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Post by Misaki Kazamiya on Feb 15, 2020 22:42:19 GMT -8
Misaki smiled evenly, giving a bit of a sigh as she looked for Koma on the Teahouse's premises. She intended to continue learning as much as she could about herself and her abilities from every loss, and the recent battle against Jade had given her a unique insight about her skills. It wasn't just that she was lacking in raw power - rather, she had quite a bit of it. but her skills were certainly lagging behind in comparison. She'd lost because she hadn't had the experience or the understanding on how to handle a battle like that. with that in mind, she'd had the thought that she should seek someone a bit more experienced to show her a little more in how to battle.
With this in mind, she recalled all she had learned of Koma. so far, he had shown himself to be very polite, quite thoughtful, bold, and if she understood it right, a samurai of sorts. A trained warrior. Someone like that was a type of person Misaki had never faced... perhaps he could show her a little more about how to do this?
Misaki paused with a smile, before knocking very gently at Koma's door on the estate. "Hello? I Had a request of you, Mister Koma. If you'd have the time to train today, that is."
[221 words] [Natural PL at thread start: 9,088]
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Post by Koma on Feb 17, 2020 13:12:03 GMT -8
There were few moments when Koma was not training in way or another. It was not an addiction and it was not his only drive, but it was a definite part of his being. He wanted to be stronger so that no one would be able to pry anything or anyone else whom he cared about from his hands, so that he could protect those he cared for. This training included running up the water falls outside of the plateau. It included climbing up the cliff face with thousands of pounds extra strapped upon his body. It included numerous mental tasks, and sometimes it required an active sparring partner. Juniper was too prim and proper, as well as too much of a gentle spirit, for him to be able to spar with an truly let loose. Jade was practically Juniper's pet house cat and always underfoot – so an unlikely choice for a sparring partner as well. Riku and he would need medical professionals on hand if they sparred, simply because the pride of two samurai on the line meant that even a friendly bout might end up in serious wounds. And Fenrir? He hadn't even considered training with Fenrir, but he had doubts that it would turn out well. That left Misaki, and as Koma was going through mental kata he heard her knock on the door. “That sounds fine, Kazamiya-san. If you are interested in doing so, at least, but I will tell you now that I don't pull punches in spars. It is unfair to you and to myself to do so, as it makes things not a true test of skills. Let's meet again in the training and sparring room in a half hour?”[288] Name: Koma Species: Human-Saiyan Hybrid Age: 30 Gender: Male Skills & StatisticsFighting: 50 Energy Control: 25 Reflexes: 40 Resilience: 35 Accuracy: +50 (Fighting) +10 (Class) = 1d100+60 (Fighting) / +25 (Energy Control)+10 (Class) 1d100+35(Energy Control) Defense: 95 (50+40 Reflexes=90+5 (Class)=95) HP: 50+35 Resilience -20 (Class) = 65/65 KI: 100 DR: +0 (Class) +2 (Resilience) +3 (Katchin Armor) = 5 Damage: +3 (Class) +2 (50 Fighting) + 3 (Might) = +8 Class: Ravager Racial Trait: 9001 LivesRequirements: Human, Beastman, or Monster Effect: You are immune to the chance of Death in Death Battles, and Events. 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. Class Traits: RendActivation: Passive Effect: Whenever you use Dragon Dash, your physical melee attacks have a 50% chance to apply 1 turn of “Wound” to their target; this is added to and rolled separately from any other effects. Limit: -- Classes: Conqueror, Ravager, Witch/Wizard A Thousand CutsActivation: None (Passive) Effect: Your Burn, Poison, and Wound effects deal +1 damage per turn and last +1 turn when inflicted. Limit: -- Classes: Martial Artist, Ravager, Strategist Traits: BlitzRequirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Haste (AI Assistant Trait 1)Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Quick-DrawActivation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn. Class Features: Rushing- Your attacks deal 15% of their total damage to their targets even if they would fail to hit. This damage ignores DR. Dragon’s Frenzy- Your Dragon Dash Basic Technique may now be used At-Will once per turn; on a turn in which you use Dragon Dash, increase the damage dealt by Rushing to 25%. Pummel - Your Strike, Energy Blast, and Grapple Basic Techniques deal an additional +1d4 damage. Your Single and Barrage Special Techniques deal an additional +2d5 damage; your Finisher Special Techniques deal an additional +3d6 damage. Stolen Impetus - Whenever the target of one of your attacks performs a Defensive technique in response to that attack, you gain an additional action on your next turn; this action’s type is determined by which action the opponent used to react to your attack. (Bonus Action grants you a Bonus Action, Standard Action grants you a Standard Action.) Starting Non-Basic Technique Chosen:AEGISYou hastily create a protective layer of energy around your body, bolstering your defenses against enemy attacks.Type: Defensive Action: Bonus Action - Reactive Effect: You gain 10 Temporary HP and 5 DR; this Temporary HP and DR stacks with other sources of Temporary HP/DR, but is removed after this turn’s incoming attacks are resolved. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 15 Temporary HP. Rank 3 gives you 10 DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Techniques Learned: SOLAR FLARE You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Rank: 1
Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. KI BLADE Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast)
Rank: 1
Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. EIGHT ARMSYou attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique.Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. 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 thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. GIANT FORMYou take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase.Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP. White Tower Waltz | Shiro Tou Warutsu A wild flurry of strikes which always begins with Koma in one place either sitting or standing, and then firing off strikes all around him in a 360 degree motion with every part of his body, from his foot to his fist to his elbow to his knee to his sword. The name itself was inspired when the Samurai was still young, and a Samurai who had just seen him dispatch a dozen of his allies with the maneuver asked Koma where Koma learned to dance. Koma answered 'in the Shadow of the White Tower', because his village, Three Caves Village, was within visual sight of the great forbidden white tower.Type: Energy Melee Area Action: Standard Action Base Damage: 10 (Up to 3 Targets) Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 27 Ki Learn: 2 Weeks. Technique Slots: 6/6 Enhanced Techniques: DRAGON DASH (ENHANCED)Your aura burns around you as you rush forth to launch a violent assault.Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. This is considered a Movement Technique. Cost: 7 ki Limit: None Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage. EquipmentKatchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: – Katchin Sword Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 uses per thread. Senzu Extract Utilizing the miraculous qualities of the Senzu Bean, this small vial of extract allows for an expedient return to function by its imbiber. Type: Restorative - Senzu Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Restore +15 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread.
PL: 11,105 HP: 95/95 | TEMP HP: 0/0 | KI: 100/100 FIGHTING: 50 | ENERGY CONTROL: 25 | REFLEXES: 40 | RESILIENCE: 35 MELEE ACCURACY: +50 | ENERGY ACCURACY: +35 | DEF: 95 DR: 4 | DMG MODIFIER: +8 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN:
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Post by Misaki Kazamiya on Feb 18, 2020 2:43:49 GMT -8
Every word that Koma had added to the conversation had only added more Joy to Misaki's face as he explained his policy on sparring. This was someone who wasn't worried about breaking her... and wouldn't be too fussed if she accidentally broke him for a bit, either. She doubted it would come to that, but still, the prospect of going all-out and not having to worry about any comments about it afterwards made her feel so much better about the entire idea. It had absolutely nothing to do with the simple excitement of getting to fight a real samurai at his best, and test his strength against hers, surely... Misaki Smiled and nodded to the statement. "I really don't know many other methods of sparring, though the practice is about as new to me as most training nowadays has been." the Gardener chirped cheerfully. "I'm happy I didn't catch you at a bad time. Hopefully i can learn a lot more about the martial arts from this!" She added with a smile. "I've a feeling I need the touch-up on the subject. In the meantime... I think I'll go have a cup of tea and calm my mind before the spar begins!" The florist added happily, before bouncing up with a look of delight as something else hit her mind "oh, and I should water the lilacs while I'm at it!I've been dying to catch up with them..." [239 words] Initiative: WotlhdLK1d100Koma BATTLE TRACKER SUMMARY Natural PL: 10,782 Base PL:16,173
Bonus Action: Standard Action: Standard Action:
CLASS FEATURES Power Of Legends: Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
Powerful Ki - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
Overflowing Ki - You regain an additional +3 Ki at the beginning of each of your turns, stacking with Powerful Ki.
Reckoning - Twice per battle, as a Reactive At-Will Action, you gain an additional Standard Action on your turn. If you(and your allies) are outnumbered by opponents in the current thread, this may be used four times per battle instead. - 2/2
SPECIES TRAITS Demonic Royalty - You gain the technique Giant size for free and it takes up no technique slots. In addition, Companions have your class level plus their rarity more HP where rarity is common 1, rare 2, mythic 3. In addition, they can use the intercept ability twice per battle.
TRAITS Desperado - When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. 3/3
Intimidating Power - Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.)
Power - Your Energy attacks deal +3 bonus damage.
ITEMS Companion - Coral Pov’rel - 24/24 HP Expert Training Gear
TECHNIQUES Enhanced Sense Giant Form rank 2 - 1/1 Clash Rank 1 - 1/1 Solar Axis - Energy, ranged, single, charging searing
CURRENT Edge: 0 CURRENT PL16,173 HP: 115/115 | Ki: 120/120 | DEF: 60 | DR: 5| Melee Accuracy: d100+35 | Ranged Accuracy: d100+60 1d100
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Post by Koma on Feb 20, 2020 11:08:52 GMT -8
While some may have been disturbed by Misaki's commentary, Koma would not be one of them. He was raised firmly in the tradition of animism and believing in the spirits of plants, animals, and sometimes even man-made items. So he did not judge her remarks at all, simply moving to gather training equipment and then head to the training room to prepare it. Before she would arrive, he would check the first aid station to make sure it was well stocked with bandages, ointments, and oils. Then he would check to make sure that the in-built fire extinguishers and sprinklers were all set properly, to make sure that the artificial ki reinforcement on the walls was active to prevent them from crumpling under a stray energy blast, and that there were no nicks in the training floor itself of the training room. When he was done, he would begin to dress into proper training clothes, a track suit with an undershirt and a shirt of katchin chain mail between the two, proper running shoes, and a finally his katchin sword, which he checked for nicks, sharpened, and oiled carefully as he waited. The same way that Misaki apparently believed in the spirit and sentience of plants, Koma had been raised to believe in the spirit and sentience of weaponry. No wise warrior mistreated their weapon, for if they did it might fail the warrior at the most dangerous time. When Misaki arrived, he would give a simple bow in welcoming and allow her to prepare for the spar, and as soon as he thought she was ready he would go into a fighting stance. [274] [562] 6Vd3D49N1d100Name: Koma Species: Human-Saiyan Hybrid Age: 30 Gender: Male Skills & StatisticsFighting: 50 Energy Control: 25 Reflexes: 40 Resilience: 35 Accuracy: +50 (Fighting) +10 (Class) = 1d100+60 (Fighting) / +25 (Energy Control)+10 (Class) 1d100+35(Energy Control) Defense: 95 (50+40 Reflexes=90+5 (Class)=95) HP: 50+35 Resilience -20 (Class) = 65/65 KI: 100 DR: +0 (Class) +2 (Resilience) +3 (Katchin Armor) = 5 Damage: +3 (Class) +2 (50 Fighting) + 3 (Might) = +8 Class: Ravager Racial Trait: 9001 LivesRequirements: Human, Beastman, or Monster Effect: You are immune to the chance of Death in Death Battles, and Events. 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. Class Traits: RendActivation: Passive Effect: Whenever you use Dragon Dash, your physical melee attacks have a 50% chance to apply 1 turn of “Wound” to their target; this is added to and rolled separately from any other effects. Limit: -- Classes: Conqueror, Ravager, Witch/Wizard A Thousand CutsActivation: None (Passive) Effect: Your Burn, Poison, and Wound effects deal +1 damage per turn and last +1 turn when inflicted. Limit: -- Classes: Martial Artist, Ravager, Strategist Traits: BlitzRequirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Haste (AI Assistant Trait 1)Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Quick-DrawActivation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn. Class Features: Rushing- Your attacks deal 15% of their total damage to their targets even if they would fail to hit. This damage ignores DR. Dragon’s Frenzy- Your Dragon Dash Basic Technique may now be used At-Will once per turn; on a turn in which you use Dragon Dash, increase the damage dealt by Rushing to 25%. Pummel - Your Strike, Energy Blast, and Grapple Basic Techniques deal an additional +1d4 damage. Your Single and Barrage Special Techniques deal an additional +2d5 damage; your Finisher Special Techniques deal an additional +3d6 damage. Stolen Impetus - Whenever the target of one of your attacks performs a Defensive technique in response to that attack, you gain an additional action on your next turn; this action’s type is determined by which action the opponent used to react to your attack. (Bonus Action grants you a Bonus Action, Standard Action grants you a Standard Action.) Starting Non-Basic Technique Chosen:AEGISYou hastily create a protective layer of energy around your body, bolstering your defenses against enemy attacks.Type: Defensive Action: Bonus Action - Reactive Effect: You gain 10 Temporary HP and 5 DR; this Temporary HP and DR stacks with other sources of Temporary HP/DR, but is removed after this turn’s incoming attacks are resolved. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 15 Temporary HP. Rank 3 gives you 10 DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Techniques Learned: SOLAR FLARE You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Rank: 1
Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. KI BLADE Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast)
Rank: 1
Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. EIGHT ARMSYou attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique.Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. 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 thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. GIANT FORMYou take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase.Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP. White Tower Waltz | Shiro Tou Warutsu A wild flurry of strikes which always begins with Koma in one place either sitting or standing, and then firing off strikes all around him in a 360 degree motion with every part of his body, from his foot to his fist to his elbow to his knee to his sword. The name itself was inspired when the Samurai was still young, and a Samurai who had just seen him dispatch a dozen of his allies with the maneuver asked Koma where Koma learned to dance. Koma answered 'in the Shadow of the White Tower', because his village, Three Caves Village, was within visual sight of the great forbidden white tower.Type: Energy Melee Area Action: Standard Action Base Damage: 10 (Up to 3 Targets) Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 27 Ki Learn: 2 Weeks. Technique Slots: 6/6 Enhanced Techniques: DRAGON DASH (ENHANCED)Your aura burns around you as you rush forth to launch a violent assault.Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. This is considered a Movement Technique. Cost: 7 ki Limit: None Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage. EquipmentKatchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: – Katchin Sword Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 uses per thread. Senzu Extract Utilizing the miraculous qualities of the Senzu Bean, this small vial of extract allows for an expedient return to function by its imbiber. Type: Restorative - Senzu Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Restore +15 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread.
PL: 11,105 HP: 95/95 | TEMP HP: 0/0 | KI: 100/100 FIGHTING: 50 | ENERGY CONTROL: 25 | REFLEXES: 40 | RESILIENCE: 35 MELEE ACCURACY: +50 | ENERGY ACCURACY: +35 | DEF: 95 DR: 4 | DMG MODIFIER: +8 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN:
1d100
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Post by Misaki Kazamiya on Feb 20, 2020 14:31:55 GMT -8
Misaki's hands slapped gently against her side in anticipation, as she did her usual tasks. Something about Koma told her that this would be particularly fun, and her body was already excited even as her mind had forced itself to focus on other tasks. While she'd hoped a bit of tea might calm her mind, she was just as focused on the spar as she finished her cup as she was the moment the spar was agreed to. The woman gave a smile. She really wasn't the type to fidget usually. Was this because she was sparring a samurai? Was it because he was strong? The fact she might learn more about Ki control? Maybe it had more to do with the Perhaps it was none of those. Perhaps it was all of them. Maybe she's just been indulging so much in combat recently, after believing it would be one of those rare treasures she'd seldom get to enjoy, that it's simply the result of getting to be in so much combat so very often... Misaki took a deep breath, finding her center as she entered the sparring chamber, and Clutching tight to her parasol. Koma was giving her the honor of sparring her. She had no business letting herself be distracted by something so transient. By the time she entered the chamber, only a few seconds later, such was her resolve that her mind had cleared already, the same familiar smile, and deliberate, delicate walk to her, before taking her position in the sparring chamber. "...Well then. I suppose it's time for us both to get ready for the spar, isn't it?" Misaki would add with a small bow to her opponent. Koma's appearance showed clearly he was ready for training. Misaki, of course, simply wore what she always wore - it never got in the way of her fighting, and she simply didn't feel like wearing anything else for a fight. it was what she'd fight in most commonly, after all... "...hmm." Misaki added instead of a cry, as she stuck her parasol tip-down into the ground in front of her. Her energy roared around her as if she was opening a flood-gate. Yellow energy filled with a violent feel. To call it a battle aura would make sense on first glance, but not to any skilled practitioner - Misaki's power simply flowed out of her like a fountain, with much of the strength simply leaking out around her like an overflowing fountain. Even so... what remained was more than enough to leave her above even many super-class martial artists. Though none of this was known to the florist in that moment. With a bit of effort, Misaki tried to redo the trick she did earlier with Jade, thinking as hard as she could, this time, of a Large Sunflower. Instead, as it had before, her raw, yellow energy chose to take the form of a large horned goat's head, complete with the intimidating teeth of a vicious wolf, against her wishes. Misaki frowned towards her own energy as she looked up. "... Rather insubordinate" She added, looking up through the goat's head as though looking at a naughty toddler who'd almost left her at her wit's end. With a sigh, she gave up on the problem, before focusing her attention at her sparring partner... With an almost imperceptible tensing of the shoulders, Misaki willed her strength to go even higher, as the Golden glow around her became almost blinding with it's loud appearance, before pointing her Parasol forward. "Ready when you are, Mister Koma..." Misaki added, before trailing off, and, entirely uncharacteristically of the scene, bringing her mouth to a small "o" of sudden realization, before adding "...Should it be Lord Koma? I should have considered that..." [627 words] Koma BATTLE TRACKER SUMMARY Natural PL: 9,088 Base PL:13,632
Bonus Action: Giant Form | gain +35 Temp HP, lose -15 defence | -13 ki Standard Action: Power-up | gain +25% power level for 2 turns | +13 ki (13/100} Standard Action: worrying about whether or not Mister Koma was too Impolite
CLASS FEATURES Power Of Legends: Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
Powerful Ki - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
Overflowing Ki - You regain an additional +3 Ki at the beginning of each of your turns, stacking with Powerful Ki.
Reckoning - Twice per battle, as a Reactive At-Will Action, you gain an additional Standard Action on your turn. If you(and your allies) are outnumbered by opponents in the current thread, this may be used four times per battle instead. - 2/2
SPECIES TRAITS Demonic Royalty - You gain the technique Giant size for free and it takes up no technique slots. In addition, Companions have your class level plus their rarity more HP where rarity is common 1, rare 2, mythic 3. In addition, they can use the intercept ability twice per battle.
TRAITS Desperado - When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. 3/3
Intimidating Power - Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.)
Power - Your Energy attacks deal +3 bonus damage.
ITEMS Companion - Coral Pov’rel - 25/25 HP Expert Training Gear
TECHNIQUES Enhanced Sense Giant Form rank 2 - 0/1 Clash Rank 1 - 1/1 Solar Axis - Energy, ranged, single, charging searing
CURRENT Edge: 0 CURRENT PL17,040 HP: 115/115 | Ki: 120/120 | DEF: 60 | DR: 5| Melee Accuracy: d100+35 | Ranged Accuracy: d100+60
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Post by Koma on Feb 20, 2020 17:15:01 GMT -8
Despite the fact he had not smelled it before, as Misaki began to power up the faint scent of sulphur or at least something of that sort was picked up by Koma's delicate half-saiyan nose, the young looking Samurai sniffing the air as she began to power up and he himself focused on the fight ahead. The Slate gray eyed samurai made no presumptions, but thought the smell was somewhat similar to that of Juniper, Clove, Ma-Te, and Cress, but as the first three were different from the last, different from any of the previous four. As Misaki pushed spiritual energy and created that growth of her form which included a goat's of energy, Koma was somewhat surprised- but thought he saw the fundamentals of the technique. He had seen others use it before, including most recently, the Majin known as Nal in his battle with her. “I see you know the Giant Form technique. It's got plenty of other names, but that's what I call it at least... as no matter who uses it it seems to bulk them up.” And as he said that, the messily up kept black haired half-saiyan began to focus his spiritual energy. Soon, his muscles expanded in beneath his baggily worn track suit and the already six foot and four inches tall samurai grew to closer to seven and a half feet. “And don't worry about formality in this situation. I'm not someone raised at court and I won't take offense at what you call me, so long as it is actually my name – though in public I might have to insist Lord or Prince, as those are my titles and my mother's clan might take offense at me not making sure the friends of Juniper and myself, as well as our retinue, keep up formality in public.”Oddly despite the size change his voice kept its steady, almost slowly strummed tendency that he had spoken with since being first asked about the spar. [333] [895] Bonus Action: Power-up +25Ki, +25% PL. 11,105 x 1.25 = 13,3882 PL. Standard Action: Giant Form -14 Ki. GIANT FORMYou take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase.Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP. -14 Ki +14 Ki = 0 Ki difference.
Name: Koma Species: Human-Saiyan Hybrid Age: 30 Gender: Male Skills & StatisticsFighting: 50 Energy Control: 25 Reflexes: 40 Resilience: 35 Accuracy: +50 (Fighting) +10 (Class) = 1d100+60 (Fighting) / +25 (Energy Control)+10 (Class) 1d100+35(Energy Control) Defense: 95 (50+40 Reflexes=90+5 (Class)=95) HP: 50+35 Resilience -20 (Class) = 65/65 KI: 100 KI Recovery: 86/100 Ki still recoverable. DR: +0 (Class) +2 (Resilience) +3 (Katchin Armor) = 5 Damage: +3 (Class) +2 (50 Fighting) + 3 (Might) = +8 Class: Ravager Racial Trait: 9001 LivesRequirements: Human, Beastman, or Monster Effect: You are immune to the chance of Death in Death Battles, and Events. 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. Class Traits: RendActivation: Passive Effect: Whenever you use Dragon Dash, your physical melee attacks have a 50% chance to apply 1 turn of “Wound” to their target; this is added to and rolled separately from any other effects. Limit: -- Classes: Conqueror, Ravager, Witch/Wizard A Thousand CutsActivation: None (Passive) Effect: Your Burn, Poison, and Wound effects deal +1 damage per turn and last +1 turn when inflicted. Limit: -- Classes: Martial Artist, Ravager, Strategist Traits: BlitzRequirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Haste (AI Assistant Trait 1)Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Quick-DrawActivation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn. Class Features: Rushing- Your attacks deal 15% of their total damage to their targets even if they would fail to hit. This damage ignores DR. Dragon’s Frenzy- Your Dragon Dash Basic Technique may now be used At-Will once per turn; on a turn in which you use Dragon Dash, increase the damage dealt by Rushing to 25%. Pummel - Your Strike, Energy Blast, and Grapple Basic Techniques deal an additional +1d4 damage. Your Single and Barrage Special Techniques deal an additional +2d5 damage; your Finisher Special Techniques deal an additional +3d6 damage. Stolen Impetus - Whenever the target of one of your attacks performs a Defensive technique in response to that attack, you gain an additional action on your next turn; this action’s type is determined by which action the opponent used to react to your attack. (Bonus Action grants you a Bonus Action, Standard Action grants you a Standard Action.) Starting Non-Basic Technique Chosen:AEGISYou hastily create a protective layer of energy around your body, bolstering your defenses against enemy attacks.Type: Defensive Action: Bonus Action - Reactive Effect: You gain 10 Temporary HP and 5 DR; this Temporary HP and DR stacks with other sources of Temporary HP/DR, but is removed after this turn’s incoming attacks are resolved. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 15 Temporary HP. Rank 3 gives you 10 DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Techniques Learned: SOLAR FLARE You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Rank: 1
Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. KI BLADE Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast)
Rank: 1
Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. EIGHT ARMSYou attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique.Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. 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 thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. GIANT FORMYou take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase.Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP. White Tower Waltz | Shiro Tou Warutsu A wild flurry of strikes which always begins with Koma in one place either sitting or standing, and then firing off strikes all around him in a 360 degree motion with every part of his body, from his foot to his fist to his elbow to his knee to his sword. The name itself was inspired when the Samurai was still young, and a Samurai who had just seen him dispatch a dozen of his allies with the maneuver asked Koma where Koma learned to dance. Koma answered 'in the Shadow of the White Tower', because his village, Three Caves Village, was within visual sight of the great forbidden white tower.Type: Energy Melee Area Action: Standard Action Base Damage: 10 (Up to 3 Targets) Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 27 Ki Learn: 2 Weeks. Technique Slots: 6/6 Enhanced Techniques: DRAGON DASH (ENHANCED)Your aura burns around you as you rush forth to launch a violent assault.Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. This is considered a Movement Technique. Cost: 7 ki Limit: None Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage. EquipmentKatchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: – Katchin Sword Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 uses per thread. Senzu Extract Utilizing the miraculous qualities of the Senzu Bean, this small vial of extract allows for an expedient return to function by its imbiber. Type: Restorative - Senzu Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Restore +15 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread.
PL: 13,882 HP: 95/95 | TEMP HP: 25/25 | KI: 100/100 FIGHTING: 50 | ENERGY CONTROL: 25 | REFLEXES: 40 | RESILIENCE: 35 MELEE ACCURACY: +50 | ENERGY ACCURACY: +35 | DEF: 80 DR: 4 | DMG MODIFIER: +8 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN:
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Post by Misaki Kazamiya on Feb 20, 2020 19:27:20 GMT -8
Misaki's eyes widened slightly as Koma explained his knowledge, and showed his understanding, of this 'giant form' technique. "My... I had no idea it had a name attached to it. It's simply something I figured out... more or less." Misaki added with a slight bit of irritation as she once again looked at the giant goat head she was using for armour. With a slight huff, she turned to her opponent. "Of course... Formality is important, especially to a clan as famous as your own, yes? I'll keep that in mind for the future, Mister Koma." Misaki said with a wry grin, as she let her power fully awaken, and raised her power up, unfocused yellow energy into beautiful golden petals of energy. An array of solar sunflowers danced around Misaki's head for a second, almost serenely... Then, the flowers shed their petals, and the numerous pieces of energy ran with deadly Abandon towards their new opponent, rocketing at high speeds. The blasts made a quick hail that was quickly lit up by a trio of Golden beams that took advantage of the blind-spot, one after the other, as Misaki blasted several shots of her favorite technique at the man, and a hail of straight, golden bullets fired by an orb of solar energy Misaki had summoned whilst powering up, using the light-show as a distraction. ending off the blasts with a smile, Misaki eagerly awaited Koma's response to the hail of fire, certain that firepower of this level, whilst impressive, wouldn't be able to put down the famous samurai too easily. As well as waiting on what Koma's response would be to her explosive attack... The thought brought a lovely smile to her face. all her life, when she was young, she was surrounded by weaklings. not in power level - that wasn't something Misaki considered a part of strength - but in soul. She'd spent so long amongst people who weren't worth her time, arrogant, pretentious weaklings, and for a while she wondered if she simply wasn't meant to find her match in the meantime... Then, She met Koma. Jade. Juniper. Toma. Fenrir. Isaac. Hachi. Rik. The shapeshifter... contrary to missing strength in her life, she was actually surrounded by strong people... and their strength was allowing her own to reach new heights. It made her content... and it also made her blood boil, as she sought to show every bit of what she was capable of in this match among strong people. She'd show Koma everything she had... and Koma had already promised to do the same in return! BATTLE TRACKER SUMMARY Natural PL: 9,088 Base PL:13,632 at-will: Activate Desperado! 2/3 uses left at-will: activate Reckoning! 1/2 uses left
Bonus Action: Focus energy | gain +15 accuracy with energy attacks | -13 ki
Standard Action: Flower Danmaku! (Desperado: Energy blasts) | -2 ki Accuracy roll: yXvQOBHS1d100+65 Damage roll: 2d6+2
Standard Action: Flower Danmaku! (Desperado: Energy blasts) | -2 ki Accuracy roll: 1d100+65 Damage roll: 2d6+2
Standard Action: Solar Axis! Single Ranged Energy (Charging, searing) | -13 ki Accuracy roll: 1d100+85 Critical hit! Damage roll: 3d10+6 Critical! +5 damage Searing: 1d100 target 40
Standard Action: Solar Axis! Single Ranged Energy (Charging, searing) | -13 ki Accuracy roll: 1d100+85 Damage roll: 3d10+6 Searing: 1d100 target 40
Standard Action: Solar Axis! Single Ranged Energy (Charging, searing) | -13 ki Accuracy roll: 1d100+85 Damage roll: 3d10+6 Searing: 1d100 target 40
at-will: Companion attack! Golden orb repeater (Coral Pov'rel) | -0 ki Accuracy roll: 1d100+40 Damage roll: 2d6
CLASS FEATURES Power Of Legends: Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
Powerful Ki - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
Overflowing Ki - You regain an additional +3 Ki at the beginning of each of your turns, stacking with Powerful Ki.
Reckoning - Twice per battle, as a Reactive At-Will Action, you gain an additional Standard Action on your turn. If you(and your allies) are outnumbered by opponents in the current thread, this may be used four times per battle instead. - 1/2
SPECIES TRAITS Demonic Royalty - You gain the technique Giant size for free and it takes up no technique slots. In addition, Companions have your class level plus their rarity more HP where rarity is common 1, rare 2, mythic 3. In addition, they can use the intercept ability twice per battle.
TRAITS Desperado - When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. 2/3
Intimidating Power - Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.)
Power - Your Energy attacks deal +3 bonus damage.
ITEMS Companion - Coral Pov’rel - 25/25 HP Expert Training Gear
TECHNIQUES Enhanced Sense Giant Form rank 2 - 0/1 Clash Rank 1 - 1/1 Solar Axis - Energy, ranged, single, charging searing
CURRENT Edge: 0 CURRENT PL17,040 HP: 115/115 | Ki: 56/120 | DEF: 60 | DR: 5| Melee Accuracy: d100+35 | Ranged Accuracy: d100+60 1d100+65·2d6+2·1d100+65·2d6+2·1d100+85·3d10+6·1d100·1d100+85·3d10+6·1d100·1d100+85·3d10+6·1d100·1d100+40·2d6
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Post by Koma on Feb 21, 2020 0:33:17 GMT -8
“If you ask them? I'm sure they'd say as much. I'm not so sure, myself, but I don't make the rules of Bushido, I just follow the way of the warrior as prescribed by the rules.” he said towards Misaki after her remark about his clan, as it was true that formality was likely important to them, but he wasn't them, either. He didn't say another word as she began to launch her volley of energy blasts, focusing on what was coming for him and taking the strikes without hesitation as a measure of her strength before using a ki empowered shield and ki empowered senses to sidestep the fourth strike and shield himself from the brunt of the fifth strike coming his way from her energy blast volleys. The sheer volume of blasts she had laid down would be a threat to a less skilled, and less experienced samurai, but Koma had fought hundreds of bottles since he first gained his Daisho at the age of seventeen. Even as blood dripped from his blistering forearms from the strikes, the whirlwind of the former bear clan focused on what was likely to come next, and pushed spiritual energy to dodge around the mat for a moment before drawing his sword with a firm 'click', and attempting to send four slashes Misaki's way. He had no way to know if they would hit or not, but he didn't want to hurt this potential friend, either. He just was providing an all out fight to test her capabilities and then move on to teaching her what a spar actually – was. Because it was apparent from her all out first strike that she was not entirely sure what it was, herself. [290] At-Will Action 1-3: Take Flower Danmaku 1-2, and Solar Axis 1. = 45 – 4 DR = 41 Damage Total. Giant Form pops, which means Koma's defense goes back up to 95 from 80 and he takes 16 damage and loses all temp HP. Reactive Bonus Action 1: Sense +5 Defense, +5 Accuracy. - 0 Ki. Solar Axis 2 misses. Reactive Bonus Action 2: (Using 1 stack of Haste) – Aegis -14 Ki AEGISYou hastily create a protective layer of energy around your body, bolstering your defenses against enemy attacks.Type: Defensive Action: Bonus Action - Reactive Effect: You gain 10 Temporary HP and 5 DR; this Temporary HP and DR stacks with other sources of Temporary HP/DR, but is removed after this turn’s incoming attacks are resolved. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 15 Temporary HP. Rank 3 gives you 10 DR. Solar Axis 3 does 25 damage. 25 – 5 (DR) = 20 – 10 (Temp HP) = 10. Companion Attack misses. -26 HP Loss. -14 Ki loss. At-Will Action 4: Enhanced Dragon Dash - DRAGON DASH (ENHANCED)Your aura burns around you as you rush forth to launch a violent assault.Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. This is considered a Movement Technique. Cost: 7 ki Limit: None Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage. -6 Ki. At-Will Action 5: Activating Katchin Sword with Quick-Draw (Use 1 of 3 of Katchin Sword) +3 to damage on all strikes, and +50% chance to do wounding on all strikes. Standard Action 1: Strike DAMAGE e2QAXvC_1d8+16 + 1d4To-Hit 1d100+75Wound Chance 1 – 50% (Katchin Sword – 3 turns + 1 (Thousand Cuts)) 1d100Wound Chance 2 – 50% (Rend – 1 Turns + 1 (Thousand Cuts)) 1d100Standard Action 2: Strike DAMAGE 1d8+16 + 1d4To-Hit 1d100+75Wound Chance 1 – 50% (Katchin Sword – 3 turns + 1 (Thousand Cuts)) 1d100Wound Chance 2 – 50% (Rend – 1 Turns + 1 (Thousand Cuts)) 1d100At-Will Action 6: Blitz Strike DAMAGE 1d8+16 + 1d4To-Hit 1d100+75Wound Chance 1 – 50% (Katchin Sword – 3 turns + 1 (Thousand Cuts)) 1d100Wound Chance 2 – 50% (Rend – 1 Turns + 1 (Thousand Cuts)) 1d100At-Will Action 7: Blitz Strike DAMAGE 1d8+16 + 1d4To-Hit 1d100+75Wound Chance 1 – 50% (Katchin Sword – 3 turns + 1 (Thousand Cuts)) 1d100Wound Chance 2 – 50% (Rend – 1 Turns + 1 (Thousand Cuts)) 1d100-20 Ki Loss this turn. -26 HP Loss. Name: Koma Species: Human-Saiyan Hybrid Age: 30 Gender: Male Skills & StatisticsFighting: 50 Energy Control: 25 Reflexes: 40 Resilience: 35 Accuracy: +50 (Fighting) +10 (Class) = 1d100+60 (Fighting) / +25 (Energy Control)+10 (Class) 1d100+35(Energy Control) Defense: 95 (50+40 Reflexes=90+5 (Class)=95) HP: 50+35 Resilience -20 (Class) = 65/65 + 30 (Katchin Armor) = 69/95 KI: 80/100 KI Recovery: 86/100 Ki still recoverable. DR: +0 (Class) +2 (Resilience) +3 (Katchin Armor) = 5 Damage: +3 (Class) +2 (50 Fighting) + 3 (Might) = +8 Class: Ravager Racial Trait: 9001 LivesRequirements: Human, Beastman, or Monster Effect: You are immune to the chance of Death in Death Battles, and Events. 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. Class Traits: RendActivation: Passive Effect: Whenever you use Dragon Dash, your physical melee attacks have a 50% chance to apply 1 turn of “Wound” to their target; this is added to and rolled separately from any other effects. Limit: -- Classes: Conqueror, Ravager, Witch/Wizard A Thousand CutsActivation: None (Passive) Effect: Your Burn, Poison, and Wound effects deal +1 damage per turn and last +1 turn when inflicted. Limit: -- Classes: Martial Artist, Ravager, Strategist Traits: BlitzRequirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Haste (AI Assistant Trait 1)Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Quick-DrawActivation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn. Class Features: Rushing- Your attacks deal 15% of their total damage to their targets even if they would fail to hit. This damage ignores DR. Dragon’s Frenzy- Your Dragon Dash Basic Technique may now be used At-Will once per turn; on a turn in which you use Dragon Dash, increase the damage dealt by Rushing to 25%. Pummel - Your Strike, Energy Blast, and Grapple Basic Techniques deal an additional +1d4 damage. Your Single and Barrage Special Techniques deal an additional +2d5 damage; your Finisher Special Techniques deal an additional +3d6 damage. Stolen Impetus - Whenever the target of one of your attacks performs a Defensive technique in response to that attack, you gain an additional action on your next turn; this action’s type is determined by which action the opponent used to react to your attack. (Bonus Action grants you a Bonus Action, Standard Action grants you a Standard Action.) Starting Non-Basic Technique Chosen:AEGISYou hastily create a protective layer of energy around your body, bolstering your defenses against enemy attacks.Type: Defensive Action: Bonus Action - Reactive Effect: You gain 10 Temporary HP and 5 DR; this Temporary HP and DR stacks with other sources of Temporary HP/DR, but is removed after this turn’s incoming attacks are resolved. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 15 Temporary HP. Rank 3 gives you 10 DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Techniques Learned: SOLAR FLARE You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Rank: 1
Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. KI BLADE Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast)
Rank: 1
Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. EIGHT ARMSYou attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique.Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. 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 thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. GIANT FORMYou take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase.Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP. White Tower Waltz | Shiro Tou Warutsu A wild flurry of strikes which always begins with Koma in one place either sitting or standing, and then firing off strikes all around him in a 360 degree motion with every part of his body, from his foot to his fist to his elbow to his knee to his sword. The name itself was inspired when the Samurai was still young, and a Samurai who had just seen him dispatch a dozen of his allies with the maneuver asked Koma where Koma learned to dance. Koma answered 'in the Shadow of the White Tower', because his village, Three Caves Village, was within visual sight of the great forbidden white tower.Type: Energy Melee Area Action: Standard Action Base Damage: 10 (Up to 3 Targets) Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 27 Ki Learn: 2 Weeks. Technique Slots: 6/6 Enhanced Techniques: DRAGON DASH (ENHANCED)Your aura burns around you as you rush forth to launch a violent assault.Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. This is considered a Movement Technique. Cost: 7 ki Limit: None Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage. EquipmentKatchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: – Katchin Sword Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 uses per thread. Senzu Extract Utilizing the miraculous qualities of the Senzu Bean, this small vial of extract allows for an expedient return to function by its imbiber. Type: Restorative - Senzu Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Restore +15 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread.
PL: 13,882 HP: 69/95 | TEMP HP: 0/25 | KI: 100/100 FIGHTING: 50 | ENERGY CONTROL: 25 | REFLEXES: 40 | RESILIENCE: 35 MELEE ACCURACY: +50 | ENERGY ACCURACY: +35 | DEF: 100 DR: 4 | DMG MODIFIER: +8 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN:
[/b] 1d8+16·1d4·1d100+75·1d100·1d100·1d8+16·1d4·1d100+75·1d100·1d100·1d8+16·1d4·1d100+75·1d100·1d100·1d8+16·1d4·1d100+75·1d100·1d100
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Post by Misaki Kazamiya on Feb 23, 2020 4:43:01 GMT -8
Misaki Struck with force on her opponent, and Pulled her energy close to her as she readied herself to charge up a pair of blasts of her own... Before she felt, rather than saw, four blindingly fast strikes pierce her defenses. The first strike simply pierced her defense, the Ram's Skull bisected while the second cleaved straight on through, breaking the skull into pieces. the impact left gashes through Misaki's clothing and more than incidental scratches on her forearm. The girl smiled, the pain seeming rather distant in her mind as battle was joined. Something in her felt incredibly enthusiastic about this turn of events, and was ready to welcome Koma's strikes with open arms, even as the thud of slashes left her body smashed against the nearby wall, bouncing off with a hard thunk... Yet, even as she bounced, swaying, she kept on her feet, a manic grin encapsulating her features, raising a hand... Before realizing, even as she held a palm forward, that she really had used up a lot of ki in that exchange... A frown encapsulated the features of Misaki Kazamiya, as she realized that she'd once again used up too much power... "...Do I need to develop more ki? Tch... vexing..." The young florist managed to breathe, her voice sounding far more casual as the blood seeped from her, than it normally did. "...I guess I'll have to make do..." She turned to her opponent. Koma of the Bear Clan. In one single, brutal exchange, he'd broken through her guard and hit her far harder than anyone she'd ever fought. a Shaking went through her entire body, even as she gleefully evaluated her options... She could try and hold on, defend herself, and bring her ki back, but she didn't think she actually had that option. The Bear's claws had already struck her hard enough her legs were screaming for the permission to buckle and fall. Misaki, of course, was not going to give the weaklings that permission when such a vicious fight had presented itself to her... No. Koma's next exchange would without a doubt make her fall to her knees and crumple to the ground. She'd need to improvise. Luckily, Jade had given her a little bit of motivation on this front, After the recent blinding attack. Breathing, she closed her eyes, and looked as she'd tried to look before and yet failed so often... Around the room, she checked, as she would with a plant, or a flower, for the feeling of Koma of the Bear clan. his Breath. His energy. His Ki. Looking for that which seperated him from clay, she gasped, and with a breath, released a barrage of energy at Koma. One last shot, even so quickly into the spar... but she knew that if she missed with these shots, she wouldn't get a second chance. The thought excited her, and the original purpose of the spar melted away in her mind as she released another onslaught of shots. these lacked quite the elegant patterns of the original, the blasts no longer locked on target and threaded together to trap the Samurai in their midst, but they were also far from any less deadly if they should strike. She fought a samurai, now, and she felt the urge to give him the best showing possible, in honor of introducing her to a feeling so new... this feeling of being cornered, of being pushed into a corner, of this last desperate chance at victory... A smile of pure enthusiasm marked her lips as she struck her final blows. BATTLE TRACKER SUMMARY Natural PL: 9,088 Base PL:13,632 Koma strikes! 4 hits of 24, 19, 25, 27 total of 95 damage, reduced to 88 by 7 DR 12 turns of wound applied! Wound damages for +1 damage! 4 damage total of 92 damage! Giant form deactivated! Defence returns to normal. beginning of turn: Misaki regains 6 ki.
at-will: Activate Desperado! 1/3 uses left
Bonus Action: Enhanced Sense | gain +5 accuracy and +5 Defence, along with +2 damage modifier and +2 DR | -0 ki
Standard Action: Flower Danmaku! (Desperado: Energy blasts) | -2 ki Accuracy roll: JY7C_SPJ1d100+55 Damage roll: 2d6+2
Standard Action: Flower Danmaku! (Desperado: Energy blasts) | -2 ki Accuracy roll: 1d100+55 Damage roll: 2d6+2
Standard Action: Solar Axis! Single Ranged Energy (Charging, searing) | -13 ki Accuracy roll: 1d100+65 Damage roll: 3d10+8 Searing: 1d100 target 40
Standard Action: Solar Axis! Single Ranged Energy (Charging, searing) | -13 ki Accuracy roll: 1d100+65 Damage roll: 3d10+8 Searing: 1d100 target 40
at-will: Companion attack! Golden orb repeater (Coral Pov'rel) | -0 ki Accuracy roll: 1d100+40 Damage roll: 2d6
CLASS FEATURES Power Of Legends: Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
Powerful Ki - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
Overflowing Ki - You regain an additional +3 Ki at the beginning of each of your turns, stacking with Powerful Ki.
Reckoning - Twice per battle, as a Reactive At-Will Action, you gain an additional Standard Action on your turn. If you(and your allies) are outnumbered by opponents in the current thread, this may be used four times per battle instead. - 1/2
SPECIES TRAITS Demonic Royalty - You gain the technique Giant size for free and it takes up no technique slots. In addition, Companions have your class level plus their rarity more HP where rarity is common 1, rare 2, mythic 3. In addition, they can use the intercept ability twice per battle.
TRAITS Desperado - When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. 2/3
Intimidating Power - Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.)
Power - Your Energy attacks deal +3 bonus damage.
ITEMS Companion - Coral Pov’rel - 25/25 HP Expert Training Gear
TECHNIQUES Enhanced Sense Giant Form rank 2 - 0/1 Clash Rank 1 - 1/1 Solar Axis - Energy, ranged, single, charging searing
[/b][/spoiler] CURRENT Edge: 0 CURRENT PL17,040 HP: 58/115 | Ki: 32/120 | DEF: 60 | DR: 5| Melee Accuracy: d100+35 | Ranged Accuracy: d100+60 1d100+55·2d6+2·1d100+55·2d6+2·1d100+65·3d10+8·1d100·1d100+65·3d10+8·1d100·1d100+40·2d6
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Post by Cayle Pota on Feb 23, 2020 6:46:19 GMT -8
For a moment after the strikes he had launched connected and Misaki got back up, Koma thought to himself he might have found a suitable sparring partner without the need for instruction. Such a thing was a great find, even if this was closer to the presumed results coming from battle with Riku would have been. Blood, burns, bruises and more were to be expected in a true no holds barred spar between two samurai, but this had initially been something Koma expected to be a more leisurely match. A cross between a classroom study, a game of chess, and basic martial arts perhaps - but he had not expected for their spar to devolve so thoroughly into a no holds barred match.
His sensitive half-Saiyan senses could smell the coppery blood of himself, and the similar but different blood from Misaki, as he felt the goosebump like sensation of sensing spiritual energy build up, Koma went on autopilot. He gulped down a sip of the healing tonic he had learned to make in his days in Three Caves Village, and he remembered martial arts training decades past.
The abbot of Tower Rock Monastery instructing Koma and his fellow orphans that before they would ever be taught to strike or harness their ki they must learn to dodge and move. Visions of dodging beanbags, stonez, bricks, water balloons, bricks, even down to grains of rice. So it was in the past and so this full automatic machine gun blast of energy was dealt with as he pushed spiritual energy through his body and dodged the first blast before being hammered with the second, third, fourth, and side stepping the fifth.
The monastery's training of the orphans about dodging had been as much about making them handle pain in a fight and keep going throughout it as it had been learning to dodge, duck, and side step. So it was an instinctual movement, and so Koma still stood where that final blow might have otherwise toppled him.
"Kazamiya-san, you are definitely very naturally strong, a veritable power house of ki manipulation, but you still have a long way to go to truly hone your natural weapons." Without another word he once again sheathed his sword and began to build spiritual energy throughout his body before moving to his tip toes, then slamming back to his heels, then back to his tip toes before launching himself forward entirely and unsheathing his sword in the same movement. Once again, he struck with four ki reinforced sword strikes which might not even need to connect to his opponent to still cause her damage.
[438] [1,628]
Reactive Bonus Action 1: Rapid Movement +25 Defense, -14 Ki
Defense is now 120: Dodging Flower Danmaku 1 and Golden Orb Repeater.
Reactive Bonus Action 2: Senzu Extract
+15 HP, +15 Ki.
84/95 HP, 81/100 Ki.
Flower Danmaku 2, Solar Axis 1 and 2 hit. They do 64 damage total before 4 DR, which turns it to 60 Damage. Koma is further inflicted with Burn for 4 turns, beginning with this turn.
Total Damage This Turn: 63. 21/95 HP left.
At Will Action 1: Enhanced Dragon Dash +10 Accuracy, +5 Damage, -6 Ki.
At Will Action 2: Katchin Sword, +3 Damage, +50% chance to deal Wound.
Standard Action 1: Strike
DAMAGE aoJ4_eY61d8+16 + 1d4
To-Hit 1d100+70
Wound Chance 1 – 50% (Katchin Sword – 3 turns + 1 (Thousand Cuts)) 1d100
Wound Chance 2 – 50% (Rend – 1 Turns + 1 (Thousand Cuts)) 1d100
Standard Action 2: Strike
DAMAGE 1d8+16 + 1d4
To-Hit 1d100+70
Wound Chance 1 – 50% (Katchin Sword – 3 turns + 1 (Thousand Cuts)) 1d100
Wound Chance 2 – 50% (Rend – 1 Turns + 1 (Thousand Cuts)) 1d100
At Will Action 3: Blitz Strike
DAMAGE 1d8+16 + 1d4
To-Hit 1d100+70
Wound Chance 1 – 50% (Katchin Sword – 3 turns + 1 (Thousand Cuts)) 1d100
Wound Chance 2 – 50% (Rend – 1 Turns + 1 (Thousand Cuts)) 1d100
At Will Action 4: Blitz Strike
DAMAGE 1d8+16 + 1d4
To-Hit 1d100+70
Wound Chance 1 – 50% (Katchin Sword – 3 turns + 1 (Thousand Cuts)) 1d100
Wound Chance 2 – 50% (Rend – 1 Turns + 1 (Thousand Cuts)) 1d100
HP: 21/95. Ki: 75/100. 1d8+16·1d4·1d100+70·1d100·1d100·1d8+16·1d4·1d100+70·1d100·1d100·1d8+16·1d4·1d100+70·1d100·1d100·1d8+16·1d4·1d100+70·1d100·1d100
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Post by Misaki Kazamiya on Feb 24, 2020 5:51:37 GMT -8
Misaki could feel it.
Her pulse, beating faster than it had in a long time. As fast as it had fighting copy, the battle where she believed she would die - Die against a superior foe that had shown her how much she had to learn. Her heart was beating quicker. Her body felt so very light as adrenaline moved through it, coursing through the florist's body.
She could feel it.
The trail of blood leaving her body as the strikes connected, one after the other. Koma's hits, filled with ki that spoke of strength. Resolute determination. Uncompromising Victory.
She could feel it, too...
The frustration. the crushing realization that the speed her opponent's strikes had come had been too fast for Misaki's eyes to track. The logic that her improvised guard against this hail of blows was completely ineffective. It wasn't that Misaki didn't have power to spare - she still had much left to tap into... But how could someone tap into that power in a situation like this?! what was she supposed to do?
Misaki didn't know. Misaki had never tested her luck against steel from an opponent so formidable.
Surrounded by weakness, unable to push her limits, and yet now facing a challenging opponent and...
Misaki had really thought she'd be satisfied with a good match. she was usually satisfied with a good match. but there was a bad taste in her mouth with this one. A slowly budding frustration as she realized just how high a wall ihere was between those who had learned to master these abilities, and the her that existed in this moment...
She needed to correct that. she had to.
She could feel it. her legs finally leaving her, revolting against their master as she fell to her knees from the newest strike, head slightly inclined forward as the blows took their toll.
And everything that went with that.
"...I had no idea what to do." Misaki managed, frustration evident as she muttered to herself... before giving a smile, even as her body felt shaky. "...Which... gives you the match. You are very skilled, Mister Koma... I couldn't even see your blade."
[359 words]
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Post by Koma on Feb 24, 2020 11:10:29 GMT -8
“Knowing that you don't know something is the first true step of accepting the Martial Arts into your heart, Kazamiya-san.” It was the first thing he said to Misaki after she fell, and after she spoke. While she was focusing on the internal struggle of willpower as her body fought to stay conscious from the strikes, Koma went to one side of the sparring room and poured her a glass of water, a pair of basketball sized onigiri filled with tuna and an azuki bean-sensu bean hybrid paste, and brought over the first aid kit. If she allowed it, he would begin bandaging her wounds and applying salves to her bruises, while she held and sipped the water and ate the rice balls. If she did not, he would simply provide her the tools with which to tend to her injuries herself, though it would likely not be tended to as well simply from the nature of trying to apply bandages to one's own limbs with a single limb as assistance.
“You did very well for a first spar, and I can tell you have fighting spirit and great potential. We just need to temper that potential and that raw strength with the hammer strikes of experience and skill. With that, you can turn your skill into adamant steel.”
Not losing heart after a loss was as important as any other action when it came to training in the martial arts, after all.
[244] [1,872]
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Post by Misaki Kazamiya on Feb 25, 2020 4:28:59 GMT -8
Misaki grit her teeth for a moment, just doing her best not to fall fully unconscious. that would be...She didn't know why or how, but if she fell asleep now, she knew that some sort of problem would appear. She took both the Onigiri and water with a tired nod, as the adrenaline flowed from her body and the euphoria of glorious combat was replaced with the equally familiar crushed feeling as pain reasserted itself and her body once again commented on her dangerous decision making with complaints across every inch of it. Clearly, it didn't appreciate just what an important experience this was...
Even so, as Misaki ate, she gave a slight nod. "...So this really is... Martial arts, then." the woman managed to stumble her words out, before nodding, a slight smile creeping up on her as the White Tiger samurai confirmed what she'd hoped he would. "...So, then... I can get stronger, still." She managed with a pleased look. The frustration hadn't abated, but it had been understood, by now. Misaki wasn't mad at the samurai, nor was she mad she'd lost the match. She was mad at the self she had that lost a match she knew she could one day win... But like a plant, she tempered that with the understanding that one day, she, like any other plant, needed to grow new leaves and flowers...
She figured this was a good lesson, then, if she'd managed to learn at least that much.
...Though she'd hoped she could have figured out the goat thing by the end of this, too.
[266 words]
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Post by Koma on Feb 26, 2020 15:28:44 GMT -8
Koma was patient, perhaps surprising to some, as he tended Misaki and listened to her speak when she ate the rice ball and drank the water he provided. He was gentle even with his responses, saying “Of course it is martial arts.” everything which could be used for fighting was. Even the culinary arts or gardening technically had martial capabilities to them, even if people might not understand them or the layman who had never fought on an empty stomach might not appreciate them properly.
He even analyzed the way she moved her body while responding, and it made him think very seriously about their fight. She was truly a naturally powerful individual who might not have had any proper training at all before. This meant that she would need proper tutelage to master her skills and herself, for both the safety of her own self and the safety of those around her. That was not even accounting for the strange goat head armor manifestation her giant form had taken when she applied spiritual energy to her form.
Koma wondered if the Grand Ducal Libraries might have any information about such a phenomenon. It was a good idea to check them out, he thought after considering it, and before attempting to lead Misaki out of the sparring room and to somewhere she could properly rest.
[225] [2,097]
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