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Post by Jody on May 19, 2020 8:11:10 GMT -8
Jody was just holding on for dear life at this point. She was going up against three giants in terms of power. This fight was the equivalent of a runaway train and Jody was standing on the tracks holding her hand out saying “Would you very kindly stop please?” The feline escaped her grasp and then she spoke. Jody just rolled her eyes, as the feline just began to understand that Jody was in fact lying, and well she didn’t really have any patients to respond in a kindly manner. She didn’t have time if she wanted to anyway, as the feline apologized she shot to burning ki blasts into her face while retreating. Thanks, Jody thought. ‘I really feel the sorrow.’ She was just a bug, raging against the gods who really didn’t even pay her any mind, as she was just the most inconsequential thing there was. She could bite them maybe, but realistically it would maybe make them itch. Well anyway, existential crisis aside she had another pressing problem to deal with at the moment, maybe it was the two blazing ki blasts from earlier that were screaming bloody murder in her face with a side of playful ‘F U’ shockwave coming from her side. She backhanded one blast as it flew wildly across the stage, exploding in a bright flash sending smoke and debris everywhere. With one arm she braced against the shockwave. The second ki blast followed the first blast immediately after, not really leaving her a choice but to take it head-on. It hit her square, and the blast ruptured right onto her chest. It’s a strange feeling really. To feel the concussive force rip you apart on the inside, really you know the damage that it has done to you, but after the initial burn, the brunt force that knocks the wind out of you and sends you flying, you stop feeling anything. The brain recoils from the sudden acceleration, unable to process everything that it just happened. Too much information, too much pain, too much crap just going wrong really for it to come to grips with what’s happening. Jody was a Sayin. Half Saiyan. And yeah, there are stereotypes of how a Saiyan is, and how one should behave. And yeah, In the last few moments of this fight she was acting like an overly proud enraged monkey. And sure, that’s mostly to be expected. But still in the end in the immense pain that was everything in her body, tears welled up in her eyes because the pain that hurt the most was that she couldn’t be better. But Jody was Half Saiyan. That half was made up of the most intelligent human woman that she knew, her mother. Jody also knew that her mother was the most tenacious and proud human that ever lived on the face of the earth. In part, she would say “I wouldn’t have survived otherwise raising you.” So in the smoke that resulted in the blast, Jody used her last gambit to play for time. The smoke and debris concealed her from the rest of the fight, and it would probably stay there for quite some time. She lowered her power level all the way down to one, zero if it was even possible. Jody’s fight wasn’t to win, it was to survive despite everything. Maybe she could… Maybe. [565|3123] Fighting: 35| Energy Control: 10| Reflexes: 10| Resilience: 40 Natural Power Level: 713 | Base Power Level: 713 | Current Power Level: 1 HP: 42/127 | 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 {Jodys Battle traker} Damage taken: Jade 53 - 20 DR from Guard
Zam 14 (maybe 19 from edge?) - 20 DR from Guard
Reaction: Guard At-Will: Power Suppression
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Post by Jade on May 20, 2020 5:25:08 GMT -8
Well, Jade might actually be wrong in thinking that Jody might not be a threat, as most of the time, Jade doesn't pay attention to her and she comes in with a sneak attack. The Saiyan had some resilience, that's for sure. Unlike her, Jade has mostly been dependent on reflexes when it comes to Zam's and Clove's attacks. Not that Jody's attacks weren't that effective but Jade understood. Jody's power level wasn't even that high and just competing with fighters that were this high level said something about her. That was the thing that made Jade realize that she was a bit similar to her. Jade wanted to become stronger, prove herself. The feline would actually look forward to having a one on one spar with her and do some training. But, this wasn't the time to ponder on all that. She was in the middle of a really heated fight. Dashing backwards, she threw two ki blasts at Jody, just to keep her a bit distracted. The pinkette was a bit confused as to why everyone was intercepting attacks all of a sudden when it's free for all. Where they planning to team up on Jade? No. That wouldn't make sense. Would it? Well, to be fair, anything could be possible in this fight. After all, Jade tried to turn everyone on Clove and that backfired. That idea was still on her mind though. When Zam intercepted the attack that was meant for Jody, she actually asked her the previous question. She slapped away the ki blast as if it was nothing at all which was a bit worrisome. Suddenly, Jade began to fear that the fight might not be hers when Zam's power began to rise even further than expected. It surpassed the feline's power level and it made her think to herself.. was she really holding back this whole time?! The shockwave caught her off guard, causing her to lose her balance. She somersaulted, using her hand to pivot herself on the direction of Juniper's sister with the huge sword. She actually wondered how exactly she wielded something that big and supposedly that heavy. As she was about to land on her feet, she charged up a regular jade green ki blast in her palm, immediately clashing it with the blade that was swung at her. She was in that blade-ki struggle for a few moments, until a fairly big explosion happened from the clash and Jade was flung it the opposite direction. The smoke engulfed the area and actually sustained some bruises from that explosion. Now, she knew how Jody felt when she struggled with that ki blast. Speaking of which, Jade realized that she couldn't sense Jody ki when the feline stood in the smoke screen, which was actually.. what she wanted. Now, she could take care of Clove or most likely Zam, so that Jody would be in the top 3. She wasn't exactly sure what Zam would do with the cash prize that she would receive, but hey. She wanted to help the girl to get done money and well.. this was the only way to do it. Zam seemed to have just unleashed her full power and Jade sees this as a problem if she wants to progress to the top 3. So.. she decided it was time to knock one of these fighters out. The easiest one to knock out of the tournament was Zam. She wasn't that much of a threat as Clove was. The smoke screen suddenly dispersed, as Jade's aura flared up around her form, revealing her form to her three opponents. She then charged up a familiar ball of ki at the tip of her tail and threw it in the direction of Zam. After which, firing a barrage of ki blasts at the pink majin, just like what the child did a few moments ago in the air. WC: 652 | 3616 {JADE'S BATTLE TRACKER} SUMMARY
Relentless deals 3 dmg that bypasses DR and Temp HP. (Forgot to add 2 from last turn) Remember to calculate the damage from 'Rushing', if any of Jade's attacks miss. Power Up! | +50% PL | 1/2 Stacks of Ambient Ki | 2/6 Edge 4 is established over Jody! | +15 Acc, +5 Dmg, +5 DR Stacks of Instinct | 0/5 (+12 Def) | 3/3 Turns Bashing! | -5% PL, -5 ki Wounded! | -3 HP | 1/2 Turns Intimidating Power | -10 Acc, -1 Dmg | 1/1 Turn
Attack 1: Clove's Strike #1. 16 Dmg. Wound! Attack 2: Clove's Strike #2. Miss. Attack 3: Zam's Pink Shockwave. Miss. (Stack of Ambient Ki Gained!)
Dmg from Zam's attacks: 0 - 9 DR = 0 Dmg Dmg from Jody's attacks: 0 - 14 DR = 0 Dmg Dmg from Clove's attacks: 16 - 9 DR = 0 Dmg
Damage taken in total this turn- 7 (10) Dmg.
At-Will Action:
Bonus Action: Power Up | +25 Ki, +25% PL | -0 ki
Standard Action: Burning Attack | Slashing | Searing | -13 ki (Targeting Zam) To hit: 9z5Zs_C51d100+40
Damage: 3d10+6
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: Energy Blast | -1 ki (Targeting Zam) To hit: 1d100+40
Damage: 2d6+6
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: 72/100 | Ki: 51/100 | 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: 75/100
1d100+40·3d10+6·2d5·1d100·1d100·1d100·1d100+40·2d6+6·1d4
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Post by Clove on Jun 30, 2020 2:59:11 GMT -8
The arena was damaged by scorch marks on the surface from all the energy blasts, in the commotion, Clove still failed at hitting Jade, and she would split her attention between her and Zam as soon as she hit the feline at least once. In the corner of her eye she watched Jody step out of the arena as Savina had done before the match started. While the Tea princess had been intercepting attacks for Zam, she was unable to reach the saiyan woman, to protect her from any lethal attacks to maintain a balance. Perhaps it would hurt the raven haired woman’s pride if she did, it was just as well that the remaining three were left, and she would not have to worry about someone she considered to be a friend. The wounds on Zam’s pink skin was healing, Jade wasted no time to attack the majin, and ignore Clove. It was an opportunity to slice through the black tailed woman with her sword, changing the angle of her strike to aim true, followed by a blast of crimson hue blade from the sheer force of the odachi. [190] [2,328]
Initiative Order: JadeCloveMajin Zam{ Actions} DEFENSE PHASE. Attack 1: Clove 95 vs 2 Zam = Critical Miss! Total Damage: 0 HP: 104 +3 Bio Suit= 107HP -- OFFENSE PHASE.Power Level: 27,844 x 1.5 (50% Power Up)= 41,766 - 5% Bashing= 39,678 PL Jade: 15,829 (Edge 2) Zam: 17,995 (Edge 2) 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: JadeStrike-Damage TJgJw7w|1d8+11+3 Damage from Odachi +3 from Edge 2 Wound: 1d10050% To Hit: 1d100+40+5 from Edge 2 Standard Action 2: JadeKi-Blade Damage 2d6+10+3 from Edge 2 To Hit: 1d100+55+5 from Edge 2 [85+ crit] EFFECTS.Lightning Aura: Round 5/5 Total Ki Spent: 0 Powering-Up: 2/2 x 1.5 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. 0/3 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:
107
| Ki:
61
| PL:
23,012
| x60% | 39,678 | AC: 50 | 45 | DEF: 95 | DM: +5 | DR: -10 | KCR: -3 |
1d8+11·1d100·1d100+40·2d6+10·1d100+55
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Post by Majin Zam on Jul 1, 2020 0:47:07 GMT -8
As the shockwave passed, Zam breathed out a wisp of steam. Raw energy coursed as bolts across her pink skin. It tickled, driving her to giggle maniacally. This was her peak, her full power, the absol- The air of menace was promptly shattered by a ball of ki. It exploded violently against her face, launching her backwards. The barrage of ki blasts that followed kicked up a curtain of dust. It swallowed the target, hiding her from view. However, as anyone with supernatural senses could tell... The energy signature wasn’t going anywhere. Soon the dust curtain parted with a flare of pink. A frustrated shout echoed across the arena.
“That huuuurt!”
The small Majin stomped into view, looking mighty miffed. Her scorched face was covered in soot. A trickle of blood ran down from her nose. She tried to wipe it, but winced. Despite her regeneration, the painful burn still lingered... Her brow furrowed and she aimed an accusing point at the attacker. “Bad kitty!” Usually she liked all kinds of animals and furry creatures, especially fluffy ones, but not this time! Cats were kind of jerks anyway, she had noticed. Scratching... Blasting burny balls... Bleh! Tiny meanies!
While Jade dealt with Clove’s assault, Zam started gathering energy again. It was a running theme with her, a warning that something big was coming. She lifted her hand towards the sky. The raw ki condensed into a pulsing orb. With each pulse it grew, from the size of a pearl... To a baseball... Volleyball... She gritted her teeth with intense focus. Bigger... Bigger. Bigger! Finally the unstable orb reached the size of a beach ball, what some fighters affectionally called a Death Ball. She drew her hand back, took aim and... “Hey Kitty! Catch this!” ...tossed it! The ball roared as it scraped against the arena floor.
Upon contact with anything remotely solid, the orb would explode. Because of course it would. Jade was the main target, sure, but the other fighters weren’t safe either. Clove was dangerously close to the immediate blast zone. Meanwhile, Jody had played it smart and stayed out of the fray, so she had nothing to worry about.
WC: 369 | 3120 BATTLE TRACKER{Click me!}DEFENSE PHASE. Attack 1: Zam 60 vs Jade 138(98) = Hit! +Crit! +Burn! 13+9+5(Crit)+4(Slashing) = 31 Attack 2: Zam 60 vs 53 = Miss! Total damage: 31 - 4 + 2 (Jade's Rushing) + 4 (Burn) = 33
OFFENSE PHASE. Passive: Powerful Ki | +3 ki
Lifedrinker Majin Regeneration | +2 HP
Bonus Action: Focus Energy Mighty Miffed! | +15 Acc to all Energy Attacks this turn. | -7 ki
Standard Action 1: Bright Buster - Death Ball (Aimed at Jade) | Draining: This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. | Searing 40% | -28 ki and -5 HP Accuracy: 9Z2Uxhnm1d100+65 Damage: 5d8+18 Status: 1d100 (40 or below)
Standard Action 2: Bright Burst - Death Ball explosion (Aimed at Clove) | 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)
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 2/4 Powered up | +25% PL | Turn 2/2 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: 30/110 | KI: 79/155 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+65·5d8+18·1d100·1d100+65·3d10+3·1d100·1d100+80·2d6+10
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Post by Jade on Jul 1, 2020 8:01:35 GMT -8
After that assault, she thought that she would at least get a ten second break, but no. Clove kept on trying to attack the feline and not the majin, which was a bit understandable. Maybe she was mad that Jade tried to turn everyone against her? That was the only thing she could think of at the moment. A sigh escaped Jade's lips, as she tried to focus on the battle. As Clove swung the blade at Jade, she quickly outmaneuvered it by stepping to the side. Jade knew that she wouldn't stop there. Once she swung the huge sword in the feline's direction once more, she just couldn't dodge it. Well, she did. She managed to get in the air, but got a small bruise in the process, as the blade managed to slice a small portion of her arm. She landed on her feet gracefully, after which addressing Clove. "How exactly do you wield such a huge sword with ease? It looks a bit heav-."While she spoke, she could hear Zam whining about how the barrage of ki blasts that were thrown at her hurt a lot. But, what she didn't expect was Zam to charge up such a powerful attack and throw in the direction of both her opponents. Her eyes widened as she saw the blast destroying parts of the ring and heading in her direction. She wasn't even able to finish her sentence. After all this, Zam still had that much power left?! Seeing this, Jade knew that it was time to get serious. She could feel the power emitting from that attack and just imagine the amount of damage she could've sustained just taking that head on. She was trying to conserve some energy, but at this point, that would be pointless. With all these close calls, it wouldn't be worth it. Seeing that Jody left the ring made her feel slightly bad, because well.. these guys were really too much for her. She even tried to suppress her energy so that no one could possibly find her using her ki signature. That said something. Jade quickly did a backflip, bearly avoiding that huge ball of ki. Clove would surely have problems dealing with that. Knowing this, Jade took the time to think to herself. She had this one attack left that she hasn't used yet, but it takes but a lot of ki. With the high ki consumption being the 'cons' of this technique, she could potentially damage Clove. She has only used this when she needed to and that would normally be a rare occasion. But, she just felt the need to use it. She felt that it was the only way to potentially get Clove out of the ring or at least damage her enough to feel accomplished. Once she landed on the ground roughly, she dug her fingers into the ring to keep her from skidding too far out. The wounds that she sustained as the fight progress ached as she tried to keep her composure. Standing upright, she immediately began to power up. "HYAAAAA!!" Her jade green aura flared up around her form, as she attempted to raise her ki and replenish her ki pool with the last reserves she had left. She knew that she was at full power, but still desperately tried. But, still.. nothing. She didn't like being this inferior in terms of power. She liked being a challenge to others and not a walkover. She proceeded to raise both her hands in the air, channeling her energy through her arms and charging up the attacks she rarely used to finish a fight. It grew bigger and bigger as time passed and the sheer force of the powerful attack caused the ring to shake slightly. Her aura was still ignited and dancing around her, as she continued to feed as much energy as she possibly could to this huge ball that was about six times the size of Zam's beach ball sized blast. It's a pity that this attack took this much time to charge uo, but somehow, she got the amount of time she needed. She could feel the ki draining from her body and knew that if this attack didn't connect, she would be in big trouble. Finally, it was ready and now, she threw the huge ball of ki, which resembled a huge ball of fire, at Clove. Because she couldn't charge up another ki blast with her tail, she improvised and charged up a jade green ki blast in her right palm and fired it at her previous attack which should cause a huge explosion. WC: 774 | 4390 {JADE'S BATTLE TRACKER} SUMMARY
Relentless deals 4 dmg that bypasses DR and Temp HP. Power Up! | +50% PL | 1/2 Stacks of Ambient Ki | 0/6 (3 spent!) Edge 4 is established over Jody! | +15 Acc, +5 Dmg, +5 DR Bashing! | -5% PL, -5 ki Wounded! | -3 HP | 2/2 Turns
Attack 1: Clove's Strike. Miss. Attack 2: Clove's Ki Blade. 12 Dmg. Attack 3: Zam's Bright Buster. Miss. (Stack of Ambient Ki Gained!)
Dmg from Zam's attacks: 0 - 9 DR = 0 Dmg Dmg from Jody's attacks: 0 - 14 DR = 0 Dmg Dmg from Clove's attacks: 12 - 9 DR = 3 Dmg
Damage taken in total this turn- 3 (5) Dmg.
At-Will Action: Ambient Ki | -0 ki Spending 3 Stacks of Ambient ki for +30 Acc.
Bonus Action: Power Up | +25 Ki, +25% PL | -0 ki
Standard Action: Final Bomb | Piercing | Searing | -33 ki (Targeting Clove) To hit: VNd2ZRfk1d100+80
Damage: 5d8+17
Pummel: 3d6
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 Clove) To hit: 1d100+50
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 (10,025) | Current Power Level: 15,829 (15,037) HP: 67/100 | Ki: 30/100 | 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: 100/100
1d100+80·5d8+17·3d6·1d100·1d100·1d100·1d100+50·3d10+7·2d5·1d100·1d100·1d100
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Post by Clove on Jul 4, 2020 5:16:38 GMT -8
A smile formed on Clove’s face as her opponents faced her, after being ignored for most of the battle the intensity of the fight was escalating, and her crimson red eyes widened at the sheer power Majin Zam possessed to form two energy beach ball sized orbs against her two targets. An after image of the Tea Princess’ stance took the blow, followed by Jade’s fiery energy blast, and she could tell that the feline was getting frustrated by doubling up, using both her paws to fire a second unavoidable attack. The power behind that second move was similar to the techniques she had been using with her blade, the damage was sufficient to match her ki infused swordmanship attacks, and it was only polite to return that type of damage with an echo from the blade of her sword fused with her reserved ki stored in the auxiliary core in her possession. “Crescendo” The word escaped between her burned bottom lip, a deep seated memory of her past martial arts training was the focus behind the attack, the metal resonated with the memory to create the piercing sound aimed directly at Jade. [193] [2,521]
Initiative Order: JadeCloveMajin Zam{ Actions} DEFENSE PHASE. Attack 1: Clove 125 vs 102 Zam = Miss Attack 2: Clove 110 vs 139 Jade= Hit +4 Damage to Jade for Bristiling Defenses Total Damage: 50 -9 DR -3 DR from Edge 2= 38 Searing: 4 Attack 3: Clove 125 vs 121 Jade= Miss -5 Damage from Rushing Total= -38 Damage - 4 Searing -5 Rushing = -47 Burned: 1/2rounds HP: 107 = 60 +3 Bio Suit= 63 HP -- OFFENSE PHASE.Power Level: 27,844 x 1.25 (50% Power Up)= 34,805 - 5% Bashing= 33,065 Jade: 15,829 (Edge 2) Zam: 17,995 (Edge 1) Passive: Chichi’s Battle Armor 10% to PL: Bristling Defenses +4 Per incoming attack, Auxiliary Core 10% to PL (x1.1 two times) Bonus Action: Sense Standard Action 1: Enhanced Rapid Movement -12 ki Standard Action 2: JadeCrescendo CrescendoA 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. Cost: 31 Ki, Using Auxiliary Core to pay the cost Activating “Lucky Dog” to apply the combat bonus/luck die to to hit: Luck Die z5JkAWVG3d10To-Hit: 1d100+6050 + 5 sense +5 Edge 2 + Lucky Die Damage 5d8+18 10 + 5 DM + 3 Edge 2 1d100Stun Chance 40% Chance to Deal. Bashing EFFECTS.Lightning Aura: Round 5/5Total Ki Spent: 12 Powering-Up: 1/2 x 1.25 Power-Up ki bonus: N/A = 48 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. 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. 0/3 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:
63
| Ki:
48
| PL:
23,012
| x55% | 37,589 | AC: 50 | 45 | DEF: 95 | DM: +5 | DR: -10 | KCR: -3 |
3d10·1d100+60·5d8+18·1d100
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Post by Majin Zam on Jul 4, 2020 6:37:16 GMT -8
Powerful fighters were often drawn to each other. When they clashed, weaklings were left on the sidelines. Ignored and forgotten. It was only natural. Any martial artist understood that. ...Buuuut Zam was not a martial artist. Thus she was left baffled when none of the fierce moves thrown around came her way. Worse yet, her strongest super special move had... done absolutely nothing. Neither foe had gotten blown away. In fact, it hadn’t affected them at all. The ring now had a singed circle where the blast detonated, but nothing that really threatened its integrity. It had to be sturdy to protect the audience after all.
Slowly the confusion turned to frustration. Small hands balled into trembling fists. Golden gaze turned crimson. A whistle of steam rustled the girl’s messy hair. She took a deep breath... And yelled from the top of her lungs. “Hey! Stop ignoring meeeee!” Her aura flared, fueled by her childish outburst. Eyes gleaming with peculiar madness, she aimed her hands at the opponents and splayed her fingers. “Eat THIS!” Twin torrents of raw ki shot out from her palms, one for Jade and one for Clove. They were just simple beams, substituting accuracy and grace with size and pure power. Wisps of steam escaped from between her teeth as she strained herself. Perhaps her energy wasn’t so endless after all...
WC: 225 | 3345 BATTLE TRACKER{Click me!}DEFENSE PHASE. Attack 1: Zam 60 vs - = - Attack 2: Zam 60 vs - = - Total damage: 4 (Burn) = 4
OFFENSE PHASE. Passive: Powerful Ki | +3 ki
Bonus Action: Focus Energy Mighty Miffed! | +15 Acc to all Energy Attacks this turn. | -7 ki
Standard Action 1: Bright Burst - Beam (Aimed at Jade) | Bashing: The target loses 5 ki and -5% of their Base Power Level on hit. | Blinding 30% | -8 ki Accuracy: IgrxkxZV1d100+65 Damage: 3d10+3 Status: 1d100 (30 or below)
Standard Action 1: Bright Burst - Beam continues (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: Reckoning | Gain an additional Standard Action. Standard Action 3: Bright Burst - Beam (Aimed at Clove) | 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 Beam continues (Aimed at Clove) | 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
Salve Majin Regeneration | +4 HP
Kai Robes Endless Energy | +3 ki
EFFECTS. Countermeasures | 0 stacks left Salve | +4 HP each turn | Turn 3/4 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 | 0 uses 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 | 0 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: 33/110 | KI: 54/155 PL: 9,597 (natural) -> 14,395 (Power of Legends) 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+65·3d10+3·1d100·1d100+65·2d6+5
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Post by Jade on Jul 4, 2020 20:18:53 GMT -8
This fight was indeed the hardest fight that she had ever participated in. So many experienced fighters clashing against each other, but only one will win. Jade.. might not be the winner. Once she threw that ki draining attack, she felt a sudden fatigue feeling coming over her, like she could hardly move. The boom that she was expecting didn't exactly go how she wanted it to. Only a small explosion. That sword that Clove was wielding was something. Jade saw her smirk, as the feline panted heavily, with one of her eyes close. She was simply trying to catch her breath, but it didn't exactly go to plan. Using that last amount of ki that she had in her reserves, she managed to evade Clove's attack but only nearly. As for Zam's attacks.. that was a different story It seemed she got angry because they were ignoring her. What an absolute baby, Jade thought. Unlike everyone else, she would've been extremely happy that she was being avoided. But, Zam was only a child there was nothing else to expect, really. The enraged msjon did not even give Jade to recover. The feline turned around for not longer than a second, only to see a blast aimed at her that was coming in her direction at full speed. Unable to dodge, she took the blast head on and to be extremely honest, that was a bad idea. She nearly used all of her ki to not take as much damage as she would've taken if she didn't. The badging force of the majin's ayrabk sent her flying over to the corner of the ring. Clothes tattered and she could hardly even get up, let alone push herself up to get in her knees. "U-Ugh. I.. I couldn't do it." She said to herself, while she laid on her stomach which was on the ground, currently. She managed to smash a piece of the ring, by slamming her first on the floor. She laid there, almost out of energy and helpless. She couldn't even pick herself up, let alone fire a simple ki blast. She wanted most of her ki on trying to survive instead of actually knocking out others and there, it cost her the fight. It's a good thing she surprisingly made it in the top 3 and that's all that mattered at that point. She knew that she couldn't win, pushing herself further than she is right now would be futile. The crowd began to make more noise then they normally did, as they saw the downed warrior, wanting to be knocked out. WC: 435 | 4825 {JADE'S BATTLE TRACKER} SUMMARY
Relentless deals 0 dmg that bypasses DR and Temp HP. Power Up! | +50% PL | 2/2 Stacks of Ambient Ki | 1/6 (3 spent!) Edge 4 is established over Jody! | +15 Acc, +5 Dmg, +5 DR Bashing! | -5% PL, -5 ki Taking off 45 HP due to a very unfortunate mistake.
Attack 1: Clove's Crescendo. Feint. Attack 2: Zam's Bright Burst. Miss. (Stack of Ambient Ki Gained!) Attack 3: Zam's Bright Burst. 13 Dmg. Bashing!
Dmg from Zam's attacks: 13 - 9 DR = 4 Dmg Dmg from Clove's attacks: 0 (4) - 9 DR = 0 (4) Dmg
Damage taken in total this turn- 4 (8) Dmg.
At-Will Action:
Bonus Action: Sense | +5 Def, +5 Acc | -0 ki
Bonus Action: Feint | -8 ki
Bonus Action: Rapid Movement | +25 Def | -13 ki
Standard Action: Sacrificed for Bonus Action.
Standard Action: Sacrificed for Bonus Action.
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. (1/2) 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' | Used!
Fighting: 25 | Energy Control: 45 | Reflexes: 45 | Resilience: 40 Natural Power Level: 10,553 | Base Power Level: 10,553 (9,498) | Current Power Level: 15,829 (14,247) HP: 23/100 | Ki: 4/100 | 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: 100/100
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Post by Clove on Jul 7, 2020 8:28:34 GMT -8
“Oh, I wouldn’t dare ignore you little one.” Clove answered Zam, the Tea princess received the bombardment of ki blasts, sparks flew at the majin as a repercussion, which were unavoidable unless she missed her intended target. It was a necessary tactic to avoid using the seconds between attacks to be pushed into a defensive position as Jade had done. While Clove suffered a grave wound, she managed to recover to attack them both, channeling enough ki to increase the power between each slice aimed at the pinkette’s with her crimson metal sword at both opponents, the battle was reaching the climax. The crowd at the open air battle arena roared, excited to witness the peak of the action, as the trio had been avoiding attacks throughout the fight in order to retain the edge necessary to win, and it was the second largest impact of energy blasts Clove still managed to survive. [153] [2,674]
Initiative Order: JadeCloveMajin Zam{ Actions} DEFENSE PHASE. Attack 1: Clove 95 vs 125 Zam = Hit +4 Damage to Zam from Bristiling Defenses Bashing: -5 ki -5% PL Damage: 13- 9 DR - 2 Edge 1 = 2 Attack 2: Clove 95 vs 144 Zam= Hit +4 Damage to Zam from Bristiling Defenses Bashing: -5 ki -5% PL Damage: 11 Attack 3: Clove 95 vs 144= Hit +4 Damage to Zam from Bristiling Defenses Damage: 12 Chance of blind misses. Total= -25 - 4 Searing = -29 Burned: 2/2rounds HP: 63 -29 = 34 +3 Bio Suit= 38 48 ki - 10 ki Bashing= 38 ki -- OFFENSE PHASE.Power Level: 27,844 x 1.1 Chichi’s Battle Armor= 30,628 - 15% Bashing (.85)= 26,034 Jade: 15,829 (Edge 1) Zam: 17,995 (Edge 1) Passive: Chichi’s Battle Armor 10% to PL: Bristling Defenses +4 Per incoming attack, Auxiliary Core 10% to PL., Rend Bonus Action: -5 ki Dragon Dash +3 Dmg Standard Action 1: Ki Blade -1 ki @zam To-Hit: WzYFaCPT1d100+5250 + 2 Edge 1 Damage: 2d6+12+5 DM +2 Edge 1 +3 Dragon Dash Rend: 1d10050% Chance to deal Wound. Standard Action 2: Ki Blade - 1 ki JadeTo-Hit: 1d100+5250 + 2 Edge 1 Damage: 2d6+12+5 DM +2 Edge 1 +3 Dragon Dash Rend: 1d10050% Chance to deal Wound. EFFECTS.Lightning Aura: Round 5/5Total Ki Spent: 2 Powering-Up: 0/2 Power-Up ki bonus: N/A ________________ {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. 0/3 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. 0/2uses
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:
38
| Ki:
31
| PL:
23,012
| -15% | 26,0340 | AC: 50 | 45 | DEF: 95 | DM: +5 | DR: -10 | KCR: -3 |
1d100+52·2d6+12·1d100·1d100+52·2d6+12·1d100
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Post by Majin Zam on Jul 8, 2020 6:40:56 GMT -8
Soon the recoil proved too much and Zam had to end her energy torrents. The twin beams dissipated with a pink glimmer. More steam whistled out from the holes lining her body. Kind of like she was overheating. Clove’s playful comment was met with a shocked gasp. Shocked and appalled! Not that she knew what the latter word meant, but she certainly felt it. “Zam is not little! Zam is a big girl!” She stomped her foot insistently, underlining the claim aaand showing everyone exactly what level of maturity they were dealing with here.
If the Majin had spent less time fuming and more moving, she might have been able to dodge the counter-attack. Or maybe not. It was incredibly quick after all, like a streak of light splitting the air in two. The energy blade cut clean through the squishy girl. “Ow!” She staggered with a pained yelp, trying to hold herself together. Literally. It looked like she was giving herself a tight hug as she pressed the split halves of her torso back into one. With a hiss of steam the wound closed. Barely. Even her absurd regeneration couldn’t keep up with all the damage. She had just managed to get rid of the nasty burn. One more solid hit and she wouldn’t be getting back up again...
Despite being heavily injured, the stubborn creature refused to surrender. Her aura flared again and energy began condensing into her hands. It was nowhere near as quick as before though... She was getting tired too... “Zam is never gonna lose! Never!” With the defiant cry, she let loose a chaotic volley of blasts. Roughly half of them were aimed at Clove and the other half for Jade. Her plan -if one could even call it that- was to keep firing until they went down.
Or she did...
WC: 307 | 3652 BATTLE TRACKER{Click me!}DEFENSE PHASE. Attack 1: Zam 60 vs 106 = Hit! 15 dmg Attack 2: Zam 60 vs - = - Total damage: 15 - 4 + 12 (Bristling Defenses) = 23 Zam drops to 10 HP!
OFFENSE PHASE. Passive: Powerful Ki | +3 ki
Lifedrinker Majin Regeneration | +4 HP
Bonus Action: Focus Energy Bravado | +15 Acc to all Energy Attacks this turn. | -7 ki
Standard Action 1: Bright Burst - Pew pew pew (Aimed at Jade) | Bashing: The target loses 5 ki and -5% of their Base Power Level on hit. | Blinding 30% | -8 ki Accuracy: F9HIRLAZ1d100+65 Damage: 3d10+3 Status: 1d100 (30 or below)
Standard Action 2: Bright Burst - Pew pew pew (Aimed at Clove) | 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)
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 4/4 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 | 0 uses 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 | 0 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: 21/110 | KI: 37/155 PL: 9,597 (natural) -> 14,395 (Power of Legends) 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
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Post by Jade on Jul 11, 2020 3:54:51 GMT -8
"B-But.. I can't give up. I don't know why, but.. I don't think I can just stay here and do nothing." She said. There was something that wouldn't let her do that. She didn't know what it was, but it was obvious. Pride. She had pride. She couldn't afford to be looked at as some walkover. She struggled to get upon her feet, but she managed to do so. Surprised at the energy she had left to stand, she looked at both of her opponents. They looked very energetic. Like they could go a few more rounds to fight, but Jade was battered. She was almost out of gas. She took a few deep breaths, before she entered a rather sloppy fighting stance. Once in which someone could easily slip through to land a decisive blow. Clove didn't seem to have any thoughts of losing as she was still trying to attack Jade, even though she was almost through. The fight was definitely coming to its end, but at the same time, this is where it becomes intense. Where they all use every trick in the book that they know to win, at least.. that's what Jade thought. The blade nearly caught her, but she managed to sidestep the swings. Seems as if she was getting tired herself. It wasn't that hard to dodge her attacks much longer and since Jade was technically a cat, she had natural reflexes of one. While Clove was finishing up her assault with her blade on Zam, Jade simply tried to remain calm and collected. She didn't have much ki left to perform any fancy tricks. Clove and Zam seemed to be focusing on both their opponents, as they kept attacking them. A barrage of ki blasts went in the feline's direction. Her eyes widened. She couldn't waste the opening that she has gotten. The majin, by the looks of it, was already in denial that she won't lose. Jade was pretty sure they all were. Even Jade, herself. But, only one can win the battle royale. Jade wastes no time, quickly taking a big leap into the air while Zam was firing her barrage of ki blasts and charged up two jade green ki blasts herself. After which, she threw them both at Zam's face in mid air. That blast should catch her off guard and cause her to stop firing all those at attacks. If that's the case, Jade should be able to land safely in front of her opponent, after which backing way to see the results. WC: 426 | 5251 {JADE'S BATTLE TRACKER} SUMMARY
Relentless deals 2 dmg that bypasses DR and Temp HP. Stacks of Ambient Ki | 2/6 (3 spent!) Edge 4 is established over Jody! | +15 Acc, +5 Dmg, +5 DR Bashing! | -5% PL, -5 ki
Attack 1: Clove's Crescendo. Feint. Attack 2: Zam's Bright Burst. Miss. (Stack of Ambient Ki Gained!) Attack 3: N/A
Dmg from Zam's attacks: 0 - 9 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: Sense | +5 Def, +5 Acc | -0 ki
Standard Action: Energy Blast | -1 ki To hit: 6qN1gJSq1d100+55
Damage: 2d6+9
Pummel: 1d4
Standard Action: Energy Blast | -1 ki To hit: 1d100+55
Damage: 2d6+9
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. (1/2) 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' | Used!
Fighting: 25 | Energy Control: 45 | Reflexes: 45 | Resilience: 40 Natural Power Level: 10,553 | Base Power Level: 10,553 (9,498) | Current Power Level: 10,533 (9,498) HP: 23/100 | Ki: 2/100 | 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: 100/100
1d100+55·2d6+9·1d4·1d100+55·2d6+9·1d4
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Post by Warr on Jul 11, 2020 15:21:30 GMT -8
(OOC; So, head admin hat here: Jade does -not- make the attacks they just made on Majin Zam . Jade's Katchin Armor magically poofed off her body or shattered into nudity, whatever - because some strange deity took it to give to some other character. I'm not going to call it out further than that, at least publicly, but as of That post and onwards Jade's Armor was gone and as such her HP would have been in this post Jade would have taken 6 HP damage and had 31 HP left. Not counting the 48 damage which she would have already taken like 2 turns ago had Javi not missed the accuracy coming his way beating Jade's defense. This means, from a generous standpoint as a GM (and not going from the exact point) this is the post where Jade went down, in a shower of delayed blood from damage from Clove's attack and the force was so much that it shattered Jade's armor/clothing into nothing. ))Explosion! Bombastic music with a bomdy-bomdy-bom-bom beat. They flooded the arena, as suddenly from the sky leaped the previous champ. "Hey, Chicas! That's enough of that! The fight's over!" she says, nodding towards the damage done to the cat girl present, and motioning for medics to rush forward to the scene. "Catch your breath, and then we'll let the judges confer!" she says, before strutting off the stage for the moment, confident her instructions will be followed. (OOC; You may reply again with non-battle posts, aside from Jade. I will reply in my next post with rewards, but by my count and having read the thread - Queen of Passion - Clove Tea (1st Place) - 100,000 Zeni reward. 4 Reputation. Queen of Passion - Majin Zam (1st Place) - 100,000 Zeni. 4 Reputation. Princess of Passion - Jody (3rd Place) - 100,000 Zeni. 2 Reputation. Savina - 1 Reputation. Jade - 1 Reputation. ))
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Post by Clove on Jul 11, 2020 16:11:36 GMT -8
“Right you are, I am sure there is plenty to learn from this fight that will help you grow stronger.” Clove answered Zam, the fight was nearing an end, but something was amiss with Jade apart from the low energy and lack of wounds like the others were suffering from. Suddenly fabric and blood followed by a ripping sound caused the feline to collapse, it happened as quick as the tournament staff’s reaction of ending the fight, and aiding Jade who was severely injured away by medics.
“What?” Clove wondered, something underneath her clothes caused Jade to suffer a heavy injury, crimson eyes looked over to the jumbotron and the first place winners were displayed as herself and Zam. It was over, it didn’t feel much like a win on technicality, yet she could still claim the title even if it meant sharing it. The second place position was left blank and Jody made third place which would improve the saiyan woman’s confidence rather than give up like she had done towards the end.
“Well, it was fun while it lasted! Make sure to collect your zeni prize so you can buy something good to eat!” Clove reminded the majin as she stepped off the arena, collecting her zeni envelope from the tournament staff, and half of the belt which she felt like having framed and displayed at Daruma Tea & Coffee. Perhaps if they had finished the fight to the end it wouldn’t have been a shared grand prize but it didn’t matter to the Tea Princess as long as it still counted as first place.
“See you around!”
The tea princess smiled and left the arena. [277] [2,951]
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Post by Majin Zam on Jul 11, 2020 23:25:35 GMT -8
Dust billowed. Energy crackled. ...And bombastic music boomed? The last one actually stopped Zam’s relentless assault with sheer surprise factor. Her flaring aura died down as she directed a puzzled stare towards the new voice. Of course, there was something she immediately needed to address. “Zam is not a chicas! Zam is a Majin, is what Zam is!” A small, but important distinction. Aside from that though, she was understandably drawn in by the previous champ’s charisma. Without a complaint, she imitated the example set by others. That meant no more fighting.
The little Majin gasped upon seeing her face on the huge screen. While she couldn’t actually read, she somehow got the gist of it. She pumped her fists with a happy squeal. “Yaaaay!” She had... not lost! And that was way more important than actually winning something. The other winner’s advice was met with a baffled look. “Ze... ni...?” She repeated the strangest word. However, she wasn’t going to argue with the idea of getting something good to eat! She just needed to figure out how that buy thing worked...
Zam hurried after Clove. Good thing too, because it made getting her prize so much easier for everyone involved. She accepted the envelope and the mysterious item with a big smile. “Thank you~!” Majin see, Majin do, you know. She waved goodbye to her new fighty friend before parting ways. “Bye bye, Miss T!” Fortunately, she had already forgotten how she had wanted to borrow those pretty clothes... But who knows? Maybe she would get her chance some other time? Humming happily, she left the arena a whole lot wealthier. As for what she would do with the money... Well...
That would be a story for another time.
WC: 290 | 3942
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