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Lessons
Mar 13, 2020 11:29:53 GMT -8
Post by Kiryu on Mar 13, 2020 11:29:53 GMT -8
One of the most welcome discoveries that Kiryu and Cade had come across during their exploration of their new base was that it had several areas that were magically crafted to give them aid. There was the alchemy station (which Kiryu still had to supervise Cade on) which allowed them to quite literally turn lead into gold. There were several chambers that the two had yet to explore and restore to their normal functionality. And then, most interesting, there was what Kiryu had taken to calling their "playground".
The room itself was a simple cavern, carved out from the earth and laid with stone... the same magically infused stone that made up the entire foundation of Kai's Aegis. Magic suffused the entire place. It was unavoidable. To be here was to become closer to magic itself. That would manifest itself differently with different people, but Kiryu knew in his heart that no one would be able to spend any significant length of time here and remain unchanged. It was the nature of the place, and why, until the novice wizard figured out some countermeasures, he could only allow short visitations.
Like today.
Celerai, the warrior who had participated in the tournament that Kiryu had held, had been aching for a chance to spar. After successfully excavating the area, and testing it's functionality, Kiryu was now ready to indulge the Saiyan. Celerai stood there, at Kiryu's invitation, in the cavern, one that was dominated by one feature. From the ground, there grew a crystalline stalagmite that shone with a soft luminescence. Kiryu glanced over at Celerai, offering the man a small smile.
"This might seem a bit strange at first, but I promise, it's completely safe. I think there was a television show that had a line about this... something about it being bigger on the inside. That's a pretty apt description."
At that, Kiryu placed his palm on the top of the stalagmite, which was not pointed, but perfectly round and smooth. Uttering a command word, the scene around them completely shifted. To their perceptions, they were no longer standing in a cavern, but in a vast, mountainous area. There were several smaller hills, larger mountains, and wide open spaces as well. The features of this terrain, plucked straight from Kiryu's mind by the crystalline structure, would allow the fighters both a lot of room to maneuver as well as providing tactical options.
"Told you. Bigger on the inside.
So tell me, Celerai. Tell me about yourself. What's your deal? Why do you fight? Why are you trying to become stronger? Tell me the notes of the music that moves you," Kiryu said with a grin, paraphrasing a quote from one of his favorite books. As he spoke, the warrior gathered his power. He wasn't intending to take it easy on Celerai. He would hold back as he needed to, but if the man wanted to truly test himself against Kiryu, Kiryu wasn't going to insult him by pretending to be weak.
Initiative: T8DMwMrk1d100
[WC=502]1d100
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Lessons
Mar 13, 2020 15:19:27 GMT -8
Post by Celerai on Mar 13, 2020 15:19:27 GMT -8
Ah, finally. Those were the exact words that went through Celerai's mind, as he stood there.. right in front of Kiryu himself. After many days of searching for him, he's finally in front of the Saiyan's eyes once again, and the good part about all this is.. Celerai finally gets to live his dream. His dream was to always fight the strongest opponents, and learn from these opponents. Well, Kiryu was a friend to Celerai and all, but this was the day Celerai could test his powers against someone that has mastered all this. He wouldn't waste this opportunity one bit, and even after he fights Celerai, his life wouldn't stop here. More battles to come, as one would say. Celerai, not dressed in his normal green, black and white gi, but instead, clothed in a golden coloured tunic and some dark orange pants with a purple belt wrapped around his waist over the tunic. Standing in the cavern, his eyes were wondering all over the place. "Yeah, I must admit. This is a bit weird, but I think I would get used to it. It might be challenging to maneuver through all of this, but a challenge is a challenge."He said, cracking his knuckles with a smirk visible on his face. He watched as Kiryu used his ki, and most likely other powers, to change the enviromment. It was as if.. it was actually real. Celerai looked around him, and observed the mountains and hills. "Wow Kiryu. I knew that you had some supernatural powers from that Inheritors tournament when you interuppted my ki flow for a while but man.. this is awesome."His smirk suddenly became a jolly old smile once Kiryu asked Celerai yet, an important question. Celerai actually had to put some thought into this. He couldn't give a silly answer, could he? "Well, if you really want to know about me, I work in a company as a cashier, and I.. wait, oh. Lemme start over. I love fighting actually. It just gives me a really.. nice sensation. To feel the air brushing against your fist as you try to punch your opponent. The speed, the action. The energy coursing through your body. I just have this feeling, this feeling to fight strong opponents, and well.. this is how I see myself getting stronger. You fight opponents stronger than you and learn from them. Why I'm trying to become stronger? Hmm.. well I guess you could say to feel proud of myself, and protect others."As he spoke, he started to jump around and started to shadow box, but instead of doing at a normal speed so that the eye of a regular human could pick it up, it was at an incredible speed. He stopped once he was finished speaking, and said "Come on, everybody has a reason to fight, what's yours?"[479] Initiative Roll= KhSqDc891d100 1d100
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Lessons
Mar 16, 2020 11:50:54 GMT -8
Post by Kiryu on Mar 16, 2020 11:50:54 GMT -8
At Celerai's mention of his supernatural powers, Kiryu cocked his head and pursed his lips, then shrugged. "In all honesty, I can't take credit for any of this. That's all a function of... this place, whatever the hell it is. I'm still trying to find out who built it, and why, and what all is hidden. There are still plenty of hidden depths to explore, but what we have managed to uncover so far has been extremely useful. Anyone with a bit of spare life energy, the proper focus, and the correct command word could do what I just did. All it takes is a bit of focus."Celerai's explanation was a bit... straightforward. It did not come as a shock to Kiryu, of course. Everything he had heard of Saiyans suggested that their race, as a whole, possessed a predilection for and love of combat. Kiryu wondered if it had something to do with what would, in a human being, be a chemical imbalance; some part of their physiological makeup that made them crave the thrill that only true combat could bring. Kiryu had felt that adrenaline rush himself, more than once, and always took care that he did not become too enamored of it. He remembered a quote, then, that had stuck with him; It is well that war is so terrible, or we should grow too fond of it. In response to Celerai's question, Kiryu offered his own, relatively straightforward, answer. "I guess that, mostly, I don't love fighting. Not like a lot of other people do. I love martial arts. I love attaining and maintaining a high level of skill. I love testing that skill against others, learning what my flaws were, addressing them, becoming better and more more complete. Fighting, for me, is about my own spiritual journey, and about protecting those that need it. It's about making sure that no person finds their Path obstructed by those that happen to be stronger, or have better weapons, or more money. It's about ensuring that there's freedom, I guess. But I think that's enough of that. It's time we got down to it."As he spoke his last word, Kiryu's demeanor changed. A silvery emerald aura coursed around his body, and he gathered his considerable power. All at once, he moved, rapidly preparing himself for the fight to come. His eyes turned crimson and adopted a star like, geometric pattern as Kiryu called upon his magical vision. He also spent ki to increase his other senses, to better anticipate any attacks that might come from Celerai. Kiryu then quaffed one of the magical potions he kept prepared, knowing that it would restore his vitality over time. At that point, a transparent sheathe of ki formed over him, a base upon which Kiryu would build his Susannoo. At the speed of thought, faster than most would think possible, his silver samurai armor, constructed of magic and ki woven together, blossomed to life around him, sword at his hip and bow at his back. Finally, Kiryu summoned his platinum ring of power, to aid him in the fight. Kiryu cracked his neck from side to side, breathing in deeply. "All right. Get ready, because here I come!"
[WC=539] [TWC=1,041] Battle TrackerDefense Resolution-
At-Will- True Sight (Wild Attack Rank 3), -3 ki, +8 Instinct
At-Will- Instinctual Defense Rank 3, -3 ki, +8 Instinct
At-Will- Afflict; one AP for bonus action for Utility Tech
Bonus Action- Use Recovery Package (+6 HP/+4 ki for 5 turns)
Bonus Action- Ki Construct (Paparapapa Rank 3), -1 ki
Standard Action- Susanoo (Energy Constructs Rank 3), -10 ki
Standard Action- Magic Materialization Rank 3, -1 ki (Demon Ring)
Instinct- 16/16
Energy Constructs- 6/6
Recovery Package- +6 HP/+4 ki, turn 1 of 5
Arcane Points- 3/4 Techniques
Bungee Gum (Signature Technique) 2/2 Type: Signature Energy Ranged Defensive Action: Reactive Bonus Action Base Damage: Absorbs 4d6+4 base damage plus your damage modifier. Twice per battle. Signature Effect: Smoothed Edge- If used on a defensive technique this effect increases the user's edge for two turns by X where X is the user's class level plus one. If used on an offensive technique treat this technique as if the opponents edge was 0. Major Effect: Rejuvenate: For the next two turns yourself or a target of your choice regenerates 3HP and 3Ki per turn. Two stacks of rejuvenate may be active at a time. Minor Effect: Salving: Apply yourself "Salve" automatically or a have a 40% chance of applying "Salve" a target of your choice. Salve heals 3 HP per turn for 3 turns. Cost: 15 ki Learn: 2 Weeks, 2,500 Words learning it from Kiryu Miyazawa
Chains of Perdition (Hypnosis Rank 3) 2/2 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.
Dimensional Rift (Rank 3) 2/2 Type: Legendary Defensive Action: Reactive Bonus Action Effect: Change the target of one incoming attack to another target of your choice, using the same Accuracy and Damage. Duration: -- Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 allows you to use Dimensional Rift twice per thread. Rank 3 costs 10 Ki. Learn: Requires 5,000 EP and 4 weeks to learn.
Evade (Feint Rank 3) 2/2 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.
Instinctual Defense (Rank 3) 0/1 Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Blocker (Demon Eye Rank 3)- 3/3 Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Construct (Paparapapa Rank 3)- 0/1 Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. As an At-Will Action your sidekick can take one action listed below:
Make a melee or energy attack with a +30 modifier that deals 1d6 damage.
Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an “Equipped” item.)
Increase the damage of 1 Special Technique used on this turn by +1d6.
As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage.
Limit: One sidekick may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki Ranks: Rank 2 costs 10 ki and your sidekick has 20 HP. and Rank 3 costs 5 ki and your sidekick has 25 HP. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Gun Type: Energy/Ranged/Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Burn Cost: 15 ki Learn: 2 weeks
Magic Materialization (Rank 3)- 1/2 Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2 ki per 10,000 zeni of the desired item. If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Pressure Point Strikes (Paralyze Rank 3)- 2/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
Seikuken (Kiai Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Solar Flare (Rank 3) 2/2 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.
Susanoo (Energy Constructs Rank 3) 0/1 Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below.You may use at-wills from this technique more than once in a given turn.
Give +10 to a single Accuracy roll on your turn. One per attack.
Gain +2 bonus damage for a single attack you make. Two per attack max.
Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack.
As a reaction you gain +10 Defense against all attacks. One per turn.
As a reaction you gain 4 DR against all attacks during turn. One per turn. Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Teleport (Rank 3) 1/1 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.
The Snap Type: Ranged Energy Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Immobilizing Cost: 35 ki Learn: 2 weeks
True Sight (Wild Attack Rank 3)- 0/1 Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Traits
Instinct (Ability 1) Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
Intimidating Power (Class 1) Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Sadist (Class 2) Activation: 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% cance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
Technique Slots (Ability 2)
Efficiency (Ability 3) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Haste (Ability 4) 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. Class Abilities
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Shun Goku Satsu (Bane) After repeatedly targeting an opponent's pressure points, Kiryu targets his foe's entire ki network with powerful blows and pinpoint strikes that can badly damage the internal organs of nearly any enemy.
Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on each opponent.
Calamitous Intent When performing Utility techniques that inflict non-Special Status Effects, you may roll a second d100 with a modifier of +20 and take the lower of the two. Additionally, your Special Techniques that inflict non-Special Status Effects apply those Status Effects to their targets even if the technique would not hit, provided their affliction roll was successful. Equipped Items
Baba's Crystal Ball- When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level.
Hidden Weapon 2/2 Activation: Bonus Action
Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread.
Recovery Package- The target of this item restores +6 HP and +4 Ki per turn, at the end of each turn, for 5 of their turns. Activation- Bonus Action
Expert Training Gear- You gain an additional 50% PL from thread rewards while wearing this outfit.
Lucky Trinket- Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.)
Battle Stats
Natural PL: 43,314
Base PL: 47,645
HP: 75/75 | KI: 86/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 30
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 120
DR: +5 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 0/100
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Lessons
Mar 19, 2020 14:47:44 GMT -8
via mobile
Post by Celerai on Mar 19, 2020 14:47:44 GMT -8
Celerai listened to Kiryu's words attentively, as he saw this as one of the greatest training sessions. Well yeah.. it was. To him at least. He was still waiting for that one moment, where either of them would start attacking each other. "Hey now. You've managed to grow in this power that you have, and I respect that. That's the one thing that we both have in common. The hunger to learn about this power, and use it to help others. I still don't know the limit to this.. but if there is one.. I plan to break it."Kiryu's words had Celerai thinking. That part about learning what his flaws were, fixing them, and mastering them. This was really how Celerai viewed his power. This was something that he should try to perfect. Yes.. nobody is perfect, but trying was what mattered, right? Kiryu pretty much made it obvious that he didn't 'love' fighting like Celerai and any other Saiyan would, and.. Celerai respected that. "Hmm, well.. I just wanted to test my power against you.. that's all. You're really powerful, and I'm glad to hear that you're proud of yourself."Celerai still had that very same smirk on his face, as he waited patiently for the fight to start. Once Kiryu began to ready himself for the fight, Celerai water no time and took the moment to warm up a little. "Hey now, let me show off too."
He immediately entered a stance, which obviously showed that he was going to raise his ki. A loud scream covered the area, as Celerai flared up his aura around his form, raising his ki to its max potential.. well at least.. that's what Celerai thought. Once he was finished, the neon green energy was left around his form, and that smirk appeared on his features once again. "Oh.. nice. That's pretty cool. You didn't tell me-"He was then interrupted, when Kiryu requested for the fight to begin. "Oh. I've been waiting so long for this moment. I won't disappoint you Kiryu."Well, he said that.. mostly because he thought of Kiryu as his mentor at the moment. Well, that would be his mentality for the whole fight.. watch and learn, as one would say. Celerai entered his fighting stance, with his right arm accompanied by his right leg in front, and his left arm accompanied by his left leg slightly behind. The neon green energy dissipated from his form, as he looked at Kiryu, not with that smirk on his face, but a neutral expression. It's time to focus. I can't disappoint myself, and I can't disappoint Kiryu. I must give him a challenge. I must..[447 | 926] {CELERAI'S BATTLE TRACKER} SUMMARY
Stacks of Instinct | 5/5 Power Up! | +25% PL | 0/2
Attack 1: N/A Attack 2: N/A Attack 3: N/A
Dmg from Kiryu's attacks: 0
Damage taken in total this turn- 0 Dmg
At-Will Action: Instinctual Defense Spending 10 ki for 5 Stacks of Instinct
Bonus Action: Power Up | 25% PL | -0 ki
Standard Action: Talking!
Standard Action: More Talking!
CLASS FEATURES
Unrivalled Potential- You begin play with all enhanced basic techs
Genius- Your stats are no longer restricted by the natural 50 cap.
Skillful- Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill- Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified- Potential Mastery Level 5 now instead increases all of your skills by +10.
Martial Mastery- You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1. [Orin Temple Robes of Krillin]
CLASS TRAITS
FLAWLESS COUNTER Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
BEND THE LIMITS Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
SPECIES TRAITS
ZENKAI Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS
BLITZ Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
INSTINCT Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
MIGHT [AI Assistant] Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Melee attacks deal +3 bonus damage.
QUICK-DRAW [AI Assistant] 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.
ITEMS
Artifact Slot: The Orin Temple Robes of Krillin | The owner of these robes are considered to possessing an additional martial artist class feature. Those who do not possess the martial artist class may only pick from the level 0 features of martial artist. Those who do possess the martial artist 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. In addition, the possessor of this rare artifact is considered to have a 10% PL increase. | One use per player character per battle.
Slot 1: Flexmetal Staff (Bonus Action At-Will) | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread.
Slot 2: 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.
Slot 3: Lucky Trinket (Passive) | Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Limit: Only one Lucky Trinket may be equipped at a time.
Slot 4: Katchin Sword (Bonus Action At-Will) | 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.) | 3 uses per thread.
TECHNIQUES
PUNISHMENT OF A THOUSAND BLOWS Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5HP Learn: 2 weeks
FEINT Celerai makes a deceptive motion that throws off his 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.
SOLAR FLARE Celerai uses his ki to amplify the light around him 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. (1 ki) Limit: Twice per thread. (1/2) 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.
BARRIER [Martial Mastery] Celerai creates a shroud of protective ki around his body to soften blows and protect 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 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 Celerai swiftly blinks in and out of his opponent's attacks using his 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 thread | 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.
GIANT FORM II Celerai takes a giant form. He uses his superior size and strength to attack his opponent. 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.
KI BLADE II Combining martial prowess with ki manipulation, Celerai forms a weapon out of his 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.
EIGHT ARMS [Martial Mastery] Celerai attacks so fast it appears as though he has eight or more arms. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
TELEPORT [Martial Mastery] Celerai vanishes--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.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki Learn: 2 weeks
Fighting: 75 | Energy Control: 30 | Reflexes: 45 | Resilience: 30 Natural Power Level: 18,918 | Base Power Level: 20,819 | Current Power Level: 25,399 HP: 95/95 | Ki: 90/100 | DEF: 110 | Melee Accuracy: d100+90 | Ranged Accuracy: d100+45 Damage Reduction: 4 | Melee Damage Modifier: 9 | Energy Damage Modifier: 6 | Ki Cost: 1 Power Up Ki Regen: 0/100
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Lessons
Jul 15, 2020 21:31:32 GMT -8
Post by Kiryu on Jul 15, 2020 21:31:32 GMT -8
Kiryu nodded over towards his opponent, offering Celerai a smile, happy to indulge in his sparring partner's eagerness. As Kiryu cast a critical eye, he realized that, physically, Celerai was stronger than he was. This didn't come as a large surprise; Kiryu was capable of superhuman feats, to be certain, but at the end of the day, he was still a human being. Celerai was not. He was of a race that was, thought in outward appearance very similar, physically superior to that of humankind. Much like Namekians... and Beastmen... and monsters... and demons... Crap, that's a long list. I'm beginning to feel like I got the short end of the stick!Kiryu allowed himself a wry smile at the thought. He might not have the muscles of his Saiyan friends, or the raw might of his Namekian rival, but Kiryu Miyazawa had plenty of power to call upon. Which, he decided it was about time he did. Kiryu focused, calling upon his power, and as he did so, he concentrated, utilizing the latent mystic energy of his Susanoo to form a noxious gas around Celerai, one that was far from lethal but would still prove quite deleterious to his health. Kiryu followed it up with a veritable barrage of techniques, some designed to hinder Celerai, as was his want, and one, his trusty Ki Gun, was intended to start to damage Celerai as well as inflict negative effects. Chains constructed of pure mystical force issued forth from the ground and every nearby service, attempting to ensnare Celerai and make his movements extremely difficult. Kiryu followed up by dashing forward and attacking Celerai's pressure points in rapid succession, looking to cripple the flow of ki through his body. Kiryu deftly jumped over Celerai and, as he did so, fired a ki bullet, aiming for center mass and hoping for a clean hit. Even it it missed, the bullet was infused with mystical energy that even passing near to Celerai might cause harm to his physical form.
[WC=336] [TWC=1,041] Battle TrackerAfter Powering Up, Kiryu has Edge 2! Defense Resolution-
At-Will- Use 8 Instinct for +20 Defense for next 3 turns
At-Will- Afflict; one AP for bonus action for Utility Tech
At-Will- Use 1 Energy Construct for +10 attack
At-Will- Susanoo uses Poison Bomb from Kiryu's inventory; Inflict Chance 60% Inflict Roll: kXE0aOFL1d100 ON SUCCESS: Poison for 3 turns, 4 Damage ignoring DR, -2 DR and -2 Damage
Bonus Action- Power Up- +25 ki, +25% PL. Celerai suffers -10 accuracy and -1 Damage due to Intimidating Power
Bonus Action- Chains of Perdition (Hypnotize Rank 3), -1 ki; Inflict Chance 90% Inflict Roll: 1d100 ON SUCCESS: Immobilize for 5 turns. Defense techniques cost 10 additional ki; take 1 damage ignoring DR every turn. -2 DR and -2 Damage. Heavy for 5 turns. All actions taken cost 5 additional ki, even if they would normally not cost ki; take 1 damage ignoring DR every turn. -2 DR and -2 Damage.
Standard Action- Ki Blocker (Demon Eye Rank 3), -1 ki; Inflict Chance 95% Inflict Roll: 1d100 ON SUCCESS: Cripple for 5 turns, HP and Ki recovery reduced by half; take 1 damage ignoring DR every turn. -2 DR and - 2 Damage. Cursed for 5 turns. -3 ki per turn; take 1 damage ignoring DR every turn. -2 DR and -2 Damage.
Standard Action- Ki Gun (-8 ki) Attack roll: 1d100+75 Damage roll: 3d10+6 Piercing; ignores 5 DR and Temp HP Burn inflict chance 50%: 1d100 ON SUCCESS: Burn for 3 turns. Deals 4 damage ignoring DR per turn; -2 DR and -2 Damage Cripple inflict chance 30% (Sadist trait): 1d100 ON SUCCESS: Cripple for 3 turns; deals 1 damage ignoring DR per turn; -2 DR and -2 Damage. Immobilize inflict chance 30% (Sadist trait): 1d100 ON SUCCESS: Immobilize for 3 turns; Defensive techniques cost -10 ki, deals 1 damage ignoring DR per turn; -2 DR and -2 Damage.
Cripple and Immobilize will stack duration but no other effects if multiple inflicts succeed.
If Ki Gun misses but Inflict chances succeed, target is still Inflicted due to Calamitous Intent
Instinct- 8/16
Energy Constructs- 5/6
Paparapapa Uses- 3/4
Recovery Package- +6 HP/+4 ki, turn 2 of 5
Arcane Points- 2/4 Techniques
Bungee Gum (Signature Technique) 2/2 Type: Signature Energy Ranged Defensive Action: Reactive Bonus Action Base Damage: Absorbs 4d6+4 base damage plus your damage modifier. Twice per battle. Signature Effect: Smoothed Edge- If used on a defensive technique this effect increases the user's edge for two turns by X where X is the user's class level plus one. If used on an offensive technique treat this technique as if the opponents edge was 0. Major Effect: Rejuvenate: For the next two turns yourself or a target of your choice regenerates 3HP and 3Ki per turn. Two stacks of rejuvenate may be active at a time. Minor Effect: Salving: Apply yourself "Salve" automatically or a have a 40% chance of applying "Salve" a target of your choice. Salve heals 3 HP per turn for 3 turns. Cost: 15 ki Learn: 2 Weeks, 2,500 Words learning it from Kiryu Miyazawa
Chains of Perdition (Hypnosis Rank 3) 1/2 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.
Dimensional Rift (Rank 3) 2/2 Type: Legendary Defensive Action: Reactive Bonus Action Effect: Change the target of one incoming attack to another target of your choice, using the same Accuracy and Damage. Duration: -- Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 allows you to use Dimensional Rift twice per thread. Rank 3 costs 10 Ki. Learn: Requires 5,000 EP and 4 weeks to learn.
Evade (Feint Rank 3) 2/2 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.
Instinctual Defense (Rank 3) 0/1 Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Blocker (Demon Eye Rank 3)- 2/3 Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Construct (Paparapapa Rank 3)- 0/1 Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. As an At-Will Action your sidekick can take one action listed below:
Make a melee or energy attack with a +30 modifier that deals 1d6 damage.
Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an “Equipped” item.)
Increase the damage of 1 Special Technique used on this turn by +1d6.
As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage.
Limit: One sidekick may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki Ranks: Rank 2 costs 10 ki and your sidekick has 20 HP. and Rank 3 costs 5 ki and your sidekick has 25 HP. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Gun Type: Energy/Ranged/Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Burn Cost: 15 ki Learn: 2 weeks
Magic Materialization (Rank 3)- 1/2 Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2 ki per 10,000 zeni of the desired item. If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Pressure Point Strikes (Paralyze Rank 3)- 2/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
Seikuken (Kiai Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Solar Flare (Rank 3) 2/2 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.
Susanoo (Energy Constructs Rank 3) 0/1 Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below.You may use at-wills from this technique more than once in a given turn.
Give +10 to a single Accuracy roll on your turn. One per attack.
Gain +2 bonus damage for a single attack you make. Two per attack max.
Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack.
As a reaction you gain +10 Defense against all attacks. One per turn.
As a reaction you gain 4 DR against all attacks during turn. One per turn. Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Teleport (Rank 3) 1/1 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.
The Snap Type: Ranged Energy Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Immobilizing Cost: 35 ki Learn: 2 weeks
True Sight (Wild Attack Rank 3)- 0/1 Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Traits
Instinct (Ability 1) Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
Intimidating Power (Class 1) Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Sadist (Class 2) Activation: 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% cance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
Technique Slots (Ability 2)
Efficiency (Ability 3) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Haste (Ability 4) 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. Class Abilities
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Shun Goku Satsu (Bane) After repeatedly targeting an opponent's pressure points, Kiryu targets his foe's entire ki network with powerful blows and pinpoint strikes that can badly damage the internal organs of nearly any enemy.
Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on each opponent.
Calamitous Intent When performing Utility techniques that inflict non-Special Status Effects, you may roll a second d100 with a modifier of +20 and take the lower of the two. Additionally, your Special Techniques that inflict non-Special Status Effects apply those Status Effects to their targets even if the technique would not hit, provided their affliction roll was successful. Equipped Items
Baba's Crystal Ball- When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level.
Hidden Weapon 2/2 Activation: Bonus Action
Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread.
Recovery Package- The target of this item restores +6 HP and +4 Ki per turn, at the end of each turn, for 5 of their turns. Activation- Bonus Action
Expert Training Gear- You gain an additional 50% PL from thread rewards while wearing this outfit.
Lucky Trinket- Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.)
Battle Stats
Natural PL: 43,314
Base PL: 47,645
Current PL: 59,556
HP: 75/75 | KI: 94/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 30
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 120
DR: +5 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 14/100 1d100·1d100·1d100+20·1d100·1d100+20·1d100+75·3d10+6·1d100·1d100·1d100
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Lessons
Aug 7, 2020 13:23:47 GMT -8
Post by Celerai on Aug 7, 2020 13:23:47 GMT -8
Celerai couldn't focus. At least, not like he wanted to. Kiryu's power was overwhelming. Sure, he didn't power up like most martial artists would, screaming their guts out, but still. Celerai would open his eyes, only to see some sort of noxious gas surrounding him. He used the force of his aura to disperse the gas away from him, but was met with another problem. A beam of ki headed, straight in his direction, in which he quickly sidestepped, before he decided to charge at his opponent. He kept forgetting that Kiryu was a man that fought, yes, but not with pure strength and muscles like Celerai and many others do. Celerai picked up that he was relying on magic and honestly didn't see a problem with that. He knew that this spar would definitely be difficult though. There was a lot going through the Saiyan's mind as he dashed towards his opponent, but was immediately lost his focus as he felt something pulling him down. It made him slower. Out of frustration, he quickly broke out of Kiryu's spell, surprisingly, by using his mere strength and to break the ki constructs. He was already getting worked up. Before Celerai could regain his focus, he saw Kiryu finally charging towards him and actually striking Celerai, but there was something different about these strikes. Celerai was in such a bad position, he was unable to dodge the strikes that Kiryu managed to land. Celerai's ki flow was disrupted because of this and he found that he was actually losing ki, which was a bad thing in his case. He would turn around, although he struggled at first, only to see the man in the air, preparing to fire a ki bullet. Celerai immediately got into a defensive fighting stance. The bullet would head straight for Celerai, but he would quickly leap out of the way, in order to avoid it or so he thought. He somehow managed to get a pretty bad burn on his arm. Yes, it hurt a lot, but he shrugged it off. He didn't pay much attention to it. The Saiyan then stood upright, after trying to catch his breath, with a limp arm. His arm felt as if it was dislocated for a split second. But, after all of that, he wasn't feeling much pain. Instead, he felt overwhelmed and his ki pool was depleting. "Oh man! I see why you said those things earlier." He said, once he finally regained his balance. He flew towards his opponent, at an incredible speed. He thought that he would get the chance to finally 'try' and inflict some damage. He would start off simple. Nothing fancy, no complicated sequence of punches. He attempted to strike Kiryu in his stomach, twice. [462 | 1388] {CELERAI'S BATTLE TRACKER} SUMMARY
Stacks of Instinct | 0/5 | +12 Def | 1/3 Turns Power Up! | +25% PL | 1/2 Crippling! | Cripple for 5 turns, HP and Ki recovery reduced by half; take 1 damage ignoring DR every turn. -2 DR and - 2 Damage. | 1/5 Turns Cursed! | Cursed for 5 turns. -3 ki per turn; take 1 damage ignoring DR every turn. -2 DR and -2 Damage. | 1/5 Turns Intimidating Power! | -1 Dmg, -10 Acc | 1 Turn Burn! | Burn for 3 turns. Deals 4 damage ignoring DR per turn; -2 DR and -2 Damage
Attack 1: Kiryu's Susanoo (Poison Bomb). Miss! Attack 2: Kiryu's Chain of Perdition. Feint! Attack 3: Kiryu's Ki Blocker. Hit! Crippling! Attack 4: Kiryu's Ki Gun. Miss! Searing!
Dmg from Kiryu's attacks: 0 (6) - 4 (0) = 6 Dmg
Damage taken in total this turn- 2 Dmg
At-Will Action: Blitz Strike | -0 ki To hit: 7n3SQp6C1d100+90
Damage: 1d12+9
At-Will Action: Activating Katchin Sword
Bonus Action: Dragon Dash | +10 Acc, +5 Dmg | -5 ki
Standard Action: Feint | -13 ki
Standard Action: Strike | -0 ki To hit: 1d100+90
Damage: 1d12+9
CLASS FEATURES
Unrivalled Potential- You begin play with all enhanced basic techs
Genius- Your stats are no longer restricted by the natural 50 cap.
Skillful- Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill- Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified- Potential Mastery Level 5 now instead increases all of your skills by +10.
Martial Mastery- You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1. [Orin Temple Robes of Krillin]
CLASS TRAITS
FLAWLESS COUNTER Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
BEND THE LIMITS Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
SPECIES TRAITS
ZENKAI Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS
BLITZ Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
INSTINCT Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
MIGHT [AI Assistant] Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Melee attacks deal +3 bonus damage.
QUICK-DRAW [AI Assistant] 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.
ITEMS
Artifact Slot: The Orin Temple Robes of Krillin | The owner of these robes are considered to possessing an additional martial artist class feature. Those who do not possess the martial artist class may only pick from the level 0 features of martial artist. Those who do possess the martial artist 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. In addition, the possessor of this rare artifact is considered to have a 10% PL increase. | One use per player character per battle.
Slot 1: Flexmetal Staff (Bonus Action At-Will) | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread.
Slot 2: 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.
Slot 3: Lucky Trinket (Passive) | Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) | Limit: Only one Lucky Trinket may be equipped at a time.
Slot 4: Katchin Sword (Bonus Action At-Will) | 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.) | 3 uses per thread. | 2/3 Left
TECHNIQUES
PUNISHMENT OF A THOUSAND BLOWS Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5HP Learn: 2 weeks
FEINT Celerai makes a deceptive motion that throws off his 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.
SOLAR FLARE Celerai uses his ki to amplify the light around him 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.
BARRIER [Martial Mastery] Celerai creates a shroud of protective ki around his body to soften blows and protect 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 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 Celerai swiftly blinks in and out of his opponent's attacks using his 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 thread | 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.
GIANT FORM II Celerai takes a giant form. He uses his superior size and strength to attack his opponent. 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.
KI BLADE II Combining martial prowess with ki manipulation, Celerai forms a weapon out of his 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.
EIGHT ARMS [Martial Mastery] Celerai attacks so fast it appears as though he has eight or more arms. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
TELEPORT [Martial Mastery] Celerai vanishes--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.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki Learn: 2 weeks
Fighting: 75 | Energy Control: 30 | Reflexes: 45 | Resilience: 30 Natural Power Level: 18,918 | Base Power Level: 20,819 | Current Power Level: 25,399 HP: 89/95 | Ki: 69/100 | DEF: 110 (122) | Melee Accuracy: d100+90 | Ranged Accuracy: d100+45 Damage Reduction: 4 | Melee Damage Modifier: 9 | Energy Damage Modifier: 6 | Ki Cost: 1 Power Up Ki Regen: 0/100
1d100+90·1d12+9·1d100+90·1d12+9
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Lessons
Aug 7, 2020 16:14:36 GMT -8
Post by Kiryu on Aug 7, 2020 16:14:36 GMT -8
Kiryu tsked irritably. He had yet to have his poison vapor spell actually work. Was it the viscosity? The fluidity? It irked the young man, but it was part of the dual edged nature of his facility with magic. There was so much he could do that just came naturally, but the fine details of it were often difficult to grasp. Celerai, to his credit, was game. He was clearly already feeling the effects from several of Kiryu's attacks, but was still able to dodge his Ki Gun... for now. The mighty Saiyan even responded with a counterattack good enough to strike the notably agile Kiryu. However, Celerai was already so weakened that the attack inflicted minimal damage, and Kiryu's swift regeneration rendered the attack meaningless immediately. "Your problem, my friend," Kiryu began, hands already blurring as they swiftly moved through the somatic gestures of his spells, "Is that you lack experience. It's something I've seen in a lot of Saiyans; you're all so damn strong you just sort of punch your problems away. That's great when you can get away with it... but a lot of smaller attacks designed to chip away at an opponent? That's not going to work against me. You should have come at me with your biggest hit right off the bat!"Punctuating his words, and moving more quickly than anyone could without the aid of ki and magic, Kiryu cast one of his newer spells. He effectively slowed the flow of time around Celerai to a crawl, leaving the young man in slow motion. It would only last for a moment, just enough for a barrage of attacks, but for Kiryu, that would likely be more than enough. He attempted yet again to poison the air around Celerai; he was going to try to show the young man how many things he would have to learn to combat if he wanted to enter the arena that Kiryu found himself in. This wasn't done out of cruelty; Kiryu saw potential in the fighter, and was determined to see if pressure was what it would take to turn this coal into diamond. Kiryu moved in a blur of motion, the warrior mage attacking more of Celerai's pressure points and finishing his salvo with a chop to the Saiyan's neck. Finally, Kiryu dashed backwards, and his aura flared to life around him as he condensed energy in his fingertips, firing a barrage of bullets laced with even more potent energy than normal at Celerai. If all of the attacks landed, it would likely be enough to seriously injure Celerai, but Kiryu was curious to see how much the Saiyan could take, and if he could come up with a strategy to press Kiryu just a bit. [WC=459] [TWC=1,500] Battle TrackerAfter Powering Up, Kiryu has Edge 2! Defense Resolution- Celerai's Blitz strike hits! 13-6 = 7 Damage. Kiryu has 5 DR. 2 Damage Taken.
At-Will- Haste; gain one bonus action
At-Will- Afflict; one AP for bonus action for Utility Tech
Bonus Action- Use Hidden Weapon 1/2; Celerai loses 45 Defense for 1 Turn.
At-Will- Susanoo uses Poison Bomb from Kiryu's inventory; Inflict Chance 60% Inflict Roll: s9eDGSw|1d100 ON SUCCESS: Poison for 3 turns, 4 Damage ignoring DR, -2 DR and -2 Damage
Bonus Action- Pressure Point Strike (Paralyze Rank 3), -1 ki Inflict Chance 90%: 1d100 ON SUCCESS: Stun for 5 turns. Special Techniques cost 10 additional ki to use; take 1 damage ignoring DR every turn. -2 DR and -2 Damage. Damage ignoring DR: 1d6
Bonus Action- Enhanced Focus Energy (-7 ki)
Standard Action- Ki Gun (-8 ki) Attack roll: 1d100+90 Damage roll: 3d10+6 Piercing; ignores 5 DR and Temp HP Burn inflict chance 65%: 1d100 ON SUCCESS: Burn for 3 turns. Deals 4 damage ignoring DR per turn; -2 DR and -2 Damage Cripple inflict chance 45% (Sadist trait): 1d100 ON SUCCESS: Cripple for 3 turns; deals 1 damage ignoring DR per turn; -2 DR and -2 Damage. Immobilize inflict chance 45% (Sadist trait): 1d100 ON SUCCESS: Immobilize for 3 turns; Defensive techniques cost -10 ki, deals 1 damage ignoring DR per turn; -2 DR and -2 Damage.
Cripple and Immobilize will stack duration but no other effects if multiple inflicts succeed.
If Ki Gun misses but Inflict chances succeed, target is still Inflicted due to Calamitous Intent
Standard Action- Ki Gun (-8 ki) Attack roll: 1d100+90 Damage roll: 3d10+6 Piercing; ignores 5 DR and Temp HP Burn inflict chance 65%: 1d100 ON SUCCESS: Burn for 3 turns. Deals 4 damage ignoring DR per turn; -2 DR and -2 Damage Cripple inflict chance 45% (Sadist trait): 1d100 ON SUCCESS: Cripple for 3 turns; deals 1 damage ignoring DR per turn; -2 DR and -2 Damage. Immobilize inflict chance 45% (Sadist trait): 1d100 ON SUCCESS: Immobilize for 3 turns; Defensive techniques cost -10 ki, deals 1 damage ignoring DR per turn; -2 DR and -2 Damage.
Cripple and Immobilize will stack duration but no other effects if multiple inflicts succeed.
If Ki Gun misses but Inflict chances succeed, target is still Inflicted due to Calamitous Intent
Instinct- 8/16
Energy Constructs- 5/6
Paparapapa Uses- 2/4
Recovery Package- +6 HP/+4 ki, turn 3 of 5
Arcane Points- 1/4 Techniques
Bungee Gum (Signature Technique) 2/2 Type: Signature Energy Ranged Defensive Action: Reactive Bonus Action Base Damage: Absorbs 4d6+4 base damage plus your damage modifier. Twice per battle. Signature Effect: Smoothed Edge- If used on a defensive technique this effect increases the user's edge for two turns by X where X is the user's class level plus one. If used on an offensive technique treat this technique as if the opponents edge was 0. Major Effect: Rejuvenate: For the next two turns yourself or a target of your choice regenerates 3HP and 3Ki per turn. Two stacks of rejuvenate may be active at a time. Minor Effect: Salving: Apply yourself "Salve" automatically or a have a 40% chance of applying "Salve" a target of your choice. Salve heals 3 HP per turn for 3 turns. Cost: 15 ki Learn: 2 Weeks, 2,500 Words learning it from Kiryu Miyazawa
Chains of Perdition (Hypnosis Rank 3) 1/2 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.
Dimensional Rift (Rank 3) 2/2 Type: Legendary Defensive Action: Reactive Bonus Action Effect: Change the target of one incoming attack to another target of your choice, using the same Accuracy and Damage. Duration: -- Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 allows you to use Dimensional Rift twice per thread. Rank 3 costs 10 Ki. Learn: Requires 5,000 EP and 4 weeks to learn.
Evade (Feint Rank 3) 2/2 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.
Instinctual Defense (Rank 3) 0/1 Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Blocker (Demon Eye Rank 3)- 2/3 Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Construct (Paparapapa Rank 3)- 0/1 Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. As an At-Will Action your sidekick can take one action listed below:
Make a melee or energy attack with a +30 modifier that deals 1d6 damage.
Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an “Equipped” item.)
Increase the damage of 1 Special Technique used on this turn by +1d6.
As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage.
Limit: One sidekick may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki Ranks: Rank 2 costs 10 ki and your sidekick has 20 HP. and Rank 3 costs 5 ki and your sidekick has 25 HP. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Gun Type: Energy/Ranged/Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Burn Cost: 15 ki Learn: 2 weeks
Magic Materialization (Rank 3)- 1/2 Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2 ki per 10,000 zeni of the desired item. If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Pressure Point Strikes (Paralyze Rank 3)- 1/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
Seikuken (Kiai Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Solar Flare (Rank 3) 2/2 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.
Susanoo (Energy Constructs Rank 3) 0/1 Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below.You may use at-wills from this technique more than once in a given turn.
Give +10 to a single Accuracy roll on your turn. One per attack.
Gain +2 bonus damage for a single attack you make. Two per attack max.
Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack.
As a reaction you gain +10 Defense against all attacks. One per turn.
As a reaction you gain 4 DR against all attacks during turn. One per turn. Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Teleport (Rank 3) 1/1 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.
The Snap Type: Ranged Energy Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Immobilizing Cost: 35 ki Learn: 2 weeks
True Sight (Wild Attack Rank 3)- 0/1 Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Traits
Instinct (Ability 1) Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
Intimidating Power (Class 1) Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Sadist (Class 2) Activation: 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% cance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
Technique Slots (Ability 2)
Efficiency (Ability 3) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Haste (Ability 4) 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. Class Abilities
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Shun Goku Satsu (Bane) After repeatedly targeting an opponent's pressure points, Kiryu targets his foe's entire ki network with powerful blows and pinpoint strikes that can badly damage the internal organs of nearly any enemy.
Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on each opponent.
Calamitous Intent When performing Utility techniques that inflict non-Special Status Effects, you may roll a second d100 with a modifier of +20 and take the lower of the two. Additionally, your Special Techniques that inflict non-Special Status Effects apply those Status Effects to their targets even if the technique would not hit, provided their affliction roll was successful. Equipped Items
Baba's Crystal Ball- When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level.
Hidden Weapon 2/2 Activation: Bonus Action
Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread.
Recovery Package- The target of this item restores +6 HP and +4 Ki per turn, at the end of each turn, for 5 of their turns. Activation- Bonus Action
Expert Training Gear- You gain an additional 50% PL from thread rewards while wearing this outfit.
Lucky Trinket- Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.)
Battle Stats
Natural PL: 43,314
Base PL: 47,645
Current PL: 59,556
HP: 75/75 | KI: 74/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 30
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 120 > 130 (Turn 1/3)
DR: +5 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 14/100 1d100·1d100·1d6·1d100+90·3d10+6·1d100·1d100·1d100·1d100+90·3d10+6·1d100·1d100·1d100
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Lessons
Aug 10, 2020 12:31:27 GMT -8
Post by Celerai on Aug 10, 2020 12:31:27 GMT -8
The Saiyan was very much surprised that he was able to actually hit Kiryu, but it didnt seem to do much damage. Hell, did he even feel that? It might be one of his spells, the Saiyan assumed. But, Kiryu mentioned that his problem was that he was trying to punch away his problems and he was holding.. back his most powerful attacks? Celerai had the habit of doing so, yes, but he wasn't holding back. His punches were already powerful, or so he thought . He was holding back his powerful attacks. But, the only reason he was doing this is because they would drain his ki. He wasn't exactly good at conserving, so he did it in the best way he possible could. Just.. don't waste ki. That was something he needed to work on though. After Kiryu's dialogue, Celerai would find himself slown down.. in time. He knew that this was one of Kiryu's spells again, but this one was very impressive. But, the problem was.. he needed to get out of the way, or else he would have to face the brutal attacks of the magic user. He would try to move, but it was pointless. He was simply too slow. He only had one choice. Although this would consume a lot of his ki. Ki that he was was losing by the second. Before Kiryu could land his first attack, Celerai would immediately disappear from sight and reappear a few meters behind his opponent, also breaking the spell that was cast upon him. He did this, but as he finally turned around to charge at his opponent, he felt more fatigued than ever. It felt like he used more ki than he needed to. His energy was almost drained, literally. Although he was extremely sure that Kiryu would've realized that he was basically behind him, he decided not to say anything. He would charge towards his opponent at full speed, although he was in his current state, attempting to pull off a complex sequence of strikes. He would first go for a overhead hit, using both arms, swinging it downwards to hit Kiryu in the shoulder. He would then attempt to land some devastating flurry of blows to Kiryu's back. [374 | 1762] {CELERAI'S BATTLE TRACKER} SUMMARY
Stacks of Instinct | 0/5 | +12 Def | 2/3 Turns Power Up! | +25% PL | 2/2 Crippling! | Cripple for 8 turns, HP and Ki recovery reduced by half; take 1 damage ignoring DR every turn. -2 DR and - 2 Damage. | 2/8 Turns Cursed! | Cursed for 5 turns. -3 ki per turn; take 1 damage ignoring DR every turn. | 2/5 Turns Burn! | Burn for 3 turns. Deals 4 damage ignoring DR per turn; -2 DR and -2 Damage | 2/3 Turns Immobilize! | Immobilize for 3 turns; Defensive techniques cost -10 ki, deals 1 damage ignoring DR per turn; -2 DR and -2 Damage. | 1/3 Turns
Attack 1: Kiryu's Susanoo (Poison Bomb). Teleport! Attack 2: Kiryu's Pressure Point Strike. Teleport! Attack 3: Kiryu's Ki Gun. Teleport! Crippling! Searing! Attack 4: Kiryu's Ki Gun. Teleport! Immobilizing!
Dmg from Kiryu's attacks: 0 (6) - (0) 4 = 6 Dmg
Damage taken in total this turn- 6 Dmg
At-Will Action: Blitz Strike | -0 ki To hit: jecOsT|51d100+100
Damage: 1d12+11
At-Will Action: Activating Katchin Sword
Bonus Action: Dragon Dash | +10 Acc, +5 Dmg | -5 ki
Standard Action: Teleport | You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. | -24 ki (34 ki)
Standard Action: Strike | -0 ki To hit: 1d100+100
Damage: 1d12+11
CLASS FEATURES
Unrivalled Potential- You begin play with all enhanced basic techs
Genius- Your stats are no longer restricted by the natural 50 cap.
Skillful- Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill- Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified- Potential Mastery Level 5 now instead increases all of your skills by +10.
Martial Mastery- You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1. [Orin Temple Robes of Krillin]
CLASS TRAITS
FLAWLESS COUNTER Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
BEND THE LIMITS Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
SPECIES TRAITS
ZENKAI Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS
BLITZ Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
INSTINCT Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
MIGHT [AI Assistant] Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Melee attacks deal +3 bonus damage.
QUICK-DRAW [AI Assistant] 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.
ITEMS
Artifact Slot: The Orin Temple Robes of Krillin | The owner of these robes are considered to possessing an additional martial artist class feature. Those who do not possess the martial artist class may only pick from the level 0 features of martial artist. Those who do possess the martial artist 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. In addition, the possessor of this rare artifact is considered to have a 10% PL increase. | One use per player character per battle.
Slot 1: Flexmetal Staff (Bonus Action At-Will) | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread.
Slot 2: 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.
Slot 3: Lucky Trinket (Passive) | Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) | Limit: Only one Lucky Trinket may be equipped at a time.
Slot 4: Katchin Sword (Bonus Action At-Will) | 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.) | 3 uses per thread. | 2/3 Left
TECHNIQUES
PUNISHMENT OF A THOUSAND BLOWS Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face. Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5HP Learn: 2 weeks
I had 'Energy' for some reason..
FEINT Celerai makes a deceptive motion that throws off his 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.
SOLAR FLARE Celerai uses his ki to amplify the light around him 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.
BARRIER [Martial Mastery] Celerai creates a shroud of protective ki around his body to soften blows and protect 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 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 Celerai swiftly blinks in and out of his opponent's attacks using his 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 thread | 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.
GIANT FORM II Celerai takes a giant form. He uses his superior size and strength to attack his opponent. 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.
KI BLADE II Combining martial prowess with ki manipulation, Celerai forms a weapon out of his 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.
EIGHT ARMS [Martial Mastery] Celerai attacks so fast it appears as though he has eight or more arms. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
TELEPORT [Martial Mastery] Celerai vanishes--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.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki Learn: 2 weeks
I had 'Energy' for some reason..
Fighting: 75 | Energy Control: 30 | Reflexes: 45 | Resilience: 30 Natural Power Level: 18,918 | Base Power Level: 20,819 | Current Power Level: 25,399 HP: 83/95 | Ki: 27/100 | DEF: 110 (122) | Melee Accuracy: d100+90 | Ranged Accuracy: d100+45 Damage Reduction: 4 | Melee Damage Modifier: 9 | Energy Damage Modifier: 6 | Ki Cost: 1 Power Up Ki Regen: 0/100
1d100+100·1d12+11·1d100+100·1d12+11
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Lessons
Aug 13, 2020 22:40:04 GMT -8
Post by Kiryu on Aug 13, 2020 22:40:04 GMT -8
Kiryu whistled softly. Celerai was nothing if not game, and quite frankly, Kiryu had not expected the Saiyan he had initially regarded as a bit of a meat had to be able to pull out a technique that managed to avoid nearly all of the powerful magics he had just pumped out. Still, at the very least it made it difficult for Celerai to mount much of a counter attack. To his credit, Celerai did the best he could with his limited actions. One of the attacks he made, Kiryu deftly dodged, but the next flurry of blows he was unable to avoid entirely. "How swift thy strikes!", Kiryu exclaimed, grinning with surprised delight. Calling upon his Susanoo armor, he summoned a shield, one that deflected the worst of the attacks. It broke through and injured Kiryu's back a bit, but as quickly as the bruise appeared, the warrior mage's regenerative spell healed the damage, leaving his skin just as smooth as it had been moments ago. Kiryu wasted little time in following up. Rather than effect Celerai's time, now Kiryu prepared a chronomancy invocation that sped up his own perception of time, allowing him to move incredibly swiftly. First, he restored the ki he had lost, regaining his full might. Kiryu followed up with another volley of spells and attacks, all hitting in rapid succession; first, Kiryu struck out for Celerai's pressure points again, aiming for the Saiyan's vitals to impede his ki flow once more. Kiryu followed this up with a different set of strikes at other clusters of pressure points in a volley designed to completely screw with the energy inside Celerai's body. Kiryu started at Celerai's extremities, aiming for first the radial nerves, then the brachial, before throwing spear hand strikes at various points on Celerai's chest and a double chop to the Saiyan's neck to impact the carotid artery. From where he was, Kiryu then summoned his ki to create a blinding halo of light, hopefully enough to curb Celerai's prodigious attack long enough for Kiryu's subtle techniques to begin working their mojo. It wouldn't be long before they were at the point of no return, Kiryu thought, and if he could manage to keep Celerai on the defensive, he would be able to claim victory in the next few exchanges. After his techniques, as was his wont, Kiryu would dash backward, creating distance between himself and his opponent to allow himself time to maneuver.
[WC=410] [TWC=1,506] Battle TrackerAfter Powering Up, Kiryu has Edge 2! Defense Resolution- Celerai's Blitz strike misses; his regular strike hits for 23! Celerai's damage is reduced by 6 for 17. Kiryu has 8 DR (Edge/Natural); Kiryu spends one of his Energy Construct points for +4 DR. 17-12= 5 Damage taken.
At-Will- Haste; gain one bonus action
Bonus Action- Power Up (+25 ki, +25% PL); Strange Power: -10 accuracy/-1 Damage to Celerai for the next round
Bonus Action- Pressure Point Strike (Paralyze Rank 3), -1 ki Inflict Chance 90%: lkeT9X0S1d100 ON SUCCESS: Stun for 5 turns. Special Techniques cost 10 additional ki to use; take 1 damage ignoring DR every turn. -2 DR and -2 Damage. Damage ignoring DR: 1d6
Standard Action- Ki Blocker (Demon Eye Rank 3), -1 ki Inflict Chance 95%: 1d100 ON SUCCESS: Add 5 rounds to Cripple/Curse duration
Standard Action- Solar Flare Rank 3, -1 ki Inflict Chance 80%: 1d100 ON SUCCESS: Blind for 4 turns. -20 Accuracy/Defense. In addition to it's normal effects, while inflicted, take 1 damage ignoring DR every turn. -2 DR and -2 Damage. Damage ignoring DR: 1d6
Instinct- 8/16
Energy Constructs- 4/6
Paparapapa Uses- 2/4
Recovery Package- +6 HP/+4 ki, turn 4 of 5
Arcane Points- 1/4 Techniques
Bungee Gum (Signature Technique) 2/2 Type: Signature Energy Ranged Defensive Action: Reactive Bonus Action Base Damage: Absorbs 4d6+4 base damage plus your damage modifier. Twice per battle. Signature Effect: Smoothed Edge- If used on a defensive technique this effect increases the user's edge for two turns by X where X is the user's class level plus one. If used on an offensive technique treat this technique as if the opponents edge was 0. Major Effect: Rejuvenate: For the next two turns yourself or a target of your choice regenerates 3HP and 3Ki per turn. Two stacks of rejuvenate may be active at a time. Minor Effect: Salving: Apply yourself "Salve" automatically or a have a 40% chance of applying "Salve" a target of your choice. Salve heals 3 HP per turn for 3 turns. Cost: 15 ki Learn: 2 Weeks, 2,500 Words learning it from Kiryu Miyazawa
Chains of Perdition (Hypnosis Rank 3) 1/2 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.
Dimensional Rift (Rank 3) 2/2 Type: Legendary Defensive Action: Reactive Bonus Action Effect: Change the target of one incoming attack to another target of your choice, using the same Accuracy and Damage. Duration: -- Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 allows you to use Dimensional Rift twice per thread. Rank 3 costs 10 Ki. Learn: Requires 5,000 EP and 4 weeks to learn.
Evade (Feint Rank 3) 2/2 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.
Instinctual Defense (Rank 3) 0/1 Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Blocker (Demon Eye Rank 3)- 1/3 Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Construct (Paparapapa Rank 3)- 0/1 Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. As an At-Will Action your sidekick can take one action listed below:
Make a melee or energy attack with a +30 modifier that deals 1d6 damage.
Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an “Equipped” item.)
Increase the damage of 1 Special Technique used on this turn by +1d6.
As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage.
Limit: One sidekick may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki Ranks: Rank 2 costs 10 ki and your sidekick has 20 HP. and Rank 3 costs 5 ki and your sidekick has 25 HP. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Gun Type: Energy/Ranged/Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Burn Cost: 15 ki Learn: 2 weeks
Magic Materialization (Rank 3)- 1/2 Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2 ki per 10,000 zeni of the desired item. If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Pressure Point Strikes (Paralyze Rank 3)- 0/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
Seikuken (Kiai Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Solar Flare (Rank 3) 1/2 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.
Susanoo (Energy Constructs Rank 3) 0/1 Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below.You may use at-wills from this technique more than once in a given turn.
Give +10 to a single Accuracy roll on your turn. One per attack.
Gain +2 bonus damage for a single attack you make. Two per attack max.
Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack.
As a reaction you gain +10 Defense against all attacks. One per turn.
As a reaction you gain 4 DR against all attacks during turn. One per turn. Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Teleport (Rank 3) 1/1 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.
The Snap Type: Ranged Energy Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Immobilizing Cost: 35 ki Learn: 2 weeks
True Sight (Wild Attack Rank 3)- 0/1 Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Traits
Instinct (Ability 1) Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
Intimidating Power (Class 1) Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Sadist (Class 2) Activation: 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% cance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
Technique Slots (Ability 2)
Efficiency (Ability 3) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Haste (Ability 4) 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. Class Abilities
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Shun Goku Satsu (Bane) After repeatedly targeting an opponent's pressure points, Kiryu targets his foe's entire ki network with powerful blows and pinpoint strikes that can badly damage the internal organs of nearly any enemy.
Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on each opponent.
Calamitous Intent When performing Utility techniques that inflict non-Special Status Effects, you may roll a second d100 with a modifier of +20 and take the lower of the two. Additionally, your Special Techniques that inflict non-Special Status Effects apply those Status Effects to their targets even if the technique would not hit, provided their affliction roll was successful. Equipped Items
Baba's Crystal Ball- When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level.
Hidden Weapon 2/2 Activation: Bonus Action
Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread.
Recovery Package- The target of this item restores +6 HP and +4 Ki per turn, at the end of each turn, for 5 of their turns. Activation- Bonus Action
Expert Training Gear- You gain an additional 50% PL from thread rewards while wearing this outfit.
Lucky Trinket- Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.)
Battle Stats
Natural PL: 43,314
Base PL: 47,645
Current PL: 59,556
HP: 75/75 | KI: 100/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 30
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 120 > 130 (Turn 2/3)
DR: +5 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 39/100 1d100·1d6·1d100·1d100·1d6
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Lessons
Aug 18, 2020 10:40:00 GMT -8
Post by Celerai on Aug 18, 2020 10:40:00 GMT -8
The Saiyan failed to connect again, which was actually a bit frustrating. Did his training not pay off? Was he this inexperienced? Could he not land a single blow that dealt damage? Those questions flooded his mind, as he went in to attack his opponent. The flurry of blows seemed to connect. But, as soon he hit the man, he.. regenerated? What? How is that even.. Celerai was speechless. This wasn't the time to think though, as Kiryu began to unleash his attacks. Celerai was caught off guard, due to the increase in speed of his attacks. His body ached more than usual once his opponent began to strike him at, his most vulnerable, pressure points. He could feel his ki flow being disrupted once more. At this point, he found it hard to keep track of how much ki to use and exactly how much he had to spare. He wanted to use that technique where he avoided almost all of his opponents attacks, but it would possibly consume his whole ki pool and that wouldn't be a good idea. His body was aching more after the neck chop. He tried to channel his ki through his body to cushion the blows, but he still could feel the pain piercing through his body. Once he saw the blinding light, he knew what Kiryu was trying to accomplish, but Celerai wasn't going to allow it. He would quickly close his eyes and cover them with his arms just to be sure that he wouldn't be blinded by that light for even a second. He would stand there for a few moments, before attempting to open his eyes, only to realize that his opponent still managed to blind him. He grumbled to himself for not even being a challenge for his opponent. He thought that he was probably not even breaking a sweat right now. He.. was angry at himself. His facial expression displayed just how pissed he was at himself and not at Kiryu. He decided to use one of his other techniques he had up his sleeve which.. wasn't the best but.. it had its advantages. First, he would begin to power up. His aura flared up around his form, as he began to raise his ki and replenish his ki pool which was almost drained, to say the least. He then gritted his teeth, as he began to exert a lot of energy just to perform this one technique, in which he had in mind. Veins popped up on his forehead. His whole body began to grow and bulk up causing him to slightly tower over Kiryu. The exhausted Saiyan would try to catch his breath, before the bulky man began to search for his opponents ki signature. After which, lunging himself in the same direction he sensed Kiryu's ki. He wasn't trying to strike him with a simple punch this time, but instead.. he would try something else. As he dashed towards his opponent, he would charge up a neon green ki blast in the palm of his right hand, after which turning it into a ki blade, in which he swung at Kiryu, hoping to actually hit him. [532 | 2294] {CELERAI'S BATTLE TRACKER} SUMMARY
Stacks of Instinct | 0/5 | +12 Def | 3/3 Turns Power Up! | +25% PL | 1/2 Crippling! | Cripple for 13 turns, HP and Ki recovery reduced by half; take 1 damage ignoring DR every turn. | 3/13 Turns Cursed! | Cursed for 10 turns. -3 ki per turn; take 1 damage ignoring DR every turn. | 3/10 Turns Burn! | Burn for 3 turns. Deals 4 damage ignoring DR per turn | 3/3 Turns Immobilize! | Immobilize for 3 turns; Defensive techniques cost -10 ki, deals 1 damage ignoring DR per turn | 2/3 Turns Stun! | Stun for 5 turns. Special Techniques cost 10 additional ki to use; take 1 damage ignoring DR every turn. -2 DR and -2 Damage. | 1/5 Turns Intimidating Power! | -10 Acc, -1 Dmg | 1 Turn Blind! | Blind for 4 turns. -25 Accuracy/Defense. In addition to it's normal effects, while inflicted, take 1 damage ignoring DR every turn. -2 DR and -2 Damage. | 1/4 Turns
Attack 1: Kiryu's Pressure Point Strike. Hit! Stunned! 6 Dmg! Attack 2: Kiryu's Ki Blocker. Hit! Crippling! Cursed! Attack 3: Kiryu's Solar Flare. Hit! Blinding! 5 Dmg! Attack 4: N/A
Direct Damage: 23 Dmg. (Status Effects Dmg and Dmg that bypasses DR) Dmg from Kiryu's attacks: 0 - (0) 4 = 0 Dmg
Damage taken in total this turn- 23 Dmg
At-Will Action:
Bonus Action: Power Up | +50 Ki, +25% PL | -0 ki
Bonus Action: Giant Form | +35 Temp HP, -15 Def | -14 ki
Standard Action: Ki Blade | -1 ki To hit: aW1IJGwp1d100+55
Damage: 2d6+4
Giant Form Bonus: 1d4
Standard Action: Sacrificed for Bonus Action.
CLASS FEATURES
Unrivalled Potential- You begin play with all enhanced basic techs
Genius- Your stats are no longer restricted by the natural 50 cap.
Skillful- Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill- Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified- Potential Mastery Level 5 now instead increases all of your skills by +10.
Martial Mastery- You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1. [Orin Temple Robes of Krillin]
CLASS TRAITS
FLAWLESS COUNTER Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
BEND THE LIMITS Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
SPECIES TRAITS
ZENKAI Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS
BLITZ Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
INSTINCT Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
MIGHT [AI Assistant] Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Melee attacks deal +3 bonus damage.
QUICK-DRAW [AI Assistant] 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.
ITEMS
Artifact Slot: The Orin Temple Robes of Krillin | The owner of these robes are considered to possessing an additional martial artist class feature. Those who do not possess the martial artist class may only pick from the level 0 features of martial artist. Those who do possess the martial artist 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. In addition, the possessor of this rare artifact is considered to have a 10% PL increase. | One use per player character per battle.
Slot 1: Flexmetal Staff (Bonus Action/At-Will) | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread.
Slot 2: 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.
Slot 3: Lucky Trinket (Passive) | Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) | Limit: Only one Lucky Trinket may be equipped at a time.
Slot 4: Katchin Sword (Bonus Action/At-Will) | 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.) | 3 uses per thread. | 2/3 Left
TECHNIQUES
PUNISHMENT OF A THOUSAND BLOWS Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face. Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5HP Learn: 2 weeks
FEINT Celerai makes a deceptive motion that throws off his 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. | 0/2 Uses Left 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.
SOLAR FLARE Celerai uses his ki to amplify the light around him 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.
BARRIER [Martial Mastery] Celerai creates a shroud of protective ki around his body to soften blows and protect 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 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 Celerai swiftly blinks in and out of his opponent's attacks using his 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 thread | 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.
GIANT FORM II Celerai takes a giant form. He uses his superior size and strength to attack his opponent. 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.
KI BLADE II Combining martial prowess with ki manipulation, Celerai forms a weapon out of his 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.
EIGHT ARMS [Martial Mastery] Celerai attacks so fast it appears as though he has eight or more arms. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
TELEPORT [Martial Mastery] Celerai vanishes--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.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki Learn: 2 weeks
Fighting: 75 | Energy Control: 30 | Reflexes: 45 | Resilience: 30 Natural Power Level: 18,918 | Base Power Level: 20,819 | Current Power Level: 25,399 HP: 60/95 (35/35) | Ki: 59/100 | DEF: 110 (82) | Melee Accuracy: d100+90 | Ranged Accuracy: d100+45 Damage Reduction: 4 | Melee Damage Modifier: 9 | Energy Damage Modifier: 6 | Ki Cost: 1 Power Up Ki Regen: 0/100
1d100+55·2d6+4·1d4
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Lessons
Aug 18, 2020 11:36:43 GMT -8
Post by Kiryu on Aug 18, 2020 11:36:43 GMT -8
Kiryu watched as Celerai grew to gargantuan proportions, and he whistled, admiring the technique.
"Neat trick!
Even as he spoke, though, Kiryu could see the frustration mounting in Celerai. This was a problem he had observed in multiple members of the Saiyan race; they were so used to their strength that, sometimes, when confronted by a superior foe, they got frustrated. Sure, it was all well and good when they only thought that their enemy would be a challenge; when their strength wasn't up to the task, however, many of them defaulted to self doubt.
Kiryu had, growing up, very seldom been the strongest person around. Even now, as developed and skilled as he was, there were Saiyans and Namekians aplenty that could easily outmatch him, when all you considered was power. Sparring with foes from a position of strength was an interesting experience, but it also gave him a bit of an edge when it came to helping those less experienced than himself.
Celerai dashed forward, attempting to slice Kiryu with an edged weapon manifesting from his ki. Kiryu could have avoided it, had he desired, but instead he took the attack, again calling upon his Susanoo to form a shield. The two attacks met with a loud crash, causing a small shockwave to erupt between the two. Kiryu allowed himself to flow with the energy, utilizing the momentum to roll into an acrobatic butterfly flip.
"You have definitely got potential, Celerai," Kiryu began, "But like I said, you have got some flaws in your game plan. It seems like you are just trying to fight the way you know best, rather than responding to the fight as it develops. To put it simply... you seem like you are playing checkers when you should be playing chess. Your best bet against me was an all out, overwhelming offensive, if you didn't have any real way of purging my magics. And sometimes, counter to our instincts, it really is better to take a hit and fight through the pain rather than avoid all damage. My strategy is generally the former, but sometimes we need to take a shot to keep momentum on our side. Still, you managed to land a couple of shots, and if I hadn't used my spells to defend myself or repair the wound instantly, they would have done some real damage. I know that you have some real potential to become a hell of a fighter... but, I'm sorry to say, this is where our contest is going to end. As we are now, I don't think you'll get much more out of our sparring contest. That said... there have been people I've fought, and I've felt like going up against them has been a wall to climb. It inspired me, and I hope I can do the same for you.
Kiryu held up his hand, then, the pads of his middle finger and thumb touching. Before moving any more, Kiryu offered his worthy opponent a wry grin.
"Final piece of advice? Against magicians, it is a REALLY bad idea to give us time to work. Don't worry, I'll put you in a soft bed for when you wake up."
And then, mostly for dramatic flair, Kiryu snapped his fingers. It was perfectly timed with an exertion of will and magical energy. He had done this once before, against the High Inquisitor; triggered all of the spells and ki he had laced inside his opponent's body to writhe and explode, injuring them internally in a way they could not possibly defend. With Celerai, Kiryu made certain to stun rather than injure badly; the worst that should happen is that the Saiyan should be knocked out. Still, he would make sure to give the young man a curative; he had some dried senzu root that should speed Celerai's recovery, and Kiryu figured that at the least, he was going to owe Celerai a drink.
[WC=657] [TWC=2,163]
Battle Turn[/u]
Celerai's Attack hits; Kiryu uses an Energy Construct for +4 DR. Celerai Damage= 10, Kiryu DR= 11. Kiryu takes 0 damage.
Kiryu uses Bane, removing all turns of status effects for direct damage (bypassing DR and temp HP) that exceeds Celerai's current HP.
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