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Post by Yi Long on Mar 6, 2020 2:40:58 GMT -8
Hosted by an elderly benefactor and an enthusiast of the martial arts himself, a small local martial arts tournament was being held in a small sports venue in Central City, dubbed the Smiling Dragon's Martial Arts Tournament A relatively normal sized arena had been set up. Despite the small size of the tournament, the stands were packed, eager to see blood. Savages. Regardless, you really had to know people to even be aware of the tournament - hence why the spectators were sure they were in for elites in a bloodbath.
Yi Long had been informed of the tournament via his many connections in the martial arts world, and in preparation for the grand World Martial Arts Tournament, he was quick to get as much practice as possible, but he didn't intend to overextend himself like last time and put him out of commission for the tournament. But where was Long?
"I'm gonna miss the damn thing! Crap!"
Long exclaimed after checking the clock. Having overslept after training the very last night in preparation for the tournament, he found himself with just ten minutes to reach the registration booth before the tourney began. Ouch. Yi jumped out of the covers with the speed of a cheetah. He threw on some casual clothes, and threw his gi in a duffel bag and zipped it tight, nearly stumbling over after being blinded by the amber sunlight that slipped through the blinds. Hauling it, Long rushed out of the bedroom, leaving his hotel room in disarray. It looked like a murder scene.
He charged down the stairs and out the doors without even making contact with the hotel receptionist. Long didn't have any sort of car or Jet Squirrel, he tended to run faster than those when he was really hurrying. And he was. Long was going as fast as he could, holding his duffel bag over his head, he zoomed past the cars and nearly fell over making sharp turns. As he came upon the little stadium where the Smiling Dragon's Martial Arts Tournament was being held. He burst in the door, and came to a sliding halt as he made it to the registration booth. Long checked his watch. Just a minute to spare. Yi made the most relieved sigh one could imagine.
He came to the receptionist as if he were a zombie. He leapt out of bed just minutes earlier, didn't even shower, much less brush his hair. The receptionist briefly regarded Long before awkwardly handing him the paperwork. With all of his sloppy, elementary schooler hand-writing, he filled it out in a few seconds and slipped it back. After briefly reading it over, the receptionist slapped a number on his chest and directed him to the waiting room.
Long finally got to relax, dragging his duffel bag along with him as he ambled over to the waiting room, which doubled as the preparation room, and the post-match room. Long pulled out a chair and plopped in, taking at least three minutes to catch his breath before unzipping the bag, holding his gi, hand wraps, and kung-fu shoes. It was loud. Long could hear the cacophony of the crowd as they reacted to the bout that went on outside. The waiting room had windows so that the upcoming fighters could watch bouts, but all Long did was hastily put on his gear and spend the rest of the time observing the other combatants, looking for which one would be his.
After what seemed like an eternity, a half-asleep Long was abruptly awoken by a receptionist, who told him it was time for his match.
Long's eyes widened.
"Finally,"
He muttered, and made his way out of the room. As he left the waiting room, Long was greeted to thousands of cheering spectators. Long hadn't participated in a tournament in quite a while, and he was quite surprised to get the refreshing cheers of the crowd. Long ascended the stairs and made it to his side of the arena. It was time.
The announcer made his way to the center of the stage. A middle-aged man, messy brown hair with flecks of grey and aviator sunglasses, wearing a cheap suit that cost 20 zeni and a striped clip-on tie. He held the card in his hand and you could see he read it over at least nine times before he remembered the six or so sentences that composed it. He tapped the microphone a few times before turning it on and brought it to his mouth.
"And now...! Ladies and gentlemen, our 70th fight of the evening. Introducing our fighters! From South City's cherished Long Martial Arts Dojo: YiiiiiiIIIIiiiIIIIII LOOOONNNNGGGGG! And in the other corner, the ever-mysterious, enigmatic martial artist: GrrrrRRRRrrrEENNNN! NOW.... It's time. To. RUMMBLEEEEEEEE!"
And with that, Long fell into his martial arts stance, giving a brief nod to his opponent before the bells rang, signaling the beginning of the fight.
Initiating Roll
nIjCZALv1d100
1d100
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Post by Grenn/kitara on Mar 6, 2020 5:41:17 GMT -8
After learning of the tournament through various fliers, Grenn would have reached the location quite early just signing in and waiting for the whole thing to happen and waiting a bit eagerly for his match. after being called to the ring he nodded and made his way, seeing the crowd he d sigh and just crack his neck and await for the fight to be announced,he got in slightly before Yi Long and he could see Grenn seemed to have a red glow in his eyes.
as soon as the fight was announced he bowed slightly putting himself in a very basic defensive fighting stance, he seemed more of a brawler rather then a fully trained martial artist, something tho was slightly off about him...he did not seem to know why he decided to be there, he seemed like he was just following instincts for it. soon after he got into the position he d raise a hand skightly putting it before himself and the other seemed to stay at his own side as if he was charging a punch. soon after he would just look at Yi Long "it is time then..." he d then sigh looking at him sharp in the eyes. ZiNPEiEi1d100
[207]
1d100
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Post by Yi Long on Mar 6, 2020 6:27:28 GMT -8
"Indeed. Now, come at me."
Yi replied, eager to gauge his opponent's own skill before attacking. Long was confident in his own ability. He never really took these tournaments too seriously, the injury he'd received in the last one was simply because he'd kicked improperly. Which, with his rigorous training, shouldn't have happened in the first place. Alas, he was only human. Long licked his lips. He genuinely wasn't sure about his opponent. He had a more "street fighter" feel to him rather than an actual martial artist, and Yi wasn't quite sure what to think of that. But he knew he had to assert dominance to set the tone of the bout. Not so much being arrogant, more so an intimidation tactic he wanted to work.
"Now, lemme show you Long Style Kung Fu. Developed over centuries of dedicated, hardcore practice. You know my ancestor was a WMAT Champion?"
Long taunted. In which he then realized he was the one intimidated. Immediately after realizing this, Long set into his martial arts stance. It was now or never, he assumed. Long wanted to see what his opponent was going to do, and he assumed this mysterious being had a lot more power than normal, so Long prepared by boosting his own. Long's power up wasn't as fanciful as a glaring, roaring aura. More so, internal. His spirit churned, and Long's muscles bulged.[/font] YI LONG'S KUNG FU BATTLE TRACKER{Spoiler}DEFENSE PHASE.
[Grenn] Attack #1: N/A [Grenn] Attack #2: N/A
OFFENSE PHASE.
Bonus Action:
Action 1: Power Up | -0 ki
Action 2: N/A
EFFECTS. N/A
TRAITS. N/A
ITEMS. N/A
DEFENSE/UTILITY TECHS.
HYPNOSIS 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. 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 wold not usually cost ki. Learn: Rank 1 takes 1 week to learn. Additional ranks do not take time but cost 2 MP.
ENERGY SHIELD You create a sphere of ki around your body that insulates and protects you from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30. 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.
ATTACK TECHS.
DRAGON COMBINATION
The user sends a flying knee to the body followed by a flurry of punches to the face, finished by a wheel kick to the jaw.
Type: Barrage
Action: Standard Action
Base Damage: 4d6+4
Major Effect: Bashing
Minor Effect: Immobilize
Cost: 20 ki
Learn: 2 weeks
PL: 93 HP: 55/55 | KI: 100/100 | DEF: 60 | ENG CTRL: 5 | FIGHTING: 10 | REFLEXES: 10 | RESILIENCE: 5 | DR: 1
1d100·1d100+10·1d12·1d100+10·1d12awEAJVaX
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Post by Grenn/kitara on Mar 6, 2020 6:47:59 GMT -8
Grenn would smirk slightly something he usually doesnt do, starting to look towards him calmly and sensing his bloodcode "aaaah....Dragon.....this looks like an interesting blood code" he would proceed to sense his aura aswell to gauge his power more or less as he slightly chuckled readying for the battle "Tell me...are you ready for the hardest fight of your life?" he would look at him pretty eager tho with a calm expression and still his usual glowy red bloodshot eyes SUMMARY
Bonus Action: -SENSE(1st turn) Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn.
Cost: None
Limit: Once per turn.
Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
Standard Action:
Standard Action:
Stats: Fighting:10
Energy Control:
Reflexes:10
Resilience:10
Accuracy: 1d100+10+5(lvl0prodigy / 1d100+0)
Defense: 50+10
HP: 50+10
KI: 100
DR: -0
CLASS FEATURES
Prodigious Student - Twice per battle as a Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots.
Unrivaled Potential - You begin play with all Enhanced Basic Techniques
SPECIES TRAITS
Lifedrinker
Requirements: Demon (justified due to Character Lore) Effect: Your every successful attack heals you 2 Health Points.
TRAITS
Thrill of the Hunt
Activation: Passive
Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6.
Limit: --
ITEMS -
TECHNIQUES
FOCUS ENERGY
You infuse extra ki into an attack, boosting its potency right before you release it.
Type: Utility
Action: Bonus Action
Effect: Increase your Accuracy with Energy Attacks on this turn by +15.
Cost: 10 ki
Limit: None
Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
DRAGON DASH
Your aura burns around you as you rush forth to launch a violent assault.
Type: Utility
Action: Bonus Action
Effect: Increase your Damage with Melee Attacks used on this turn by +3.
Cost: 7 ki
Limit: None
Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
ENERGY BLAST
You fire a crackling bolt of ki that explodes when it makes impact.
Type: Ranged Energy Attack
Action: Standard Action
Damage: 2d6+2
Effects: None
Cost: 2 ki
Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
GRAPPLE
You grab your opponent and put them in a crushing hold.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d6
Effects: This technique has a 40% chance to inflict Immobilize on its target.
Cost: 3 ki
Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
GUARD
You hunker down against incoming attacks to survive them.
Type: Defensive
Action. Bonus Action - Reactive
Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.)
Cost: 10 ki
Limit: Once per turn.
Enhanced: Guard now only costs 7 ki.
POWER UP
Your aura bursts around you as your power increases and you draw out your ki.
Type: Utility
Action: Bonus Action
Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns.
Duration: 2 turns
Cost: None
Limit: Once per turn. Max of 100 ki restored.
Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
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.
SENSE
You reach out with a sixth sense and can feel the energy of others around you.
Type: Utility
Action: Bonus Action - Reactive
Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn.
Cost: None
Limit: Once per turn.
Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
STRIKE
You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d8
Effects: None
Cost: None
Enhanced: Upgrades to 1d12 damage.
SUPPRESSION
You compress your ki down inside of you and lower your power level.
Type: Utility
Action: At-Will / Reactive At-Will to Release
Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn.
Cost: None
Limit: None
Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
COUNTERMEASURES:
Predicting your enemy's attacks, you ready yourself to respond to incoming attacks.
Type: Defense
Action: Bonus Action
Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure".
Cost: 15 Ki
Limit: Once per thread.
Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Tec.:
TELEPORT
You vanish--moving immediately through space and time by some unnatural means.
Type: Defense
Action: Standard Action - Reactive
Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread.
Cost: 25 ki.
Limit: Once per battle.
Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
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Post by Yi Long on Mar 6, 2020 7:22:31 GMT -8
"I'm terrified,"
Long sarcastically replied, sure to not let the opponent get an edge on him.. Though relatively confused by whatever a 'bloodsense' was, adding to Grenn's enigmatic appearance. Long couldn't afford to be intimidated. Yi briefly glanced at the crowd, and then the announcer. While to Grenn, this fight may have been something important, to Yi, it was, currently, at least, just another tournament. He decided to charge toward his opponent. Moving to set up an attack to set the pace of the battle. He wanted to end Grenn swiftly and easy like he would any other match. Simply because of Grenn's prior remark.
His attacks were simple, but trying. Basic Long Style Kung Fu techniques.
Long began with the "Shadow Dragon Death Attack" A swift round kick aimed at Grenn's liver. Long continued this onslaught with a keen flying knee to the jaw, enough force behind it to knock a tooth out if you're not careful, Long landed and continued on with a wild flurry of punches aimed at Grenn's gut, the cumulative force enough to make even a seasoned warrior cough straight blood. Long was starting off to make the opponent look like a clown in front of the crowd.
YI LONG'S KUNG FU BATTLE TRACKERDEFENSE PHASE.
[Grenn] Attack #1: N/A
[Grenn] Attack #2: N/A
OFFENSE PHASE.
Bonus Action: Shadow Dragon Death Attack(Hypnosis) | You have a 70% chance to inflict the Immobilize status on your target and the effect lasts for +2 turns | -5 ki
tThR|Fj51d100
Action 1: Flying Knee(Strike) | -0 ki
1d100+10
1d12
Action 2: Flurry of Punches(Strike)
1d100+10
1d12
EFFECTS. N/A
TRAITS. N/A
ITEMS. N/A
DEFENSE/UTILITY TECHS.
HYPNOSIS
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.
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 wold not usually cost ki.
Learn: Rank 1 takes 1 week to learn. Additional ranks do not take time but cost 2 MP.
ENERGY SHIELD
You create a sphere of ki around your body that insulates and protects you from incoming damage.
Type: Defense
Action: Bonus Action - Reactive
Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30.
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.
ATTACK TECHS.
DRAGON COMBINATION
The user sends a flying knee to the body followed by a flurry of punches to the face, finished by a wheel kick to the jaw.
Type: Barrage
Action: Standard Action
Base Damage: 4d6+4
Major Effect: Bashing
Minor Effect: Immobilize
Cost: 20 ki
Learn: 2 weeks
PL: 75
HP: 55/55 | KI: 95/100 | DEF: 60 | ENG CTRL: 5 | FIGHTING: 10 | REFLEXES: 10 | RESILIENCE: 5 | DR: 1
[WC: 202] 1d100·1d100+10·1d12·1d100+10·1d12
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Post by Grenn/kitara on Mar 6, 2020 7:48:07 GMT -8
Grenn would smire as he threw the attacks at him as in a mere second Yi Long saw that grenn appeared to have just vanished leaving a bit of blood like mist before yelling out "Over......HEEEEREEEEE!!" throwing a powerful jab after a massive power up which then turned into a massive flurry of attacks with combinations of punches and uppercuts "Come on dodge this if you can!"
SUMMARY
Defence Phase:
YI LONG'S Attack1:Bonus Action: Shadow Dragon Death Attack(Hypnosis)39 (evaded with Teleport once per battle) YI LONG'S attack2:Action 1: Flying Knee(Strike)94 + 10 = 104 1 (evaded with Teleport once per battle)
YI LONG'S attack3:Flurry of Punches(Strike)35 + 10 = 45 8 (evaded with Teleport once per battle)
Grenn: TELEPORT
You vanish--moving immediately through space and time by some unnatural means.
Type: Defense
Action: Standard Action - Reactive
Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread.
Cost: 25 ki.
Limit: Once per battle.
Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport.
attackphase:
Bonus Action:
-SENSE(1st turn)
Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn.
Cost: None
Limit: Once per turn.
Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
-PowerUp(turn2)POWER UP
Your aura bursts around you as your power increases and you draw out your ki.
Type: Utility
Action: Bonus Action
Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns.
Duration: 2 turns
Cost: None
Limit: Once per turn. Max of 100 ki restored.
Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
Standard Action:
-STRIKE (enhanced) (turn one) You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d8
Effects: None
Cost: None
Enhanced: Upgrades to 1d12 damage. cIssjciF1d100+15
1d12
Standard Action: none
Stats:
Fighting:10
Energy Control:
Reflexes:10
Resilience:10
Accuracy: 1d100+10+5(lvl0prodigy / 1d100+0)
Defense: 50+10
HP: 50+10
KI: 100
DR: -0
Pl:770(+20% 2 turns) =770(+154 =924)
CLASS FEATURES
Prodigious Student - Twice per battle as a Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots.
Unrivaled Potential - You begin play with all Enhanced Basic Techniques
SPECIES TRAITS
Lifedrinker
Requirements: Demon
(justified due to Character Lore)
Effect: Your every successful attack heals you 2 Health Points.
TRAITS
Thrill of the Hunt
Activation: Passive
Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6.
Limit: --
ITEMS
-
TECHNIQUES
FOCUS ENERGY
You infuse extra ki into an attack, boosting its potency right before you release it.
Type: Utility
Action: Bonus Action
Effect: Increase your Accuracy with Energy Attacks on this turn by +15.
Cost: 10 ki
Limit: None
Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
DRAGON DASH
Your aura burns around you as you rush forth to launch a violent assault.
Type: Utility
Action: Bonus Action
Effect: Increase your Damage with Melee Attacks used on this turn by +3.
Cost: 7 ki
Limit: None
Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
ENERGY BLAST
You fire a crackling bolt of ki that explodes when it makes impact.
Type: Ranged Energy Attack
Action: Standard Action
Damage: 2d6+2
Effects: None
Cost: 2 ki
Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
GRAPPLE
You grab your opponent and put them in a crushing hold.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d6
Effects: This technique has a 40% chance to inflict Immobilize on its target.
Cost: 3 ki
Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
GUARD
You hunker down against incoming attacks to survive them.
Type: Defensive
Action. Bonus Action - Reactive
Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.)
Cost: 10 ki
Limit: Once per turn.
Enhanced: Guard now only costs 7 ki.
POWER UP
Your aura bursts around you as your power increases and you draw out your ki.
Type: Utility
Action: Bonus Action
Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns.
Duration: 2 turns
Cost: None
Limit: Once per turn. Max of 100 ki restored.
Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
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.
SENSE
You reach out with a sixth sense and can feel the energy of others around you.
Type: Utility
Action: Bonus Action - Reactive
Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn.
Cost: None
Limit: Once per turn.
Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
STRIKE
You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d8
Effects: None
Cost: None
Enhanced: Upgrades to 1d12 damage.
SUPPRESSION
You compress your ki down inside of you and lower your power level.
Type: Utility
Action: At-Will / Reactive At-Will to Release
Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn.
Cost: None
Limit: None
Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
COUNTERMEASURES:
Predicting your enemy's attacks, you ready yourself to respond to incoming attacks.
Type: Defense
Action: Bonus Action
Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure".
Cost: 15 Ki
Limit: Once per thread.
Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Tec.:
TELEPORT
You vanish--moving immediately through space and time by some unnatural means.
Type: Defense
Action: Standard Action - Reactive
Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread.
Cost: 25 ki.
Limit: Once per battle.
Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
1d100+15·1d12·1d100+15·1d12
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Post by Yi Long on Mar 6, 2020 8:21:33 GMT -8
When Grenn disappeared in a cloud of crimson mist, Long was effectively mystified. Dumbfoundedly looking around for Grenn before the Saiyan loudly made his presence known.
"Nani the fu-!"
Bam.
The blow slammed against Long's cheek and completely spun his head in a cloud of spit as he stumbled back, barely regaining his balance before a torrent of savage strikes came hurling at him, Yi's body rocked back from each blow before Long finally leapt away, sliding against the tournament arena. Long was completely surprised by the ferocity of the man's onslaught, but this was a horrible spot to lose your cool, so Long fell into his primary stance. He had to put this man away, and quick.
"Alright, then. I guess I underestimated you, I won't be making this mistake twice. I'll show you the heralded technique of Long Style Kung Fu. I'll show you Dragon Combination. Don't blink, you'll be out in a second!"
Yi Long exclaimed, charging toward his opponent like a tempest, throwing a vicious flying knee at his opponent, but he wasn't done there, Long landed and sent a vicious, blindingly fast hurricane of strikes at Grenn's face, finished off by a heel kick to the jaw, which Yi transitioned into a roll, and finished by standing to his feet. But that was just the dragon combination, to truly finish the deal, Long followed it up with a front kick to the face.
YI LONG'S KUNG FU BATTLE TRACKER DEFENSE PHASE.
[Grenn] Attack #1: Hit for 8 dmg
OFFENSE PHASE.
Bonus Action: Name | Effect | -0 ki
Action 1: Dragon Combination | -20 ki(Bashing - If it lands subtract 5 ki and 5% of your pl) _Tg2Yupy1d100+10 4d6+4
Immobilize Roll -
1d100
Action 2: Strike
1d100+10 1d12
EFFECTS. Power Up
TRAITS.
ITEMS.
DEFENSE/UTILITY TECHS.
ATTACK TECHS.
PL: 93 HP: 47/55 | KI: 75/100 | DEF: 60 | ENG CONTROL: 5 | FIGHTING: 10 | REFLEXES: 10 | RESILIENCE: 5
1d100+10·4d6+4·1d100·1d100+10·1d12
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Post by Grenn/kitara on Mar 6, 2020 9:04:36 GMT -8
As grenn easely dodged between the attacks barely he seemed to be getting closer and closer, aswell as fast "its no use! Take this!" he would with astounding speed round house kick him proceeding to go for a combination of punches soon after aiming at the main weakspots like ribs, neck and side of the head near the ears, the attacks were clearly not meant to be lethal but the power was clearly being pumped up in them as he kept on attacking relentlessly, grenn seemed to be enjoying the fight quite a bit since it was becoming pretty hard to dodge and he was loving this thrill...an instinct he hadn't felt in a long long time. SUMMARY
Defence Phase:
(turn2)
YI LONG'S Attack1:Bonus Action: Shadow Dragon Death Attack(Hypnosis)39 (evaded with Teleport once per battle)
YI LONG'S attack2:Action 1: Flying Knee(Strike)94
+ 10 = 104
1
(evaded with Teleport once per battle)
YI LONG'S attack3:Flurry of Punches(Strike)35
+ 10 = 45
8
(evaded with Teleport once per battle)
(Turn3) Bonus Action: Name | Effect | -0 ki
Action 1: Dragon Combination | -20 ki(Bashing - If it lands subtract 5 ki and 5% of your pl)
18
+ 10 = 28
4
4
2
1
+ 4 = 15
Immobilize Roll -
81
Action 2: Strike
64 + 10 = 74
3
Grenn:
(turn2) TELEPORT
You vanish--moving immediately through space and time by some unnatural means.
Type: Defense
Action: Standard Action - Reactive
Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread.
Cost: 25 ki.
Limit: Once per battle.
Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport.
Turn3
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.
attackphase:
Bonus Action:
-SENSE(1st turn)
Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn.
Cost: None
Limit: Once per turn.
Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
-PowerUp(turn2)POWER UP
Your aura bursts around you as your power increases and you draw out your ki.
Type: Utility
Action: Bonus Action
Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns.
Duration: 2 turns
Cost: None
Limit: Once per turn. Max of 100 ki restored.
Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
-(Turn3)
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.
Defense:(50+10+25)85 def.
Ki:75
Standard Action:
-STRIKE
(enhanced) (turn 2)
You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d8
Effects: None
Cost: None
Enhanced: Upgrades to 1d12 damage.
55 + 15 = 70
8
-(turn3)
Strike(enhanced) You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d8
Effects: None
Cost: None
Enhanced: Upgrades to 1d12 damage.
9|ob6ZJr1d100+15 1d12
Standard Action:
-Turn3 Strike(enhanced)
You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d8
Effects: None
Cost: None
Enhanced: Upgrades to 1d12 damage.
1d100+15 1d12
Stats:
Fighting:10
Energy Control
Reflexes:10
Resilience:10
Accuracy: 1d100+10+5(lvl0prodigy / 1d100+0)
Defense: 50+10
HP: 50+10
KI: 100
DR: -0
Pl:770(+20% 1 turn) =770(+154 =924)
CLASS FEATURES
Prodigious Student - Twice per battle as a Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots.
Unrivaled Potential - You begin play with all Enhanced Basic Techniques
SPECIES TRAITS
Lifedrinker
Requirements: Demon
(justified due to Character Lore)
Effect: Your every successful attack heals you 2 Health Points.
TRAITS
Thrill of the Hunt
Activation: Passive
Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6.
Limit: --
1d100+15·1d12·1d100+15·1d12
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Post by Yi Long on Mar 6, 2020 9:44:19 GMT -8
Surprised to see his strikes missed, Long curtly landed on the ground, only to be welcomed by a roundhouse kick, which Long ducked under, bobbing in weaving past the flurry of punches in an amazingly lucid display of his own martial prowess. He wasn't going to just sit there and be a punching bag after all, but he was going to do everything in his power to make Grenn his punching bag. Long backed up after evading the surly combination.
"You know, you have the accuracy of a drunk barfighter."
He taunted, before lunging at Grenn, a shadow of fury, Long sent a spinning hook kick directly aimed at Grenn's solar plexus in another attempt to immobilize him. He didn't stop there, however, executing a series of handsprings to relapse, he used the momentum gathered from those to once again lunge at his opponent, unleashing a vein of ki deep within, an almost fiery aura covering him as Long threw a jarringly mighty knee directly aimed at Grenn's nose. Long was trying to inflict as much damage as possible while minimizing the damage he himself received. And so far... hopefully he'd get better by the World Martial Arts Tournament to put it into light words.
[/font] YI LONG'S KUNG FU BATTLE TRACKER DEFENSE PHASE.
[Grenn] Attack #1: Miss [Grenn] Attack #2: Miss
OFFENSE PHASE.
Bonus Action: Spinning Hook Kick to the Solar Plexus(Hypnosis) |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%.| -5 ki
Bonus Action 2: Dragon Dash - Increase your Damage with Melee Attacks used on this turn by +3.
rkS8mU691d100 - Immobilize roll
Action 1: Flying Knee(Strike)
1d100+10 1d12+3
EFFECTS.
TRAITS.
ITEMS.
DEFENSE/UTILITY TECHS.
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.
ENERGY SHIELD You create a sphere of ki around your body that insulates and protects you from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HYPNOSIS 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. 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 wold not usually cost ki. Learn: Rank 1 takes 1 week to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
PL: 75 HP: 47/55 | KI: 70/100 | DEF: 60 | ENG CONTROL: 5 | FIGHTING: 10 | REFLEXES: 10 | RESILIENCE: 5
1d100·1d100+10·1d12+3
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Post by Grenn/kitara on Mar 6, 2020 10:19:38 GMT -8
As Grenn was attacked he felt his body limp and unable to move tho clearly able to stand up and tho he did not loose his cool he was definitely surprised by this "What the? ugh damn i-" as soon as he uttered those words he was hit with the flying knee to the chest which slightly made him go backwards still unable to move his bdy on his own, being clearly a bit confused but still not ready to give in he would costantly try to move his body without managing.
after regaining his composure again he would chuckle "you know its a great technique....i think i may just use that...." he would smirk a little mimicking perfectly his technique then going for a precise stroke to the chest with his fist grabbing his arb soon after and trying to put him in a hold "Come on tough guy? we just started!!" he would chuckle appareantly seriously enjoying the fight as it kept going on
BATTLE TRACKER SUMMARYDefense Phase-Yi Long:Bonus Action:Spinning Hook Kick to the Solar Plexus(Hypnosis) |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%.| -5 ki 73 - Immobilize roll Standard Action: Action 1: Flying Knee(Strike) 99 + 10 = 109 1 + 3 = 4 dmg Standard Action: - Grenn:
Bonus Action: -none Standard Action: -none Standard Action: -none Attack Phase- Bonus Action: Spinning Hook Kick to the Solar Plexus(Hypnosis) |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%.| -5 ki j|Ynhqks1d100AW Action: Prodigious Student - Twice per battle as a Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. (learns Spinning Hook Kick to the Solar Plexus(Hypnosis) |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%.| -5 ki) Aw Action:SENSE (used the last countermesure)
You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. Standard Action: STRIKE
You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None Enhanced: Upgrades to 1d12 damage. 1d100+151d12+1Standard Action:GRAPPLE You grab your opponent and put them in a crushing hold.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d6
Effects: This technique has a 40% chance to inflict Immobilize on its target.
Cost: 3 ki
Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
1d100+151d6+1Accuracy: 1d100+10+5(lvl0prodigy / 1d100+0) Defense: 50+10 HP: 56 KI: 92DR: 1(+1 every 3 turns) dmg: +1 (+1 every 3 turns) 1d100+15·1d12·1d100+15·1d12·1d6+1
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Post by Yi Long on Mar 7, 2020 5:59:35 GMT -8
Long skidded against the arena floor, a confident smirk upon his face after seeing his strike had landed. Only for the Saiyan to come charging at him with the very same technique! The kick slammed against Long's solar plexus, depriving him of his breath and he quickly lost his balance, only for the Saiyan to follow it up with another strike. Long - still off balance from the hook kick, stumbled out of the way of the punch. Long gripped his chest, panting for air. The Saiyan was relentless in his pursuit, attempting to grapple Yi, but he was a slippery fighter and weaved out of the way, stumbling back, Yi was visibly angered.
"So, you want blood? Is that it? Fine, then. I'll give you blood."
Long said, glaring at Grenn. Yi drew out a vast amount of power deep within his core, the martial artist's muscles bulged and eyes narrowed. He slid into a stance, and began making circular, entrancing motions with his hands. It may have failed the first time, but it had to work the second go around.
"You may have gotten me with my own technique, but you're not going to be prepared for this one!"
He exclaimed, and so he lunged toward Grenn with swooping speed, and directed a vicious flying knee directly toward Grenn's body with bone-breaking force, Long landed - stylishly, rising back to his feet with a rapid flurry of punches aimed at his opponent's face, enough to draw a bunch of blood. Finalized by a rolling wheel kick to the jaw.
YI LONG'S KUNG FU BATTLE TRACKER DEFENSE PHASE.
[Grenn] Status Shot: Land (Immobilized - 2 turns) [Grenn] Attack #1: Miss [Grenn] Attack #2: Miss
OFFENSE PHASE.
Bonus Action: Power Up - You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns.
Bonus Action 2: Dragon Dash - Increase your Damage with Melee Attacks used on this turn by +3.
Action 1: Dragon Combination
1C9fiMPF1d100+12 - (Bashing Effect - Subtract 5 ki and 5% of PL if it lands) 4d6+7
Immobilize Roll 1d100
EFFECTS. Power Up - Expires in 2 turns
TRAITS. N/A
ITEMS. N/A
DEFENSE/UTILITY TECHS.
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.
ENERGY SHIELD You create a sphere of ki around your body that insulates and protects you from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HYPNOSIS 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. 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 wold not usually cost ki. Learn: Rank 1 takes 1 week to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
PL: 93 HP: 47/55 | KI: 75/100 | DEF: 60 | ENG CONTROL: 5 | FIGHTING: 10 | REFLEXES: 10 | RESILIENCE: 5
1d100+112·4d6+7·1d100
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Post by Grenn/kitara on Mar 7, 2020 6:24:28 GMT -8
He would easely dodge out of the way of every single attack "Blood? you are mistaken, im not sure why im here, something in me told me to come here" he said as he kept dodging his combination "the fact i can read your blood doesnt mean i want it" he would say after a sigh and going for a first punch right after the dodges which then evolved into his own Dragon Combination, it seemed as Grenn Had an amazing learning rate, but also that he wasnt trying to draw blood at all, aside knocking out at worst as he was delivering it grenn would be smiling calmly "come on we are getting to the best part of this fight!!" as he kept on delivering the attacks relentlessly, tho his fighting wasnt overall fruit of training he seemed to fight with honor, or as much as someone who wasnt trained would have BATTLE TRACKER
SUMMARY
-Defense Phase
Bonus Action:
Aw Action:
Standard Action:
Standard Action: Accuracy: 1d100+10+5(lvl0prodigy / 1d100+0)
Defense: 50+10
HP: 56
KI: 100
DR: 1(+1 every 3 turns)
dmg: +1 (+1 every 3 turns) (+3 this turn)
(immobilyzed 3 turns left)
-Attack Phase Bonus Action:
DRAGON DASH
Your aura burns around you as you rush forth to launch a violent assault.
Type: Utility
Action: Bonus Action
Effect: Increase your Damage with Melee Attacks used on this turn by +3.
Cost: 7 ki
Limit: None
Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
Aw Action: Prodigious Student - Twice per battle as a Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. (learns dragon combination)
Bonus Action:
POWER UP Enhanced (50Ki) Your aura bursts around you as your power increases and you draw out your ki.
Type: Utility
Action: Bonus Action
Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns.
Duration: 2 turns
Cost: None
Limit: Once per turn. Max of 100 ki restored.
Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
Standard Action:
Dragon Combination (Barrage: Costs 20 Ki, Deals 4d6+4 Base Damage) (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%.) (Immobilizing: This technique has a 40% chance to inflict Immobilize on hit.) j00wIipe1d100+15
4d6+8
immobilyzing roll 1d100
1d100+15·4d6+8·1d100
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Post by Yi Long on Mar 7, 2020 20:08:36 GMT -8
"Oh, come on!"
Long exclaimed as he saw his attack cleanly miss its mark. As he rose to his feet, he saw Grenn coming at him with his own stolen Dragon Combination, which Yi used his martial prowess to feint and slip away from the attack, in direct spite of the still roaring pain in his chest from the hook kick. Yi was livid.
"You dare pilfer sacred attacks of Long Family Kung Fu? Thief!"
He exclaimed, charging toward his opponent with an almost demonic rage around him, a rage Long had never felt before, after which Long spun to his feet, and threw a flying knee at his opponent. Yes, Long was once again using the Dragon Combination - determined to use it until it worked and got his point across. As they say, third time's the charm. He followed this up with a flurry of punches to the face, each one filled with genuine rage. How dare he disgrace his family's martial arts by stealing it and putting his own take on it, it was if Grenn pimp-slapped Long's entire family line who put their heart and soul into developing the art over generations of grueling work. As if his Great-Great Grandfather who broke his final competitor's jaw to become the World Martial Arts Champion using the wheel kick from Dragon Combination had just been robbed by this imposter. He wanted to make the Saiyan bleed.
And so, he finished off his third attempt at the Dragon Combination with a roaring wheel kick.YI LONG'S KUNG FU BATTLE TRACKER DEFENSE PHASE.
[Grenn] Attack #1: Miss(Dodged with Feint) - 15 ki(25 due to immobilized) [Grenn] Attack #2: N/A
OFFENSE PHASE.
Bonus Action: N/A
Action 1: Dragon Combination
yspQf|UV1d100+12 - (Bashing Effect - Subtract 5 ki and 5% of PL if it lands) 4d6+4
Immobilize Roll 1d100
Action 2: Feint
EFFECTS. Power Up - Expires in 1 turn, Immobilized - Expires in 1 turn
TRAITS. N/A
ITEMS. N/A
DEFENSE/UTILITY TECHS.
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.
ENERGY SHIELD You create a sphere of ki around your body that insulates and protects you from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HYPNOSIS 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. 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 wold not usually cost ki. Learn: Rank 1 takes 1 week to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
PL: 93 HP: 47/55 | KI: 30/100 | DEF: 60 | ENG CONTROL: 5 | FIGHTING: 10 | REFLEXES: 10 | RESILIENCE: 5
1d100+12·4d6+4·1d100
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Post by Grenn/kitara on Mar 8, 2020 5:26:20 GMT -8
Grenn sighed as he dodged the attack again , then stopping and looking at him....then taking a small moment looking at everyone , then back at him and jus twalking towards him "Trust me i wont use theese techniques ever again...i just wished to know the thrill of using them...." he would not be in a fight mode clearly, he just walked casually to him and grabbed his arm raising it as he looked at everyone and the audience then silence..... "I forfeit the match and Declare Yi Long Winner of this Round!" he would chuckle and let go of yi long's arm looking at him offering a handshake "it was the best match i ve ever hand....thank you.....but i must go...." he would simply wait for his reply or his handshake back, hoping he wouldnt be too mad about him using his own techniques while the crown was most likely angered of in shock by this seeing that Grenn was in a clear advantage "sorrt for borrowing them i...im not much of a martial artist...heh..." *he would sigh, seeming a totally different person then when he fights "well.....Its been an honor fighting you" he would keep on looking at him with a bit of a sour smile hoping he would give back the hand shake
BATTLE TRACKER
SUMMARY
-Defense Phase
Bonus Action:
Aw Action:
Standard Action:
Standard Action:
Accuracy: 1d100+10+5(lvl0prodigy / 1d100+0)
Defense: 50+10
HP: 56
KI: 100
DR: 1(+1 every 3 turns)
dmg: +1 (+1 every 3 turns)
(+3 this turn)
(immobilyzed 3 turns left)
-Attack Phase
Bonus Action:
Aw Action:
Bonus Action:
Standard Action: Fighting:10 Energy Control: Reflexes:10 Resilience:10 defense: 50+10 HP: 56 (60) KI: 100 Pl:770
[ total wordcount:1017]
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Post by Yi Long on Mar 8, 2020 5:48:19 GMT -8
As his hand was raised in the air, Long couldn't help but be confused. Grenn was... forfeiting? But why? The puzzled Yi looked about the crowd in sudden confusion, who were just as confused as he was. Long didn't quite feel like he'd earned anything, but this was by far the single hardest match he'd had in his entire life, and it ended just like that? Long didn't know how to react, he'd never been in a situation like this before, although most of his fights ended up knockouts within the first thirty seconds or so.
"Uh... thanks?"
Long awkwardly replied. After a moment, the announcer awkwardly made his way to the center of the stage, tapping the mic before bringing it to his mouth. He glanced at the fighters one more time to make sure he wasn't just hearing things.
"Er, ladies and gentlemen..."
He stammered out.
"Declaring our winner by... forfeit? Yi Long!"
The announcer exclaimed, although he was obviously faking the excitement, the decision and sudden halt was to the cheers and jeers of the crowd, and the overarching confused silence. Long looked over at Grenn, just puzzled as to why he forfeited. Soon thereafter, a confused Long made his way to the post-fight room, where he recovered from his wounds as usual, and went on to win his following matches and eventually, the tournament. But he couldn't help but feel like he hadn't earned it.
[Total Wordcount: 2,696]
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