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Post by Zaru on Feb 10, 2020 11:41:19 GMT -8
Zaru prepared himself as best he could, taking deep breaths as he began to adjust his stance and practice different movements, striking forwards and then fighting an invisible opponent attacking from his side, one to his rear. He was trying to imagine the shadow of the man he'd arranged to fight, moving around in his mind's eye. He was attempting to plan and prepare for him, for his movements. Although he could have watched tapes of other fights the man might have had at other tournaments, and that would have definitely taught him a few things, he understood something much more. Cade knew of, and had explained, the philosophy of his martial art, its objective. When he'd arrived at the islands, he had listened carefully to what the man had said, even if the accent made it almost unbearable. Respect for him as a martial artist or not, Zaru did have some frustrations to work out by punching the guy in the mouth as soon as possible. He stood at the spot where he'd often trained as a kid, with the old lady. It was on Melon Island, though decently far enough away from where the rest of the family lived. This island, not being that big, was almost exclusively populated with his relatives, and he was trying to avoid introducing himself and mingling for a while. It had been five years since he last spoke to any of them here, when he'd went up to the Southlands for Chasnu's funeral. He never really came back - the Great Plains and the desert, with their chaos and excitement, with all the bandits and warlords he could test himself against, were far too much of a temptation. It was going to be an awkward homecoming, so he was hoping to just put it off as soon as possible; at the least, he'd enjoy the nostalgia of this spot while he could.
WC: 319
xCsia4ae1d100 - INITIATIVE
1d100
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Post by darthlunchbox on Feb 10, 2020 14:12:36 GMT -8
Cade swung towards the island that he thought he sensed Zorro on. He'd agreed to meet him out here on Melon island to take up the offer to spar with him he'd levelled at the eating contest and again a day ago. He seemed to have some sort of need to test himself... which Cade could empathize with. He cirlced the island a few times, observing the homes there.. they looked nice enough. He came back around to where the bald headed man was warming up and touched down. He waved and smiled, "Hey there, Zorro. Give me a sec to warm up and we can get this show on the road, buddy."He ran through a few basic katas and got his blood flowing, then did a quick series of stretches. He was starting to feel good, ready to fight. Ready to prove that he wasn't no push over to this dour man with the smooth head. He reached over his back and removed a staff from it's holder and got into a stance with it... then ran through a blinding series of strikes and parries against an imaginary opponent. The staff felt good and responsive... almost alive in his hands. He turned to Zarro and sketched a quick warrior's bow, "I reckon I'm ready. You about ready?" jmF76w|11d100{Battle Tracker}
Turns Suppressed: 0
DEFENSE PHASE.
Opponent
Attack 1: Cade (130) vs Opponent (0) = Miss
Attack 2: Cade (130) vs Opponent (0) = Miss
Total damage: -3 dr =0 damage
OFFENSE PHASE.
At-Will:
Bonus Action:
Standard Action 1: (Crit on 92 or above)
Standard Action 2: (Crit on 92 or above)
EFFECTS.
{Battle Info} Cade KendrickBandit Level 2 Class Features:
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Burgle - Once per turn, as a Bonus Action, you may add the following effect to any damage-dealing techniques you perform: “This technique reduces the target’s Accuracy or Defense modifiers(chosen when performing a technique) by -5 for 1 turn; increase your own Attack or Defense modifier(mirroring which was chosen previously) by +5 for 1 turn.”
Prey on the Weak - Your attacks targeting an opponent currently suffering from the “Wound” or “Cripple” status effects reduce their target’s Ki by 5 if they hit. If your attacks are benefiting from the “Burgle” class feature, you gain Ki equal to the amount this ability caused an opponent to lose; this ki is gained on your next turn and may not cause you to exceed your maximum Ki.
Sneakier Attack - Your Sneak Attack feature is now triggered by suppressing to 70% or less and increases damage by 1d6+1 per whole turn suppressed. Additionally, your Sneak Attacks inflict “Cripple” on their target(s).
Human Racial Trait: 9001 Lives
Techniques Jaga Burst Cade screams and then explodes into blue light; he soon reappears near his opponent and flickers around them, delivering a flurry of punches that explode in small novas of light as he delivers them Type: Physical/Melee/Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing Minor Effect: Blinding Cost: 20 Ki Learn: 2 Weeks
SONIC SWAY (Rank 3) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE (Rank 3) You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FIST [Rank 3] You adopt a fighting style fueled by booze that makes you unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends. --As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip. Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD ATTACK You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Enhanced Basic Tech: Strike Effect: d12 for damage with Strike.
Traits/Class traits
Dynamic Entry Activation: Passive Effect: You may perform 1 Attack on your first combat turn of a thread. Limit: --
Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
Sadist Activation: None (Passive) Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% chance to inflict those effects in addition to their other effects. Limit: --
Blitz Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Inventory
Power Pole A legendary weapon once used by the warrior Son Goku of Mount Paozu. This weapon is known for its ability to extend immense distances at a simple command word and for its seeming unending durability. Type: Lost Artifact - Staff Zeni Value: 600,000 Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: When utilizing this weapon you may increase your Defense stat by half of your Fighting skill. You may make melee attacks from range, once per battle. When you do, your attack has a +10 accuracy modifier. As an item of great power simply possessing the power pole generates an increase of 10% to the user's power level. Questing Word Requirement: 5,000 words. Limit: Three times per thread.
Cryo-Bomb A grenade containing a complex compound that causes an immediate chain reaction upon being detonated- this compound quickly freezes the area around its detonation. Type: Grenade Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Freeze status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Champion’s Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reaosn. Type: Supplementary - Magic Activation: Passive Effect: Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Limit: Only one Lucky Trinket may be equipped at a time.
Regenerative Infusion While more advanced forms of this temporary nanite injection are not readily available, basic ‘kits’ can be purchased in specialty stores; the nanites contained therein work within the injected’s body to gradually replenish their health. Type: Restorative - Infusion Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: The target of this item restores +5 HP and +3 Ki per turn, at the end of each turn, for 5 of their turns. Limit: 1 use per thread.
PL: 18,312 HP: 70/70 | TEMP HP: 0/0 | KI: 100/100 FIGHTING: 50 | ENERGY CONTROL: 25 | REFLEXES: 50 | RESILIENCE: 30 MELEE ACCURACY: +60 | ENERGY ACCURACY: +35 | DEF: 130 DR: 3 | DMG MODIFIER: +3 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [219/219] 1d100
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Post by darthlunchbox on Feb 10, 2020 19:53:41 GMT -8
Cade spun the staff around agilely a few more times before he planted on the ground and leaned it against his shoulder. He pulled a flask of southern desert cactud shine out from the inside of his gi where if was hanging by a sturdy rawhide rope. He had received some training from an old drunken master at the edge of the desert... which was surprisingly useful. It only took a little sip of the liquor to activate the abilities the old man had taught him along with the ability to brew the stuff. He took a deep breath and reached inside of himself... and suppressed his power. Not as much as he had used to need to, he had refined his technique since he had left. He concentrated on the way he had seen Zorro moving when he was practicing and projecting in his mind the ways he could avoid the attacks and felt his instincts rising to the task, floating around in the back of his head. He picked his staff back up and got into a ready position, nodding to Zorro that he was ready. As soon as the other man indicated he was ready, Cade called out, "Head's up, here we go, compadre!" sprung into action, sending a horizontal strike at the man's right shoulder and then letting his hands slide down to the bottom together, he spun and ducked as his brought the staff around in a followup attack at Zorro's right ankle. {Battle Tracker}
Turns Suppressed: 0
DEFENSE PHASE.
Opponent
Attack 1: Cade (130) vs Opponent (0) = Miss
Attack 2: Cade (130) vs Opponent (0) = Miss
Total damage: -3 dr =0 damage
OFFENSE PHASE. +15 Acc from Champ Gi
At-Will: Instinctual Defense -7 ki for 8 Charges At-Will: Instinctual Attack -9 ki for 5 charges At-Will: Suppress to 70% of PL At-Will: Strike (Crit on 92 or above) Blitz RQyCA3xa1d100+75
1d12+3
Bonus Action: Drunken Fist -14 ki
Standard Action 1: Strike (Crit on 92 or above - allowed because of Dynamic Entry) 1d100+75
1d12+3
Standard Action 2: (Crit on 92 or above)
EFFECTS.
Instinct: 13 Charges Drunken Master: 6 sips {Battle Info} Cade KendrickBandit Level 2 Class Features:
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Burgle - Once per turn, as a Bonus Action, you may add the following effect to any damage-dealing techniques you perform: “This technique reduces the target’s Accuracy or Defense modifiers(chosen when performing a technique) by -5 for 1 turn; increase your own Attack or Defense modifier(mirroring which was chosen previously) by +5 for 1 turn.”
Prey on the Weak - Your attacks targeting an opponent currently suffering from the “Wound” or “Cripple” status effects reduce their target’s Ki by 5 if they hit. If your attacks are benefiting from the “Burgle” class feature, you gain Ki equal to the amount this ability caused an opponent to lose; this ki is gained on your next turn and may not cause you to exceed your maximum Ki.
Sneakier Attack - Your Sneak Attack feature is now triggered by suppressing to 70% or less and increases damage by 1d6+1 per whole turn suppressed. Additionally, your Sneak Attacks inflict “Cripple” on their target(s).
Human Racial Trait: 9001 Lives
Techniques Jaga Burst Cade screams and then explodes into blue light; he soon reappears near his opponent and flickers around them, delivering a flurry of punches that explode in small novas of light as he delivers them Type: Physical/Melee/Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing Minor Effect: Blinding Cost: 20 Ki Learn: 2 Weeks
SONIC SWAY (Rank 3) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE (Rank 3) You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FIST [Rank 3] You adopt a fighting style fueled by booze that makes you unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends. --As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip. Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD ATTACK You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Enhanced Basic Tech: Strike Effect: d12 for damage with Strike.
Traits/Class traits
Dynamic Entry Activation: Passive Effect: You may perform 1 Attack on your first combat turn of a thread. Limit: --
Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
Sadist Activation: None (Passive) Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% chance to inflict those effects in addition to their other effects. Limit: --
Blitz Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Inventory
Power Pole A legendary weapon once used by the warrior Son Goku of Mount Paozu. This weapon is known for its ability to extend immense distances at a simple command word and for its seeming unending durability. Type: Lost Artifact - Staff Zeni Value: 600,000 Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: When utilizing this weapon you may increase your Defense stat by half of your Fighting skill. You may make melee attacks from range, once per battle. When you do, your attack has a +10 accuracy modifier. As an item of great power simply possessing the power pole generates an increase of 10% to the user's power level. Questing Word Requirement: 5,000 words. Limit: Three times per thread.
Cryo-Bomb A grenade containing a complex compound that causes an immediate chain reaction upon being detonated- this compound quickly freezes the area around its detonation. Type: Grenade Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Freeze status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Champion’s Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reaosn. Type: Supplementary - Magic Activation: Passive Effect: Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Limit: Only one Lucky Trinket may be equipped at a time.
Regenerative Infusion While more advanced forms of this temporary nanite injection are not readily available, basic ‘kits’ can be purchased in specialty stores; the nanites contained therein work within the injected’s body to gradually replenish their health. Type: Restorative - Infusion Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: The target of this item restores +5 HP and +3 Ki per turn, at the end of each turn, for 5 of their turns. Limit: 1 use per thread.
PL: 20,144 --> 14,101 HP: 70/70 | TEMP HP: 0/0 | KI: 70/100 FIGHTING: 50 | ENERGY CONTROL: 25 | REFLEXES: 50 | RESILIENCE: 30 MELEE ACCURACY: +60 | ENERGY ACCURACY: +35 | DEF: 130 DR: 3 | DMG MODIFIER: +3 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [248/467] 1d100+75·1d12+3·1d100+75·1d12+3
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Post by Zaru on Feb 11, 2020 14:28:06 GMT -8
Zaru watched with the same indifferent expression he always had when Cade arrived, saying nothing at first. Finally having had the time to centre himself, Zaru had gone into the 'zone' that many combatants and martial artists of all types had. Where there was nothing else to focus on, where all that mattered was the opponent in front of you and how you would overcome them. Surprisingly, Zaru wasn't as bothered by Cade's accent like this - it did help that he was always prepared to respect an opponent, and he knew he had to take a practitioner of a more obscure martial art more seriously - they tended to have tricks and movements that very few had seen. Sometimes he'd heard of 'hidden' arts. Some had been because outside of a few techniques, much of it was virtually useless, like the Worm Style bar the diffusion technique he'd co-opted. The Jaguar Style, though...a man didn't win a tournament without a solid foundation in some kind of combat art. Usually only the dangerous stood on top at the end. "Ready when you are." Zaru's body tensed up as he almost seemed to shoot into his stance in an instant, an open hand stretching outwards while the other fist reared back at his side, facing upwards and ready to be used as needed. Oddly, the fingers on his open hand seemed to bend forward and almost form something akin to a claw, though not like the two fangs of the Wolf Fang Fist. It created an aura of something large and powerful, and Zaru's ki did much of the same. His energy seeped out around him to try and overwhelm the opponent's, to induce a certain fear into them, to make them hesitate or feel intimidate. The stance made Zaru almost seem bigger, and it helped that he'd been training to bulk a bit more. Standing like this, he appeared even taller. The staff that Cade wielded was what gave Zaru pause - he had unusual range with it, and it didn't help that he seemed to now be suppressing his energy...as though he was hiding it. Suddenly, the first swing came. He raised his arm as his wrist caught the strike that would have hit his shoulder hard; though it hurt, there wasn't much in the way of real damage to him as he deflected the blow back. It seemed that Cade almost used the momentum of it to spin and come in for a sweep at Zaru's legs, causing the bald martial artist to hop up and quickly push himself down with his ki, keeping his original stance. "You can hit harder than that." Zaru's aura continued to grow in fierceness and his latent aggression helped to fuel it - though the old Lion Style had been just as obscure as those others mentioned, the last master of it being handily defeated by a child using Turtle School techniques, there were lessons it had for someone like him. WC: 497 | 816 ACTIVE EFFECTS.Champion's Gi: +10 Defense Bio-Suit: +3 HP Regen Power Up(1/2): +25% PL DEFENSE PHASE.Bonus Action: Sense | -0 Ki | +5 Accuracy and Defense, +1 DR and Damage [Cade] Attack #1: Strike | Hits for 13 Damage [Cade] Attack #2: Strike | Misses 13 DMG - 11DR = 2 DMG OFFENSE PHASE. Bonus Action: Power Up | +25 Ki, +25% PL | Edge 1 gained on Cade Action 1: Sacrificed for Bonus Action
Action 2: TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Flawless Counter Requirements: N/A Activation: None (Passive) Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Bend The Limits Requirements: N/A Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Unmatched Skill - Focus Mastery Level 3 now instead increases your chosen skill by +10. Overqualified - Potential Mastery Level 5 now instead increases all of your skills by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. ITEMS.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn. Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: N/A CURRENTLY USING:
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 3) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less.
Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 Ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
OCTOPUS STLYE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
MODIFIED JAGA BURST (TELEPORT RANK 3)An alteration of a technique of the Jaguar Style, Zaru is able to make himself explode into light and reappear elsewhere, using his Ki to essentially slingshot himself over great distances or even through solid matter.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 Ki Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 60 ENERGY CONTROL: 40 REFLEXES: 30 RESILIENCE: 60 NATURAL PL: 19,299 | BASE PL: 19,299 | CURRENT PL: 24,123 HP: 125/125 | KI: 100/100 | DEF: 80 | ENG ATK: 55 | PHY ATK: 75 | DR: 10 | DMG MOD: 6 | KI DISCOUNT: -2 | POWER UP KI REGEN: 0/100
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Post by darthlunchbox on Feb 11, 2020 18:42:54 GMT -8
Zorro had came away pretty much unscathed from his initial attack... which was fine. All this next little while was just about setting his partner up for the big boom... anything he did to knock him down a bit was just a bonus. He shrugged and grinned at Zorro's words, "Allrighty, I'll see what I can do for you as far as knockin' on you a bit. Don't know how it'll go, you seem like a solid enough feller." He started pacing around the man slowly, observing as he moved just enough to keep Cade in sight and his defenses in place. Cade nodded in approval, the guy definitely knew what he was doing. With no warning he took two steps forward and planted the staff into the ground to leverage himself up into a high flying kick directly at Zorro's forehead. As he landed, he would spin around to the left and slam the staff down on a right to left diagonal towards his opponent's left shoulder. He felt his adrenaline starting to kick in and his grin stayed pasted on his face as he took half a step back and jabbed the staff down at Zorro's left thigh and then re angled it as he drew it back and jabbed it hard at his stomach before withdrawing a half step and whirling the staff up into a defensive position. He'd already seen that Zorro could weather his attacks; he reckoned he was about to see if he could say the same. {Battle Tracker}
Turns Suppressed: 1
DEFENSE PHASE.
Opponent
Attack 1: Cade (130) vs Opponent (0) = Miss
Attack 2: Cade (130) vs Opponent (0) = Miss
Total damage: -3 dr =0 damage
OFFENSE PHASE. +15 Acc from Champ Gi
At-Will: Strike (Crit on 92 or above) Blitz
ShFzAQUr1d100+75
1d12+3
At-Will: Strike (Crit on 92 or above) Blitz
1d100+75
1d12+3
Bonus Action: Adding Mug to attacks - -5 to Zaru's Accuracy for each attack that hits this round, +5 Acc my next turn for each hit.
Standard Action 1: Strike (Crit on 92 or above ) 1d100+75
1d12+3
Standard Action 2: Strike (Crit on 92 or above)
1d100+75 Crit!
1d12+3 Crit - +5 Damage!
EFFECTS.
Instinct: 13 Charges Drunken Master: 6 sips {Battle Info} Cade KendrickBandit Level 2 Class Features:
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Burgle - Once per turn, as a Bonus Action, you may add the following effect to any damage-dealing techniques you perform: “This technique reduces the target’s Accuracy or Defense modifiers(chosen when performing a technique) by -5 for 1 turn; increase your own Attack or Defense modifier(mirroring which was chosen previously) by +5 for 1 turn.”
Prey on the Weak - Your attacks targeting an opponent currently suffering from the “Wound” or “Cripple” status effects reduce their target’s Ki by 5 if they hit. If your attacks are benefiting from the “Burgle” class feature, you gain Ki equal to the amount this ability caused an opponent to lose; this ki is gained on your next turn and may not cause you to exceed your maximum Ki.
Sneakier Attack - Your Sneak Attack feature is now triggered by suppressing to 70% or less and increases damage by 1d6+1 per whole turn suppressed. Additionally, your Sneak Attacks inflict “Cripple” on their target(s).
Human Racial Trait: 9001 Lives
Techniques Jaga Burst Cade screams and then explodes into blue light; he soon reappears near his opponent and flickers around them, delivering a flurry of punches that explode in small novas of light as he delivers them Type: Physical/Melee/Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing Minor Effect: Blinding Cost: 20 Ki Learn: 2 Weeks
SONIC SWAY (Rank 3) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE (Rank 3) You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FIST [Rank 3] You adopt a fighting style fueled by booze that makes you unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends. --As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip. Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD ATTACK You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Enhanced Basic Tech: Strike Effect: d12 for damage with Strike.
Traits/Class traits
Dynamic Entry Activation: Passive Effect: You may perform 1 Attack on your first combat turn of a thread. Limit: --
Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
Sadist Activation: None (Passive) Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% chance to inflict those effects in addition to their other effects. Limit: --
Blitz Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Inventory
Power Pole A legendary weapon once used by the warrior Son Goku of Mount Paozu. This weapon is known for its ability to extend immense distances at a simple command word and for its seeming unending durability. Type: Lost Artifact - Staff Zeni Value: 600,000 Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: When utilizing this weapon you may increase your Defense stat by half of your Fighting skill. You may make melee attacks from range, once per battle. When you do, your attack has a +10 accuracy modifier. As an item of great power simply possessing the power pole generates an increase of 10% to the user's power level. Questing Word Requirement: 5,000 words. Limit: Three times per thread.
Cryo-Bomb A grenade containing a complex compound that causes an immediate chain reaction upon being detonated- this compound quickly freezes the area around its detonation. Type: Grenade Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Freeze status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Champion’s Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reaosn. Type: Supplementary - Magic Activation: Passive Effect: Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Limit: Only one Lucky Trinket may be equipped at a time.
Regenerative Infusion While more advanced forms of this temporary nanite injection are not readily available, basic ‘kits’ can be purchased in specialty stores; the nanites contained therein work within the injected’s body to gradually replenish their health. Type: Restorative - Infusion Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: The target of this item restores +5 HP and +3 Ki per turn, at the end of each turn, for 5 of their turns. Limit: 1 use per thread.
PL: 20,144 --> 14,101 HP: 70/70 | TEMP HP: 0/0 | KI: 70/100 FIGHTING: 50 | ENERGY CONTROL: 25 | REFLEXES: 50 | RESILIENCE: 30 MELEE ACCURACY: +60 | ENERGY ACCURACY: +35 | DEF: 130 DR: 3 | DMG MODIFIER: +3 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [253/720] 1d100+75·1d12+3·1d100+75·1d12+3·1d100+75·1d12+3·1d100+75·1d12+3
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Post by Zaru on Feb 12, 2020 11:51:40 GMT -8
Zaru was quiet as he watched Cade move around him, his eyes following slowly as his body aligned to do the same, never letting the other man get at an angle that was outside the bubble of defense he'd made for himself. He was silent throughout, only watching as Cade spoke. It wasn't that he ignored him, but rather he was paying far too much attention. He knew the way his style would sucker someone in, and he refused to let that happen to him. He wanted to see what Cade had up his sleeve, but not leave himself far too open to such a thing. His eyes widened for a brief moment as Cade's first swing with the staff came, and Zaru actually leaned his upper body backwards to dodge the attack, before ducking down to avoid the follow-up. He saw the sweep coming and hopped it as before, as Cade moved in for an attack towards his abdomen. Zaru suddenly shot downwards onto his feet before the blow landed and actually moved forward, focusing on the subtleties of the Viper Style that he'd learned. The martial artist spun as he moved past the staff and suddenly approached at a rapid pace, even as his back was still to Cade while he did. Still mid-turn, Zaru's leg kicked outwards and down, aiming to buckle Cade's shin and send him off-balance. His hand came up, attempting to strike his opponent in the front of his face with the back of his fist. Though it looked like a quick, snapping attack, there was enough concentrated ki behind it to send most tumbling or flying back - he was attempting to catch his opponent off-guard, and create distance while he was at it. WC: 290 | 1106 ACTIVE EFFECTS.Champion's Gi: +15 Accuracy to Basic Techniques Flawless Counter: +20 Accuracy Bio-Suit: +3 HP Regen Power Up(2/2): +25% PL Edge 1: +2 DR and DM DEFENSE PHASE.Action 1: Sonic Sway | -8 Ki | Avoid all attacks that do 15 Natural Damage or under [Cade] Attack #1: Strike | Dodged [Cade] Attack #2: Strike | Dodged [Cade] Attack #3: Strike | Dodged [Cade] Attack #4: Strike | Dodged 0 DMG - 0DR = 0 DMG OFFENSE PHASE. Bonus Action: Dragon Dash | -5 Ki | +10 Accuracy, +5 Damage Action 1: Strike | - 0 Ki Attack Bonus +120 | Damage Bonus +16 | Inflict Bonus: N/A FpWyq2Gy1d100+120 - TO HIT 1d12+16 - DAMAGE At-Will: Blitz Strike | - 0 Ki Attack Bonus +120 | Damage Bonus +16 | Inflict Bonus: N/A 1d100+120 - TO HIT 1d12+16 - DAMAGE
Action 2: N/A TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Flawless Counter Requirements: N/A Activation: None (Passive) Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Bend The Limits Requirements: N/A Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Unmatched Skill - Focus Mastery Level 3 now instead increases your chosen skill by +10. Overqualified - Potential Mastery Level 5 now instead increases all of your skills by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. ITEMS.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn. Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: N/A CURRENTLY USING:
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 3) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less.
Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 Ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
OCTOPUS STLYE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
MODIFIED JAGA BURST (TELEPORT RANK 3)An alteration of a technique of the Jaguar Style, Zaru is able to make himself explode into light and reappear elsewhere, using his Ki to essentially slingshot himself over great distances or even through solid matter.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 Ki Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 60 ENERGY CONTROL: 40 REFLEXES: 30 RESILIENCE: 60 NATURAL PL: 19,299 | BASE PL: 19,299 | CURRENT PL: 24,123 HP: 125/125 | KI: 87/100 | DEF: 80 | ENG ATK: 55 | PHY ATK: 75 | DR: 10 | DMG MOD: 6 | KI DISCOUNT: -2 | POWER UP KI REGEN: 0/100 1d100+120·1d12+16·1d100+120·1d12+16
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Post by darthlunchbox on Feb 12, 2020 19:00:20 GMT -8
Zorro twisted around his strikes in sinuous movements as he struck and thrust the staff at him. He moved very well, whoever had taught him had done a bang up job, all right. He saw the kick coming for his shin and boosted his speed with his ki, quickly sidestepping the vicious attack. Sweeping the staff up, he caught the back handed fist and felt it trying to knock him back with its ki enhanced power. Dang,this guy don't play around does he? Let's see how he likes this... He let his torso fold back and the punch continued on, with its powerful momentum making it continue on past him. He popped back up and threw a straight left punch right at Zorro's mouth. Granpa always said there wasn't no better tell for a man than to see what he does when you pop him right in the kisser. Cade recovered and feinted like he was going to jab at his left ankle with the staff but snapped a kick out above it aimed for the dead center of Zorro's chest. After, he would slide back a bit to recover and brought his staff back up into a defensive position. He studied Zorro carefully, but his voice was cheerful enough as he called out, "Oh, you the quiet type, Zorro? That's ok. I prolly talk enough for both of us." {Battle Tracker}
Turns Suppressed: 2
DEFENSE PHASE.
Zaru Attack 1 (136) vs Cade (180) = Miss Zaru Attack 1 (179) vs Cade (180) = Miss
Total damage: -3 dr =0 damage
OFFENSE PHASE. +15 Acc from Champ Gi
At-Will: Strike (Crit on 92 or above) Blitz
KoTaNOFV1d100+75
1d12+3
Bonus Action: Rapid Movement +25 def -14 ki
Standard Action 1: Strike (Crit on 92 or above ) 1d100+75
1d12+3
Standard Action 2: use power pole - increase def by half of fighting stat +25 def
EFFECTS.
Instinct: 13 Charges Drunken Master: 6 sips Power Pole def: 1/3 used
{Battle Info} Cade KendrickBandit Level 2 Class Features:
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Burgle - Once per turn, as a Bonus Action, you may add the following effect to any damage-dealing techniques you perform: “This technique reduces the target’s Accuracy or Defense modifiers(chosen when performing a technique) by -5 for 1 turn; increase your own Attack or Defense modifier(mirroring which was chosen previously) by +5 for 1 turn.”
Prey on the Weak - Your attacks targeting an opponent currently suffering from the “Wound” or “Cripple” status effects reduce their target’s Ki by 5 if they hit. If your attacks are benefiting from the “Burgle” class feature, you gain Ki equal to the amount this ability caused an opponent to lose; this ki is gained on your next turn and may not cause you to exceed your maximum Ki.
Sneakier Attack - Your Sneak Attack feature is now triggered by suppressing to 70% or less and increases damage by 1d6+1 per whole turn suppressed. Additionally, your Sneak Attacks inflict “Cripple” on their target(s).
Human Racial Trait: 9001 Lives
Techniques Jaga Burst Cade screams and then explodes into blue light; he soon reappears near his opponent and flickers around them, delivering a flurry of punches that explode in small novas of light as he delivers them Type: Physical/Melee/Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing Minor Effect: Blinding Cost: 20 Ki Learn: 2 Weeks
SONIC SWAY (Rank 3) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE (Rank 3) You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FIST [Rank 3] You adopt a fighting style fueled by booze that makes you unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends. --As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip. Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD ATTACK You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Enhanced Basic Tech: Strike Effect: d12 for damage with Strike.
Traits/Class traits
Dynamic Entry Activation: Passive Effect: You may perform 1 Attack on your first combat turn of a thread. Limit: --
Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
Sadist Activation: None (Passive) Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% chance to inflict those effects in addition to their other effects. Limit: --
Blitz Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Inventory
Power Pole A legendary weapon once used by the warrior Son Goku of Mount Paozu. This weapon is known for its ability to extend immense distances at a simple command word and for its seeming unending durability. Type: Lost Artifact - Staff Zeni Value: 600,000 Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: When utilizing this weapon you may increase your Defense stat by half of your Fighting skill. You may make melee attacks from range, once per battle. When you do, your attack has a +10 accuracy modifier. As an item of great power simply possessing the power pole generates an increase of 10% to the user's power level. Questing Word Requirement: 5,000 words. Limit: Three times per thread.
Cryo-Bomb A grenade containing a complex compound that causes an immediate chain reaction upon being detonated- this compound quickly freezes the area around its detonation. Type: Grenade Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Freeze status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Champion’s Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reaosn. Type: Supplementary - Magic Activation: Passive Effect: Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Limit: Only one Lucky Trinket may be equipped at a time.
Regenerative Infusion While more advanced forms of this temporary nanite injection are not readily available, basic ‘kits’ can be purchased in specialty stores; the nanites contained therein work within the injected’s body to gradually replenish their health. Type: Restorative - Infusion Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: The target of this item restores +5 HP and +3 Ki per turn, at the end of each turn, for 5 of their turns. Limit: 1 use per thread.
PL: 20,144 --> 14,101 HP: 70/70 | TEMP HP: 0/0 | KI: 56/100 FIGHTING: 50 | ENERGY CONTROL: 25 | REFLEXES: 50 | RESILIENCE: 30 MELEE ACCURACY: +60 | ENERGY ACCURACY: +35 | DEF: 130 DR: 3 | DMG MODIFIER: +3 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [231/951] 1d100+75·1d12+3·1d100+75·1d12+3
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Post by Zaru on Feb 14, 2020 10:33:36 GMT -8
Zaru figured that Cade's deft movements would allow him to avoid any real damage for a time; after all, he'd heard rumours of his speed ever since he started looking into him. It seemed that the Jaguar Style wasn't one of standing your ground, or of trying to make your opponent hyper aware of every movement you made, like what he was leaning towards.The old Lion Style was intimidation, killer instinct and making the opponent doubt, second-guess their movements. It appeared that the Jaguar had something very opposite to that in mind. It held its ground, ducking and diving, yet it only took small swipes. No attempt to sink its teeth in. Zaru was more interested in watching and studying, in experiencing Cade's style than anything else. Perhaps rushing him, trying to take him out before he could enact his plan, would be the safest and wisest course, but he was curious. He had to see what the Jaguar Style's real agenda was, and if he could withstand it, whatever it happened to be. Zaru continued moving forward, even as he saw the punch coming up for his face. As it struck him, Zaru didn't even flinch or falter. He only stared straight into Cade's eyes with an unusual ferocity. Not like he was angry, but as though it was only right that the punch would do nothing to him. Not that it was the case - in truth, Zaru had simply managed to withstand it without real injury this time, but it was not about the truth, it was about what Cade was thinking, what he was trying to plan. There, the kick. Attacking as he retreated, fending off an attacker. More the act of prey than predator - he was being crafty, lulling his opponent into something. Zaru pivoted his body and actually batted Cade's leg aside as he approached with sudden speed, his face getting very close to Cade's. "More than enough." He opened by attempting to strike low, aiming to land a gut punch before following up with an attempted elbow strike towards Cade's face. Immediately, he followed up by attempting to wrap his arm around the back of Cade's neck and turn, hoping to lift and throw him over his shoulder with enough force to crack through the ground below them. There was a certain viciousness to his attacks, even in what was definitely considered a friendly spar. WC: 402 | 1508 ACTIVE EFFECTS.Champion's Gi: +15 Accuracy to Basic Techniques Bio-Suit: +3 HP Regen Power Up(1/2): +25% PL Edge 1: +2 DR and DM DEFENSE PHASE.[Cade] Attack #1: Strike | Hits for 10 damage [Cade] Attack #2: Strike | Missed! 10 DMG - 10DR = 0 DMG OFFENSE PHASE. Bonus Action: Power Up | +25 Ki | +25% Power Level Action 1: Strike | - 0 Ki Attack Bonus +90 | Damage Bonus +11 | Inflict Bonus: N/A HeYWyXyR1d100+90 - TO HIT 1d12+11 - DAMAGE CRIT! +5 Damage = 22 Damage
At-Will: Blitz Strike | - 0 Ki Attack Bonus +90 | Damage Bonus +111 | Inflict Bonus: N/A 1d100+90 - TO HIT 1d12+11 - DAMAGE
Action 2: Strike | - 0 Ki Attack Bonus +90 | Damage Bonus +11 | Inflict Bonus: N/A 1d100+90 - TO HIT 1d12+11 - DAMAGE
At-Will: Blitz Strike | - 0 Ki Attack Bonus +90 | Damage Bonus +111 | Inflict Bonus: N/A 1d100+90 - TO HIT 1d12+11 - DAMAGE
TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Flawless Counter Requirements: N/A Activation: None (Passive) Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Bend The Limits Requirements: N/A Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Unmatched Skill - Focus Mastery Level 3 now instead increases your chosen skill by +10. Overqualified - Potential Mastery Level 5 now instead increases all of your skills by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. ITEMS.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn. Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: N/A CURRENTLY USING:
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 3) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less.
Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 Ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
OCTOPUS STLYE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
MODIFIED JAGA BURST (TELEPORT RANK 3)An alteration of a technique of the Jaguar Style, Zaru is able to make himself explode into light and reappear elsewhere, using his Ki to essentially slingshot himself over great distances or even through solid matter.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 Ki Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 60 ENERGY CONTROL: 40 REFLEXES: 30 RESILIENCE: 60 NATURAL PL: 19,299 | BASE PL: 19,299 | CURRENT PL: 24,123 HP: 125/125 | KI: 100/100 | DEF: 80 | ENG ATK: 55 | PHY ATK: 75 | DR: 10 | DMG MOD: 6 | KI DISCOUNT: -2 | POWER UP KI REGEN: 13/100 1d100+90·1d12+11·1d100+90·1d12+11·1d100+90·1d12+11·1d100+90·1d12+11
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Post by darthlunchbox on Feb 14, 2020 12:18:50 GMT -8
Zorro didn't even flinch when he popped him in the face... he was a tough son of a gun all right. The bald headed man batted his kick aside and tried to charge in to take an advantage of the perceived opening. Cade channeled his ki and flowed around the strikes almost as if he were boneless. He sucked in his stomach and leaned forward as the punch came in for his gut and then pivoted out of the elbow's path as it whooshed by. As Zorro reached for the grab around the back of his neck, Cade let himself fall and reached up to grab the powerful arms coming towards him; once he had a hold he would swing himself up and launch a double footed kick towards Zorro's face before dropping down and rolling back out of the way. Popping back up to his feet Cade grinned, "Well I'll try not to talk too much, ol' pal." He feinted a left straight and followed with a lightning quick hook towards tha other man's ribcage before he continued, "I wouldn't want ya to get all bored like, ya know?" He fell back into his signature stance, left arm held out straight, right arm held up high by his head cocked back with his body turned sideways towards his opponent with the left foot leading. He thought maybe it was time for Zorro to see a classical stance, since he seemed to favor them himself. Now, he had to see what other tricks he had in his... well he didn't have a hat. Up his sleeve, maybe? Battle Tracker Battle Info PL: 20,144 --> 14,101 HP: 70/70 | TEMP HP: 0/0 | KI: 47/100 FIGHTING: 50 | ENERGY CONTROL: 25 | REFLEXES: 50 | RESILIENCE: 30 MELEE ACCURACY: +60 | ENERGY ACCURACY: +35 | DEF: 130 DR: 3 | DMG MODIFIER: +3 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [267/1218] 1d100+75·1d12+3·1d100+75·1d12+3·1d100+97·1d12+3·1d12+3·4d6+4·1d100+97·4d6+7·4d6+7·4d6+4zY8BbE|Y
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Post by Zaru on Feb 15, 2020 1:40:12 GMT -8
Cade's movements were unorthodox and surprising, even for someone with his style. Zaru was caught off-guard when his arms were grabbed, and his opponent suddenly leaped up to plant both feet in his face. His head and neck were whipped back, but his discipline forced his body to stand still. He didn't move for a moment, before slowly bringing his head down to stare at Cade once more. The hook connected with his body, yet his stance didn't seem to give at all. Zaru remained still, acting as though there was no pain while he stared down his opponent. He had good moves on top of his strong spirit. Well, that was going to be an issue. The most pressing one though, was how to catch him. Cade was slippery and fast, but Zaru could feel his ki would be starting to wear down just a bit. He'd have to take a breather at some point. "Talk all you like. Do what you normally would." Zaru was curious if it was part of his game, or just something he wanted to do on his own. The martial artist's ki continued to pour out of him, seeming overwhelming and without any stop to the flow of it. He slowly moved a step forward and suddenly sped up to get in Cade's face once more, attempting a knee strike towards the man's sternum that he followed up by trying to land a push kick to his abdomen. The strikes had clear and serious power behind them, even from just the precise manner in which they were thrown. Zaru was still taking his time; he wanted to see it. He wanted to see what happened when the Jaguar beared its teeth. WC: 289 | 1797 ACTIVE EFFECTS.Champion's Gi: +15 Accuracy to Basic Techniques Bio-Suit: +3 HP Regen Power Up(2/2): +25% PL Power Up(1/2): +25% PL Edge 2: +5 Accuracy, +3 DR and DM 2 Hits from Cade's Burgle: -10 Accuracy DEFENSE PHASE.Bonus Action: Enhanced Sense | -0 Ki | +5 Accuracy and Defense, +2 DR and DM (4 Rounds of battle) [Cade] Attack #1: Strike | Hits for 16 Damage [Cade] Attack #2: Strike | Hits for 7 Damage 23 DMG - 14DR = 9 DMG OFFENSE PHASE. Bonus Action: Power Up | +25 Ki | +25% Power Level Action 1: Strike | - 0 Ki Attack Bonus +90 | Damage Bonus +14 | Inflict Bonus: N/A |NHOX7TE1d100+90 - TO HIT 1d12+14 - DAMAGE
At-Will: Blitz Strike | - 0 Ki Attack Bonus +90 | Damage Bonus +14 | Inflict Bonus: N/A 1d100+90 - TO HIT 1d12+14 - DAMAGE
TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Flawless Counter Requirements: N/A Activation: None (Passive) Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Bend The Limits Requirements: N/A Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Unmatched Skill - Focus Mastery Level 3 now instead increases your chosen skill by +10. Overqualified - Potential Mastery Level 5 now instead increases all of your skills by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. ITEMS.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn. Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: N/A CURRENTLY USING:
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 3) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less.
Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 Ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
OCTOPUS STLYE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
MODIFIED JAGA BURST (TELEPORT RANK 3)An alteration of a technique of the Jaguar Style, Zaru is able to make himself explode into light and reappear elsewhere, using his Ki to essentially slingshot himself over great distances or even through solid matter.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 Ki Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 60 ENERGY CONTROL: 40 REFLEXES: 30 RESILIENCE: 60 NATURAL PL: 19,299 | BASE PL: 19,299 | CURRENT PL: 28,948 HP: 119/125 | KI: 100/100 | DEF: 80 | ENG ATK: 55 | PHY ATK: 75 | DR: 10 | DMG MOD: 6 | KI DISCOUNT: -2 | POWER UP KI REGEN: 13/100 1d100+90·1d12+14·1d100+90·1d12+14
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Post by darthlunchbox on Feb 15, 2020 4:06:31 GMT -8
Cade was beginning to suspect that Zorro wasn't taking him seriously at all... which was par for the course more times than not in his experience. People didn't like to believe that the short lil guys could pack a punch. Zorro's clinical detached approach didn't seem to match up to what most of his opponents did, he seemed to be dismissing him out of hand. The knee coming towards his sternum was well aimed but he was able to lean away from it. The followup kick was almost lazy in comparison to the knee and he slapped it aside without bothering to dodge it. Those attacks were solid but uninspired, like he couldn't be bothered to fight him properly. It kinda pissed him off. Cade reached down to the core of his power and untwisted the knot he had placed on it. His power burst forth and sheathed him in blue light as it suffused his muscles and augmented his attacks. He didn't hesitate a moment as he seemed to flow towards the bald man, leading with a side kick right at the man's gut that was immediately followed by a right uppercut towards his chin. After those attacks Cade hopped back and his aura started to flare up all around him, royal blue light flowing out from him erratically as he wordlessly screamed for a moment... and flickered out of sight. He reappeared right next to Zaru and launched a ki laden punch at his cheek that detonated with a flare of blue light once it struck. BOOM! Flicker... Boom... Flicker... Boom... Flicker... Boom... - after the fourth attack he flickered back into place a few feet back in front of Zorro and re-assumed his defensive stance. "That's how I normally do it. I figured it wouldn't put you down, but maybe it'll wake you up." {Battle Tracker}
Turns Suppressed: 4 releasing this turn
DEFENSE PHASE.
Zaru Attack 1 (149) vs Cade (150) = Miss Zaru Attack 2 (128) vs Cade (150) = Miss
Total damage: 0 -3 dr =0 damage
OFFENSE PHASE. +15 Acc from Champ Gi +10 ACC from Mug
At-Will: Releasing Suppresion! Sneak attack activated At-Will: Strike (Crit on 92 or above) Blitz At-Will: Drunken Master - 1 sip to roll 2 sets of damage dice
L0SfUDJ|1d100+97 CRIT
1d12+3 1d12+3 +5 damage: 35 damage!
Sneaky Boi Damage 4d6+4
Bonus Action: Mug -5 accuracy next turn for Zorro every strike that lands Standard Action 1: Strike (Crit on 92 or above ) 1d100+97
1d12+3 1d12+3 28 Damage
Sneaky Boi Damage 4d6+4
Standard Action 2: JAGA BURST -19 ki (Crit on 72 or above ) 1d100+97 CRIT!
4d6+7 Crit - +5 damage: 45 damage total 4d6+7
Sneaky Boi Damage 4d6+4
30% chance to blind [1d100]
EFFECTS. Instinctual Defense 8 charges - +20 Def Next 2 turns
Wild Attack 5 charges - +12 Acc next 2 turns Instinct: 0 Charges Drunken Master: 5 sips Power Pole def: 1/3 used
{Battle Info} Cade KendrickBandit Level 2 Class Features:
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Burgle - Once per turn, as a Bonus Action, you may add the following effect to any damage-dealing techniques you perform: “This technique reduces the target’s Accuracy or Defense modifiers(chosen when performing a technique) by -5 for 1 turn; increase your own Attack or Defense modifier(mirroring which was chosen previously) by +5 for 1 turn.”
Prey on the Weak - Your attacks targeting an opponent currently suffering from the “Wound” or “Cripple” status effects reduce their target’s Ki by 5 if they hit. If your attacks are benefiting from the “Burgle” class feature, you gain Ki equal to the amount this ability caused an opponent to lose; this ki is gained on your next turn and may not cause you to exceed your maximum Ki.
Sneakier Attack - Your Sneak Attack feature is now triggered by suppressing to 70% or less and increases damage by 1d6+1 per whole turn suppressed. Additionally, your Sneak Attacks inflict “Cripple” on their target(s).
Human Racial Trait: 9001 Lives
Techniques Jaga Burst Cade screams and then explodes into blue light; he soon reappears near his opponent and flickers around them, delivering a flurry of punches that explode in small novas of light as he delivers them Type: Physical/Melee/Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing Minor Effect: Blinding Cost: 20 Ki Learn: 2 Weeks
SONIC SWAY (Rank 3) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE (Rank 3) You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FIST [Rank 3] You adopt a fighting style fueled by booze that makes you unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends. --As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip. Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD ATTACK You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Enhanced Basic Tech: Strike Effect: d12 for damage with Strike.
Traits/Class traits
Dynamic Entry Activation: Passive Effect: You may perform 1 Attack on your first combat turn of a thread. Limit: --
Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
Sadist Activation: None (Passive) Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% chance to inflict those effects in addition to their other effects. Limit: --
Blitz Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Inventory
Power Pole A legendary weapon once used by the warrior Son Goku of Mount Paozu. This weapon is known for its ability to extend immense distances at a simple command word and for its seeming unending durability. Type: Lost Artifact - Staff Zeni Value: 600,000 Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: When utilizing this weapon you may increase your Defense stat by half of your Fighting skill. You may make melee attacks from range, once per battle. When you do, your attack has a +10 accuracy modifier. As an item of great power simply possessing the power pole generates an increase of 10% to the user's power level. Questing Word Requirement: 5,000 words. Limit: Three times per thread.
Cryo-Bomb A grenade containing a complex compound that causes an immediate chain reaction upon being detonated- this compound quickly freezes the area around its detonation. Type: Grenade Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Freeze status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Champion’s Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reaosn. Type: Supplementary - Magic Activation: Passive Effect: Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Limit: Only one Lucky Trinket may be equipped at a time.
Regenerative Infusion While more advanced forms of this temporary nanite injection are not readily available, basic ‘kits’ can be purchased in specialty stores; the nanites contained therein work within the injected’s body to gradually replenish their health. Type: Restorative - Infusion Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: The target of this item restores +5 HP and +3 Ki per turn, at the end of each turn, for 5 of their turns. Limit: 1 use per thread.
PL: 20,144 HP: 70/70 | TEMP HP: 0/0 | KI: 28/100 FIGHTING: 50 | ENERGY CONTROL: 25 | REFLEXES: 50 | RESILIENCE: 30 MELEE ACCURACY: +60 | ENERGY ACCURACY: +35 | DEF: 130 DR: 3 | DMG MODIFIER: +3 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [306/1524] 1d100+97·1d12+3·1d12+3·4d6+4·1d100+97·1d12+3·1d12+3·4d6+4·1d100+97·4d6+7·4d6+7·4d6+4
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Post by Zaru on Feb 15, 2020 4:52:01 GMT -8
There it was. He could see it coming, and his eyes widened with interest for a moment. The Jaguar was rearing back, its back rising as it prepared to attack. Cade was starting to get annoyed; with how Zaru had been acting in reaction to his attacks, he wasn't surprised. He had predicted two possible reactions to his style - despair or anger. Really, he was more prepared for the second, as the first ended up tearing the user apart all on its own. Besides that, martial artists were driven and disciplined men and women. They knew they were skilled and were not afraid of showing it, meaning they had confidence in their abilities and sometimes not the smallest egos from all the talk of their natural talents. Even if one was humble, he had respect and love for his master, or for his fighting style. That kind of martial artist revered those who came before - he'd have a hero or an idol that he followed, though it wasn't always the same person as the teacher they had learned from. Zaru wasn't quite so developed as to try and break down the image of an idol to crack an opponent's spirit, but he knew a few things about making himself seem superior. The first two blows came, and Zaru deftly avoided them; they were only the opener, something to try and throw him off-guard for what was to come. He held still, his eyes observing intensely as his senses focused on examining Cade's ki and how it moved, along with him. His composure stayed, along with his blank, emotionless expression. He simply stared while Cade let out a wordless scream, and seemed to vanish in a flash of light. There it was, he saw it. How the Jaguar moved, the way it beared its teeth. As the strikes exploded at the spot where Zaru stood, another flash of light seemed to be going off at the same time. It was the exact same as how Cade's was, and continued flashing to dodge each attack that he went for. Zaru had only seen the Jaga Burst once, but it was a simple enough tool to use, and highly effective. Cade's grandfather was a great martial artist, indeed, along with the man himself. As Cade was in the middle of talking, the burst of light went off again, and Zaru was floating right in front of his opponent, incredibly close. Enough that he could turn his body, and as he did, he raised his knee, attempting to strike Kendrick in his temple with the full force of it and send him flying. Zaru's eyes still watched almost clinically as he was curious about what reaction he'd get from this; Cade had been letting off so much energy with his attacks already, and the Jaga Burst was certainly one that could take a lot out of you if you weren't careful. How much longer could he go like this? WC: 495 | 2292 ACTIVE EFFECTS.Champion's Gi: +15 Accuracy to Basic Techniques Bio-Suit: +3 HP Regen Power Up(2/2): +25% PL Flawless Counter: +20 Accuracy DEFENSE PHASE.Action 1: Modified Jaga Burst (Teleport) | -18 Ki | Avoid all attacks and Utility techs that would hit this turn [Cade] Attack #1: Strike | Dodged with Modified Jaga Burst [Cade] Attack #2: Strike | Dodged with Modified Jaga Burst [Cade] Attack #3: Jaga Burst | Dodged with Modified Jaga Burst 0 DMG - 10DR = 0 DMG OFFENSE PHASE. Bonus Action: Dragon Dash | -5 Ki | +10 Accuracy, +5 Damage Action 2: Strike | - 0 Ki | Attack Bonus +120 | Damage Bonus +14 | xQgd5gBh1d100+120 - TO HIT 1d12+14 - DAMAGE
At-Will: Blitz Strike | - 0 Ki | Attack Bonus +120 | Damage Bonus +14 | 1d100+120 - TO HIT 1d12+14 - DAMAGE
TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Flawless Counter Requirements: N/A Activation: None (Passive) Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Bend The Limits Requirements: N/A Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Unmatched Skill - Focus Mastery Level 3 now instead increases your chosen skill by +10. Overqualified - Potential Mastery Level 5 now instead increases all of your skills by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. ITEMS.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn. Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: N/A CURRENTLY USING:
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 3) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less.
Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 Ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
OCTOPUS STLYE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
MODIFIED JAGA BURST (TELEPORT RANK 3)An alteration of a technique of the Jaguar Style, Zaru is able to make himself explode into light and reappear elsewhere, using his Ki to essentially slingshot himself over great distances or even through solid matter.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 Ki Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 60 ENERGY CONTROL: 40 REFLEXES: 30 RESILIENCE: 60 NATURAL PL: 19,299 | BASE PL: 19,299 | CURRENT PL: 24,123 HP: 122/125 | KI: 77/100 | DEF: 80 | ENG ATK: 55 | PHY ATK: 75 | DR: 10 | DMG MOD: 9 | KI DISCOUNT: -2 | POWER UP KI REGEN: 13/100 1d100+120·1d12+14·1d100+120·1d12+14
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Post by darthlunchbox on Feb 16, 2020 18:50:48 GMT -8
Cade's eyes narrowed as Zorro copied part of his technique and adapted it to escape. He could tell it had cost him a good amount of power to adapt it that way... but still it was damn impressive. As Zorro appeared back in front of him and launched a knee at his forehead which he was able to step back and bob around, slipping to the side of the attack and calling more ki into himself to replenish his dwindling reserves. His aura burst into life around him as he charged back in and swung the staff at the back of Zorro's knee to knock him down; should he succeed he would followup by driving the end of the staff into the man's gut, if not he would loop the other end of the staff up for a strike directly at the bald headed man's face. Either way, after attacking he would hop back and get into a guard position, Cade would cock an eyebrow at his opponent as he spoke, "My Gramps told me about folks like you must be... You're one of them..." He racked his brain for a moment, his brain recalling the tales his Granpa Morita had used to regale his students with as they toiled at the more tedious training. The elusice word danced around the tip of his tongue and just under his conscious memory like a leaf before a gale before it finally snapped into place and he blurted out, "a Prodeegy, yeah that was it. He told me some folks can pick stuff up just by watching it done without even practicing... I'll be damned I didn't think he was serious. I thought the old man was pulling my leg to make me feel bad about how much he had to train all of us. This just got a lot more interestin'."{Battle Tracker}
Turns Suppressed: 0
DEFENSE PHASE. +10 Def from Champ Gi Zaru Attack 1 (134) vs Cade (185) = Miss Zaru Attack 2 (184) vs Cade (185) = Miss
Total damage: 0 -3 dr =0 damage
OFFENSE PHASE.
+15 Acc from Champ Gi
At-Will: Strike (Crit on 92 or above) Blitz
9fmYGCtz1d100+72
1d12+3
Bonus Action: Rapid Movement -14 ki Standard Action 1: Strike (Crit on 92 or above ) 1d100+72
1d12+3
Standard Action 2: Power up! +25% PL +25 ki
EFFECTS. Instinctual Defense 8 charges - +20 Def Next 1 turn
Wild Attack 5 charges - +12 Acc next 1 turn Instinct: 0 Charges Drunken Master: 5 sips Power Pole def: 1/3 used
{Battle Info} Cade KendrickBandit Level 2 Class Features:
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Burgle - Once per turn, as a Bonus Action, you may add the following effect to any damage-dealing techniques you perform: “This technique reduces the target’s Accuracy or Defense modifiers(chosen when performing a technique) by -5 for 1 turn; increase your own Attack or Defense modifier(mirroring which was chosen previously) by +5 for 1 turn.”
Prey on the Weak - Your attacks targeting an opponent currently suffering from the “Wound” or “Cripple” status effects reduce their target’s Ki by 5 if they hit. If your attacks are benefiting from the “Burgle” class feature, you gain Ki equal to the amount this ability caused an opponent to lose; this ki is gained on your next turn and may not cause you to exceed your maximum Ki.
Sneakier Attack - Your Sneak Attack feature is now triggered by suppressing to 70% or less and increases damage by 1d6+1 per whole turn suppressed. Additionally, your Sneak Attacks inflict “Cripple” on their target(s).
Human Racial Trait: 9001 Lives
Techniques Jaga Burst Cade screams and then explodes into blue light; he soon reappears near his opponent and flickers around them, delivering a flurry of punches that explode in small novas of light as he delivers them Type: Physical/Melee/Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing Minor Effect: Blinding Cost: 20 Ki Learn: 2 Weeks
SONIC SWAY (Rank 3) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE (Rank 3) You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FIST [Rank 3] You adopt a fighting style fueled by booze that makes you unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends. --As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip. Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD ATTACK You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Enhanced Basic Tech: Strike Effect: d12 for damage with Strike.
Traits/Class traits
Dynamic Entry Activation: Passive Effect: You may perform 1 Attack on your first combat turn of a thread. Limit: --
Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
Sadist Activation: None (Passive) Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% chance to inflict those effects in addition to their other effects. Limit: --
Blitz Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Inventory
Power Pole A legendary weapon once used by the warrior Son Goku of Mount Paozu. This weapon is known for its ability to extend immense distances at a simple command word and for its seeming unending durability. Type: Lost Artifact - Staff Zeni Value: 600,000 Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: When utilizing this weapon you may increase your Defense stat by half of your Fighting skill. You may make melee attacks from range, once per battle. When you do, your attack has a +10 accuracy modifier. As an item of great power simply possessing the power pole generates an increase of 10% to the user's power level. Questing Word Requirement: 5,000 words. Limit: Three times per thread.
Cryo-Bomb A grenade containing a complex compound that causes an immediate chain reaction upon being detonated- this compound quickly freezes the area around its detonation. Type: Grenade Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Freeze status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Champion’s Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reaosn. Type: Supplementary - Magic Activation: Passive Effect: Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Limit: Only one Lucky Trinket may be equipped at a time.
Regenerative Infusion While more advanced forms of this temporary nanite injection are not readily available, basic ‘kits’ can be purchased in specialty stores; the nanites contained therein work within the injected’s body to gradually replenish their health. Type: Restorative - Infusion Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: The target of this item restores +5 HP and +3 Ki per turn, at the end of each turn, for 5 of their turns. Limit: 1 use per thread.
PL: 20,144--> 25180 HP: 70/70 | TEMP HP: 0/0 | KI: 39/100 FIGHTING: 50 | ENERGY CONTROL: 25 | REFLEXES: 50 | RESILIENCE: 30 MELEE ACCURACY: +60 | ENERGY ACCURACY: +35 | DEF: 130 DR: 3 | DMG MODIFIER: +3 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [310/1834] 1d100+72·1d12+3·1d100+72·1d12+3
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Post by Zaru on Feb 17, 2020 14:25:43 GMT -8
Zaru wasn't too surprised to see Cade avoid his attack; after all, he was probably the fastest opponent that the martial artist had ever come across. He moved with a speed and a grace that most fighters would kill for, and he was beginning to see exactly why a man like this had proven so dangerous in the past. Most men would drop before they could even see what had attacked them. Yet, Zaru stared with an almost listless look, appearing as though he was more bored and disinterested than anything else. He had learned a while ago that everything during a fight was part of a strategy, and had to be practiced meticulously, just as he'd done for every motion he'd ever stolen a look at from the Turtle School. It was the same as he'd done for the sequences he'd created from adaptations of the Viper School, the way his punches were modelled from the Bull Style's 'Great Horns' technique, all of it. Zaru didn't see himself as a prodigy, so much; even if that word did describe his penchant for picking something up so quickly. He didn't have the natural power and build that most other martial artists had, but he was relentless. He would train and train, unwilling to ever let himself fall behind, to become weak and slow. He'd never be that way, useless to anyone. He couldn't allow it. "I practiced. When you told me about the way the Jaguar Style thinks, I practiced that. Everything picks up much more easily from there." Zaru was quick to actually turn his leg and use the knee that was targeted to bash into the pole that Cade extended, knocking the staff away before he charged the ki in his body and tensed, allowing the staff to strike his stomach. It almost looked as though it had simply bounced off his muscular build, and the way his ki didn't appear to flow differently, which was part of the point, made it certainly seem that way even more. Zaru let out a deep breath, rolling his neck for a moment and cracking it from side to side almost lazily before he seemed to disappear from sight. The martial artist had rushed forward, right into Cade's defense, attempting to move past the staff and any resistance he could muster. Before he even struck he spoke again, in that same bland monotone, as though he wasn't invested. "Getting tired?"Zaru suddenly unleashed a barrage of attacks aimed at precise areas, with punches, elbows, kicks and knees all specifically targetting spots to slow him, to drive the breath out of him or discombobulate his senses. Despite the harshness of his strikes and the way he acted, there was almost something pretty about his flowing movements. "I hope not. I haven't actually felt any hits yet." Zaru continued the barrage, attempting to assault Cade's spirit as much as he did his body. As odd as it may have sounded, he wouldn't have spoken to an inferior opponent like this. He didn't need to worry about breaking down their mental strength as much as their physical body; once they were down, they would get back up.Although this was a spar, Zaru wanted to take Cade seriously as much as he could - even if part of that meant acting like he didn't. WC: 561 | 2853 ACTIVE EFFECTS.Champion's Gi: +15 Accuracy to Basic Techniques Bio-Suit: +3 HP Regen DEFENSE PHASE.Bonus Action: Enhanced Sense | -0 Ki | +5 Accuracy and Defense, +3 DR and DM (6 Rounds of combat) [Cade] Attack #1: Strike | Hits for 9 Damage [Cade] Attack #2: Strike | Hits for 4 Damage 13 DMG - 13DR = 0 DMG OFFENSE PHASE. Action 1: Strike | - 0 Ki | Attack Bonus +95 | Damage Bonus +12 | zZnkjEKI1d100+95 - TO HIT 1d12+12 - DAMAGE
At-Will: Blitz Strike | - 0 Ki | Attack Bonus +95 | Damage Bonus +12 | 1d100+95 - TO HIT 1d12+12 - DAMAGE
Action 2: Strike | - 0 Ki | Attack Bonus +95 | Damage Bonus +12 | 1d100+95 - TO HIT 1d12+12 - DAMAGE
At-Will: Blitz Strike | - 0 Ki | Attack Bonus +95 | Damage Bonus +12 | 1d100+95 - TO HIT 1d12+12 - DAMAGE
TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Flawless Counter Requirements: N/A Activation: None (Passive) Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Bend The Limits Requirements: N/A Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Unmatched Skill - Focus Mastery Level 3 now instead increases your chosen skill by +10. Overqualified - Potential Mastery Level 5 now instead increases all of your skills by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. ITEMS.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn. Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: N/A CURRENTLY USING:
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 3) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less.
Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 Ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
OCTOPUS STLYE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
MODIFIED JAGA BURST (TELEPORT RANK 3)An alteration of a technique of the Jaguar Style, Zaru is able to make himself explode into light and reappear elsewhere, using his Ki to essentially slingshot himself over great distances or even through solid matter.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 Ki Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 60 ENERGY CONTROL: 40 REFLEXES: 30 RESILIENCE: 60 NATURAL PL: 19,299 | BASE PL: 19,299 | CURRENT PL: 19,299 HP: 125/125 | KI: 77/100 | DEF: 80 | ENG ATK: 55 | PHY ATK: 75 | DR: 10 | DMG MOD: 9 | KI DISCOUNT: -2 | POWER UP KI REGEN: 13/100 1d100+95·1d12+12·1d100+95·1d12+12·1d100+95·1d12+12·1d100+95·1d12+12
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Post by darthlunchbox on Feb 18, 2020 7:27:35 GMT -8
Cade shook his head as again Zorro seemed to be able to just take the punishment of all his attacks. Of course, his normal attacks were meant to harry and not really to hurt that much, so he didn't let it irk him too much. Cade smirked at the bald man's words as he tried to rush inside and pummel Cade wtih blows. Cade used the staff to slap the wrist of the right hand seeking to crack into his shoulder, simply stepped out of line for a kick at his knee, then he had to plant the staff to push himself up into the air, holding the staff and balancing with his feet in the air for a moment as a particularly wicked kick would have busted him in the hip and potentially hobbled him. He dropped back down to his feet and looped the staff up to smack Zorro's last punch away with a meaty smack against his forearm. He pulled in more energy into himself... and then reached down into himself, down to the core of his power and locked away a portion of his power once again. He whirled his staff around and started getting an adrenaline rush, grinning at Zorro as he called back, "Well, if they're just little skeeter bites, why'd you jump out of the way when I unleashed? S'all right though my friend. I am a little tired. Let me rest for a minute and I'll see if I can muster up enough strength to poke at you again." He leaned against his staff a bit insolently and waited to see the bald feller's reaction. He knew his opponent was trying to get into his head... and that he seemed to attack more fiercely when he was attacked. Cade was curious to see what the grumpy fighter would make out of this... {Battle Tracker}
Turns Suppressed: 0
DEFENSE PHASE. +10 Def from Champ Gi Zaru Attack 1 (134) vs Cade (165) = Miss Zaru Attack 2 (184) vs Cade (103) = Miss Zaru Attack 3 (134) vs Cade (180) = Miss
Zaru Attack 4 (184) vs Cade (163) = Miss
Total damage: 0 -3 dr =0 damage
OFFENSE PHASE.
+15 Acc from Champ Gi
At-Will: Suppress to 70% PL
Bonus Action: Power Pole Defense
Standard Action 1: Activating Fighting Spirit! (Regenerative Infusion)
Standard Action 2: Power up! +25% PL +25 ki
EFFECTS.
Regenerative Infusion 5/5 turns remaining Instinct: 0 Charges Drunken Master: 5 sips Power Pole def: 2/3 used
{Battle Info} Cade KendrickBandit Level 2 Class Features:
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Burgle - Once per turn, as a Bonus Action, you may add the following effect to any damage-dealing techniques you perform: “This technique reduces the target’s Accuracy or Defense modifiers(chosen when performing a technique) by -5 for 1 turn; increase your own Attack or Defense modifier(mirroring which was chosen previously) by +5 for 1 turn.”
Prey on the Weak - Your attacks targeting an opponent currently suffering from the “Wound” or “Cripple” status effects reduce their target’s Ki by 5 if they hit. If your attacks are benefiting from the “Burgle” class feature, you gain Ki equal to the amount this ability caused an opponent to lose; this ki is gained on your next turn and may not cause you to exceed your maximum Ki.
Sneakier Attack - Your Sneak Attack feature is now triggered by suppressing to 70% or less and increases damage by 1d6+1 per whole turn suppressed. Additionally, your Sneak Attacks inflict “Cripple” on their target(s).
Human Racial Trait: 9001 Lives
Techniques Jaga Burst Cade screams and then explodes into blue light; he soon reappears near his opponent and flickers around them, delivering a flurry of punches that explode in small novas of light as he delivers them Type: Physical/Melee/Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing Minor Effect: Blinding Cost: 20 Ki Learn: 2 Weeks
SONIC SWAY (Rank 3) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE (Rank 3) You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FIST [Rank 3] You adopt a fighting style fueled by booze that makes you unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends. --As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip. Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD ATTACK You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Enhanced Basic Tech: Strike Effect: d12 for damage with Strike.
Traits/Class traits
Dynamic Entry Activation: Passive Effect: You may perform 1 Attack on your first combat turn of a thread. Limit: --
Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
Sadist Activation: None (Passive) Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% chance to inflict those effects in addition to their other effects. Limit: --
Blitz Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Inventory
Power Pole A legendary weapon once used by the warrior Son Goku of Mount Paozu. This weapon is known for its ability to extend immense distances at a simple command word and for its seeming unending durability. Type: Lost Artifact - Staff Zeni Value: 600,000 Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: When utilizing this weapon you may increase your Defense stat by half of your Fighting skill. You may make melee attacks from range, once per battle. When you do, your attack has a +10 accuracy modifier. As an item of great power simply possessing the power pole generates an increase of 10% to the user's power level. Questing Word Requirement: 5,000 words. Limit: Three times per thread.
Cryo-Bomb A grenade containing a complex compound that causes an immediate chain reaction upon being detonated- this compound quickly freezes the area around its detonation. Type: Grenade Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Freeze status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Champion’s Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reaosn. Type: Supplementary - Magic Activation: Passive Effect: Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Limit: Only one Lucky Trinket may be equipped at a time.
Regenerative Infusion While more advanced forms of this temporary nanite injection are not readily available, basic ‘kits’ can be purchased in specialty stores; the nanites contained therein work within the injected’s body to gradually replenish their health. Type: Restorative - Infusion Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: The target of this item restores +5 HP and +3 Ki per turn, at the end of each turn, for 5 of their turns. Limit: 1 use per thread.
PL: 20,144--> 14,101 HP: 70/70 | TEMP HP: 0/0 | KI: 64/100 FIGHTING: 50 | ENERGY CONTROL: 25 | REFLEXES: 50 | RESILIENCE: 30 MELEE ACCURACY: +60 | ENERGY ACCURACY: +35 | DEF: 130 DR: 3 | DMG MODIFIER: +3 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [310/2144]
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