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Post by Zaru on Feb 18, 2020 12:17:52 GMT -8
"Just wanted to show you how easy your technique was."Zaru allowed Cade his rest. He cracked his neck from side to side and rolled his shoulders back, seeming as though as he was just now limbering up again. Having an interlude in spars like this wasn't that bad, actually - it helped that he had a partner he could really compete with, as opposed to smacking around hapless bandits in the desert who had no real hope against someone who knew how to swing a punch right. Zaru allowed his own ki to flow freely once more rather than tightening it up around his body, and once more it began to grow and overwhelm; he was using it just as much to figure out what Cade was up to as he was trying to get into his head with it. If he questioned himself for even a moment or wondered if his opponent was too strong for him, he'd have his opportunity. That momentary lapse in concentration, in judgement; it could be lethal for any combatant, but especially so for a martial artist, whose life and style were build on the foundations of practice and discipline. At least, any martial artist worth a damn. He eventually felt like he was rested up enough to get going again, and he figured he had given Kendrick enough of a breather. The mind games were fun, but there was no point getting too intense with them in a sparring match, and besides, Cade was positively unflappable so far. Zaru took his stance once more, and his thoughts started to drift back to images of himself, to that other self that still stuck in his head. No, don't think of that. Focus on the now. Zaru moved forward slowly and cautiously this time, circling his opponent and letting him move to keep the focus. He dashed suddenly to the left and right, eventually all around in a circle, until his movments were fast enough that he almost appeared as a circle surrounding Cade. Strikes came out of the circle, fists aimed to punch at the kidneys, kicks the targeted the ribs, stirikes with the flat of the forearm aimed under the ear to throw off his opponent's balance. Eventually Zaru reappeared once again, rushing forward out of the circle straight towards Cade, almost seeming to slide on one foot like it was an ice rink as he raised the other leg swiftly, aiming his knee to try and plant a powerful strike with it into Cade's sternum. WC: 424 | 3277 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, +2 DM DEFENSE PHASE.[Cade] Attack #1: N/A [Cade] Attack #2: N/A 0 DMG - 10DR = 0 DMG OFFENSE PHASE. Bonus Action: Power Up | +25 Ki | +25% Ki Action 1: Strike | - 0 Ki | Attack Bonus +90 | Damage Bonus +11 | eDPVdQ8f1d100+90 - TO HIT 1d12+11 - DAMAGE
At-Will: Blitz Strike | - 0 Ki | Attack Bonus +90 | Damage Bonus +11 | 1d100+90 - TO HIT 1d12+11 - DAMAGE
Action 2: Strike | - 0 Ki | Attack Bonus +90 | Damage Bonus +11 | 1d100+90 - TO HIT 1d12+11 - DAMAGE
At-Will: Blitz Strike | - 0 Ki | Attack Bonus +90 | Damage Bonus +11 | 1d100+90 - TO HIT 1d12+11 - DAMAGE
TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. BlitzRequirements: Fighting Skill of 50 Activation: None (Passive) Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. 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: 9 | KI DISCOUNT: -2 | POWER UP KI REGEN: 36/100 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 18, 2020 14:08:02 GMT -8
Cade grinned at Zorro's quip as he answered, "I'm glad you found it so easy. Maybe I'm some sort of genius teacher and I can teach you more sometime." Cade relaxed, leaning against his staff lazily while his eyes took in every movement the bald headed fighter was making. The man popped his neck and stared at him with that flat emotionless gaze... he did it well but he was no match for a demon throwing the same sort of glare. He reached into his pocket and idly pulled out a candy bar, opening the wrapper and taking a big bite before wrapping the rest up and putting it back. He enjoyed the taste of chocolate and almonds for a few moments before he swallowed. He cocked an eyebrow and tapped his pocket, "Sorry, did you want some? Happy to share, good buddy." He watched as Zorro let his ki roll out of him like he was trying to do... something with it. He wasn't quite sure, maybe he could find out after. When Zaru started to circle, Cade popped up straight and kept Zaru in sight, slowly rotating to keep him in view. First came a punch aimed towards his kidneys, which he leaped up and rolled over, which caused the followup Kicks to the ribs flail out almost comically at the air. The forearm strikes at his head he had to concentrate to dip and juke around for a few moments... and then a kick was leveled at his chest that he couldn't get out of the way of. He got his defense almost in place... and didn't manage to deflect it much. The foot slammed into him and rolled him backwards twice before he popped back up onto his feet and slid a bit more. He nodded at Zorro in acknowledgement, "Nice one. Let's see how you handle this right here." He charged right back in at the bald headed wonder just like he was going to straight on attack... and then instead of feinting he did indeed just try to smack the man in the head with his staff. He quickly reversed the staff and struck at his left knee with the other end and then kicked straight at his gut. As he recovered he threw a spinning elbow and crouched to hit him in the ribs before trotting a few steps back and taking up his guard stance once again. {Battle Tracker}
Turns Suppressed: 1
DEFENSE PHASE. +10 Def from Champ Gi Zaru Attack 1 (132) vs Cade (140) = Miss Zaru Attack 2 (095) vs Cade (140) = Miss Zaru Attack 3 (122) vs Cade (140) = Miss Zaru Attack 4 (153) vs Cade (140) = Hit
Total damage: 22 -3 dr =19 damage
OFFENSE PHASE.
+15 Acc from Champ Gi +5 HP +3 Ki from Regenerative Infusion
At-Will: Strike (Crit on 92 or above) Blitz
3NHBnMxn1d100+60
1d12+3
At-Will: Strike (Crit on 92 or above) Blitz
1d100+60
1d12+3
Bonus Action: Mug -5 for Zorro's Accuracy for every attack that hits, +5 for Cade next turn for each stolen.
Standard Action 1: Strike (Crit on 92 or above)
1d100+60
1d12+3
Standard Action 2: Strike (Crit on 92 or above)
1d100+60
1d12+3
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: 56/70 | TEMP HP: 0/0 | KI: 67/100 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: [405/2549] 1d100+60·1d12+3·1d100+60·1d12+3·1d100+60·1d12+3·1d100+60·1d12+3
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Post by Zaru on Feb 22, 2020 11:18:31 GMT -8
Zaru was figuring that Cade was going to come at him with strong offense, and he didn't disappoint him. It was almost a nice feeling, to see this guy return his quips. As strange as it sounded for someone that acted the way he did, Zaru did actually like Cade; there were very few others out there that he could consider true martial artists, but so far it was obvious that the heir to the Jaguar Style was one of them. The accent was annoying, sure, and it would always be, but others did worse. Instead, Zaru focused on what he was truly curious about; whether his style matched up to the one that Cade had been taught. After all, he had been using a lot of his ki already, and although he was skilled, and incredibly fast, Zaru had noticed he could focus on wearing him down. He'd be the same predator as humans had always been, chasing down prey until it was too tired to move before it was finished off. He remembered what he had always decided to focus on. His movements should be short, fast and efficient. He shouldn't waste energy, nor should he give away what he was doing. If he overextended and made himself more open to a quicker opponent, that was his own fault, and nobody else's. Zaru leaned his head back slightly to avoid being smacked in the face with Cade's staff-like weapon, quickly utilising his movement to divert the next attack that came for his knee by using the side of his leg to interrupt the motion. When the kick came towards his abdomen, he simply tensed and concentrated his ki, allowing the blow to land while not even letting out a flinch, even if all this practice was starting to seriously sting now. The last strike he made sure to properly block, bringing down his forearm to absorb the force of the elbow that came for his ribs. He did see what was being done; Cade was targeting the centre mass and more importantly, seemed to be using the attacks to build momentum, to fuel his own speed. Landing hits would only increase his confidence, and make him faster. No wonder he was so unflappable. It was as though the Jaguar Style was a direct counter to his own; a martial art designed to fight those more powerful, who wanted to entrap and scare you. He kind of liked that. It was ballsy, in its very nature. "Your grandfather get into a lot of fights?" Zaru seemed to ask with a genuine curiosity as he moved forward, aiming for a sudden low kick towards the side of Cade's knee that was followed up by a powerful straight punch, aimed towards the centre of his chest. He was attempting to throw off his balance, then stumble him, making it hard to immediately recover. It was to give himself an opening where currently, there was none. WC: 495 | 3772 ACTIVE EFFECTS.Champion's Gi: +15 Accuracy to Basic Techniques Bio-Suit: +3 HP Regen Power Up(2/2): +25% PL Edge 1: +2 DR, +2 DM Burgle: -10 Accuracy DEFENSE PHASE.Bonus Action: Rapid Movement | -13 Ki | +25 Defense Bonus Action: Sense | -0 Ki | +5 Defense and Accuracy, +4 DR and DM (9 Rounds of combat) [Cade] Attack #1: Misses [Cade] Attack #2: Hits for 15 [Cade] Attack #3: Misses [Cade] Attack #4: Hits for 9 24 DMG - 16DR = 8 DMG OFFENSE PHASE. Action 1: Strike | - 0 Ki | Attack Bonus +85 | Damage Bonus +15 | paenCpKA1d100+85 - TO HIT 1d12+15 - DAMAGE
At-Will: Blitz Strike | - 0 Ki | Attack Bonus +85 | Damage Bonus +15 | 1d100+85 - TO HIT 1d12+15 - DAMAGE
TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. BlitzRequirements: Fighting Skill of 50 Activation: None (Passive) Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. 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: 120/125 | KI: 87/100 | DEF: 80 | ENG ATK: 55 | PHY ATK: 75 | DR: 10 | DMG MOD: 9 | KI DISCOUNT: -2 | POWER UP KI REGEN: 36/100 1d100+85·1d12+15·1d100+85·1d12+15
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Post by darthlunchbox on Feb 22, 2020 19:55:27 GMT -8
Cade managed to get one hit and one more indirect hit in in his flurry of attacks... and he had managed to put Zorro in a slightly disadvantageous position for his own attacks. The bald man's style was like the yin to his yang. He thought he recognized bits of the Lion Style in what Zorro was doing, along with bits and pieces from the Turtle school and the Crane School - not to mention he had added something from the Jaguar Style just moments ago. He seemed like a good enough guy and Cade was glad Kiryu had taken him under his wing. Even if he was a bit too serious at times. He moved his leg back out of range as Zorro tried to kick it and began to casually answer, "Well I'd say Granpa Morita gets into his fair share of..." he paused as he had to spin away from the punch at his chest. As he came back to facing his sparring partner he slid his hands to the bottom of his staff and swung it at the left ankle of his opponent. "... scrapes and tussles." He leads the resistance..." he slid his grip back towards the middle of his staff and thrust the end of it towards the bald headed man's gut as he continued once more, "... against the demon oppressors of our people. Fighting is a given more days than not."Whirling the staff around he feinted another blow at his ankle and then snapped the staff back up and horizontal before he shoved the stretch of staff between his hands right at Zorro's nose to try to stun him for a moment before he cocked his leg back and let a mighty knee launch right at Zorro's gut. Cade slid back and brought his staff up on a defensive posture before saying, "It's really a fact of life of living and growing up in the Southern Demon Lands. You're going to fight. You just have to try to pick your fights and win them." {Battle Tracker}
Turns Suppressed: 2
DEFENSE PHASE. +10 Def from Champ Gi Zaru Attack 1 (133) vs Cade (140) = Miss Zaru Attack 2 (119) vs Cade (140) = Miss Zaru Attack 3 (000) vs Cade (140) = Miss Zaru Attack 4 (000) vs Cade (140) = Miss
Total damage: 0 -3 dr =0 damage
OFFENSE PHASE.
+15 Acc from Champ Gi +5 HP +3 Ki from Regenerative Infusion +10 Acc from Mug
At-Will: Strike (Crit on 92 or above) Blitz
7Xj7qDna1d100+70
1d12+3
At-Will: Strike (Crit on 92 or above) Blitz
1d100+70
1d12+3
Bonus Action: Mug -5 for Zorro's Accuracy for every attack that hits, +5 for Cade next turn for each stolen.
Standard Action 1: Strike (Crit on 92 or above)
1d100+70
1d12+3
Standard Action 2: Strike (Crit on 92 or above)
1d100+70
1d12+3
EFFECTS.
Regenerative Infusion 4/5 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: 61/70 | 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: [340/2889] 1d100+70·1d12+3·1d100+70·1d12+3·1d100+70·1d12+3·1d100+70·1d12+3
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Post by Zaru on Feb 23, 2020 4:51:07 GMT -8
Zaru considered whether or not this was the weirdest way to have a conversation that he'd experienced so far, but he remembered the incident in the Great Plains. No point dwelling on that any longer than he had to. He moved his left leg upwards in a quick motion to avoid the swing of the staff towards his ankle, listening quietly as Cade explained what his grandfather did. They fought as hard as they could in the Southern Demonlands, then. He wondered if- if perhaps he'd actually met this grandfather of his. Not formally, but if he'd ever caught a glimpse of him, or felt his energy. During the time he'd had in the Demonlands himself, though it was a short stay. He pivoted his body to avoid the first thrust of the staff, and when the next came for his nose he simply stood still and braced his body and ki, causing the staff to simply bounce off as it impacted. "I can get it. I had my-" His face twitched for a moment, as though threatening to show real emotion. "...Had my own incident in the demonlands." He wasn't entirely sure whether it was something he should talk about, or explain. The life that he'd taken directly didn't bother him; it was all the other ones that now hung on his conscience in enabling him, in allowing him to act the way that he did. How had he been so stupid, so egotistical? He felt the irritation and rage at himself coming up again, and his ki began to swell. Zaru simply diverted Cade's knee, and his body sped up once more, the martial artist clearly feeling less bothered about spending his ki than before. He couldn't stand it, this feeling. Zaru suddenly spun as he moved around Cade in an instant and aimed a low punch for the small of Cade's back, attempting to send pain shooting up his spine before throwing a kick towards the back of his knee, attempting to bring him down onto them. Without a moment to pause, Zaru once more spun his way around his opponent, and attempted to use the momentum to grab onto Cade's head and throw his knee up into the man's face, whether or not he was kneeling. The moves were a bit more vicious in their application now, and even he realised it. He needed to calm himself down, just a bit. WC: 407 | 4179 ACTIVE EFFECTS.Champion's Gi: +15 Accuracy to Basic Techniques Bio-Suit: +3 HP Regen Burgle: -5 Accuracy DEFENSE PHASE.Bonus Action: Rapid Movement | -13 Ki | +25 Defense [Cade] Attack #1: Misses [Cade] Attack #2: Misses [Cade] Attack #3: Hits for 7 Damage [Cade] Attack #4: Misses 7 DMG - 14DR = 0 DMG OFFENSE PHASE. Action 1: Strike | - 0 Ki | Attack Bonus +85 | Damage Bonus +9 | OWyarnTP1d100+85 - TO HIT 1d12+9 - DAMAGE
At-Will: Blitz Strike | - 0 Ki | Attack Bonus +85 | Damage Bonus +9 | 1d100+85 - TO HIT 1d12+9 - DAMAGE
Action 2: Strike | - 0 Ki | Attack Bonus +85 | Damage Bonus +9 | 1d100+85 - TO HIT 1d12+9 - DAMAGE
At-Will: Blitz Strike | - 0 Ki | Attack Bonus +85 | Damage Bonus +9 | 1d100+85 - TO HIT 1d12+9 - DAMAGE
TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. BlitzRequirements: Fighting Skill of 50 Activation: None (Passive) Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. 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: 123/125 | KI: 74/100 | DEF: 80 | ENG ATK: 55 | PHY ATK: 75 | DR: 10 | DMG MOD: 9 | KI DISCOUNT: -2 | POWER UP KI REGEN: 36/100 1d100+85·1d12+9·1d100+85·1d12+9·1d100+85·1d12+9·1d100+85·1d12+9
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Post by darthlunchbox on Feb 24, 2020 19:51:19 GMT -8
Cade simply took in Zorro's words as he pressed the attack, only landing one strike for no visible effect. He was sure one tough S.O.B. and Cade could respect that. Apparently the other man's philosophy was to just... eat the pain and be tough as shit. Once he had been turned aside from his elbow strike, he sensed the punch coming for his back just in time. He recovered his balance and dipped down into the splits to avoid it before rolling backwards up to his feet, narrowly avoiding the followup kick. As Cade popped up to his feet, he felt Zorro's hands snap into place on the sides of his head, like a steel vice. He quickly shot his arms up in a rolling inside to outside motion, striking the insides of the bald man's forearms hard enough to budge them and free his head before the knee could turn his face to mush. Cade instinctively released the lock on his power and launched a rising hook at Zorro's cheek with his left hand; as his hand traveled his aura burst forth in all it's azure glory. He followed that attack with a ki hardened finger strike at his solar plexus to try and disrupt some of his defenses. He then just cut loose and sent a triple combo of hay makers at Zorro's ribs and abs before finishing with a roundhouse kick at the man's bald dome. He backed up and cocked his head as he studied the other man's expression the heat of anger at the though of the demons coloring his voice more as he went along, "Bad times with a demon? It's not unusual, pal, they're real bastards. My ma died cause of them. They destroy our homes on a whim and leave us to rebuild as we can. They take who they want when they want. One day I'll kill or drive out every last one of the scum."{Battle Tracker}
Turns Suppressed: 3 - releasing this turn
DEFENSE PHASE. +10 Def from Champ Gi Zaru Attack 1 (163) vs Cade (165) = Miss Zaru Attack 2 (136) vs Cade (165) = Miss Zaru Attack 3 (168) vs Cade (165) = Hit Zaru Attack 4 (131) vs Cade (165) = Miss
Total damage: 10 -3 dr =7 damage
OFFENSE PHASE.
+15 Acc from Champ Gi +5 HP +3 Ki from Regenerative Infusion +5 Acc from Mug
At-Will: Release Suppression - No using sense this turn for Zorro
At-Will: Strike (Crit on 92 or above) Blitz
UxweYssv1d100+65
1d12+3 31 Damage total
Sneakier Attack Activated!
3d6+3
At-Will: Strike (Crit on 92 or above) Blitz
1d100+65
1d12+3 23 Damage Total
Sneakier Attack Activated!
3d6+3
Bonus Action: Rapid Movement +25 def -14 ki
Standard Action 1: Strike (Crit on 92 or above)
1d100+65
1d12+3 22 Damage Total
Sneakier Attack Activated!
3d6+3
Standard Action 2: Strike (Crit on 92 or above)
1d100+65
1d12+3 27 Damage Total
Sneakier Attack Activated!
3d6+3
EFFECTS.
Regenerative Infusion 3/5 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 HP: 59/70 | TEMP HP: 0/0 | KI: 59/100 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: [325/3214] 1d100+65·1d12+3·3d6+3·1d100+65·1d12+3·3d6+3·1d100+65·1d12+3·3d6+3·1d100+65·1d12+3·3d6+3
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