feature now instead grants +20 Accuracy per miss. Race: Saiyan Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains. If you lose In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. ITEMS.Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time. Obi A belt worn by martial artists, often designating their rank within a particular school. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Decrease the cost of all your Techniques by 2 ki Limit: N/A Demon Ring An onyx ring etched with demonic runes- this was commonly worn by nobility in the Demon Kingdoms to show status and subjugate their lessers. Type: Supplementary - Magic Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR. Limit: -- DEFENSE/UTILITY TECHS.AURA GUARD RANK 3 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.
CLASH RANK 3 Type: Defensive Action:2 Standard Actions 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 + the cost of your attack Ki Limit: Once per battle. 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 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
TELEPORT RANK 3 Type: Defensive Action: Standard Action Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 Limit: Once per battle. 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 2 weeks to learn. Additional ranks do not take time but cost 2 MP. REVENGER CHARGE RANK 3 Type: Utility Action: At-Will Effect: You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect. Cost: None Limit: Can spend total of 6 stacks of Ambient Ki per thread Ranks: Rank 2 lets you spend 9 stacks of Ambient Ki per thread. Rank 3 lets you gain stacks of Ambient Ki when your Basic and Special Energy Techniques hit.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.ROYAL COLCANNON | KANREIHOU The user concentrates their energy near their hands down to an incredibly fine point, creating tiny energy constructs that fire like a railgun. Type: Energy, Ranged, Single Base Damage: 3d10 Major Effect: Piercing Minor Effect: Wounding Cost: 15 Ki
CHIVON BLAST The user brings their hands to the side of their body, one overlapping the other before charging up and firing an immensely powerful and bright purple-coloured beam. Type: Energy, Ranged, Finisher Base Damage: 5d8+10 Major Effect: Charging Minor Effect: Blinding Cost: 35 Ki
FEROCIOUS BARRAGE Becoming impatient and enraged by the fact his opponent isn't already defeated, the Emperor simply begins throwing a hail of powerful ki blasts upon them, hoping it keeps them down. Type: Energy, Ranged, Barrage Base Damage: 4d6+4 Major Effect: Bashing Minor Effect: Searing Cost: 15 Ki
DEATH KNELL (SPIRIT BOMB RANK 3) Manipulating his ki in a way similar to the Great Oozaru, the Emperor begins to charge all the ki in his body, causing it to swell greatly before he releases it in a massive explosive wave of energy that hones in and attacks his target upon leaving him. This technique tends to greatly shorten its user's lifespan - or at least, his current one. Type: Energy, Ranged, Finisher Base Damage: 5d8+10 Major Effect: Charging Minor Effect: -- Special Effect: When using Spirit Bomb, you may sacrifice up to 2 Standard Actions to increase its damage done by +2d8 for each action sacrificed; similarly, you may sacrifice up to 1 Bonus Actions to increase its damage by +2 for each Bonus Action sacrificed. Cost: 35 Ki
Skills and StatisticsFIGHTING: 40 ENERGY CONTROL: 50 REFLEXES: 50 RESILIENCE: 35 NATURAL PL: 18,903 | BASE PL: 20,793 | CURRENT PL: 30,716 HP: 90/90 | KI: 135/135 | DEF: 110 | ENG ATK: 65 | PHY ATK: 55 | DR: 1 | DMG MOD: 8 | KI DISCOUNT: -2 | POWER UP KI REGEN: 10/100 1d100+80·1d100
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Post by Cayle Pota on Feb 7, 2020 12:55:52 GMT -8
Cayle saw the intents of his opponent, and as he did he began to see others slowly form around the two of them. A Cayle in a Denim Jacket with a band consisting of Ty on Bass, Konja on Drums, Achido on Saxophone and Jack on Keyboard, their band's name clearly shown to be 'Cayle Pota and the Pickles' blasting spiritual energy empowered sound waves at other shadow versions of Cayle who stood favoring the side of the Emperor of the Universe, such as the lab coat and glasses wearing Administrator Cayle Aspic, adopted son of Doctor Aspic. On the side of Prime Cayle squawked a Monkey who stood by a black and white haired human in an orange turtle school gi. On Emperor Cayle's side, there was a Cayle dressed in a black gi, with a goatee, and on his gi the symbol for the 'Satan School of Martial Arts' was visible. On prime Cayle's side, Action Movie Star Cayle in a leather jacket and sunglasses with a personal assistant that looked extremely similar to Lilith Nevermore. On Emperor Cayle's side, a Pizza deliveryman Cayle who worked for Pizza Lord. This chorus, this congress of Cayle Potas from across time and space riled as the two met in battle. Part of prime Cayle Pota thought he was seeing actual images of other versions of himself battling out between each other. From the sonic martial arts of Cayle Pota and the Pickles came a song that washed across the multiverse, and as Cayle was hit by the 'Royal' version of the technique he had mentally constructed but not yet used, the Cold Cannon, or Colcannon, he found that where the Emperor thought little of him? So here the Emperor showed Cayle that he was not perfect in battle either. What would have surely been a mighty strike to some hit the wall that was Cayle Pota, son of Pota Potaset, long in his name. The boy who had been stolen from his farmhouse, who had been subjected to tortures of the mind and the body – as that strike hit him, it was found wanting. There was no scratch, no blood. It brought a wildman's grin to Cayle's face. A predatory smile which seemed to challenge his opponent to do all more if he thought himself ready. Was that truly all that he had? It would be a shame if that was the case. This really would be like beating an infirm old man as opposed to his equal in battle. “Nice try old man. Nice try.” As the metaphysical, multiversal music wafted through the air, Cayle Pota, son of Pota Potaset, friend of Achido Nakamura, Konja Korm, Jack Pota, Kiryu Mizakawa and Tiger Lily Koba – he spread out his senses wide and far. His spiritual energy detection, his physical sense of smell, sight, hearing. He listened to the way the old man breathed, the way his spiritual energy hummed – and then he prepared his next volley in this war of attrition. [504] [8,448 Total Words] [8,368 Words Effective] At-Will Action: SENSE (ENHANCED)You reach out with a sixth sense and can feel the energy of others around you.Type: Utility Action: Bonus Action – Reactive (At will thanks to modern scouter) 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: Flurry of Blows Damage: iAzbpehb3d4+18 + 1d4To-hit: 1d100+80Bonus Action 2: (Haste) Flurry of Blows 2 Damage: 3d4+18 + 1d4To-hit: 1d100+80Standard Action: Green Steel Strike | MidorikoudagekiA simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies.Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1. Damage: 3d10+18 + 1d4To-hit: 1d100+80CRIPPLING (1-40) 1d100Standard Action 2:Green Steel Strike | MidorikoudagekiA simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies.Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1. Damage: 3d10+18 + 1d4To-hit: 1d100+80CRIPPLING (1-40) 1d100Incoming Damage: 26 HP (Royal Colcannon) – 18 = 8 Damage. Outgoing Damage: Stat Changes: Power Level: 23,629 (18,903 PL x 1.25 (Cape of Vegeta the Ivth) = 23,629 PL 23,629 PL) x 2.5 = 59,073 PL. (Edge 3 vs Emperor Cayle) Temp HP: 20+25 (Giant Form) = 45 Temp HP HP: 100 - 8 = 92 Defense: 75-15+6 (Kaioken) = 66 Defense +5 Sense (Enhanced) = 71 Defense All of Cayle's Melee Attacks now Deal +1d4.Edge: 2. DR: 3 (Edge) + 12 (Class and Resilience) = 15 DR + 6 (2x stacks of Fortify) + 2 (Sense) = 23 -5 = 18 Accuracy: +5 (Edge) +5 (Enhanced Sense) +15 (Intrepid Advance) = 55+10=+80 for Fighting. 40+25= 65 for Energy Control. Damage Modifier: 3 (Edge) + 2 (Class Damage Mod) + 2(Fighting 40)+3(Might) +2 (Sense) +6 (Kaioken) = +18 Damage +1d4 as modifier. Ki: 14 (Green Steel Strike) + 14 (Green Steel Strike) = 28. -28 Ki. Skills and Statistics Fighting: 45 Energy Control: 30 Reflexes: 40 Resilience: 40
Fighting Accuracy: 1d100+55(Fighting+Class) Energy Control Accuracy: 1d100+40 (Energy Control+class) Defense: 71 HP: 92/130 Temp HP: 40/45 KI: 72/100 KI Restored with Power Up: 042/100 – 58 KI Able to still be restored
Fighting Damage Modifier: +2 Energy Control Damage Modifier: +2 Ki Reduction Per Attack: -1 Class Damage Modifier: +2 DR: 12
Masteries: Potential Mastery- Each Level of Potential Mastery Increases all of your skills by +5. Afer purchasing all 5 levels of potential mastery, your skills should be increased by +25. When respeccing your character, MP spent on Potential Mastery is never refunded. Rank 5.(-30MP)
Focus Mastery- Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25. Rank 4. (10 MP) Rank 1, and 2 to fighting. Rank 3 and 4 to Reflexes.
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: Last Stand, Flurry of Blows Level 2: Intrepid Advance, Trample
Technique Mastery- 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. (Rank 2/5: -10 MP)
Traits: Zenkai (Racial Trait) Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Flurry of Blows Activation: Passive Effect: You may use your Bonus Action to perform a Strike basic technique; this strike's base damage is dealt as xd4 damage, wherein X is equal to the number of other melee attacks you perform on this turn. Limit: -- Classes: Martial Artist, Protector, Techie
Trample Activation: At-Will Effect: If an attack you make on this turn would deal more damage than its target has in Temp HP, your attack bypasses their Temp HP and treats their DR as though it were reduced by half, rounded up to the nearest whole number. This has no effect on targets that have no Temp HP. Limit: 2 times per thread. Classes: Powerhouse, Protector, Ravager
Class: Protector Class Features: Tank- You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Bristling Defenses- Whenever a combatant deals damage to you with an attack, they receive damage equal to your class damage modifier (2 per attack); this bypasses Temporary HP and DR.
Last Stand- If an attack would reduce you to 0HP (or lower), you are instead reduced to 1HP and 20Ki (even if you had less than 20Ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread.
Intrepid Advance- Whenever you receive damage from an opponent’s attacks, increase your Accuracy modifier (with all attacks) by +15 on the turn you received damage; this may be triggered only once per turn.
CLASH 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.
LIGHTNING AURA 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.
KIAI (Rank 3) You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HEAL You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Requirements: Requires an Energy Control skill of 30 or the Mystic class. Effect: You restore 15 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally. Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Defensive Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
AFTER IMAGE You disappear, leaving behind an illusion of yourself where you were before. It fades after a second, but works to misdirect your opponent. Type: Utility Action: Bonus Action Requirements: Reflexes skill of 40. Effect: Any reactive techniques, traits, or items a single opponent uses that are At-Will or use a Bonus Action instead require a Standard Action. Duration: 1 turn. Cost: 15 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 tech costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
COLCANNON | KANREIHOU A technique that resembles its creator in more ways than one, the user builds up spiritual energy in their hands, before picking up a boulder or large rock and crushing it to dust- then letting the energy go and forming what amounts to a rudimentary rail gun out of the process. This dastardly attack sends hundreds if not thousands of small jagged rocks forth on the push of the energy pushing it as it is thrown.. Type: Physical, Ranged, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Projectile, Wounding Cost: 37 Ki Learn: 2 weeks for Rank 1.
Green Steel Strike | Midorikoudageki A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies. Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1.
Kaioken (RANK 3) You forcefully draw out the potential locked behind your natural limits, allowing you to dramatically increase your power in short bursts in exchange for severe damage to your body. Type: Legendary Utility Action: At-Will Effect: You regain 50 ki at the time of use and increase your Base Power Level by 50%. Additionally, increase your damage dealt with all attacks by 2 and your Defense by 3 for this technique’s duration. If you possess Enhanced Power Up, you may choose to instead regain 75 Ki. Duration: 2 Turns Cost: 10 HP Limit: Power Up may not be used while Kaioken is active, and Kaioken may not be activated again until it expires. Kaioken shares a maximum Ki Restoration limit with Power Up. Ranks: Rank 2 allows you to use Kaioken x3, doubling Kaioken’s Cost and Effect. Rank 3 allows you to use Kaioken x4, tripling Kaioken’s Cost and Effect. Learn: Requires a 5,000 word quest and 4 weeks to learn.
EQUIPPED ITEMS: Equipped Items -Cape of Vegeta the IVth (Artifact Slot)
-Flex Metal Staff (Weapon Slot Slot) -Expert Training Gear (Outfit Slot) -Modern Scouter (Supplementary - Technology Slot)
-AI Assistant (Supplementary - Technology Slot 2)
3d4+18·1d4·1d100+80·3d4+18·1d4·1d100+80·3d10+18·1d4·1d100+80·1d100·3d10+18·1d4·1d100+80·1d100
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Post by Zaru on Feb 9, 2020 10:27:35 GMT -8
The Emperor grit his teeth in both equal parts frustration, and admiration for his younger counterpart's ability to shrug off damage. Yet, even as he listened to the remarks that the other Cayle made, he suddenly seemed to seize up in pain. He gripped at his chest and body, doubling over in the air for a moment as he struggled, just trying to stay conscious. The pain was- the pain was unbearable. His body was breaking down, tearing apart. He had to focus, control his anger and concentrate it towards his opponent. The younger Saiyan came rushing at him again, and all he could do was back up and avoid his attacks. Anyone feeling his ki would notice it draining already; that even now, he was in the process of dying. This battle only sped it up, and he had little choice but to just try and make it through - if he didn't overcome this spectre of his past, the future would be lost forever. Cayle quickly forced himself upwards to make enough distance, even as his opponent continued to rush him. Realising that he was up against someone with a far different fighting style than to what he'd always used, the Emperor was forced to pull out something that under normal circumstances, would shatter armies of powerful ki users and break their spirits, send entire worlds spiralling into nothing but dust in the great void. In this state, however? It was merely another attack, and if he was unable to muster much more - perhaps it would not even hurt him. There was a certain satisfaction in knowing that if anyone were to overcome him, it would be another of him. The Emperore clasped his hands together as he turned sideways, angling up and charging a ball of purple ki between his hands. It shuddered with electricity and bright beams already began to emanate for it. As his counterpart closed in, he suddenly brought it down in front of him and yelled aloud, the sphere exploding outwards as did the energy coming from the Emperor's hands. It became a great and terrible beam of purple ki, lighting up the entire temple with the brightness of it. WC: 366 | 1633 |Event Total: 3897 ACTIVE EFFECTSFocus Energy(2/4): +25% PL + 25% PL = +50% PL DEFENSE PHASE.6 Damage taken from Bristling Defences [Cayle] Attack #1: Strike | Dodged due to RM, Sense [Cayle] Attack #2: Strike | Misses [Cayle] Attack #3: Green Steel Strike | Dodged due to RM, Sense [Cayle] Attack #4: Green Steel Strike | Uses Clash 7 Stacks of Ambient Ki generated Bonus Action: Rapid Movement | -8 Ki | +25 Defense Bonus Action: Sense | -0 Ki | +5 Accuracy and Defense Bonus Action (From one charge of Haste): Focus Energy | -5 Ki | +25% PL, +35 Ki, +15% Chance for status effects 0 DMG - 0DR = 0 DMG OFFENSE PHASE. Action 1: Chivon Blast (used with Clash) | 0+10 Ki (Use of Auxiliary Core, Clash) | Charging, Blind Attack Bonus: +90 | Damage Bonus: +11 | Status Chance: 55% fmNc4ZkF1d100+90 - TO HIT 25 base damage due to Precision Performance + 11 = 36 Damage | Reduces Green Steel Strike's damage to 0, doing full damage +10 = 46 Damage 1d100 - 55% TO BLIND
Action 2: Sacrificed for Bonus action TRAITS. PowerRequirements: Energy Control Skill of 30 Activation: None (Passive) Effect: Your Energy attacks deal +3 bonus damage. EfficiencyRequirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki. SurgeRequirements: Energy Control Skill of 50 Activation: None (Passive) Effect: Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit. HasteRequirements: 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. Reckless Power Requirements: N/A Activation: At-Will Effect: When you activate Reckless Power, you may spend 5 HP to use Power Up as an At-Will action on your turn. Limit: 2 Uses per thread Precision Performance Requirements: N/A Activation: At-Will Effect: You may activate Precision Performance whenever you perform a Special Technique. Special Techniques performed on the same turn no longer roll damage dice, but instead deal base damage equal to half of that technique’s combined dice value. (A technique that did 3d10 damage would have a combined value of 30 and would deal 15 base damage with this trait).
Enhanced Basic: Focus Energy
Destroyer - The first time you use a non-Finisher-type Special Technique in a thread, it costs 0 ki and gains an additional +10 attack modifier. After the first time a Special Technique is used in the current thread, it gains +4 damage for the remainder of the thread. Adaptable - Once per turn, as an At-Will action, you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that Technique used on the same turn. Reverberation - Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique. Destruction Unbound - Twice per thread, as an At-Will Action, you may select a single Special Technique used on the same turn. Reactive Defensive Techniques used by the target of your chosen Special Technique are only half as effective(Rapid Movement would grant only +12 Defense, Energy Shield would only grant 15 DR, etc.) Destruction Unbound has no effect on Techniques that would cause you to fail to hit through means that are not Defense increases. Resonance - Your Reverberation class feature now instead grants +20 Accuracy per miss. Race: Saiyan Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains. If you lose In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. ITEMS.Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time. Obi A belt worn by martial artists, often designating their rank within a particular school. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Decrease the cost of all your Techniques by 2 ki Limit: N/A Demon Ring An onyx ring etched with demonic runes- this was commonly worn by nobility in the Demon Kingdoms to show status and subjugate their lessers. Type: Supplementary - Magic Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR. Limit: -- DEFENSE/UTILITY TECHS.AURA GUARD RANK 3 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.
CLASH RANK 3 Type: Defensive Action:2 Standard Actions 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 + the cost of your attack Ki Limit: Once per battle. 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 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
TELEPORT RANK 3 Type: Defensive Action: Standard Action Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 Limit: Once per battle. 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 2 weeks to learn. Additional ranks do not take time but cost 2 MP. REVENGER CHARGE RANK 3 Type: Utility Action: At-Will Effect: You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect. Cost: None Limit: Can spend total of 6 stacks of Ambient Ki per thread Ranks: Rank 2 lets you spend 9 stacks of Ambient Ki per thread. Rank 3 lets you gain stacks of Ambient Ki when your Basic and Special Energy Techniques hit.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.ROYAL COLCANNON | KANREIHOU The user concentrates their energy near their hands down to an incredibly fine point, creating tiny energy constructs that fire like a railgun. Type: Energy, Ranged, Single Base Damage: 3d10 Major Effect: Piercing Minor Effect: Wounding Cost: 15 Ki
CHIVON BLAST The user brings their hands to the side of their body, one overlapping the other before charging up and firing an immensely powerful and bright purple-coloured beam. Type: Energy, Ranged, Finisher Base Damage: 5d8+10 Major Effect: Charging Minor Effect: Blinding Cost: 35 Ki
FEROCIOUS BARRAGE Becoming impatient and enraged by the fact his opponent isn't already defeated, the Emperor simply begins throwing a hail of powerful ki blasts upon them, hoping it keeps them down. Type: Energy, Ranged, Barrage Base Damage: 4d6+4 Major Effect: Bashing Minor Effect: Searing Cost: 15 Ki
DEATH KNELL (SPIRIT BOMB RANK 3) Manipulating his ki in a way similar to the Great Oozaru, the Emperor begins to charge all the ki in his body, causing it to swell greatly before he releases it in a massive explosive wave of energy that hones in and attacks his target upon leaving him. This technique tends to greatly shorten its user's lifespan - or at least, his current one. Type: Energy, Ranged, Finisher Base Damage: 5d8+10 Major Effect: Charging Minor Effect: -- Special Effect: When using Spirit Bomb, you may sacrifice up to 2 Standard Actions to increase its damage done by +2d8 for each action sacrificed; similarly, you may sacrifice up to 1 Bonus Actions to increase its damage by +2 for each Bonus Action sacrificed. Cost: 35 Ki
Skills and StatisticsFIGHTING: 40 ENERGY CONTROL: 50 REFLEXES: 50 RESILIENCE: 35 NATURAL PL: 18,903 | BASE PL: 20,793 | CURRENT PL: 30,716 HP: 84/90 | KI: 131/135 | DEF: 110 | ENG ATK: 65 | PHY ATK: 55 | DR: 1 | DMG MOD: 8 | KI DISCOUNT: -2 | POWER UP KI REGEN: 33/100 1d100+90·1d100
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Post by Cayle Pota on Feb 10, 2020 13:02:30 GMT -8
“Are you blind, deaf, dumb, or just so hard headed you can't think of any other solution than the one right in your mind already? You think you're going to find the Dragon Balls here, old man? You think you're going to find some solution to your people's issues? Well, I'm here to say that you know you shouldn't have waited so long to find a solution. You should have had children and raised them strong. Or do you like to prepare you began in a bubble?”Across time-and-space. Across the scenes of the multiverse, Cayles of other times and places made the same proclamation that Cayle Pota, the former farm boy, had made time and time again. Words which were about to come out of his mouth again as the blast came at him. A shout, a primal roar. This warped shadow wasn't him anymore than a gorilla was him. That didn't mean that Cayle wouldn't try his best to help either of them. For now, he simply let out a primal shout. Words to live by, words to die by. “I am Cayle Pota, son of Pota Potaset, himself the son of Potaset Potaset, who was himself the son of Potaset Onio. The very same Potaset Onio who was the son of Onio Pota, who himself had been among the Saiyan refugee fleet from Sadala, and who bore the mark as the last son of Pota the Proud. The very same Pota the Proud who would be saying these words to you. It doesn't matter where you begin, it matters where you end. Your strength doesn't matter if you can't lift up your friends' strength, your children's strength, your nation's strength. I am the same Cayle Pota who is the friend and battle-brother of Konja Korm. The same Cayle Pota who is a genetic donor to Jack Pota, and who will teach him what it means to be part Saiyan. The same Cayle Pota who promised to his people and to the Namekian known as Bass that he would get stronger. The same Cayle Pota who is the boyfriend of Tiger Lily Koba. The same Cayle Pota who is the friend of Achido Nakamura, Carlos Alfonso De La Reyes, and Kiryu Miyazawa. You may be an emperor in you're timeline, but me? I'm the force behind the Taco King. I'm the Prince of the fledgling Pota tribe. I'm the bastard who wasn't strong enough to protect his family members from Tuffle abduction when he was eight. A failure I refuse to ever let happen again. I am Cayle Pota, and I may have been born in very different circumstances than you, but I'll show you that all that has done was make me stronger. I'll show you who has the right to make his will reality, bending the wishes of time, space, and creation if I have to. I'm going to save my friends, and everyone else who needs saving. Even you.” The words were a rapid fire shouting chant, and as the Chivon Blast slammed into Cayle Pota the former farm boy, as it's brightness should have blinded him, the energy dissipated from the sheer force of his will, and even as tears dripped from his cheeks, he could still see. “But first? I'm going to knock some gods' damn sense into you, old man. I can't have you using MY name and face while being an idiot like you've shown yourself to be so far.”As the red-orange colored aura of Kaioken dissipated from Cayle's body, the Saiyan peasant let out a mighty shout and forced it to reactivate, even as it caused blood to drip from scratches, caused more scratches to come, and hurt him in places here and there. Then the former test subject of the Tuffle Science Executive charged, and when he did he was a storm of punches, kicks, knees, and yes- a flurry of what amount to strikes directly with his dark brown fur covered tail. [665] [10,631] [10,551 Total Effective Words] Standard Action (Reactive) 1: KIAI (Rank 3)You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack.Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki (10 Ki.) Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. -10 Ki, Chivon Blast critically fails. Chivon Blast's Blind critically fails. At-Will Action: 1 Sense (Enhanced) 2 out of 5 uses of At-will Enhanced Sense from Modern Scouter. SENSE (ENHANCED)You reach out with a sixth sense and can feel the energy of others around you.Type: Utility Action: Bonus Action – Reactive (At will thanks to modern scouter) 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. At-Will Action 2: Activate Flexmetal Staff (Free Action via Quick-draw. 2 Uses of Flex-Metal Staff remaining.) Flexmetal StaffProduced by Capsule Corporation, this staff is manufactured with a high-grade alloy that allows for maximum flexibility and durability while still being incredibly lightweight.Type: Weapon – Staff Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. Limit: 3 Times Per Thread At-Will Action 3: Re-activate Kaioken (Rank 3) Kaioken (RANK 3)You forcefully draw out the potential locked behind your natural limits, allowing you to dramatically increase your power in short bursts in exchange for severe damage to your body.Type: Legendary Utility Action: At-Will Effect: You regain 50 ki at the time of use and increase your Base Power Level by 50%. Additionally, increase your damage dealt with all attacks by 2 and your Defense by 3 for this technique’s duration. If you possess Enhanced Power Up, you may choose to instead regain 75 Ki. Duration: 2 Turns Cost: 10 HP Limit: Power Up may not be used while Kaioken is active, and Kaioken may not be activated again until it expires. Kaioken shares a maximum Ki Restoration limit with Power Up. Ranks: Rank 2 allows you to use Kaioken x3, doubling Kaioken’s Cost and Effect. Rank 3 allows you to use Kaioken x4, tripling Kaioken’s Cost and Effect. Learn: Requires a 5,000 word quest and 4 weeks to learn. -30 HP. 92 out of 130 – 30 = 62/130. Bonus Action 1: Flurry of Blows – Strike Strike 1 DAMAGE cLZWTH|95d4+9 + 1d4TO-HIT 1d100+80Bonus Action 2: (Haste) Flurry of Blows – Strike Strike 2 DAMAGE 5d4+9 + 1d4TO-HIT 1d100+80Standard Action 2:Strike 3 DAMAGE 1d4+9 + 1d4TO-HIT 1d100+80At-Will Action 4: Strike 4 DAMAGE 1d4+9 + 1d4TO-HIT 1d100+80At-Will Action 5:Strike 5 DAMAGE 1d4+9 + 1d4TO-HIT 1d100+80At-Will Action 6: Strike 6 DAMAGE 1d4+9 + 1d4TO-HIT 1d100+80Incoming Damage: 0 HP (Kiai) Outgoing Damage: 28 (Crit on Strike 2) + 15 (Strike 3) + 13 (Strike 4) + 11 (Strike 5) + 17 (Strike 6) = 84 Damage Stat Changes: Power Level: 23,629 (18,903 PL x 1.25 (Cape of Vegeta the IVth) = 23,629 PL 23,629 PL) x 2.5 = 59,073 PL. (Edge 3 vs Emperor Cayle) Temp HP: 20+25 (Giant Form) = 45 Temp HP HP: 92 - 30 = 62 Defense: 75-15+6 (Kaioken) = 66 Defense +5 Sense (Enhanced) = 71 Defense All of Cayle's Melee Attacks now Deal +1d4.Edge: 2. DR: 3 (Edge) + 12 (Class and Resilience) = 15 DR + 6 (2x stacks of Fortify) + 2 (Sense) = 23 -5 = 18 Accuracy: +5 (Edge) +5 (Enhanced Sense) +15 (Intrepid Advance) = 55+10= +80 for Fighting. 40+25= +65 for Energy Control. Damage Modifier: 3 (Edge) + 2 (Class Damage Mod) + 2(Fighting 40)+3(Might) +2 (Sense) +6 (Kaioken) = +18 Damage +1d4 as modifier. Ki: -09 (Kiai) +47 Ki (Kaioken) = 100 Ki Skills and Statistics Fighting: 45 Energy Control: 30 Reflexes: 40 Resilience: 40
Fighting Accuracy: 1d100+55(Fighting+Class) Energy Control Accuracy: 1d100+40 (Energy Control+class) Defense: 71 HP: 62/130 Temp HP: 45/45 KI: 100/100 KI Restored with Power Up: 042/100 – 21 KI Able to still be restored
Fighting Damage Modifier: +2 Energy Control Damage Modifier: +2 Ki Reduction Per Attack: -1 Class Damage Modifier: +2 DR: 12
Masteries: Potential Mastery- Each Level of Potential Mastery Increases all of your skills by +5. Afer purchasing all 5 levels of potential mastery, your skills should be increased by +25. When respeccing your character, MP spent on Potential Mastery is never refunded. Rank 5.(-30MP)
Focus Mastery- Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25. Rank 4. (10 MP) Rank 1, and 2 to fighting. Rank 3 and 4 to Reflexes.
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: Last Stand, Flurry of Blows Level 2: Intrepid Advance, Trample
Technique Mastery- 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. (Rank 2/5: -10 MP)
Traits: Zenkai (Racial Trait) Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Flurry of Blows Activation: Passive Effect: You may use your Bonus Action to perform a Strike basic technique; this strike's base damage is dealt as xd4 damage, wherein X is equal to the number of other melee attacks you perform on this turn. Limit: -- Classes: Martial Artist, Protector, Techie
Trample Activation: At-Will Effect: If an attack you make on this turn would deal more damage than its target has in Temp HP, your attack bypasses their Temp HP and treats their DR as though it were reduced by half, rounded up to the nearest whole number. This has no effect on targets that have no Temp HP. Limit: 2 times per thread. Classes: Powerhouse, Protector, Ravager
Class: Protector Class Features: Tank- You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Bristling Defenses- Whenever a combatant deals damage to you with an attack, they receive damage equal to your class damage modifier (2 per attack); this bypasses Temporary HP and DR.
Last Stand- If an attack would reduce you to 0HP (or lower), you are instead reduced to 1HP and 20Ki (even if you had less than 20Ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread.
Intrepid Advance- Whenever you receive damage from an opponent’s attacks, increase your Accuracy modifier (with all attacks) by +15 on the turn you received damage; this may be triggered only once per turn.
CLASH 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.
LIGHTNING AURA 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.
KIAI (Rank 3) You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HEAL You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Requirements: Requires an Energy Control skill of 30 or the Mystic class. Effect: You restore 15 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally. Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Defensive Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
AFTER IMAGE You disappear, leaving behind an illusion of yourself where you were before. It fades after a second, but works to misdirect your opponent. Type: Utility Action: Bonus Action Requirements: Reflexes skill of 40. Effect: Any reactive techniques, traits, or items a single opponent uses that are At-Will or use a Bonus Action instead require a Standard Action. Duration: 1 turn. Cost: 15 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 tech costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
COLCANNON | KANREIHOU A technique that resembles its creator in more ways than one, the user builds up spiritual energy in their hands, before picking up a boulder or large rock and crushing it to dust- then letting the energy go and forming what amounts to a rudimentary rail gun out of the process. This dastardly attack sends hundreds if not thousands of small jagged rocks forth on the push of the energy pushing it as it is thrown.. Type: Physical, Ranged, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Projectile, Wounding Cost: 37 Ki Learn: 2 weeks for Rank 1.
Green Steel Strike | Midorikoudageki A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies. Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1.
Kaioken (RANK 3) You forcefully draw out the potential locked behind your natural limits, allowing you to dramatically increase your power in short bursts in exchange for severe damage to your body. Type: Legendary Utility Action: At-Will Effect: You regain 50 ki at the time of use and increase your Base Power Level by 50%. Additionally, increase your damage dealt with all attacks by 2 and your Defense by 3 for this technique’s duration. If you possess Enhanced Power Up, you may choose to instead regain 75 Ki. Duration: 2 Turns Cost: 10 HP Limit: Power Up may not be used while Kaioken is active, and Kaioken may not be activated again until it expires. Kaioken shares a maximum Ki Restoration limit with Power Up. Ranks: Rank 2 allows you to use Kaioken x3, doubling Kaioken’s Cost and Effect. Rank 3 allows you to use Kaioken x4, tripling Kaioken’s Cost and Effect. Learn: Requires a 5,000 word quest and 4 weeks to learn.
EQUIPPED ITEMS: Equipped Items -Cape of Vegeta the IVth (Artifact Slot)
-Flex Metal Staff (Weapon Slot Slot) -Expert Training Gear (Outfit Slot) -Modern Scouter (Supplementary - Technology Slot)
-AI Assistant (Supplementary - Technology Slot 2)
5d4+9·1d4·1d100+80·5d4+9·1d4·1d100+80·1d4+9·1d4·1d100+80·1d4+9·1d4·1d100+80·1d4+9·1d4·1d100+80·1d4+9·1d4·1d100+80
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Post by Zaru on Feb 11, 2020 11:26:18 GMT -8
By whatever gods exist, his younger self did like to prattle. He'd gotten over bothering with that at not much of an older age than whatever this one was, and he wasn't particularly bothered with it now. He enjoyed the parts of battle that mattered, where his life was in danger, rather than something so minor as one's dignity. You fought until you died, and that was the end of it; this younger man had proven he was a Saiyan, if a rather wordy one. He felt a sense of relief in that - that his people would always live on, and that perhaps his pointless fight against an undying enemy, with no other challenge in his life, would not be all there was. The other Cayle's comments, and the way he looked, had brought the Emperor's thoughts to his sons. The ones he had lost, who had went off to fight like Saiyan warriors and never returned. He should have been stronger. Crossing his arms over his body and face and facing down the battering of strikes thrown his way, he thought about the possibilities. If he was young forever, strong and capable for more than a few weeks, he would be able to decimate this infestation of the galaxy. Then, when the balls had returned to power, he would bring them back. If they truly held such power, he would see them again - he would not fail them once again. Never again. The Emperor once more flew around at higher speeds, sending precise energy blasts from his fingers. He felt his ki seeping away again, his body's heart pumping rapidly as it seemed to be giving out. No, he had to hold on. Just for a little longer, hold on. Fight with all you have. Fight to the last breath, if that is what it takes. In the end, none of what he fought for mattered if he did not have the strength to keep it safe. If that was the fate of his galaxy, to die on the altar of an old man's hope, the only hope they had, then so be it, but he would struggle before he allowed himself to fall. WC: 365 | 1998 |Event Total: 4262 ACTIVE EFFECTSPower Up(1/2): +25% PL, +25 KI Focus Energy (1/2): +25% PL DEFENSE PHASE.[Cayle] Attack #1: Strike | Damage reduced to 11 by Aura Guard [Cayle] Attack #2: Strike | Damage reduced to 11 by Aura Guard [Cayle] Attack #3: Strike | Damage reduced to 2 by Aura Guard [Cayle] Attack #4: Strike | Damage reducted to 2 by Aura Guard [Cayle] Attack #5: Strike | Damage reducted to 1 by Aura Guard [Cayle] Attack #6: Strike | Damage reducted to 4 by Aura Guard 7 Stacks of Ambient Ki generated Bonus Action: Aura Guard | -1 Ki | Critical hits are reduced to normal hits, and all 31DMG - 0DR = 30 DMG OFFENSE PHASE. At-Will: Power Up | -5HP | +25 Ki, +25% PL Action 1: Royal Colcannon | -8 Ki | Piercing, Wound Attack Bonus: +65 | Damage Bonus: +11 | Status Chance: 40% gWTZEPEU1d100+65 - TO HIT 3d10+11 - DAMAGE 1d100 - 45% TO WOUND
Action 2: Royal Colcannon | -8 Ki | Piercing, Wound Attack Bonus: +65 | Damage Bonus: +11 | Status Chance: 40% 1d100+65 - TO HIT 3d10+11 - DAMAGE 1d100 - 45% TO POISON (changed At-Will with Adaptable)
TRAITS. PowerRequirements: Energy Control Skill of 30 Activation: None (Passive) Effect: Your Energy attacks deal +3 bonus damage. EfficiencyRequirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki. SurgeRequirements: Energy Control Skill of 50 Activation: None (Passive) Effect: Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit. HasteRequirements: 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. Reckless Power Requirements: N/A Activation: At-Will Effect: When you activate Reckless Power, you may spend 5 HP to use Power Up as an At-Will action on your turn. Limit: 2 Uses per thread Precision Performance Requirements: N/A Activation: At-Will Effect: You may activate Precision Performance whenever you perform a Special Technique. Special Techniques performed on the same turn no longer roll damage dice, but instead deal base damage equal to half of that technique’s combined dice value. (A technique that did 3d10 damage would have a combined value of 30 and would deal 15 base damage with this trait).
Enhanced Basic: Focus Energy
Destroyer - The first time you use a non-Finisher-type Special Technique in a thread, it costs 0 ki and gains an additional +10 attack modifier. After the first time a Special Technique is used in the current thread, it gains +4 damage for the remainder of the thread. Adaptable - Once per turn, as an At-Will action, you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that Technique used on the same turn. Reverberation - Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique. Destruction Unbound - Twice per thread, as an At-Will Action, you may select a single Special Technique used on the same turn. Reactive Defensive Techniques used by the target of your chosen Special Technique are only half as effective(Rapid Movement would grant only +12 Defense, Energy Shield would only grant 15 DR, etc.) Destruction Unbound has no effect on Techniques that would cause you to fail to hit through means that are not Defense increases. Resonance - Your Reverberation class feature now instead grants +20 Accuracy per miss. Race: Saiyan Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains. If you lose In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. ITEMS.Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time. Obi A belt worn by martial artists, often designating their rank within a particular school. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Decrease the cost of all your Techniques by 2 ki Limit: N/A Demon Ring An onyx ring etched with demonic runes- this was commonly worn by nobility in the Demon Kingdoms to show status and subjugate their lessers. Type: Supplementary - Magic Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR. Limit: -- DEFENSE/UTILITY TECHS.AURA GUARD RANK 3 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.
CLASH RANK 3 Type: Defensive Action:2 Standard Actions 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 + the cost of your attack Ki Limit: Once per battle. 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 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
TELEPORT RANK 3 Type: Defensive Action: Standard Action Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 Limit: Once per battle. 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 2 weeks to learn. Additional ranks do not take time but cost 2 MP. REVENGER CHARGE RANK 3 Type: Utility Action: At-Will Effect: You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect. Cost: None Limit: Can spend total of 6 stacks of Ambient Ki per thread Ranks: Rank 2 lets you spend 9 stacks of Ambient Ki per thread. Rank 3 lets you gain stacks of Ambient Ki when your Basic and Special Energy Techniques hit.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.ROYAL COLCANNON | KANREIHOU The user concentrates their energy near their hands down to an incredibly fine point, creating tiny energy constructs that fire like a railgun. Type: Energy, Ranged, Single Base Damage: 3d10 Major Effect: Piercing Minor Effect: Wounding Cost: 15 Ki
CHIVON BLAST The user brings their hands to the side of their body, one overlapping the other before charging up and firing an immensely powerful and bright purple-coloured beam. Type: Energy, Ranged, Finisher Base Damage: 5d8+10 Major Effect: Charging Minor Effect: Blinding Cost: 35 Ki
FEROCIOUS BARRAGE Becoming impatient and enraged by the fact his opponent isn't already defeated, the Emperor simply begins throwing a hail of powerful ki blasts upon them, hoping it keeps them down. Type: Energy, Ranged, Barrage Base Damage: 4d6+4 Major Effect: Bashing Minor Effect: Searing Cost: 15 Ki
DEATH KNELL (SPIRIT BOMB RANK 3) Manipulating his ki in a way similar to the Great Oozaru, the Emperor begins to charge all the ki in his body, causing it to swell greatly before he releases it in a massive explosive wave of energy that hones in and attacks his target upon leaving him. This technique tends to greatly shorten its user's lifespan - or at least, his current one. Type: Energy, Ranged, Finisher Base Damage: 5d8+10 Major Effect: Charging Minor Effect: -- Special Effect: When using Spirit Bomb, you may sacrifice up to 2 Standard Actions to increase its damage done by +2d8 for each action sacrificed; similarly, you may sacrifice up to 1 Bonus Actions to increase its damage by +2 for each Bonus Action sacrificed. Cost: 35 Ki
Skills and StatisticsFIGHTING: 40 ENERGY CONTROL: 50 REFLEXES: 50 RESILIENCE: 35 NATURAL PL: 18,903 | BASE PL: 20,793 | CURRENT PL: 30,716 HP: 49/90 | KI: 135/135 | DEF: 110 | ENG ATK: 65 | PHY ATK: 55 | DR: 1 | DMG MOD: 8 | KI DISCOUNT: -2 | POWER UP KI REGEN: 51/100 1d100+65·3d10+11·1d100·1d100+65·3d10+11·1d100
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Post by Cayle Pota on Feb 11, 2020 12:21:11 GMT -8
The elder statesman had surely been enraged by Cayle's words. The former peasant could see it in his eyes, in his movement, and in the flashes of thought which passed between the two of them. Even as the old man prepared another one of those massive energy blast attacks, Cayle was inundated by those images and he barely had time to react. No time to react to both of the piercing energy blasts coming his way, but his instincts and his fighting spirit both told him which was deadlier and he threw all his force against it. Channeling spiritual energy as he did, he hammered his fist against the opposing strike, hoping to send it ricocheting back at the old man even as the second alternate universe 'Colcannon' slammed into his side and battered his track suit slightly, reddening the sleeveless shirt he wore beneath the track suit as more blood showed up. Without a word, the hand which came to touch that as he punched forward glowed a light blue, and his wounds began to heal upon his side, the rich deep red turning into a pinker color as it spread out with the wound not feeding it more of his life blood. [204] [11,552 Total Words Effective.] At-Will Action: 1 Sense (Enhanced) 3 out of 5 uses of At-will Enhanced Sense from Modern Scouter. SENSE (ENHANCED)You reach out with a sixth sense and can feel the energy of others around you.Type: Utility Action: Bonus Action – Reactive (At will thanks to modern scouter) 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 1: Heal -09 Ki. HEALYou mend flesh and knit bone using a mystical power.Type: Utility Action: Bonus Action Requirements: Requires an Energy Control skill of 30 or the Mystic class. Effect: You restore 15 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally. Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP. Standard Action 1+2:CLASHYou 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. Green Steel Strike | MidorikoudagekiA simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies.Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1. DAMAGE 2I|uxduq3d10+19 + 1d4 . If the total damage is equal or over 26, +26 as well. To-Hit: 1d100+8020+15=35-1 = 34 Ki cost. -43 Ki, +15 HP. Incoming Damage: 17 – 13 = 4. Outgoing Damage: 28 (Crit on Strike 2) + 15 (Strike 3) + 13 (Strike 4) + 11 (Strike 5) + 17 (Strike 6) = 84 Damage Stat Changes: Power Level: 23,629 (18,903 PL x 1.25 (Cape of Vegeta the IVth) = 23,629 PL 23,629 PL) x 2.5 = 59,073 PL. (Edge 2 vs Emperor Cayle) Temp HP: 20+25 (Giant Form) = 45 Temp HP HP: 62 - 04 = 58 + 15 = 73 HP. Defense: 75-15+6 (Kaioken) = 66 Defense +5 Sense (Enhanced) = 71 Defense All of Cayle's Melee Attacks now Deal +1d4.Edge: 2. DR: 3 (Edge) + 12 (Class and Resilience) = 15 DR + 3 (Sense – Turn 6) = 18 -5 = 13 Accuracy: +5 (Edge) +5 (Enhanced Sense) +15 (Intrepid Advance) = 55+10= +80 for Fighting. 40+25= +65 for Energy Control. Damage Modifier: 3 (Edge) + 2 (Class Damage Mod) + 2(Fighting 40)+3(Might) +3 (Sense – Turn 6) +6 (Kaioken) = +19 Damage +1d4 as modifier. Ki: 100 Ki -43 Ki = 57 Ki. Skills and Statistics Fighting: 45 Energy Control: 30 Reflexes: 40 Resilience: 40
Fighting Accuracy: 1d100+55(Fighting+Class) Energy Control Accuracy: 1d100+40 (Energy Control+class) Defense: 71 HP: 73/130 Temp HP: 45/45 KI: 57/100 KI Restored with Power Up: 042/100 – 21 KI Able to still be restored
Fighting Damage Modifier: +2 Energy Control Damage Modifier: +2 Ki Reduction Per Attack: -1 Class Damage Modifier: +2 DR: 12
Masteries: Potential Mastery- Each Level of Potential Mastery Increases all of your skills by +5. Afer purchasing all 5 levels of potential mastery, your skills should be increased by +25. When respeccing your character, MP spent on Potential Mastery is never refunded. Rank 5.(-30MP)
Focus Mastery- Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25. Rank 4. (10 MP) Rank 1, and 2 to fighting. Rank 3 and 4 to Reflexes.
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: Last Stand, Flurry of Blows Level 2: Intrepid Advance, Trample
Technique Mastery- 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. (Rank 2/5: -10 MP)
Traits: Zenkai (Racial Trait) Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Flurry of Blows Activation: Passive Effect: You may use your Bonus Action to perform a Strike basic technique; this strike's base damage is dealt as xd4 damage, wherein X is equal to the number of other melee attacks you perform on this turn. Limit: -- Classes: Martial Artist, Protector, Techie
Trample Activation: At-Will Effect: If an attack you make on this turn would deal more damage than its target has in Temp HP, your attack bypasses their Temp HP and treats their DR as though it were reduced by half, rounded up to the nearest whole number. This has no effect on targets that have no Temp HP. Limit: 2 times per thread. Classes: Powerhouse, Protector, Ravager
Class: Protector Class Features: Tank- You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Bristling Defenses- Whenever a combatant deals damage to you with an attack, they receive damage equal to your class damage modifier (2 per attack); this bypasses Temporary HP and DR.
Last Stand- If an attack would reduce you to 0HP (or lower), you are instead reduced to 1HP and 20Ki (even if you had less than 20Ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread.
Intrepid Advance- Whenever you receive damage from an opponent’s attacks, increase your Accuracy modifier (with all attacks) by +15 on the turn you received damage; this may be triggered only once per turn.
CLASH 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.
LIGHTNING AURA 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.
KIAI (Rank 3) You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HEAL You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Requirements: Requires an Energy Control skill of 30 or the Mystic class. Effect: You restore 15 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally. Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Defensive Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
AFTER IMAGE You disappear, leaving behind an illusion of yourself where you were before. It fades after a second, but works to misdirect your opponent. Type: Utility Action: Bonus Action Requirements: Reflexes skill of 40. Effect: Any reactive techniques, traits, or items a single opponent uses that are At-Will or use a Bonus Action instead require a Standard Action. Duration: 1 turn. Cost: 15 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 tech costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
COLCANNON | KANREIHOU A technique that resembles its creator in more ways than one, the user builds up spiritual energy in their hands, before picking up a boulder or large rock and crushing it to dust- then letting the energy go and forming what amounts to a rudimentary rail gun out of the process. This dastardly attack sends hundreds if not thousands of small jagged rocks forth on the push of the energy pushing it as it is thrown.. Type: Physical, Ranged, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Projectile, Wounding Cost: 37 Ki Learn: 2 weeks for Rank 1.
Green Steel Strike | Midorikoudageki A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies. Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1.
Kaioken (RANK 3) You forcefully draw out the potential locked behind your natural limits, allowing you to dramatically increase your power in short bursts in exchange for severe damage to your body. Type: Legendary Utility Action: At-Will Effect: You regain 50 ki at the time of use and increase your Base Power Level by 50%. Additionally, increase your damage dealt with all attacks by 2 and your Defense by 3 for this technique’s duration. If you possess Enhanced Power Up, you may choose to instead regain 75 Ki. Duration: 2 Turns Cost: 10 HP Limit: Power Up may not be used while Kaioken is active, and Kaioken may not be activated again until it expires. Kaioken shares a maximum Ki Restoration limit with Power Up. Ranks: Rank 2 allows you to use Kaioken x3, doubling Kaioken’s Cost and Effect. Rank 3 allows you to use Kaioken x4, tripling Kaioken’s Cost and Effect. Learn: Requires a 5,000 word quest and 4 weeks to learn.
EQUIPPED ITEMS: Equipped Items -Cape of Vegeta the IVth (Artifact Slot)
-Flex Metal Staff (Weapon Slot Slot) -Expert Training Gear (Outfit Slot) -Modern Scouter (Supplementary - Technology Slot)
-AI Assistant (Supplementary - Technology Slot 2)
Zaru3d10+19·1d4·1d100+80
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Post by Zaru on Feb 11, 2020 15:08:21 GMT -8
You old fool. Did you come all this way just to die? To disappear into a temple and wither away? Whether or not it was against a worthy opponent, even if it was against himself, he couldn't allow himself to accept death so easily. He kept pushing his body, willing it to move even as his now much stronger counterpart came rushing towards him. How ironic it was - at his full power, he would be so many multitudes stronger, but this younger version of himself was destroying his own body for a fraction of that power, for his dedication to battle. Whatever happened to such spirit in him? Of course, it hadn't gone anywhere. It simply never had a reason to come out; battle had not brought him such joy in decades. The Emperor seemed to disappear on the moment that Cayle would have made contact, his body, just for a moment, using the speed that his full power would've had. He seemed to almost entirely disappear, rushing even faster than the Saiyan with violent intent that had been surging towards him. He knew now - there was nothing else for it. His body would give out in minutes, so he had one chance. No doubt after this, he would destroy himself so much that his opponent would hardly have to do anything if he shrugged it off, or perhaps even simply dodged it. It didn't matter. Some things were beyond his honour. All that mattered was protecting what was important, and if he had to crawl along the floor to reach what he needed to do that, he would. He thought of his sons. He thought of the lives he might have led, the lives they might have had. If perhaps he had been better. Not just as a warrior, but as a father. If he had been there, trained them to be the Saiyans they were meant to be. His empire should have stood still and waited for his boys. They should have meant everything. His rage bubbled up, not at this doppleganger floating nearby, but turned inwards. What kind of Emperor could he claim to be? What kind of Saiyan? He grit his teeth as he raised a single hand, and called upon all those other lives, all those other men and women who had the same soul, all who would answer. He drew energy from fighters he did not recognise, perhaps alternate versions of ones still in this very temple. The energy pooled within him as it transferred up into a large ball above him, of great and powerful blue energy. Some of the techniques used by the ancient Sadalans had not escaped him either; though he was saving this for the Devourer, hoping to use it at his prime, this would have to be his first true test. His eyes trained squarely on the other Cayle, and he threw his hand forward, the great bomb containing the spirits and hopes of so many rushing towards his opponent. Perhaps it would be futile, but he did not fear that now. He had lived as merely an Emperor, but he would die as a Saiyan. WC: 527 | 2523 |Event Total: 5587 ACTIVE EFFECTSPower Up(2/2): +25% PL Focus Energy (2/2): +25% PL DEFENSE PHASE.6 Damage taken from Bristling Defenses
[Cayle] Attack #1: Green Steel Strike | Avoided with Teleport
9 Stacks of Ambient Ki generated
Action 1: Teleport | -13 Ki | Avoids Green Steel Strike
0DMG - 0DR = 0 DMG OFFENSE PHASE. Bonus Action: Devoting to Spirit Bomb Bonus Action(Last use From Haste): Devoting to Spirit Bomb Action 2: Spirit Bomb | -0 Ki (Second use of Auxiliary Core) | Charging | Defensive techs only have half effect due to Destruction Unbound | 3 Stacks of Ambient Ki Used Attack Bonus: +105 | Damage Bonus: +15 | Status Chance: N/A GvwK|zcS1d100+105 - TO HIT 5d8+26 - DAMAGE
TRAITS. PowerRequirements: Energy Control Skill of 30 Activation: None (Passive) Effect: Your Energy attacks deal +3 bonus damage. EfficiencyRequirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki. SurgeRequirements: Energy Control Skill of 50 Activation: None (Passive) Effect: Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit. HasteRequirements: 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. Reckless Power Requirements: N/A Activation: At-Will Effect: When you activate Reckless Power, you may spend 5 HP to use Power Up as an At-Will action on your turn. Limit: 2 Uses per thread Precision Performance Requirements: N/A Activation: At-Will Effect: You may activate Precision Performance whenever you perform a Special Technique. Special Techniques performed on the same turn no longer roll damage dice, but instead deal base damage equal to half of that technique’s combined dice value. (A technique that did 3d10 damage would have a combined value of 30 and would deal 15 base damage with this trait).
Enhanced Basic: Focus Energy
Destroyer - The first time you use a non-Finisher-type Special Technique in a thread, it costs 0 ki and gains an additional +10 attack modifier. After the first time a Special Technique is used in the current thread, it gains +4 damage for the remainder of the thread. Adaptable - Once per turn, as an At-Will action, you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that Technique used on the same turn. Reverberation - Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique. Destruction Unbound - Twice per thread, as an At-Will Action, you may select a single Special Technique used on the same turn. Reactive Defensive Techniques used by the target of your chosen Special Technique are only half as effective(Rapid Movement would grant only +12 Defense, Energy Shield would only grant 15 DR, etc.) Destruction Unbound has no effect on Techniques that would cause you to fail to hit through means that are not Defense increases. Resonance - Your Reverberation class feature now instead grants +20 Accuracy per miss. Race: Saiyan Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains. If you lose In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. ITEMS.Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time. Obi A belt worn by martial artists, often designating their rank within a particular school. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Decrease the cost of all your Techniques by 2 ki Limit: N/A Demon Ring An onyx ring etched with demonic runes- this was commonly worn by nobility in the Demon Kingdoms to show status and subjugate their lessers. Type: Supplementary - Magic Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR. Limit: -- DEFENSE/UTILITY TECHS.AURA GUARD RANK 3 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.
CLASH RANK 3 Type: Defensive Action:2 Standard Actions 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 + the cost of your attack Ki Limit: Once per battle. 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 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
TELEPORT RANK 3 Type: Defensive Action: Standard Action Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 Limit: Once per battle. 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 2 weeks to learn. Additional ranks do not take time but cost 2 MP. REVENGER CHARGE RANK 3 Type: Utility Action: At-Will Effect: You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect. Cost: None Limit: Can spend total of 6 stacks of Ambient Ki per thread Ranks: Rank 2 lets you spend 9 stacks of Ambient Ki per thread. Rank 3 lets you gain stacks of Ambient Ki when your Basic and Special Energy Techniques hit.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.ROYAL COLCANNON | KANREIHOU The user concentrates their energy near their hands down to an incredibly fine point, creating tiny energy constructs that fire like a railgun. Type: Energy, Ranged, Single Base Damage: 3d10 Major Effect: Piercing Minor Effect: Wounding Cost: 15 Ki
CHIVON BLAST The user brings their hands to the side of their body, one overlapping the other before charging up and firing an immensely powerful and bright purple-coloured beam. Type: Energy, Ranged, Finisher Base Damage: 5d8+10 Major Effect: Charging Minor Effect: Blinding Cost: 35 Ki
FEROCIOUS BARRAGE Becoming impatient and enraged by the fact his opponent isn't already defeated, the Emperor simply begins throwing a hail of powerful ki blasts upon them, hoping it keeps them down. Type: Energy, Ranged, Barrage Base Damage: 4d6+4 Major Effect: Bashing Minor Effect: Searing Cost: 15 Ki
DEATH KNELL (SPIRIT BOMB RANK 3) Manipulating his ki in a way similar to the Great Oozaru, the Emperor begins to charge all the ki in his body, causing it to swell greatly before he releases it in a massive explosive wave of energy that hones in and attacks his target upon leaving him. This technique tends to greatly shorten its user's lifespan - or at least, his current one. Type: Energy, Ranged, Finisher Base Damage: 5d8+10 Major Effect: Charging Minor Effect: -- Special Effect: When using Spirit Bomb, you may sacrifice up to 2 Standard Actions to increase its damage done by +2d8 for each action sacrificed; similarly, you may sacrifice up to 1 Bonus Actions to increase its damage by +2 for each Bonus Action sacrificed. Cost: 35 Ki
Skills and StatisticsFIGHTING: 40 ENERGY CONTROL: 50 REFLEXES: 50 RESILIENCE: 35 NATURAL PL: 18,903 | BASE PL: 20,793 | CURRENT PL: 30,716 HP: 43/90 | KI: 135/135 | DEF: 110 | ENG ATK: 65 | PHY ATK: 55 | DR: 1 | DMG MOD: 8 | KI DISCOUNT: -2 | POWER UP KI REGEN: 61/100 1d100+105·5d8+26
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Post by Cayle Pota on Feb 11, 2020 16:25:38 GMT -8
In the days of old, upon Planet Sadala, great warriors fought great battles. Before the darkest urges of Saiyankind conquered the hearts and souls of the collective, heroes as shining and valorous as any other stood against each other to protect their tribe, their nation, their clan, their township, their way of life. This was no different, and I would like to say that while the old man gathered power for his spiritual energy bomb, Cayle made a last ditch effort to beg his other selves for energy to defend himself with – but that would be a lie. There was some of each of these heroes who stood on this ground in each other, and that seed of imperial spirit stood in the son of the militiaman and homesteader. As the old man powered up, and Cayle's arm continued to pulse with the latent energy from his green steel strike, the Saiyan former farm boy stood his ground. As the energy blast came plummeting at him he let it hit him and then batted it to the floor of the arena in front of them. As the energy dissipated, Cayle Pota of the Pota Clan, Cayle Pota of Earth, stood his ground. No new spouts of blood flowed from his body – he had not even shrunk down to his normal size from the force of the blast. If it meant that the other in the Chorus of Cayles had silently sided with him, or had simply been too busy to give the old man their energy, he could not be sure. What he was sure of was that this had to end soon, it had to end now, and it had to end in his favor. The old bastard wouldn't give a rat's ball hair towards helping find Achido Nakamura, Cayle's lost friend. The old bastard wouldn't even probably spar Cayle's life. He wasn't stupid, he knew this. Saiyan warfare only occasionally called for allowing defeated opponents to live to get stronger, thus keeping you stronger. He had a strong doubt that this old man kept to that tradition of their ancestors. “This ends now, old man. Because I, Cayle Pota, cannot afford to die here. My people depend on me, and I depend on them. I told you before I would save everyone I can, even you. I meant it, but first you've got to see why I'm just that much better than you.”And with those words, Cayle Pota, son of Pota Potaset, charged forward. With those words, his body once again was awash with the Kaioken technique's burning red-orange aura and his body once again gained new wounds. As he charged forward, green and orange lightning began to spark from his hands as he prepared another volley of his green steel strikes, and once again he did not move with impediment. First throwing a punch, then spinning around to follow it with a knee strike, then the two green steel strikes, he hoped to finally be able to knock the old man out, though he had no intention to kill him here. Even the charge likely sent sprays of his own, his different in its own way, blood upon the Emperor's priestly vestments. [539] [12,949] At-Will Acton 1: Take full force of Spirit Bomb. 35 Damage – 21 DR = 14 Damage. = -14 Temp HP. = 31 Temp HP remaining. At-Will Action 2 Reactivate Kaioken Rank 3 -30 HP. At-Will Action 3 Sense (Enhanced) 4 out of 5 uses of At-will Enhanced Sense from Modern Scouter. SENSE (ENHANCED)You reach out with a sixth sense and can feel the energy of others around you.Type: Utility Action: Bonus Action – Reactive (At will thanks to modern scouter) 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. At-Will Action 4: Flex-Metal Staff (2 out of 3 Uses of Flex-Metal Staff/Quick Draw) Bonus Action 1:Activating The Cape of Vegeta the IVth (+30 to Accuracy, +3 to Damage) Bonus Action 2: (Last use of Haste) Flurry of Blows jSb|y1ki3d4+22 + 1d4TO-HIT: 1d100+115At-Will Action 5:Strike DAMAGE 1d4+11 + 1d4TO-HIT: 1d100+115Standard Action 1:Green Steel Strike | MidorikoudagekiA simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies.Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1. DAMAGE 3d10+22 + 1d4TO-HIT: 1d100+115CRIPPLING CHANCE 40% 1d100Standard Action 2:Green Steel Strike | MidorikoudagekiA simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies.Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1. DAMAGE 3d10+22 + 1d4TO-HIT: 1d100+115CRIPPLING CHANCE 40% 1d100Incoming Damage: 35 – 21 = 14. Outgoing Damage: Stat Changes: Power Level: 23,629 (18,903 PL x 1.25 (Cape of Vegeta the IVth) = 23,629 PL 23,629 PL) x 2.5 = 59,073 PL. (Edge 2 vs Emperor Cayle) Temp HP: 20+25 (Giant Form) = 45 Temp HP – 14 = 31 Temp HP. HP: 73 HP – 30 HP (Kaioken) = 43 HP/130 HP (Less than 40% of Total HP) = ZENKAI TIME, BITCHES. Defense: 75-15+6 (Kaioken) = 66 Defense +5 Sense (Enhanced) = 71 Defense All of Cayle's Melee Attacks now Deal +1d4.Edge: 2. DR: 3 (Edge) + 12 (Class and Resilience) = 15 DR + 3 (Sense – Turn 7) +3 (1 Stack of Fortify) = 21 Accuracy: +5 (Edge) +5 (Enhanced Sense) +15 (Intrepid Advance) + 30 (Cape of Vegeta the IVth) = 60+55= +115 for Fighting. 45+55= 95 for Energy Control. Damage Modifier: 3 (Edge) + 2 (Class Damage Mod) + 2(Fighting 40)+3(Might) +3 (Sense – Turn 6) +6 (Kaioken) + 3 (Cape of Vegeta the IVth)= +22 Damage +1d4 as modifier. Ki: 57 Ki + 21 Ki = 78 Ki Skills and Statistics Fighting: 45 +5 (Zenkai) = 50 Energy Control: 30 + 5 (Zenkai) = 35 Reflexes: 40 Resilience: 40
Fighting Accuracy: 1d100+60(Fighting+Class) Energy Control Accuracy: 1d100+45 (Energy Control+class) Defense: 71 HP: 73/130 Temp HP: 45/45 KI: 78/100 KI Restored with Power Up: 042/100 – 21 KI Able to still be restored
Fighting Damage Modifier: +2 Energy Control Damage Modifier: +2 Ki Reduction Per Attack: -1 Class Damage Modifier: +2 DR: 12
Masteries: Potential Mastery- Each Level of Potential Mastery Increases all of your skills by +5. Afer purchasing all 5 levels of potential mastery, your skills should be increased by +25. When respeccing your character, MP spent on Potential Mastery is never refunded. Rank 5.(-30MP)
Focus Mastery- Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25. Rank 4. (10 MP) Rank 1, and 2 to fighting. Rank 3 and 4 to Reflexes.
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: Last Stand, Flurry of Blows Level 2: Intrepid Advance, Trample
Technique Mastery- 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. (Rank 2/5: -10 MP)
Traits: Zenkai (Racial Trait) Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Flurry of Blows Activation: Passive Effect: You may use your Bonus Action to perform a Strike basic technique; this strike's base damage is dealt as xd4 damage, wherein X is equal to the number of other melee attacks you perform on this turn. Limit: -- Classes: Martial Artist, Protector, Techie
Trample Activation: At-Will Effect: If an attack you make on this turn would deal more damage than its target has in Temp HP, your attack bypasses their Temp HP and treats their DR as though it were reduced by half, rounded up to the nearest whole number. This has no effect on targets that have no Temp HP. Limit: 2 times per thread. Classes: Powerhouse, Protector, Ravager
Class: Protector Class Features: Tank- You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Bristling Defenses- Whenever a combatant deals damage to you with an attack, they receive damage equal to your class damage modifier (2 per attack); this bypasses Temporary HP and DR.
Last Stand- If an attack would reduce you to 0HP (or lower), you are instead reduced to 1HP and 20Ki (even if you had less than 20Ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread.
Intrepid Advance- Whenever you receive damage from an opponent’s attacks, increase your Accuracy modifier (with all attacks) by +15 on the turn you received damage; this may be triggered only once per turn.
CLASH 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.
LIGHTNING AURA 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.
KIAI (Rank 3) You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HEAL You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Requirements: Requires an Energy Control skill of 30 or the Mystic class. Effect: You restore 15 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally. Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Defensive Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
AFTER IMAGE You disappear, leaving behind an illusion of yourself where you were before. It fades after a second, but works to misdirect your opponent. Type: Utility Action: Bonus Action Requirements: Reflexes skill of 40. Effect: Any reactive techniques, traits, or items a single opponent uses that are At-Will or use a Bonus Action instead require a Standard Action. Duration: 1 turn. Cost: 15 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 tech costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
COLCANNON | KANREIHOU A technique that resembles its creator in more ways than one, the user builds up spiritual energy in their hands, before picking up a boulder or large rock and crushing it to dust- then letting the energy go and forming what amounts to a rudimentary rail gun out of the process. This dastardly attack sends hundreds if not thousands of small jagged rocks forth on the push of the energy pushing it as it is thrown.. Type: Physical, Ranged, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Projectile, Wounding Cost: 37 Ki Learn: 2 weeks for Rank 1.
Green Steel Strike | Midorikoudageki A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies. Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1.
Kaioken (RANK 3) You forcefully draw out the potential locked behind your natural limits, allowing you to dramatically increase your power in short bursts in exchange for severe damage to your body. Type: Legendary Utility Action: At-Will Effect: You regain 50 ki at the time of use and increase your Base Power Level by 50%. Additionally, increase your damage dealt with all attacks by 2 and your Defense by 3 for this technique’s duration. If you possess Enhanced Power Up, you may choose to instead regain 75 Ki. Duration: 2 Turns Cost: 10 HP Limit: Power Up may not be used while Kaioken is active, and Kaioken may not be activated again until it expires. Kaioken shares a maximum Ki Restoration limit with Power Up. Ranks: Rank 2 allows you to use Kaioken x3, doubling Kaioken’s Cost and Effect. Rank 3 allows you to use Kaioken x4, tripling Kaioken’s Cost and Effect. Learn: Requires a 5,000 word quest and 4 weeks to learn.
EQUIPPED ITEMS: Equipped Items -Cape of Vegeta the IVth (Artifact Slot)
-Flex Metal Staff (Weapon Slot Slot) -Expert Training Gear (Outfit Slot) -Modern Scouter (Supplementary - Technology Slot)
-AI Assistant (Supplementary - Technology Slot 2)
Zaru [/b] 3d4+22·1d4·1d100+115·1d4+11·1d4·1d100+115·3d10+22·1d4·1d100+115·1d100·3d10+22·1d4·1d100+115·1d100
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Post by Zaru on Feb 14, 2020 13:39:43 GMT -8
The Emperor refused to look away, even as his body screeched out in pain, refusing to move all the while. He had long since pushed his limits; death was mere seconds away for him, and soon, his people with him. What did it matter? If they had not been strong enough to survive without him, then perhaps all of them, including him, deserved to die anyway. He wondered, his mind floating back as he saw his younger self rushing forward. He wondered if his sons would live in this timeline - if they would ever exist at all. It did not matter, and it would give him no peace, but he wished what last thoughts he had to be of their faces. Of the pride he felt in them, even now. They had failed and they had died, but they were his sons. He supposed for all of his power, he was a poor Saiyan warrior. He had never been able to let them go, to cast them aside as the distractions he should. He should have been strong and beaten them to their limits, forced them to one day overcome him or be destroyed by the forces of life themselves.
All he had done was let them face oblivion unprepared, and now his timeline would do the same. So be it. Damn them all, and damn his need to control, his need to lead. It was a bloated, rotten stomach of an empire that would burst into nothing when it lost the one thing holding it together. He could barely think of much as the beating continued, strikes crushing his bones, his organs crying out in pain as the sheer force of the strikes tore him to shreds, the pain nigh unbearable in this weak and frail form he found himself trapped in. Whether his younger opponent meant it or not, it felt like it more than hurried him along. The Emperor collapsed out of the air as he fell backwards, already feeling himself being torn back to...to somewhere. To the place he truly belonged in. He could see, hear, and smell smatterings of his own timeline, of his own place to protect that had proven it was the one to die out. He could hear them, outside - the high-pitched laughter and giggling, the childish noises and the screams and terror they created. The Majins. The scourge had already reached this backwater world, and no doubt so many others with it. The Devourer, though he appeared unintelligent, seemed to have known when to make his move. He raised his own children, so many; though they were weak compared to his true power, their hunger was their strength. It was too late. Even if he had his full power right now, most on the surface would already be dead. Other worlds would be collapsing; the tide had broken through, crushing all in its wake.
Emperor Cayle Pota, Sovereign of the Saiyan Race and Saviour of Creation, was dying. He finally hit the arena floor, coughing to the side as blood spilled from his mouth, his body wracked with damage. He had no witty retort to whatever his younger counterpart may have said before attacking. Truly, he couldn't remember. His mind was becoming fuzzy, his vision blurring. He could only see visions of his sons, of the Empire that he now realised meant so little, the image of the woman he had once loved. All gone, torn apart by mindless, ravenous hunger. In the end, he was just food. The Emperor could not fight, nor did he even have the strength to breathe. All he could do was close his eyes as his body became still, broken on the ground and already beginning to shift back to wherever it had once come from. It was strange, he could feel...warm. Becoming aware of things once more. What was this? Was this what real death felt like?
WC: 653 | 3176 | 7686
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Post by Cayle Pota on Feb 14, 2020 17:58:23 GMT -8
As the other, imperial version of the prime universe's Cayle Pota began to phase between the worlds, Cayle quickly went to work. He bit his lip, before spitting the blood and saliva into a condiment container he just happened to have in his pocket, why would he have that in his pocket? Well obviously because he was after all the crown prince of the Taco King restaurant empire. Perhaps a sample of his non-corrupted blood would provide the old man a chance at growing a clone body which didn't have the malfunctions and degradation which the old man could use to turn the tide in this war.
Cayle should have by all rights hated the man who was a corrupted, warping of himself, but he saw positive aspects to the man as well – and simply callously turning his back on the man and his universe when this man was the only thing definitely standing against his universe being devoured? It was not acceptable. If he did that, he would be just as bad as the man, and as his fighting spirit continued to grow, his body began to heal the wounds which he already had – and as his sheer will and fighting spirit commanded his cells to repair themselves, those same cells upon the old man? They began to activate and feed off the old man's own massive amount of spiritual energy.
Cayle Pota's un-corrupted, un-degraded DNA was within that blood, and as it came in contact with the almost identical DNA of the Emperor Cayle, it began to heal him and rapidly re-knit wounds caused from battle, wounds caused from time, and wounds caused from the flaws of the cloning system which the old man had used. The truer, younger, more vital DNA of the prime Cayle Pota began to rework the old man in it's image, and as it did it began to save him.
A true Saiyan warrior isn't made of blood alone though, it takes blood and iron. As the laughter and malicious chuckles of the Majins began to echo through time and space through this connection between the two Saiyan warriors born of Pota Potaset, and as the Majins begin to appear on the other side,of the veil and in a split second? Cayle Pota of the prime universe pierced it. One hand upon the still flickering old man, applying healing energy to him, another firing blasts of energy at the Majin marauders as they began to go down the stairs, he killed them, one after the other and continued this vigil for what felt like a half hour.
It had only been six minutes, but in that time, Cayle had stopped the first assault group from breaching the temple, and in that time more than that? He had seen the old man wasn't wrong. On the old man's side of the veil, seven beautifully sculpted amber-orange orbs with red stars stood together, simply waiting the command of one worthy.
If the old man could just get to his feet, maybe Cayle Pota, former farm boy, really could save Emperor Cayle and his universe. Before he let go of the old man's arm, he whispered into his ear. “Don't just wish for your strength back. Wish to undo all the death and destruction that the Majins have done. That's within the power of the Dragon Balls' Shenron, I think.”
Then his hand was removed, and if the old man still flickered from the prime universe and his own as Cayle's blood worked at healing its alternate universe counterpart or not? Cayle was back in the prime universe and ready for the next step of this quest. Just because he saw another version of himself and another universe in need of help didn't mean that he was about to forget the guilty feeling he had felt letting Achido Nakamura come in here, or the fact he had come in here to help save the boy and the students of Master Daiko.
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