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Post by Jade on Mar 22, 2020 18:29:06 GMT -8
That.. power. The aura. It's.. amazing. Jade looked at Clove as her aura flared up around her form. This was what Jade wanted.. a challenge. This is the power Jade wished to attain anyways. Jade actually found it weird that Zam suppressed her energy, as she was once able to sense it before, but not anymore. But, it wasn't even time to think about that. Once the announcer got to one, surprisingly, the first opponent to attack was Jody, and to Jade's surprise, Jody tried to attack Jade. She observed how Zam was in a position, in which she could attack once Jody was finished with her attack, which was otherwise called.. flanking. But.. why were they doing this? Jade would've actually done that with Clove, since she's the strongest one here, but.. it doesn't look like that would happen. Eh, what to do.. it's a battle royale anyways, right? Once Jody rushed at Jade, she found it weird that instead of aiming for her torso, or her lower body, she tried to grab her by the face. Jade anticipated this, once she saw her aiming her palm at her, and Jade managed to dash backwards, in order to avoid her devastating attack. Jade must admit.. she's got skill. The attack caught her off guard slightly, so she ended up landing on both her legs, and one of her palms. She looked around at Clove to see if she was going to take the opportunity to attack Jade also, and while she did so, she charged up a burning orb of jade green energy with her tail as well as one in her palm, but it was rather small and it wasn't meant to deal any damage, but instead interrupt their ki flow, and the amount of ki they use for their attacks. "Ok guys. Jody, that was good, but let's see how you take this attack."
Immediately, still in her crouching position, she fired the tailed ki blast at Jody, and suddenly, she got up, dashed towards Zam, and charged up an orb of ki of the same kind with her tail. Instead of staying in her position, she leaped towards Zam, and fired the blast at her. She threw the sma ki blast from her palm, before leaping towards Zam though. She landed on the floor, and got up immediately, looking around at all her opponents. Ok, let's see what's going to happen next.
WC: 410 | 1230 {JADE'S BATTLE TRACKER} SUMMARY
Relentless deals 2 dmg that bypasses DR and Temp HP. (Jody and Zam) Remember to calculate the damage from 'Rushing', if any of Jade's attacks miss. Barrier | 15/15 Stacks of Ambient Ki | 0/6 Edge 4 is established over Jody! | +15 Acc, +5 Dmg, +5 DR Edge 4 is established over Zam! | +15 Acc, +5 Dmg, +5 DR
Attack 1: Jody's Grapple. Miss. Attack 2: Jody's Grapple. Miss. Attack 3: N/A
Dmg from Zam's attacks: 0 - 14 DR = 0 Dmg Dmg from Jody's attacks: 0 - 14 DR = 0 Dmg Dmg from Clove's attacks: 0 - 9 DR = 0 Dmg
Damage taken in total this turn- 0 Dmg.
At-Will Action:
Bonus Action: Hypnosis | -3 ki (Targeting Zam) Immobilizing: Et29iszx1d100 80% Chance.
If inflicted, the opponent will be automatically inflicted the Status Effect 'Heavy'.
Standard Action: Burning Attack | Slashing | Searing | -13 ki (Targeting Jody) To hit: 1d100+65
Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal +9 dmg.
Damage: 3d10+12
Pummel: 2d5
Searing: 1d100 65% Chance
Due to the 'Demon Ring', if inflicted, this deals 4 dmg instead of 3 dmg, which bypasses DR.
Immobilizing (Sadist): 1d100 20% Chance
Due to the 'Demon Ring', if inflicted, this deals 1 dmg each turn which bypasses DR.
Crippling (Sadist): 1d100 20% Chance
Due to the 'Demon Ring', if inflicted, this deals 1 dmg each turn which bypasses DR.
Standard Action: Burning Attack | Slashing | Searing | -13 ki (Targeting Zam) To hit: 1d100+65
Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal +9 dmg.
Damage: 3d10+12+9=31 SLASHING CRIT HIT! | +9 DMG!
Pummel: 2d5
Searing: 1d100 65% Chance
Due to the 'Demon Ring', if inflicted, this deals 4 dmg instead of 3 dmg, which bypasses DR.
Immobilizing (Sadist): 1d100 20% Chance
Due to the 'Demon Ring', if inflicted, this deals 1 dmg each turn which bypasses DR.
Crippling (Sadist): 1d100 20% Chance
Due to the 'Demon Ring', if inflicted, this deals 1 dmg each turn which bypasses DR.
CLASS FEATURES
Rushing- Your attacks deal 15% of their total damage to their targets if they fail to hit. This damage ignores DR.
Relentless- Whenever you use at least two Standard Actions to attack an opponent, that opponent receives 2 damage that bypasses all DR and Temporary HP. Increase this value by +1 for each turn that you have used two Standard Actions to attack an opponent. This bonus returns to 0 if you do not attack an opponent on your turn and must be accumulated again.
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.
CLASS TRAITS
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: -- Classes: Bandit, Ravager, Witch/Wizard
SPECIES TRAITS
Quick Learner | You automatically subtract one week from every technique you study’s learning time.
TRAITS
TECHNIQUE SLOTS Activation: Passive Effect: You gain 2 additional technique slots(may learn them instantly) Limit: Techniques filling these slots may not be Legendary and may not be ranked up.
INDOMITABLE Requirement: Resilience Skill of 40 Activation: None (Passive) Effect: Increase your DR by 4.
POWER [AI's Assistant] Requirements: Energy Control Skill of 30 Activation: None (Passive) Effect: Your Energy attacks deal +3 bonus damage.
INSTINCT [AI's Assistant] Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
ITEMS
AI Assistant: Passive | 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.
Elemental Band | Your Special Techniques have an additional +25% chance to afflict Burn, Freeze, and Stun. This does not allow techniques that did not already have these effects to now afflict these effects.
Katchin Armor | Increase your maximum HP by +30 and gain +3 DR while wearing this outfit.
Demon Ring | Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR.
TECHNIQUES
HEAL You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Requirements: Requires an Energy Control skill of 25 or the Mystic class. Effect: You restore 15 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally. Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
REVENGER CHARGE You recollect the ambient ki you left behind when you wasted your previous energy attacks. Type: Utility Action: At-Will Prerequisite: Requires Energy Control skill of 35. Effect: You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect. Cost: None Limit: Can spend total of 6 stacks of Ambient Ki per thread. | Used! Ranks: Rank 2 lets you spend 9 stacks of Ambient Ki per thread. Rank 3 lets you gain stacks of Ambient Ki when your Basic and Special Energy Techniques hit. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HYPNOSIS III Your opponent gazes into your eyes and is enthralled by telepathic power. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Immobilize status on your target and the effect lasts for +2 turn. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Twice per thread. (1/2) Ranks: Rank 2 is 80% chance to Immobilize. Rank 3 of the technique also inflicts the Special Status Effect “Heavy” on its target if it is successful. "Heavy" possesses the same duration as Immobilize inflicted by Hypnosis and may not stack with itself; while "Heavy", all actions taken by the target cost an additional -5 ki, even if that action would not usually cost ki. Learn: Rank 1 takes 1 week to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. 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.
BARRIER Jade creates a shroud of protective ki around her body to soften blows and protect herself against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration. Until temp HP is gone. Cost: 15 ki Limit: Once per thread. | Used! Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Defense 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.
BURNING ATTACK Jade uses her tail to charge up a jade green ki blast, which is then fired at her opponent. This ki blast takes in the look of a burning fire ball. Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Searing Cost: 15 ki Learn: 'Technique Slots'
FINAL BOMB Jade charges a huge jade green orb of energy, which she then throws at her opponent. This ball of energy takes the form of a huge flaming ball. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Searing Cost: 35 ki Learn: 'Technique Slots'
Fighting: 25 | Energy Control: 45 | Reflexes: 45 | Resilience: 40 Natural Power Level: 10,553 | Base Power Level: 10,553 | Current Power Level: 13,191 HP: 100/100 (15/15) | Ki: 58/100 | DEF: 105 | Melee Accuracy: d100+30 | Ranged Accuracy: d100+50 Damage Reduction: 9 | Melee Damage Modifier: 4 | Energy Damage Modifier: 7 | Ki Cost: 2 Power Up Ki Regen: 0/100
1d100·1d100+65·3d10+12·2d5·1d100·1d100·1d100·1d100+65·3d10+12·2d5·1d100·1d100·1d100
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Post by Clove on Mar 23, 2020 6:44:26 GMT -8
Jody was the first to react by failing to grab Jade who was superior in speed and now Clove was curious about the feline. In a blazing surge of ki, two blasts spiraled from her paws, aimed at the Saiyan and the Majin. If the tea princess wanted to be at the center of attention, the best method was to absorb one of those powerful attacks, and she intercepted it for Zam putting forth an invisible barrier which shattered through and clipped the large crimson butterfly wing on her back with the overflow. The entire arena began to quake, the destruction unbound on Clove’s follow up attack would reduce her opponents chances of using defensive measures to the fullest while trying to retain their balance to stand. She promised to treat these women with equal affection, that involved the blade on her pink helmet, imbued with ki she boomeranged it across all three of her opponents, it was a technique she learned to use under the tutelage of Duke Gracier in the Western Lands. The red ki surrounding the blade was hot enough to burn anyone caught its path as it boomeranged back in place with a magnetic click. [194] [1,483]
Initiative Order: JodyJadeCloveMajin Zam{Actions} DEFENSE PHASE. Opponent Attack 1: Clove 80 vs n/a Attack 2: Clove 80 vs Intercepting for Zam 165 Incoming Damage: 36 x .5 (Deflect Rank 3)= 18 -10 DR -3 Edge 2= 5 (Jade takes 4 damage that by passes DR from Bristling Defenses) Searing: 4 Damage from Demon Ring that by passes DR but hits temp HP Total Damage: -9 to Temp HP (35) -- OFFENSE PHASE.
Power Level: 27,844 x 1.25 (25% Power Up)= 34,805
Jade: 13,191 (Edge 2) Jody: 713 (Edge 4) Zam: 100 (Edge 4)
Passive: Chichi’s Battle Armor 10% to PL: Bristling Defenses +4 Per incoming attack, Auxiliary Core 10% to PL (x1.1 two times)
At-Will Action: Auxiliary Core, Destruction Unbound on Heart Stroke, Giant Form AOE -5 ki
Bonus Action: Haste: Intercept, Deflect Rank 3 (50%) -12ki
Standard Action 1: Focus Energy -7 ki
Standard Action 2: Heart Stroke -0 Ki Auxiliary Core @all
To Hit: rLgmkzuQ1d100+60 +45 Energy Control +15 Focus Energy Crit on a natural roll of 75 or Higher
+5 Accuracy to Jade with Edge 2 +15 Accuracy to Jody and Zam with Edge 4
Damage: 5d8+15 +3 Damage to Jade with Edge 2 +5 Damage to Jody and Zam with Edge 4
Giant Form Bonus Melee Damage: 1d4
Searing: 1d100 40%
EFFECTS. Burned: -4 for 1/2 Lightning Aura: Round 1/5 Total Ki Spent: -12 Barrier -7 Focus Energy -5 Giant form AOE= -24 Power-Up: 2/2 Power-Up ki bonus: 1/4
________________ {Statistics} Skills & Statistics Fighting: 35 Energy Control: 30 Reflexes: 40 Resilience: 40
Accuracy: 1d100+35(Fighting)+15 (Conqueror Level 2)/ 1d100+30(Energy Control)+15 (Conqueror Level 2) Defense: 50+40 (Reflexes)= 90 +5 (Conqueror Level 2)= 95 HP: 50+ 40(Resilience)= 90-10(Conqueror Level 2)= 80 +40 (Chichi's Battle Armor)= 120 HP KI: 100 KCR: -1 + -2 (Obi Belt) DM: +1 Fighting + 4 (Conqueror Level 2) DR: -6 + -4 (ChiChi's Battle Armor)
Class: Conqueror Racial Trait: Lucky Dog
Traits: Momentary Ascension Activation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector
Rend Activation: 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
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. 2/3
Class Features:
Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn.
Final Word- You gain 1 additional use of every Finisher-Type special technique that you know, per thread.
Reverberation - Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique.
Destruction Unbound - Twice per thread, as an At-Will Action, you may select a single Special Technique used on the same turn. Reactive Defensive Techniques used by the target of your chosen Special Technique are only half as effective(Rapid Movement would grant only +12 Defense, Energy Shield would only grant 15 DR, etc.) Destruction Unbound has no effect on Techniques that would cause you to fail to hit through means that are not Defense increases. 1/2
Equipped items:
Katchin Sword ōdachi (大太刀) 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.
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time.
Obi A belt worn by martial artists, often designating their rank within a particular school. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Decrease the cost of all your Techniques by 2 ki. Limit: --
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: --
Artifact Equipment: Chichi's Battle Armor Long ago, when the Ox-king wanted to protect his beautiful daughter, he commissioned a beautiful protective set of armor with a third of his massive treasury. They say this armor was engineered with state-of-the-art laser cannons, a virtually unbreakable metal alloy known only to the ancient smiths of old, and a magically enchanted cutting saw. Needless to say, the Ox-princess got tired of it in a few years and threw it away to her Dad's heartbreak. Still, some say that the lost armor has passed through different hands as the years went on, growing and shrinking to fit it's new wearer. The ancient armor still has a lot of power left in it... for the price of showing off your goods to everyone who wants to see. Type: Lost Artifact - Outfit Zeni Value: N/A – NPC Merchants will not buy an artifact from you. Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: This armor is surprisingly useful for its purpose of defense, even if most would not believe it to be capable of such. The user of this armor is considered to have 4 additional DR and 40 additional HP. In addition, the user is considered to possess an additional Protector class feature. Those who do not possess the Protector Class may only pick from the level 0 features of Protector. Those who do possess the Protector class may pick from any feature from the levels they have unlocked, and when they unlock a new level they may switch out the artifact unlocked feature chosen. As an item of great power simply possessing the Battle Armor of Chichi generates an increase of 10% to the user's power level. Questing EP Cost: 5,000 EP. Limit: N/A
Techniques
Enhanced Basic Technique after unlocking Potential Mastery:
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
Starting Non-Basic Technique Chosen:
Heart Stroke A slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only.
Techniques: Crescendo A deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only.
DEFLECT RANK 3 You deftly parry or knock aside an attack headed towards you. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
LIGHTNING AURA RANK 3 A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE RANK 3 Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM Rank 2 You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: 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.
Technique Slots:6/7 Clove Tea HP:
120 (+26) | Ki:
76
| PL:
23,012
| x 45% | 34,805 | AC: 50 | 45 | DEF: 80 | DM: +5 | DR: -10 | KCR: -3 |
1d100+60·5d8+15·1d4·1d100
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Post by Majin Zam on Mar 23, 2020 8:05:18 GMT -8
Still dazzled by all the amazing sights of the arena, Zam seemed completely unprepared for the sudden surge of attacks. She simply stared with a big smile when Jade launched her vicious combination. The smaller energy orb nailed her right in the face and left her... Utterly unaffected? Her pink energy crackled in response, rejecting the malicious effects completely. Her cheeky grin grew wider. Likewise, she didn’t look the slightest bit worried when the second orb sailed her way. Luckily Clove intercepted it in the nick of time. The crowd cheered at the heroic display. Yet murmurs spread among them like ripples in a pond. Clearly this weird child was terribly outmatched here. She wasn’t even quick enough to react... So said the mean mutters.
When the butterfly woman unleashed her might, the arena trembled and the Majin quivered like jello. It... It tickled~! She was too busy giggling to even try dodging the massive blade. It sliced right through her torso, cutting her in half. The audience gasped in horror. Yet the weird little creature only giggled. “Nyeh hee~! That won’t work~!” Suddenly her separated bodyparts pulled themselves back together. The scorched cut healed instantly without even leaving a scar, like it had never even landed. She puffed her chest proudly. “Zam is indistrict... uh...” She stumbled over her words. “...indetroit... um... indesu... hm...” Finally she folded her arms with a huff. “You can’t beat Zam.” She underlined her bold claim by sticking out her blue tongue. “Nyeeeeh~” Classy.
Excitement bubbled within the rubbery demon. Again her power spiked, this time five times higher than before. She was rapidly closing the power gap between herself and Jody. A prelude to what was to come... “My turn!” With the jubilant shout, she suddenly launched herself towards Jade. The plan was still clear in her mind. Kick things off... She twisted her body into a flying dropkick. Her aura flared, making her look like a living missile. For someone so small and soft, her physical strength was something absurd. ...with a bang! As soon as the kick landed or missed, she swung her hand and chucked a handful of pink ki at Jade. Upon hitting anything, the haphazard blast would explode. Because of course it would.
WC: 379 | 1589 BATTLE TRACKERDEFENSE PHASE. Standard Action 1 - Reactive: Kiai Majin Malleability | All incoming attack rolls that are a natural 50 or below critically fail. | -10 ki Attack 1: Jade, Hypnosis = Failed. Attack 2: Zam 60 vs Jade 165 = Intercepted by Clove Attack 3: Zam 60 vs Clove 117 (42) = Critical fail! Total damage: 0 - 4 - 2 (Jade's relentless) = 2
OFFENSE PHASE. Passive: Powerful Ki | +3 ki
At-Will: Suppression Weird Power Level | PL suppressed to 500.
Bonus Action: Dragon Dash | Increase your Damage with Melee Attacks used on this turn by +3. | -4 ki
Standard Action 2: Strike Flying Dropkick! (Aimed at Jade) Accuracy: eW3Bsk951d100+35 Damage: 1d8+3
At-Will: Phaser Ring Handful of Ki (Aimed at Jade) | Perform a Ranged Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features Accuracy: 1d100+50 Damage: 2d6+2
Passive: Bio-suit Majin Regeneration | +3 HP
Kai Robes Endless Energy | +3 ki
EFFECTS. Countermeasures | 2 stacks left Suppression | PL lowered to 500
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 2 uses. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. Regeneration | Power Up grants 1 stack of Salve. Additionally, all Salve stacks heal extra +1 HP and last +1 turn longer. | 3 uses. Efficiency | Basic Techniques cost 1 less ki, Utility and Defense Techniques cost 3 less ki, and Special Techniques cost 5 less ki. Can’t reduce the cost below 1 ki. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform a Ranged Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 3 uses left. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 2 uses. Bio-suit | Regain +3 HP at the end of every turn.
DEFENSE/UTILITY TECHS. Countermeasures | Gain 2 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -10 ki | 1 use. Clash | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Also roll for accuracy and if the clash attack's total damage exceeds the incoming damage, the opponent must respond to the clash as if it was a normal attack. Deals additional damage equal to the damage roll(s) of your opponent’s attack. If Clash would reduce an attack's damage to 0, also nullify any effects it would have caused. | 2 Standard Actions - Reactive | -(15+Attack cost) ki | 1 use.
Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | Standard Action - Reactive | -10 ki | 0 uses left. Power Up (Enhanced) | Power Up recovers double the ki amount. | 1 use.
ATTACK TECHS. Bright Burst Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -8 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -28 ki and -5 HP Limit: 1 use per thread.
HP: 110/110 | KI: 147/155 PL: 9,597 (natural) -> 500 (suppressed) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +4 | DMG MODIFIER: +3 | KI COST: -2 1d100+35·1d8+3·1d100+50·2d6+2
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Post by Jody on Mar 23, 2020 11:08:38 GMT -8
“ Well shit,” Jody exclaimed as she missed her attack. No matter how fast she pushed herself, her hand hurtling towards Jade's face, she simply got farther and farther away. It happened in a blink of an eye but it was a spectacle. As her hand passed through the air, the front compressed the air and her aura, leaving the trailing end at a lower ambient pressure. This vacuum-like effect creates a lower dew point, resulting in a vapor trail mixed in with Jody’s bleeding Aura and ki creates bright white streams in the air. The follow-up kick was much the same, in spectacle and futility as Jade slipped away with ease. Even with all this speed, she was still far slower than her. Even though Jody felt this power gap, she still had to try. Her fighting spirit wouldn’t let her give up. Jade in her stance, on her legs and in palm made Jody chuckle internally. She really was a cat, and it showed in little moments like this. Even in a moment of dodging and counter-attacking she went into a position that was probably the most natural for her, while for Jody would feel completely unnatural as a combat stance. Having a hand on the ground and head so low to the ground, it would crane her neck, leaving her in pain and obvious discomfort. The hand on the ground would leave her body weight forward and unmaneuverable. As a combat stance, it was completely impractical. Could she even strike with any of those limbs? And for the most part, all of the strikes would come from the ground… All of this was a snap judgment, but even in the split second of combat Jody’s mind could help but wonder on these things. As Jody studied Jade she saw the ki build-up from her tail. Jody cursed as the crescent kick transferred all of her momentum from forward movement into the violent rotation, with a little bit air drift continuing her forward. That ki blast was a pretty nasty looking one. Her nerves screamed, she never received DOOOODGE training from a master namekian before, so her only option was to take it head-on. Her ki circulated to her arms, she felt her bones and muscles surge with the power it brought to her. It’s created a micro layered shield that formed on the palms of her hands. The blast rocketed out from the tail and collided with her hands. Jody intercepted it with her shielded hands as it crashed with tremendous force. The two separate ki’s interacting caused bright lights to shoot out from her hands. It was an unstable collision, the ki oscillating violently side to side in her hand has these two opposing ki forces pushed against each other. It took immense concentration to prevent the whole thing blowing up in her face, she had none to spare. Her feet were dug into the arena, shards and shrapnel flew every which way under the pressure, then the quake originating from Clove caused Jody to lose her footing, and she instinctively shot a glance that way. The red blade came streaking across the arena towards Jody as the unstable collision got out of hand (literally) and exploded right in Jody’s face. The force erupted through her bones, her entire body. It pushed her back, sending her flying, the pain could wait as that blade was still coming for her. Whatever energy she had left in her hands she projected forwards as white transparent screen. It shattered like glass spreading out in all directions only slowing down the blade a little bit. Her hands once again received the blow but the force of it caused her arms to collapse into a cross. It bit deep into her flesh as it changed her trajectory to the side. She spun out of control, her body first flailing through the air as she blacked out from the multiple combined impacts. Then she snapped into consciousness and regained control as she landed on both feet, her arms dangling. The gloves had burned away, her wraps nonexistent and her arms were charred black from the burn. The pain was immense from the burns and the severed flesh in her arms. She knew she was way out of her league, but that's why she fought, to get stronger. To be like her cartoon heroes. Despite all the odds, you keep on fighting. Her scheming had worked for the most part. Zam opened up on Jade, and it was Jody's job to keep on pressing the advantage even in her damaged state. She had to last to number 3. She propelled her self forward with an explosion of Ki delivering an Axe kick from overhead, her heel crashing down, followed up by another crescent kick to the gut. [804|2558] Fighting: 35| Energy Control: 10| Reflexes: 10| Resilience: 40 Natural Power Level: 713 | Base Power Level: 713 | Current Power Level: 713 HP: 75/127 | Ki: 78/100 | DEF: 40 | Melee Accuracy: d100+35 | Ranged Accuracy: d100+10 Damage Reduction: 10| Melee Damage Modifier: 5 | Energy Damage Modifier: 0 | Ki Cost: 0 Power Up Ki Regen: 0/100 Bonus: Energy Shield Jade: 45+(4 burning) - 20 = 25 (+4 burning) Clove: 43 - 20 = 23 Total received = 52 Standard: Grapple Jade VJwL4wrF1d100+352d6+5Immobilize 40% 1d100 Standard: Grapple Jade 1d100+352d6+5Immobilize 40% 1d100Fighting: 15 (35) Energy Control: 0 (10) Reflexes: 0 (10) Resilience: 15 (40) Accuracy: 1d100+(35) / 1d100+(10) Defense: 40 HP: 110 (Tank: 127) KI: 100 Base DM: +1 DM: +5 DR: 10 Class: Protector Racial Trait: Zenkai Boost PL: 713 Effort Points: 14525 Zeni: 0 Zeni Mastery Points: 15 Traits: Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Might Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Luchador Activation: None (Passive) Effect: Your melee Grapple Basic Technique now costs 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: -- Items: 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: -- Stim Pack Not recommended for daily use, this cocktail of stimulants grants a large and sudden increase in energy levels. Type: Restorative - Stimulant Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s 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. 1d100+35·2d6+5·1d100·1d100+35·2d6+5·1d100
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Post by Jade on Mar 24, 2020 9:46:20 GMT -8
What was that? How is that possible? What kind of armour is that thing? Well, it was useful obviously. Not only was it for fashion, but it was also good for battling someone. Jade eyes widened as she saw Clove intercepting her attack which was aimed at Zam, and when the ki infused blade came her way, she immediately somersaulted in order to dodge the attack. Man, if she had the ability to infuse her ki into that blade, she must have been really experienced with ki. Surprisingly, the blade literally sliced Zam in half, and somehow, she didn't look as if she was in pain or anything of that sort. Weird. That means that she could take an attack from Jade, could she? A bright light appeared from over where Jody was, and by the looks of it, it was a small clash of ki, which became unstable. "Huh? Wow!"Zam came at Jade with such a surprising attack, it caught her way off guard, causing her to be struck by Zam's leg. It's a good thing Jade's instinct told her to put her guard up, it struck her arm, causing a strong gust of wind to be emitted from the impact. Suddenly, Zam threw a handful of small ki blasts at Jade. Smoked engulfed the area, and once it cleared up, Jade was not only standing, but she was also powering up, and that was the reason why the smoke cleared up so quickly. A soft smile appeared on her face, while she raised her ki, and regenerated some ki, as her ki pool was running down faster than she expected it to. Not even a second after the smoke was cleared, Jade felt Jody's ki signature rushing at her, and Jade felt the need to dash backwards, to get out Jody's way, and avoid the attack. At that point, Jade wasn't even finished with her power up, and once she landed, her aura flared up more violently than before. Her power spiked up even more. She looked at each of her opponents, and.. something rather interesting came to her mind. I.. don't have a chance of coming in the top ten, if Zam and Jody are only paying attention to me. Unless I try to..
Leaving that thought hanging, she called out to Jody and Zam. "Hey, Zam. Why are you hiding your power? You know.. if we team up, you could probably get that zeni you want once you win, all you need to do is to defeat the strongest opponent first."
She said, looking at Clove, with her jade green energy lingering around her form. "Jody.. I'm sure we could work something out. You seem to be having something against me. I don't know what it is, but.. if you want that prize money, defeating me wouldn't get you that prize money. I'm not as strong as Clove, and once you knock me out of this competition, how would you go up against Clove? Think about it."Not getting carried away with this idea, she turned to Clove, and charged up a burning orb of jade green energy at the tip of her tail. "Are you guys with me?"Immediately, she fired the tailed ki blast at Clove, hoping for it to connect with her torso. WC: 551 | 1781 {JADE'S BATTLE TRACKER} SUMMARY
Relentless deals 0 dmg that bypasses DR and Temp HP. Remember to calculate the damage from 'Rushing', if any of Jade's attacks miss. Barrier | 15/15 Power Up! | +50% PL | 1/2 Stacks of Ambient Ki | 0/6 Edge 4 is established over Jody! | +15 Acc, +5 Dmg, +5 DR Edge 4 is established over Zam! | +15 Acc, +5 Dmg, +5 DR Stacks of Instinct | 5/5
Attack 1: Zam's Ki Blast. 5 Dmg. Attack 2: Zam's Ki Blast. 9 Dmg. Attack 3: Clove's Heart Stroke. Sense. Attack 4: Jody's Grapple. Miss. Attack 5: Jody's Grapple. Miss.
Dmg from Zam's attacks: 14 - 14 DR = 0 Dmg Dmg from Jody's attacks: 0 - 14 DR = 0 Dmg (1) Dmg from Clove's attacks: 0 - 9 DR = 0 Dmg (4)
Damage taken in total this turn- 0 (5) Dmg.
At-Will Action: Instinctual Defense Spending 10 ki for 5 Stacks of Instinct.
Bonus Action: Sense | +5 Acc, +5 Def | -0 ki
Standard Action: Power Up | +25% PL | -0 ki
Standard Action: Burning Attack | Slashing | Searing | -13 ki (Targeting Clove) To hit: i3CTARi71d100+55
Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal +9 dmg.
Damage: 3d10+7
Pummel: 2d5
Searing: 1d100 65% Chance
Due to the 'Demon Ring', if inflicted, this deals 4 dmg instead of 3 dmg, which bypasses DR.
Immobilizing (Sadist): 1d100 20% Chance
Due to the 'Demon Ring', if inflicted, this deals 1 dmg each turn which bypasses DR.
Crippling (Sadist): 1d100 20% Chance
Due to the 'Demon Ring', if inflicted, this deals 1 dmg each turn which bypasses DR.
CLASS FEATURES
Rushing- Your attacks deal 15% of their total damage to their targets if they fail to hit. This damage ignores DR.
Relentless- Whenever you use at least two Standard Actions to attack an opponent, that opponent receives 2 damage that bypasses all DR and Temporary HP. Increase this value by +1 for each turn that you have used two Standard Actions to attack an opponent. This bonus returns to 0 if you do not attack an opponent on your turn and must be accumulated again.
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.
CLASS TRAITS
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: -- Classes: Bandit, Ravager, Witch/Wizard
SPECIES TRAITS
Quick Learner | You automatically subtract one week from every technique you study’s learning time.
TRAITS
TECHNIQUE SLOTS Activation: Passive Effect: You gain 2 additional technique slots(may learn them instantly) Limit: Techniques filling these slots may not be Legendary and may not be ranked up.
INDOMITABLE Requirement: Resilience Skill of 40 Activation: None (Passive) Effect: Increase your DR by 4.
POWER [AI's Assistant] Requirements: Energy Control Skill of 30 Activation: None (Passive) Effect: Your Energy attacks deal +3 bonus damage.
INSTINCT [AI's Assistant] Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
ITEMS
AI Assistant: Passive | 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.
Elemental Band | Your Special Techniques have an additional +25% chance to afflict Burn, Freeze, and Stun. This does not allow techniques that did not already have these effects to now afflict these effects.
Katchin Armor | Increase your maximum HP by +30 and gain +3 DR while wearing this outfit.
Demon Ring | Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR.
TECHNIQUES
HEAL You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Requirements: Requires an Energy Control skill of 25 or the Mystic class. Effect: You restore 15 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally. Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
REVENGER CHARGE You recollect the ambient ki you left behind when you wasted your previous energy attacks. Type: Utility Action: At-Will Prerequisite: Requires Energy Control skill of 35. Effect: You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect. Cost: None Limit: Can spend total of 6 stacks of Ambient Ki per thread. | Used! Ranks: Rank 2 lets you spend 9 stacks of Ambient Ki per thread. Rank 3 lets you gain stacks of Ambient Ki when your Basic and Special Energy Techniques hit. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HYPNOSIS III Your opponent gazes into your eyes and is enthralled by telepathic power. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Immobilize status on your target and the effect lasts for +2 turn. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Twice per thread. (1/2) Ranks: Rank 2 is 80% chance to Immobilize. Rank 3 of the technique also inflicts the Special Status Effect “Heavy” on its target if it is successful. "Heavy" possesses the same duration as Immobilize inflicted by Hypnosis and may not stack with itself; while "Heavy", all actions taken by the target cost an additional -5 ki, even if that action would not usually cost ki. Learn: Rank 1 takes 1 week to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. 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.
BARRIER Jade creates a shroud of protective ki around her body to soften blows and protect herself against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration. Until temp HP is gone. Cost: 15 ki Limit: Once per thread. | Used! Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Defense 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. | Used! 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.
BURNING ATTACK Jade uses her tail to charge up a jade green ki blast, which is then fired at her opponent. This ki blast takes in the look of a burning fire ball. Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Searing Cost: 15 ki Learn: 'Technique Slots'
FINAL BOMB Jade charges a huge jade green orb of energy, which she then throws at her opponent. This ball of energy takes the form of a huge flaming ball. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Searing Cost: 35 ki Learn: 'Technique Slots'
Fighting: 25 | Energy Control: 45 | Reflexes: 45 | Resilience: 40 Natural Power Level: 10,553 | Base Power Level: 10,553 | Current Power Level: 15,829 HP: 95/100 (15/15) | Ki: 60/100 | DEF: 105 | Melee Accuracy: d100+30 | Ranged Accuracy: d100+50 Damage Reduction: 9 | Melee Damage Modifier: 4 | Energy Damage Modifier: 7 | Ki Cost: 2 Power Up Ki Regen: 25/100
1d100+55·3d10+7·2d5·1d100·1d100·1d100
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Post by Clove on Mar 27, 2020 10:03:22 GMT -8
The Majin separated to avoid attack, most likely from the air getting cut instead of the blade itself, if Clove had applied more force behind it, surely splitting up in two would not be enough. Jade was faster in getting out of the way, providing that there is no limit to her feline speed, and Jody was forced to take the blunt of the damage but managed to remain standing. The Tea Princess promised to hit them all equally, after missing two of them, she focused her attention on the pinkettes. “ You’re doing great, Jody. I have to hit these two to make it fair as promised~ So wish me luck.” Clove kissed her pink gloved finger tips and blew a kiss at the saiyan as she removed the blade from her helmet. Again, the arena quaked, this time crimson eyes were determined to take precise aim at the pink haired women, and she boomeranged the blade with equal amount of force as before. The fact that Jade attempted to rally the others to team up did not deter her determination. [181] [1,664]
Initiative Order: JodyJadeCloveMajin Zam{ Actions} DEFENSE PHASE. Opponent Attack 1: Clove 80 vs 119 Jade Incoming Damage: 27 -10 DR - 3 Edge 2 -10 Guard = 4 -4 from Burning Removed with Momentary Ascension +4 Damage to Jade from Bristling Defenses bypassing DR -1 from Jody’s Bristling Defenses Total Damage: -9 to Temp HP (26)= 17 -- OFFENSE PHASE.Power Level: 27,844 x 1.5 (25% Power Up)= 41,766 Jade: 15,829 (Edge 2) Jody: 713 (Edge 4) Zam: 500 (Edge 4) Passive: Chichi’s Battle Armor 10% to PL: Bristling Defenses +4 Per incoming attack, Auxiliary Core 10% to PL (x1.1 two times) At-Will Action: Reverberation, Destruction Unbound on Heart Stroke, Giant Form AOE -5 ki, Momentary Ascension removes burned, Bonus Action: Haste: Guard -7 ki, Power Up! Standard Action 1: Focus Energy -7 ki Standard Action 2: Heart Stroke -32 ki Majin Zam Jade onlyTo Hit: zoqUDPMC1d100+70+45 Energy Control +15 Focus Energy +10 Reverberation Crit on a natural roll of 75 or Higher +5 Accuracy to Jade with Edge 2 +15 Accuracy to Zam with Edge 4 Damage: 5d8+15+3 Damage to Jade with Edge 2 +5 Damage to Zam with Edge 4 Giant Form Bonus Melee Damage: 1d4Searing: 1d10040% EFFECTS.Burned: -4 negated for remaining 2/2 rounds. Removed with Momentary Ascension Lightning Aura: Round 2/5 Total Ki Spent: -7 Guard -7 Focus Energy -5 Giant form AOE -32 Heart Stroke= -51 Power-Up: 1/2 Power-Up ki bonus: 2/4 +25 ki ________________ {Statistics} Skills & Statistics Fighting: 35 Energy Control: 30 Reflexes: 40 Resilience: 40
Accuracy: 1d100+35(Fighting)+15 (Conqueror Level 2)/ 1d100+30(Energy Control)+15 (Conqueror Level 2) Defense: 50+40 (Reflexes)= 90 +5 (Conqueror Level 2)= 95 HP: 50+ 40(Resilience)= 90-10(Conqueror Level 2)= 80 +40 (Chichi's Battle Armor)= 120 HP KI: 100 KCR: -1 + -2 (Obi Belt) DM: +1 Fighting + 4 (Conqueror Level 2) DR: -6 + -4 (ChiChi's Battle Armor)
Class: Conqueror Racial Trait: Lucky Dog
Traits: Momentary Ascension Activation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector
Rend Activation: 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
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. 1/3
Class Features:
Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn.
Final Word- You gain 1 additional use of every Finisher-Type special technique that you know, per thread.
Reverberation - Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique.
Destruction Unbound - Twice per thread, as an At-Will Action, you may select a single Special Technique used on the same turn. Reactive Defensive Techniques used by the target of your chosen Special Technique are only half as effective(Rapid Movement would grant only +12 Defense, Energy Shield would only grant 15 DR, etc.) Destruction Unbound has no effect on Techniques that would cause you to fail to hit through means that are not Defense increases. 1/2
Equipped items:
Katchin Sword ōdachi (大太刀) 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.
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time. 1/2uses
Obi A belt worn by martial artists, often designating their rank within a particular school. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Decrease the cost of all your Techniques by 2 ki. Limit: --
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: --
Artifact Equipment: Chichi's Battle Armor Long ago, when the Ox-king wanted to protect his beautiful daughter, he commissioned a beautiful protective set of armor with a third of his massive treasury. They say this armor was engineered with state-of-the-art laser cannons, a virtually unbreakable metal alloy known only to the ancient smiths of old, and a magically enchanted cutting saw. Needless to say, the Ox-princess got tired of it in a few years and threw it away to her Dad's heartbreak. Still, some say that the lost armor has passed through different hands as the years went on, growing and shrinking to fit it's new wearer. The ancient armor still has a lot of power left in it... for the price of showing off your goods to everyone who wants to see. Type: Lost Artifact - Outfit Zeni Value: N/A – NPC Merchants will not buy an artifact from you. Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: This armor is surprisingly useful for its purpose of defense, even if most would not believe it to be capable of such. The user of this armor is considered to have 4 additional DR and 40 additional HP. In addition, the user is considered to possess an additional Protector class feature. Those who do not possess the Protector Class may only pick from the level 0 features of Protector. Those who do possess the Protector class may pick from any feature from the levels they have unlocked, and when they unlock a new level they may switch out the artifact unlocked feature chosen. As an item of great power simply possessing the Battle Armor of Chichi generates an increase of 10% to the user's power level. Questing EP Cost: 5,000 EP. Limit: N/A
Techniques
Enhanced Basic Technique after unlocking Potential Mastery:
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
Starting Non-Basic Technique Chosen:
Heart Stroke A slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only.
Techniques: Crescendo A deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only.
DEFLECT RANK 3 You deftly parry or knock aside an attack headed towards you. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
LIGHTNING AURA RANK 3 A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE RANK 3 Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM Rank 2 You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: 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.
Technique Slots:6/7 Clove Tea HP:
120 (+17) | Ki:
50
| PL:
23,012
| x65% | 41,766 | AC: 50 | 45 | DEF: 80 | DM: +5 | DR: -10 | KCR: -3 |
1d100+70·5d8+15·1d4·1d100
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Post by Majin Zam on Mar 28, 2020 1:59:54 GMT -8
After the kick landed, the small Majin bounced backwards and landed with a little twirl. She hummed playfully. So~ much~ fun~! Before she could continue the assault, the strange question stopped her on her tracks. She tilted her head, as if that would help her thoughts roll better. “Hiding? Zam is not hiding anything!” Honesty chimed in the exclamation. A puff of steam rose from head again, probably from thinking too hard. It formed a triple set of question marks as her puzzlement grew. “The strongest... first...? But I don’t wanna hit myself!” This cat person was saying some super weird things. She really didn’t get it all...
Distracted by Jade’s antics, Zam was a sitting duck for Clove’s next attempt. The blade caught her right in the torso, sizzling as it sliced through. She was sent stumbling back. “Eep!” With a light squeak, she crashed against the mesh surrounding the arena. Her rubbery body was nearly cut in two. Again. Despite her natural malleability, that had done some serious damage. However... Even against the intense, searing energy, her rubbery body had refused to burn. The blackened edges of the gaping wound started closing. Her regeneration was getting faster. Likewise, her power jumped up another notch. There was no conscious effort to it. She was simply getting excited.
The chaotic creature shook the dizziness out of her head and bounced back onto her feet. A bright smile spread across her features. “Wow, you’re pretty strong, Miss T~!” A mischievous chime crept into her tone. “But Zam is too! Watch this...” She thrust her arms forward, fingers splayed. One aimed at Clove and the other for Jade. Unstable energy snaked around her arms and gathered into twin orbs. As for Jody... Um... Having three people she wanted to hit and just two hands was kiiind of a problem... Until an idea sparked inside her wild mind. A devious, amazing idea! She opened her mouth and a pink glow erupted from her throat. It crackled between her sharp fangs and formed a third orb. Good plan, great plan~!
Without further warning, the Majin fired all three orbs at once. They were like shots from a cannon, packing far more power than the handful from earlier. ...Well, except for the one aimed at Jody. That one was all around smaller and weaker. If the two stronger fighters got hit by the blasts, they would find their very power bashed right out of their bodies by the ensuing explosion.
WC: 420 | 2009 BATTLE TRACKERDEFENSE PHASE. Bonus Action - Reactive: Universal Targe Majin Malleability | Gain +10 +5 DR (Halved by Destruction Unbound) and immunity to Burn status Attack 1: Zam 60 vs Clove 98+15 = Hit! 41+5+1 = 47 dmg! Attack 2: Zam 60 vs - = - Total damage: 47 - 9 = 38
OFFENSE PHASE. Passive: Powerful Ki | +3 ki
Lifedrinker Majin Regeneration | +2 HP
At-Will: Suppression Weird Power Level | PL suppressed to 2500.
Standard Action 1: Bright Burst (Aimed at Clove) | Bashing: The target loses 5 ki and -5% of their Base Power Level on hit. | Blinding 30% | -8 ki Accuracy: zMkLb0MU1d100+50 Damage: 3d10+3 Status: 1d100 (30 or below)
Standard Action 2: Bright Burst (Aimed at Jade) | Bashing: The target loses 5 ki and -5% of their Base Power Level on hit. | Blinding 30% | -8 ki Accuracy: 1d100+50 Damage: 3d10+3 Status: 1d100 (30 or below)
At-Will: Phaser Ring Mouth Blast (Aimed at Jody) | Perform a Ranged Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features Accuracy: 1d100+50 Damage: 2d6+5
Passive: Bio-suit Majin Regeneration | +3 HP
Kai Robes Endless Energy | +3 ki
EFFECTS. Countermeasures | 2 stacks left Suppression | PL lowered to 2500
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 2 uses. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. Regeneration | Power Up grants 1 stack of Salve. Additionally, all Salve stacks heal extra +1 HP and last +1 turn longer. | 3 uses. Efficiency | Basic Techniques cost 1 less ki, Utility and Defense Techniques cost 3 less ki, and Special Techniques cost 5 less ki. Can’t reduce the cost below 1 ki. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform a Ranged Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 3 uses left. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 1 use left. Bio-suit | Regain +3 HP at the end of every turn.
DEFENSE/UTILITY TECHS.
Countermeasures | Gain 2 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -10 ki | 1 use. Clash | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Also roll for accuracy and if the clash attack's total damage exceeds the incoming damage, the opponent must respond to the clash as if it was a normal attack. Deals additional damage equal to the damage roll(s) of your opponent’s attack. If Clash would reduce an attack's damage to 0, also nullify any effects it would have caused. | 2 Standard Actions - Reactive | -(15+Attack cost) ki | 1 use.
Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | Standard Action - Reactive | -10 ki | 0 uses left. Power Up (Enhanced) | Power Up recovers double the ki amount. | 1 use.
ATTACK TECHS. Bright Burst Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -8 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -28 ki and -5 HP Limit: 1 use per thread.
HP: 77/110 | KI: 137/155 PL: 9,597 (natural) -> 2500 (suppressed) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +4 | DMG MODIFIER: +3 | KI COST: -2 1d100+50·3d10+3·1d100·1d100+50·3d10+3·1d100·1d100+50·2d6+5
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Post by Jody on Mar 31, 2020 9:55:19 GMT -8
Jody took a breath, she was badly hurt and more was coming her way in a moment. Jade took a moment to speak to Jody. She shook her head. “You must have mistaken me, I have nothing against you… I’m just allergic to cats,” she said dismissively. There wasn't a personal reason why she chose to go after Jade, although to keep missing it really made her blood boil. She was just so slow compared to the rest of them.
“Thanks, Clove, appreciate the kind words but-” Her words were cut off short as another blade shot out from Clove and the ground started to shake. ‘Goddammit’ she thought to herself, she braced herself but she was surprised as it did not target her at all. Relife filled her body for a short moment. She watched as the blade cut into Zam. Yesh, she was glad she was not on the receiving end of it. Zam immediately recovered however and began firing blasts. Zams mouth lit up with Ki and Jody shot forward, trying to take the initiative back. Her hand shot forward intercepting the blast head-on. She executed another world-famous Jody technique, “face meets the hand.”
The blast rips through her hand, but she pushes through the blast. Debris shot out from behind her and ki leaked through her fingers. Then as a follow up she used the rebound of the blast to propel herself towards Jade, "COME HERE KITTY!" She yell out as her hand reached for Jade's face as well. She wanted to drive those cat ears of hers into the ground.
Fighting: 35| Energy Control: 10| Reflexes: 10| Resilience: 40
Natural Power Level: 713 | Base Power Level: 713 | Current Power Level: 713
HP: 75/127 | Ki: 68/100 | DEF: 40 | Melee Accuracy: d100+35 | Ranged Accuracy: d100+10
Damage Reduction: 10| Melee Damage Modifier: 5 | Energy Damage Modifier: 0 | Ki Cost: 0
Power Up Ki Regen: 0/100
[265|2823]
Bonus: Guard - 20 DR
Standard: Grapple Zam dT|p3SCl1d100+35 2d6+5 Standard: Grapple Jade
1d100+35
2d6+5 +5 for crit
Immobilize 40% Zam 1d100
Immobilize 40% Jade 1d1001d100+35·2d6+5·1d100+35·2d6+5·1d100·1d100
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Mar 31, 2020 14:06:55 GMT -8
The blast connected, but didn't exactly have the effect that she was expecting. It was as if.. nothing happened. If Jade wanted to go in the top ten, this wouldn't be the right approach for things. If she continued to attack Clove, her ki pool would be low in about a minute. She uses ki dodge, even if it means a little. Cats are supposed to be fast, so.. that's probably the one reason why she uses that little ki to dodge. But anyways, once Clove was finished talking to Jody, the blade from the helmet went straight at Jade. She ran towards the blade, and somersaulted over it, on order to dodge the ki imbued blade. Once Jade saw the blade literally cutting the majin in half, her mouth opened as she was extremely surprised that Zam could take that attack head on, and regenerate so quickly. No wonder she thought that she was 'the strongest' and she didn't want to hit herself when she asked her to eliminate the strongest opponent first. Maybe she didn't know what Power Level was, and just based 'strongest' off 'Toughness and Resilience'. Suddenly, Jody came rushing towards Jade, as tried to attack her in the face once again. Using her quick instincts, she raised her hand in front of her face, catching Jody's arm. "Oh. You're allergic to cats. I'm sorry for bothering you in that manner then. I'll make this fight short then. Give me all you've got."Immediately, she released her arm, and started to run towards Zam. She wasn't trying to get close to her, but instead, she was trying to gain enough speed to leap into the air, and she did. Once she was in the air, she aimed leg at Zam, in order to create a bait for the real attack, or attacks really. So, she was basically trying to leap in the air, use her ki to propel herself, using her ki, and make it look as if she wanted to do some fancy attack, it she was trying to kick her, when really she was trying to catch her with two of her most powerful attacks. While in mid-air, she charged up two burning orb of ki at the tip of her tail, and fired it at Zam. Her aura appeared yet again, propelling her over Zam, in order to get behind the majin. She landed on her legs, and one of her palms. Well, she was a natural cat, wasn't she? She had to land on four. Well, three since she can balance properly on her feet and a palm unlike an actual cat. In her crouching position, she turned around quickly to face all three of her opponents, panting. That actually too almost all of her ki pool to pull off. If that didn't shake Zam at all, it would be time for plan B. WC: 482 | 2363 {JADE'S BATTLE TRACKER} SUMMARY
Relentless deals 2 dmg that bypasses DR and Temp HP. (Zam) Remember to calculate the damage from 'Rushing', if any of Jade's attacks miss. Barrier | 13/15 Power Up! | +50% PL | 2/2 Stacks of Ambient Ki | 1/6 Edge 4 is established over Jody! | +15 Acc, +5 Dmg, +5 DR Edge 4 is established over Zam! | +15 Acc, +5 Dmg, +5 DR Stacks of Instinct | 0/5 (+12 Def) | 1/3 Turns
Attack 1: Zam's Bright Burst. Miss. (Stack of Ambient Ki Gained!) Attack 2: Clove's Heat Stroke. Miss. Attack 3: Jody's Grapple. Miss. Attack 4: Jody's Grapple. Critical Hit. 16 Dmg. ('Immobilized' is not inflicted. Barrier!)
Dmg from Zam's attacks: 0 - 14 DR = 0 Dmg Dmg from Jody's attacks: 16 - 14 DR = 2 Dmg Dmg from Clove's attacks: 0 - 9 DR = 0 Dmg (4)
Damage taken in total this turn- 2 (6) Dmg.
At-Will Action:
Bonus Action: Rapid Movement | +25 Def | -0 ki
Standard Action: Burning Attack | Slashing | Searing | -13 ki (Targeting Zam) To hit: 1SBDnR5B1d100+65
Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal +9 dmg.
Damage: 3d10+12
Pummel: 2d5
Searing: 1d100 65% Chance
Due to the 'Demon Ring', if inflicted, this deals 4 dmg instead of 3 dmg, which bypasses DR.
Immobilizing (Sadist): 1d100 20% Chance
Due to the 'Demon Ring', if inflicted, this deals 1 dmg each turn which bypasses DR.
Crippling (Sadist): 1d100 20% Chance
Due to the 'Demon Ring', if inflicted, this deals 1 dmg each turn which bypasses DR.
Standard Action: Burning Attack | Slashing | Searing | -13 ki (Targeting Zam) To hit: 1d100+65
Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal +9 dmg.
Damage: 3d10+12
Pummel: 2d5
Searing: 1d100 65% Chance
Due to the 'Demon Ring', if inflicted, this deals 4 dmg instead of 3 dmg, which bypasses DR.
Immobilizing (Sadist): 1d100 20% Chance
Due to the 'Demon Ring', if inflicted, this deals 1 dmg each turn which bypasses DR.
Crippling (Sadist): 1d100 20% Chance
Due to the 'Demon Ring', if inflicted, this deals 1 dmg each turn which bypasses DR.
CLASS FEATURES
Rushing- Your attacks deal 15% of their total damage to their targets if they fail to hit. This damage ignores DR.
Relentless- Whenever you use at least two Standard Actions to attack an opponent, that opponent receives 2 damage that bypasses all DR and Temporary HP. Increase this value by +1 for each turn that you have used two Standard Actions to attack an opponent. This bonus returns to 0 if you do not attack an opponent on your turn and must be accumulated again.
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.
CLASS TRAITS
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: -- Classes: Bandit, Ravager, Witch/Wizard
SPECIES TRAITS
Quick Learner | You automatically subtract one week from every technique you study’s learning time.
TRAITS
TECHNIQUE SLOTS Activation: Passive Effect: You gain 2 additional technique slots(may learn them instantly) Limit: Techniques filling these slots may not be Legendary and may not be ranked up.
INDOMITABLE Requirement: Resilience Skill of 40 Activation: None (Passive) Effect: Increase your DR by 4.
POWER [AI's Assistant] Requirements: Energy Control Skill of 30 Activation: None (Passive) Effect: Your Energy attacks deal +3 bonus damage.
INSTINCT [AI's Assistant] Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
ITEMS
AI Assistant: Passive | 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.
Elemental Band | Your Special Techniques have an additional +25% chance to afflict Burn, Freeze, and Stun. This does not allow techniques that did not already have these effects to now afflict these effects.
Katchin Armor | Increase your maximum HP by +30 and gain +3 DR while wearing this outfit.
Demon Ring | Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR.
TECHNIQUES
HEAL You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Requirements: Requires an Energy Control skill of 25 or the Mystic class. Effect: You restore 15 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally. Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
REVENGER CHARGE You recollect the ambient ki you left behind when you wasted your previous energy attacks. Type: Utility Action: At-Will Prerequisite: Requires Energy Control skill of 35. Effect: You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect. Cost: None Limit: Can spend total of 6 stacks of Ambient Ki per thread. | Used! Ranks: Rank 2 lets you spend 9 stacks of Ambient Ki per thread. Rank 3 lets you gain stacks of Ambient Ki when your Basic and Special Energy Techniques hit. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HYPNOSIS III Your opponent gazes into your eyes and is enthralled by telepathic power. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Immobilize status on your target and the effect lasts for +2 turn. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Twice per thread. (1/2) Ranks: Rank 2 is 80% chance to Immobilize. Rank 3 of the technique also inflicts the Special Status Effect “Heavy” on its target if it is successful. "Heavy" possesses the same duration as Immobilize inflicted by Hypnosis and may not stack with itself; while "Heavy", all actions taken by the target cost an additional -5 ki, even if that action would not usually cost ki. Learn: Rank 1 takes 1 week to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. 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.
BARRIER Jade creates a shroud of protective ki around her body to soften blows and protect herself against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration. Until temp HP is gone. Cost: 15 ki Limit: Once per thread. | Used! Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Defense 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. | Used! 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.
BURNING ATTACK Jade uses her tail to charge up a jade green ki blast, which is then fired at her opponent. This ki blast takes in the look of a burning fire ball. Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Searing Cost: 15 ki Learn: 'Technique Slots'
FINAL BOMB Jade charges a huge jade green orb of energy, which she then throws at her opponent. This ball of energy takes the form of a huge flaming ball. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Searing Cost: 35 ki Learn: 'Technique Slots'
Fighting: 25 | Energy Control: 45 | Reflexes: 45 | Resilience: 40 Natural Power Level: 10,553 | Base Power Level: 10,553 | Current Power Level: 15,829 HP: 91/100 (13/15) | Ki: 21/100 | DEF: 105 (117) | Melee Accuracy: d100+30 | Ranged Accuracy: d100+50 Damage Reduction: 9 | Melee Damage Modifier: 4 | Energy Damage Modifier: 7 | Ki Cost: 2 Power Up Ki Regen: 25/100
1d100+65·3d10+12·2d5·1d100·1d100·1d100·1d100+65·3d10+12·2d5·1d100·1d100·1d100
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Post by Clove on Apr 6, 2020 19:09:25 GMT -8
The second attempt to hit Zam succeeded which brought a smile to the Tea Princess’ face, the retaliation was returned with a ki blast, clipping at the red crimson wings on her back. While the attack did little damage to her physically, it caused her power level to notably drop as a result, and she sighed after feeling that one of her chakras was partially blocked. The match between them all was starting to warm up, the feline was consistent with her powerful blasts, and Clove stepped in front of Zam to take the hit. Crimson red eyes narrowed as she stared down into the majin’s black sclera eyes with golden irises, the butterfly wings were shredded to bits on impact, part of the remaining damage sliced into her exposed skin, the wounds were visibly deep, and began to heal slowly. “Are you having fun Zam?” Clove smiled, “I had the honor of hitting you and Jody in our free-for-all bout. For some reason I keep missing my attacks on this cat. She is so fast. I have to hit her at least once so that’s it fair, right?”A red painted fingernail cut an invisible tear into a pocket dimension, the demoness reached inside the tear, and pulled out a ceremonial decorated sword hilt, she leapt backward to pull out a beautiful red odachi sword. The tear sealed up, both hands were on the sword, she placed her focus on Jade swinging the massive sword at her. As it cut through the air, sound resonated across the surface of the blade, it was vibrating with sound as the princess tapped directly into her soul to generate the ki to power up her strike at the nimble feline. [288] [1,952] Initiative Order: JodyJadeCloveMajin Zam{Actions} DEFENSE PHASE. Opponent Jade does not have 50% PL boost in the last turn, it is currently 25%. In order to maintain your PL at 50% you must use a bonus action every turn to retain it.
Attack 1: Clove 80 vs 92 Zam Incoming Damage: 19 -10 DR - 5 Edge 4 = 4 Damage +4 Damage to Zam from Bristling Defenses bypassing DR Bashing reduces PL by 5%
Attack 2: Clove 80 Intercepting For Zam vs 152 Jade Incoming Damage: 33 + 9 Slashing + 7 Pummel -10 DR - 4 Edge 3= 35 +4 Damage to Jade from Bristling Defenses bypassing DR Immobilized!
Total Damage: -39 to Temp HP (17)= -22 HP: 120 -22= 98 +3 Bio Suit= 101 HP -- OFFENSE PHASE.
Power Level: 27,844 x 1.5 (50% Power Up)= 41,766 - 5% Bashing= 39,678 PL
Jade: 13,191 (Edge 3) Jody: 713 (Edge 4) Zam: 500 (Edge 4)
Passive: Chichi’s Battle Armor 10% to PL: Bristling Defenses +4 Per incoming attack, Auxiliary Core 10% to PL (x1.1 two times)
At-Will Action:
Bonus Action: Power Up! Haste: Intercept
Standard Action 1: Focus Energy -7 ki
Standard Action 2: Crescendo -32 ki To Hit: mxL3QIWh1d100+70 +45 Energy Control +15 Focus Energy +10 Accuracy to Jade with Edge 3
Damage: 5d8+19 +5 DM +4 Damage to Jade with Edge 3
Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Stun: 1d100 40%
EFFECTS. Immobilized for 1/2 Lightning Aura: Round 3/5 Total Ki Spent: -39 Power-Up: 2/2 Power-Up ki bonus: 3/4 +25 = 75 ki -39 =36
________________ {Statistics} Skills & Statistics Fighting: 35 Energy Control: 30 Reflexes: 40 Resilience: 40
Accuracy: 1d100+35(Fighting)+15 (Conqueror Level 2)/ 1d100+30(Energy Control)+15 (Conqueror Level 2) Defense: 50+40 (Reflexes)= 90 +5 (Conqueror Level 2)= 95 HP: 50+ 40(Resilience)= 90-10(Conqueror Level 2)= 80 +40 (Chichi's Battle Armor)= 120 HP KI: 100 KCR: -1 + -2 (Obi Belt) DM: +1 Fighting + 4 (Conqueror Level 2) DR: -6 + -4 (ChiChi's Battle Armor)
Class: Conqueror Racial Trait: Lucky Dog
Traits:
Momentary Ascension Activation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector
Rend Activation: 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
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. 0/3
Class Features:
Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn.
Final Word- You gain 1 additional use of every Finisher-Type special technique that you know, per thread.
Reverberation - Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique.
Destruction Unbound - Twice per thread, as an At-Will Action, you may select a single Special Technique used on the same turn. Reactive Defensive Techniques used by the target of your chosen Special Technique are only half as effective(Rapid Movement would grant only +12 Defense, Energy Shield would only grant 15 DR, etc.) Destruction Unbound has no effect on Techniques that would cause you to fail to hit through means that are not Defense increases. 0/2
Equipped items:
Katchin Sword ōdachi (大太刀) 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.
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time. 1/2uses
Obi A belt worn by martial artists, often designating their rank within a particular school. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Decrease the cost of all your Techniques by 2 ki. Limit: --
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: --
Artifact Equipment: Chichi's Battle Armor Long ago, when the Ox-king wanted to protect his beautiful daughter, he commissioned a beautiful protective set of armor with a third of his massive treasury. They say this armor was engineered with state-of-the-art laser cannons, a virtually unbreakable metal alloy known only to the ancient smiths of old, and a magically enchanted cutting saw. Needless to say, the Ox-princess got tired of it in a few years and threw it away to her Dad's heartbreak. Still, some say that the lost armor has passed through different hands as the years went on, growing and shrinking to fit it's new wearer. The ancient armor still has a lot of power left in it... for the price of showing off your goods to everyone who wants to see. Type: Lost Artifact - Outfit Zeni Value: N/A – NPC Merchants will not buy an artifact from you. Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: This armor is surprisingly useful for its purpose of defense, even if most would not believe it to be capable of such. The user of this armor is considered to have 4 additional DR and 40 additional HP. In addition, the user is considered to possess an additional Protector class feature. Those who do not possess the Protector Class may only pick from the level 0 features of Protector. Those who do possess the Protector class may pick from any feature from the levels they have unlocked, and when they unlock a new level they may switch out the artifact unlocked feature chosen. As an item of great power simply possessing the Battle Armor of Chichi generates an increase of 10% to the user's power level. Questing EP Cost: 5,000 EP. Limit: N/A
Techniques
Enhanced Basic Technique after unlocking Potential Mastery:
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
Starting Non-Basic Technique Chosen:
Heart Stroke A slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only.
Techniques: Crescendo A deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only.
DEFLECT RANK 3 You deftly parry or knock aside an attack headed towards you. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
LIGHTNING AURA RANK 3 A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE RANK 3 Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM Rank 2 You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: 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.
Technique Slots:6/7 Clove Tea HP:
101
| Ki:
36
| PL:
23,012
| x60% | 39,678 | AC: 50 | 45 | DEF: 95 | DM: +5 | DR: -10 | KCR: -3 |
1d100+70·5d8+19·1d100
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Post by Majin Zam on Apr 8, 2020 2:26:13 GMT -8
Staggering from the recoil, Zam giggled gleefully. While swaying carelessly, she managed to avoid Jody’s famous technique by complete accident. The hand didn’t quite get to meet her face before the blast carried to foe away. Unfortunately, dumb luck had its limits. Jade’s burning orb hit dead on, exploding against her gut. A flash of searing energy swallowed her. She was launched backwards right into the hard floor. The relentless surge of energy tore her clothing. She would have been an easy target for the follow-up, but once again Clove stepped in the way. Another blast shook the ring and the audience gasped. As the dust cleared, the shock turned to roaring cheers, chants and... a vuvuzela too, somewhere. Clearly the crowd had found their favorite.
Another painful hit... Another power spike.
The injured Majin coughed out a puff of steam. Most people would’ve been in terrible pain after a hit like that, but her smile didn’t even waver. In fact, it only grew sharper... When the pretty lady asked if she was having fun, she nodded excitedly. “Yup yup~! This is way more fun than playing Raiding Party!” And that was saying something, considering it was her favorite game. Coiling her legs up, she suddenly flipped back onto her feet. The blackened wound on her stomach was beginning to heal already. Her eyes twinkled as she watched the butterfly lady pull out a pretty sword and rush the cat girl. Something about that tingle felt kinda familiar... It reminded her of home and her friends...
Excitement bubbled even stronger within the chaotic creature. Recklessly she rushed back into the fray. Unstable energy crackled around her frame like pink static. It wasn’t just for show either. Her movements were definitely getting faster. She hopped, jumped and bounced high above the opponents. “Take this~!” The energy suddenly condensed into twin orbs in her hands. Twirling around like an out-of-control sprinkler, she rained down a barrage of chaotic blasts. They were much harder to avoid than the earlier shots, not because her aim was getting better, but because there were so many of them.
After landing, Zam let out another breath of steam. Gold was slowly turning to crimson. She swept her glowing gaze over her opponents. Her cheery tone didn’t really fit the ominous expression. “Hey... Wanna see something COOL?” The question, much like the raining blasts, wasn’t addressed to anyone in particular, but rather to whom it may concern.
WC: 417 | 2426 BATTLE TRACKERDEFENSE PHASE. At-will - Reactive: Countermeasures Getting faster... | Spend 1 stack of countermeasures to make the next move Reactive At-Will.
Guard Majin Malleability | Gain +10 DR | -7 ki Attack 1: Zam 60 vs Jody 42 = Miss! Attack 2: Zam 60 vs Jade 94 = Hit! 36 dmg! Attack 3: Zam 60 vs Jade 152 = Intercepted by Clove! Total damage: 36 - 14 + 2 (Jade's Relentless) + 4 (Clove's Bristling Defense) + 1 (Jody's Bristling Defenses) = 29
OFFENSE PHASE. Passive: Powerful Ki | +3 ki
Lifedrinker Majin Regeneration | +2 HP
At-Will: Suppression Weird Power Level | PL suppressed to 10,000. -> Jade loses Edge
Bonus Action: Focus Energy Getting stronger... | +15 Acc to all Energy Attacks this turn. | -7 ki
Standard Action 1: Bright Burst - Raining blasts (Aimed at Clove) | Bashing: The target loses 5 ki and -5% of their Base Power Level on hit. | Blinding 30% | -8 ki Accuracy: JEJZHuJm1d100+65 Damage: 3d10+3 Status: 1d100 (30 or below)
Standard Action 2: Bright Burst - Raining blasts (Aimed at Jade) | Bashing: The target loses 5 ki and -5% of their Base Power Level on hit. | Blinding 30% | -8 ki Accuracy: 1d100+65 Damage: 3d10+3 Status: 1d100 (30 or below)
At-Will: Phaser Ring Raining blasts (Aimed at Jody) | Perform a Ranged Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features Accuracy: 1d100+65 Damage: 2d6+5
Passive: Bio-suit Majin Regeneration | +3 HP
Kai Robes Endless Energy | +3 ki
EFFECTS. Countermeasures | 1 stack left Suppression | PL lowered to 10,000
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 2 uses. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. Regeneration | Power Up grants 1 stack of Salve. Additionally, all Salve stacks heal extra +1 HP and last +1 turn longer. | 3 uses. Efficiency | Basic Techniques cost 1 less ki, Utility and Defense Techniques cost 3 less ki, and Special Techniques cost 5 less ki. Can’t reduce the cost below 1 ki. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform a Ranged Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 3 uses left. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 1 use left. Bio-suit | Regain +3 HP at the end of every turn.
DEFENSE/UTILITY TECHS.
Countermeasures | Gain 2 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -10 ki | 1 use. Clash | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Also roll for accuracy and if the clash attack's total damage exceeds the incoming damage, the opponent must respond to the clash as if it was a normal attack. Deals additional damage equal to the damage roll(s) of your opponent’s attack. If Clash would reduce an attack's damage to 0, also nullify any effects it would have caused. | 2 Standard Actions - Reactive | -(15+Attack cost) ki | 1 use.
Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | Standard Action - Reactive | -10 ki | 0 uses left. Power Up (Enhanced) | Power Up recovers double the ki amount. | 1 use.
ATTACK TECHS. Bright Burst Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -8 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -28 ki and -5 HP Limit: 1 use per thread.
HP: 53/110 | KI: 113/155 PL: 9,597 (natural) -> 10,000 (Power of Legends + suppressed) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +4 | DMG MODIFIER: +3 | KI COST: -2 1d100+65·3d10+3·1d100·1d100+65·3d10+3·1d100·1d100+65·2d6+5
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Post by Jody on Apr 12, 2020 7:36:19 GMT -8
Futile. Jody’s attack was brushed aside like it meant nothing in the end. Her saiyan blood boiled with rage. It was infuriating to face someone that you were really powerless against. She pivoted on her foot, and began to pursue Jade, but when she leapt into the air Jody instinctually knew that she could not follow. Her aura burst around her as she sprinted around the Majin.
There was a flurry of blasts at that moment. Jody weaved through them, quite a few of the blasts pelted her as she held up and arm to shield her face from blow after blow. It was pouring down on her like rain. It took a great amount of concentration to not lose her footing when any of the blasts hit her leg or the ground in front of her.
Staying on the ground she was able to meet the landing point of Jade, and so just a few moments after she touched the ground Jody was right there. She leapt forward with arms wide for a tackle. If she could she was going to grab hold of the kitty and hold her down. If she could do that, maybe she would contribute some meaningful way to this fight on her way out. If she could succeed in grabbing her she would pick her up, Jody behind Jade with arms wrapped around her, would yell out “DO IT NOW.”
[236|3059]
Fighting: 35| Energy Control: 10| Reflexes: 10| Resilience: 40
Natural Power Level: 713 | Base Power Level: 713 | Current Power Level: 713
HP: 74/127 | Ki: 93/100 | DEF: 40 | Melee Accuracy: d100+35 | Ranged Accuracy: d100+10
Damage Reduction: 10| Melee Damage Modifier: 5 | Energy Damage Modifier: 0 | Ki Cost: 0
Power Up Ki Regen: 0/100
F7YAYDXs1d100+35 Grapple Jade
1d100+35 Grapple Jade
1d100 Immobilize 40%
2d6+8 Damage
1d100 Immobilize 40%
2d6+8 Damage ··2d6+8·1d100·1d100·2d6+8
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Post by Jade on Apr 15, 2020 7:51:16 GMT -8
This fight was actually fun. That was something that Jade could agree on. Jade's panting became calmer when she saw the blast connecting with Zam's stomach. It must have made a huge impact, as the blast literally slammed her into the ground, but.. Jade really didn't understand why Clove intercepted that other tailed energy blast. In Jade's opinion, it was merely a way to gain her opponent's attention, and it was understandable. Jade was.. technically ignoring her when she realized that she was just too powerful for her at the moment, and wasting her ki on Clove wouldn't be a good idea in her opinion. Jade must've hit one of Clove's nerves, because if she didn't, the butterfly lady wouldn't have to pull out that large sword. That pocket dimension was nothing surprising as Juniper used that same thing when they first met at that huge rock. She overheard the conversation that Clove was having with Zam, and when she specifically said that she was 'fast', a smile suddenly appeared on her face. She felt proud of herself. As she swung the blade at Jade, the resonating sound echoed through the area. The feline quickly sidestepped the sharp blade and leaped to the side of the ring. Not even a second after landing, a barrage of blasts came from above as a result of Zam literally raining down ki blasts at her opponents. The crowd was extremely amazed by the way Jade managed to weave her way through most of the blasts, but something happened to her ki once she started to slap blasts away. It somehow got to her power level and her ki pool, dropping them both by just a little. But how? Hm, Jade didn't exactly know how it was possible, but what she knew was.. once she was finished deflecting those blasts, her arms burnt like hell. Maybe she should just stick to dodging next time something like this happens. As soon as Jody tried to slam Jade into the ground, she used the force that was exerted by Jody to land on her hands and somersaulted to land on her feet, but somehow.. she got a hold of Jade from behind, and she exclaimed right beside of her ear, which was a bit disturbing. Jade used her tail to irritate Jody, at least she tried to, but Jody was allergic to cats, right? She constantly wagged her tail in Jody's face, and quickly freed herself. The grapple made her arm slightly numb. Well, at least for a second. The feline quickly turned to Jody, asking "Didn't you say that you're allergic to cats? Then why would you try to 'hug' me? You're not allergic, you just have a problem with me. I don't know what it is, but I'm sorry if I caused you any trouble."That was Jade's opinion at least. If Jade knew what Saiyans were like, and what they were known for, maybe.. she wouldn't have said that. But anyways, it was Jody's turn to be attacked by Jade. She was kinda ignoring her, but that would be slightly unfair, wouldn't it? This time, it wasn't the tailed ki blast, but instead it was a less concentrated ball of ki. She charged up two jade green ki blasts in her palms, which crackled with electricity, and fired them both at Jody while dashing backwards. Maybe that could buy Jade some time to get away from her, some she was 'allergic' to cats. "Here you go~!"After this, she wasn't exactly thinking about attacking Jody again, as she wasn't exactly a threat. WC: 599 | 2962 {JADE'S BATTLE TRACKER} SUMMARY
Relentless deals 0 dmg that bypasses DR and Temp HP. Remember to calculate the damage from 'Rushing', if any of Jade's attacks miss. Power Up! | +50% PL | 1/2 (A mistake was made in the previous turn, and Clove has pointed that out.) Stacks of Ambient Ki | 1/6 Edge 4 is established over Jody! | +15 Acc, +5 Dmg, +5 DR Stacks of Instinct | 0/5 (+12 Def) | 2/3 Turns Bashing! | -5% PL, -5 ki
Attack 1: Clove's Crescendo. Miss. (Stack of Ambient Ki Gained!) Attack 2: Zam's Bright Burst. 27 Dmg. Bashing! Attack 3: Jody's Grapple #1. Miss. Attack 4: Jody's Grapple #2. 14 Dmg.
Dmg from Zam's attacks: 27 - 9 DR = 18 Dmg Dmg from Jody's attacks: 14 - 14 DR = 0 Dmg Dmg from Clove's attacks: 0 - 9 DR = 0 Dmg (4)
Damage taken in total this turn- 18 (22) Dmg.
At-Will Action:
Bonus Action: Power Up | +25 Ki, +50% PL | -0 ki
Standard Action: Energy Blast | -1 ki (Targeting Jody) To hit: 8085hQAi1d100+65
Damage: 2d6+14
Pummel: 1d4
Standard Action: Energy Blast | -1 ki (Targeting Jody) To hit: 1d100+65
Damage: 2d6+14
Pummel: 1d4
CLASS FEATURES
Rushing- Your attacks deal 15% of their total damage to their targets if they fail to hit. This damage ignores DR.
Relentless- Whenever you use at least two Standard Actions to attack an opponent, that opponent receives 2 damage that bypasses all DR and Temporary HP. Increase this value by +1 for each turn that you have used two Standard Actions to attack an opponent. This bonus returns to 0 if you do not attack an opponent on your turn and must be accumulated again.
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.
CLASS TRAITS
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: -- Classes: Bandit, Ravager, Witch/Wizard
SPECIES TRAITS
Quick Learner | You automatically subtract one week from every technique you study’s learning time.
TRAITS
TECHNIQUE SLOTS Activation: Passive Effect: You gain 2 additional technique slots(may learn them instantly) Limit: Techniques filling these slots may not be Legendary and may not be ranked up.
INDOMITABLE Requirement: Resilience Skill of 40 Activation: None (Passive) Effect: Increase your DR by 4.
POWER [AI's Assistant] Requirements: Energy Control Skill of 30 Activation: None (Passive) Effect: Your Energy attacks deal +3 bonus damage.
INSTINCT [AI's Assistant] Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
ITEMS
AI Assistant: Passive | 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.
Elemental Band | Your Special Techniques have an additional +25% chance to afflict Burn, Freeze, and Stun. This does not allow techniques that did not already have these effects to now afflict these effects.
Katchin Armor | Increase your maximum HP by +30 and gain +3 DR while wearing this outfit.
Demon Ring | Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR.
TECHNIQUES
HEAL You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Requirements: Requires an Energy Control skill of 25 or the Mystic class. Effect: You restore 15 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally. Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
REVENGER CHARGE You recollect the ambient ki you left behind when you wasted your previous energy attacks. Type: Utility Action: At-Will Prerequisite: Requires Energy Control skill of 35. Effect: You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect. Cost: None Limit: Can spend total of 6 stacks of Ambient Ki per thread. | Used! Ranks: Rank 2 lets you spend 9 stacks of Ambient Ki per thread. Rank 3 lets you gain stacks of Ambient Ki when your Basic and Special Energy Techniques hit. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HYPNOSIS III Your opponent gazes into your eyes and is enthralled by telepathic power. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Immobilize status on your target and the effect lasts for +2 turn. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Twice per thread. (1/2) Ranks: Rank 2 is 80% chance to Immobilize. Rank 3 of the technique also inflicts the Special Status Effect “Heavy” on its target if it is successful. "Heavy" possesses the same duration as Immobilize inflicted by Hypnosis and may not stack with itself; while "Heavy", all actions taken by the target cost an additional -5 ki, even if that action would not usually cost ki. Learn: Rank 1 takes 1 week to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. 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.
BARRIER Jade creates a shroud of protective ki around her body to soften blows and protect herself against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration. Until temp HP is gone. Cost: 15 ki Limit: Once per thread. | Used! Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Defense 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. | Used! 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.
BURNING ATTACK Jade uses her tail to charge up a jade green ki blast, which is then fired at her opponent. This ki blast takes in the look of a burning fire ball. Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Searing Cost: 15 ki Learn: 'Technique Slots'
FINAL BOMB Jade charges a huge jade green orb of energy, which she then throws at her opponent. This ball of energy takes the form of a huge flaming ball. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Searing Cost: 35 ki Learn: 'Technique Slots'
Fighting: 25 | Energy Control: 45 | Reflexes: 45 | Resilience: 40 Natural Power Level: 10,553 | Base Power Level: 10,553 (10,025) | Current Power Level: 15,829 (15,037) HP: 82/100 | Ki: 39/100 | DEF: 105 (117) | Melee Accuracy: d100+30 | Ranged Accuracy: d100+50 Damage Reduction: 9 | Melee Damage Modifier: 4 | Energy Damage Modifier: 7 | Ki Cost: 2 Power Up Ki Regen: 50/100
1d100+65·2d6+14·1d4·1d100+65·2d6+14·1d4
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Post by Clove on May 4, 2020 14:03:36 GMT -8
Clove outstretched her arm, by the time she lowered her crimson blade down, Jade had evaded getting sliced up by the sword, and Zam closed in to strike back at that exact moment but missed in her attempt when she took a single side step to face the cat. With a sigh escaping between her lips, she was not going to give up hitting the feline after everyone else had taken damage, in an instant Jade preyed on Jody with her quick reflexes instead of focusing her attention on the strongest opponent. The saiyan was clever, she had taken the most damage from everyone, and she managed to remain standing but it was unfortunate that Jade was too fast for Clove to intercept for Jody from taking any damage. Even after she took two attacks for Zam to keep her in the arena, she was still just one person, and feeling frustrated that she could not keep up. The odachi blade was raised up, it had taken her years to be able to lift this massive sword, and in two quick cuts she aimed at Jade again. [187] [2,139] Initiative Order: JodyJadeCloveMajin Zam{ Actions} DEFENSE PHASE. Attack 1: Clove 95 vs 69 Zam = Miss! Total Damage: 0 HP: 101 +3 Bio Suit= 104HP -- OFFENSE PHASE.Power Level: 27,844 x 1.5 (50% Power Up)= 41,766 - 5% Bashing= 39,678 PL Jade: 15,829 (Edge 2) Jody: 713 (Edge 4) Zam: 500 (Edge 4) Passive: Chichi’s Battle Armor 10% to PL: Bristling Defenses +4 Per incoming attack, Auxiliary Core 10% to PL (x1.1 two times) At-Will Action: Quick-Draw Bonus Action: Power Up! Standard Action 1: JadeDamage 7l42c1Ke1d8+11+3 Damage from Odachi +3 from Edge 2 Wound: 1d10050% To Hit: 1d100+40+5 from Edge 2 Standard Action 2: JadeDamage 1d8+11+3 Damage from Odachi +3 from Edge 2 Wound: 1d10050% To Hit: 1d100+40+5 from Edge 2 EFFECTS.Immobilized for 2/2 Lightning Aura: Round 4/5 Total Ki Spent: 0 Power-Up: 2/2 Power-Up ki bonus: 4/4 +25 = 61ki ________________ {Statistics} Skills & Statistics Fighting: 35 Energy Control: 30 Reflexes: 40 Resilience: 40
Accuracy: 1d100+35(Fighting)+15 (Conqueror Level 2)/ 1d100+30(Energy Control)+15 (Conqueror Level 2) Defense: 50+40 (Reflexes)= 90 +5 (Conqueror Level 2)= 95 HP: 50+ 40(Resilience)= 90-10(Conqueror Level 2)= 80 +40 (Chichi's Battle Armor)= 120 HP KI: 100 KCR: -1 + -2 (Obi Belt) DM: +1 Fighting + 4 (Conqueror Level 2) DR: -6 + -4 (ChiChi's Battle Armor)
Class: Conqueror Racial Trait: Lucky Dog
Traits:
Momentary Ascension Activation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector
Rend Activation: 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
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. 0/3
Class Features:
Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn.
Final Word- You gain 1 additional use of every Finisher-Type special technique that you know, per thread.
Reverberation - Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique.
Destruction Unbound - Twice per thread, as an At-Will Action, you may select a single Special Technique used on the same turn. Reactive Defensive Techniques used by the target of your chosen Special Technique are only half as effective(Rapid Movement would grant only +12 Defense, Energy Shield would only grant 15 DR, etc.) Destruction Unbound has no effect on Techniques that would cause you to fail to hit through means that are not Defense increases. 0/2
Equipped items:
Katchin Sword ōdachi (大太刀) 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. 1/3 uses remaining
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time. 1/2uses
Obi A belt worn by martial artists, often designating their rank within a particular school. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Decrease the cost of all your Techniques by 2 ki. Limit: --
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: --
Artifact Equipment: Chichi's Battle Armor Long ago, when the Ox-king wanted to protect his beautiful daughter, he commissioned a beautiful protective set of armor with a third of his massive treasury. They say this armor was engineered with state-of-the-art laser cannons, a virtually unbreakable metal alloy known only to the ancient smiths of old, and a magically enchanted cutting saw. Needless to say, the Ox-princess got tired of it in a few years and threw it away to her Dad's heartbreak. Still, some say that the lost armor has passed through different hands as the years went on, growing and shrinking to fit it's new wearer. The ancient armor still has a lot of power left in it... for the price of showing off your goods to everyone who wants to see. Type: Lost Artifact - Outfit Zeni Value: N/A – NPC Merchants will not buy an artifact from you. Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: This armor is surprisingly useful for its purpose of defense, even if most would not believe it to be capable of such. The user of this armor is considered to have 4 additional DR and 40 additional HP. In addition, the user is considered to possess an additional Protector class feature. Those who do not possess the Protector Class may only pick from the level 0 features of Protector. Those who do possess the Protector class may pick from any feature from the levels they have unlocked, and when they unlock a new level they may switch out the artifact unlocked feature chosen. As an item of great power simply possessing the Battle Armor of Chichi generates an increase of 10% to the user's power level. Questing EP Cost: 5,000 EP. Limit: N/A
Techniques
Enhanced Basic Technique after unlocking Potential Mastery:
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
Starting Non-Basic Technique Chosen:
Heart Stroke A slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only.
Techniques: Crescendo A deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only.
DEFLECT RANK 3 You deftly parry or knock aside an attack headed towards you. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
LIGHTNING AURA RANK 3 A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE RANK 3 Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM Rank 2 You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: 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.
Technique Slots:6/7 Clove Tea HP:
104
| Ki:
61
| PL:
23,012
| x60% | 39,678 | AC: 50 | 45 | DEF: 95 | DM: +5 | DR: -10 | KCR: -3 |
1d8+11·1d100·1d100+40·1d8+11·1d100·1d100+40
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Post by Majin Zam on May 5, 2020 2:18:54 GMT -8
As the ancient proverb told... Majin see, Majin do. ...What? It was totally a real saying. Hm, at any rate, they were a pretty impressionable race. Prone to mimicking things, both good and bad. Spending time with vile and violent creatures made them selfish and destructive. On the flipside, seeing selfless and heroic could inspire them to act accordingly. By now, Zam had seen Miss T take a hit meant for her twice. It sparked playful ideas in that simple, little mind of hers... While she followed Jody’s and Jade’s brawl, her lips curled into a mischievous smile. She wanted to play too!
Suddenly the pink girl’s power spiked again. The tiles beneath her foot cracked as she kicked off and seemed to vanish briefly. Her blurry form appeared between Jody and Jade, facing the latter. The gold was gone from her gaze, now fully replaced by burning crimson. While the first green ki blast whizzed right past her head, she swiped the second one from the air and promptly slammed it against the ground. The coursing energy didn’t even phase her, unable to tear through her rubbery body. An impossibly wide crescent grin spread across her features.
“My turn~!”
Sounding ominously excited, the tiny powerhouse crossed her arms. “Haaaaa...!” With a huff of effort and a chorus of whistles, several spouts of steam erupted from her body. The ring started trembling. Her energy skyrocketed to monstrous levels, flaring into a massive pink blaze. All the scrapes and wounds she had sustained so far started healing rapidly. “...AAAAAAAAAAH!” Following the echoing shout, the blazing energy exploded outwards in a heavy shockwave. It carried the same bashing power as her regular attacks. Even if the opponents avoided or withstood the shockwave, they would still feel the Intimidating Power washing over them. It overwhelmed everyone’s senses briefly, like a flash of light inside their head. Those who couldn’t match her raw power would feel their own strength wavering...
WC: 326 | 2751 BATTLE TRACKERDEFENSE PHASE. At-will - Reactive: Release Suppression | PL set to 14,396 | Opponents may not use their Sense basic technique for 1 turn.
Countermeasures Majin Mischief | Spend 1 stack of countermeasures to make the next move Reactive At-Will.
Rapid Movement Nyoooom! | Gain +25 DEF | -12 ki Bonus Action 1: Intercept | Take Jade's second attack aimed at Jody Attack 1: Zam 85 vs Jade 65 (No edge against Zam) = Miss! Attack 2: Zam 85 vs - = - Attack 3: Zam 85 vs - = - Total damage: 0 - 4 + 3 (Jade's Rushing) = 3
OFFENSE PHASE. Passive: Powerful Ki | +3 ki
Lifedrinker Majin Regeneration | +2 HP
Standard Action 1 -> Bonus Action 2: Power Up | +25 ki and +25% PL PL increased to 17,995 | Edge 4 gained against Jody Regeneration | Power Up grants 1 stack of Salve. Additionally, all Salve stacks heal extra +1 HP and last +1 turn longer. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge.
Standard Action 2: Bright Burst - Pink Shockwave (Aimed at Clove) | Bashing: The target loses 5 ki and -5% of their Base Power Level on hit. | Blinding 30% | -8 ki Accuracy: EVe6wfUd1d100+50 Damage: 3d10+3 Status: 1d100 (30 or below)
At-Will: Reckoning | Gain an additional Standard Action. Standard Action 3: Bright Burst - Pink Shockwave (Aimed at Jade) | Bashing: The target loses 5 ki and -5% of their Base Power Level on hit. | Blinding 30% | -8 ki Accuracy: 1d100+50 Damage: 3d10+3 Status: 1d100 (30 or below)
At-Will: Phaser Ring Pink Shockwave (Aimed at Jody) | Perform a Ranged Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features Accuracy: 1d100+65 Damage: 2d6+10
Passive: Bio-suit Majin Regeneration | +3 HP
Salve Majin Regeneration | +4 HP
Kai Robes Endless Energy | +3 ki
EFFECTS. Countermeasures | 0 stacks left Salve | +4 HP each turn | Turn 1/4 Powered up | +25% PL | Turn 1/2 Edge 4 against Jody | +15 Acc, +5 DR, +5 DMG
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 1 use left. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. Regeneration | Power Up grants 1 stack of Salve. Additionally, all Salve stacks heal extra +1 HP and last +1 turn longer. | 2 uses left. Efficiency | Basic Techniques cost 1 less ki, Utility and Defense Techniques cost 3 less ki, and Special Techniques cost 5 less ki. Can’t reduce the cost below 1 ki. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform a Ranged Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 1 use left. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 1 use left. Bio-suit | Regain +3 HP at the end of every turn.
DEFENSE/UTILITY TECHS.
Countermeasures | Gain 2 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -10 ki | 1 use. Clash | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Also roll for accuracy and if the clash attack's total damage exceeds the incoming damage, the opponent must respond to the clash as if it was a normal attack. Deals additional damage equal to the damage roll(s) of your opponent’s attack. If Clash would reduce an attack's damage to 0, also nullify any effects it would have caused. | 2 Standard Actions - Reactive | -(15+Attack cost) ki | 1 use.
Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | Standard Action - Reactive | -10 ki | 0 uses left. Power Up (Enhanced) | Power Up recovers double the ki amount. | 1 use.
ATTACK TECHS. Bright Burst Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -8 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -28 ki and -5 HP Limit: 1 use per thread.
HP: 59/110 | KI: 116/155 PL: 9,597 (natural) -> 17,995 (Power of Legends + Power up) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +4 | DMG MODIFIER: +3 | KI COST: -2 1d100+50·3d10+3·1d100·1d100+50·3d10+3·1d100·1d100+65·2d6+10
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