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Post by Fenrir on Jul 30, 2020 16:44:20 GMT -8
He had been given his orders, he was to take on Toma and Maxine; the girl whom, honestly, the wolf had little to no knowledge about. He knew a bit about Misaki. She had the power to control plants, or communicate with them, something to that effect. Is that what she could do? He wasn't entirely sure, he hadn't spent enough time with her to really learn much about her. However, her scent was quite pleasant, he had no reason not to like her. He recalled, oh it was so long ago, back before he was stuck in this unaging body, he was able to commune with nature, with plants and trees. That ability has long since been lost; perhaps this new body of his dulled his senses to the voices of the trees and plants and nature around him, or at least the flora of the world around him. If she could speak to plants, he would be impressed. He nodded and rubbed his neck, "Well, Juniper, I will attempt to hold my own. It has been some time since I've properly sparred with anyone. I'm still a bit rusty, and eh... I'm still not used to fighting people who specialize in energy usage. So this will be a nice refresher and a nice lesson on that." He did peek over at Jade then peered back at the Tea Princess, "Not all energy users set things on fire, right?" He whispered that part to her, as he cleared his throat a bit then peered over at Maxine and Toma. Though even as he looked over at those two, his eyes kept peeking over at Jade. "This being a spar, I'll hold back. I want to see what your capabilities are," He bowed to his two opponents before he stood upright and cracked his knuckles. "Well then, let us begin." He popped his neck and got into a comfortable stance. WC: 320 CWC: 2,200 BATTLE INFO - Fenrir DEFENSE PHASE.
[Enemy] Attack #1: N/A [Enemy] Attack #2: N/A
OFFENSE PHASE.
Bonus Action:
At-Will:
Action 1:
Action 2:
Action 3:
EFFECTS.
Power Up Ki Regained: 0/100
TRAITS. General Traits:
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
Racial Trait:
Like Rubber Requirements: Demon Effect: You possess a natural 2 DR.
CLASS FEATURES:
Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Genius - Your Skills 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.
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: --
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.
ITEMS.
EQUIPMENT: Weapon: Flexmetal Staff Produced by Capsule Corporation, this staff is manufactured with a high-grade alloy that allows for maximum flexibility and durability while still being incredibly lightweight. Type: Weapon - Staff Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: 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. Limit: 3 uses per thread.
Supplementary: Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reason. Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: 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.
Outfit: Expert Training Gear Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Supplementary: Master Belt A belt worn by master martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4. Limit: Only one Belt may be equipped at a time.
DEFENSE/UTILITY TECHS.TELEPORTYou vanish--moving immediately through space and time by some unnatural means.Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, including critical hits. You may use this technique to flee the current thread. Cost: 20 ki. Limit: Once per battle. Rank: Rank 3 FREEZEYou unleash a torrent of cold at your opponent to encase them in ice and slow down their movements.Type: Utility Action: Bonus Action Effect: You have a 85% chance to inflict the Freeze 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: Three times per thread. Rank: 3. EIGHT ARMSYou attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique.ype: Utility Action: At-Will 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: 5 ki Limit: Three Times per thread. Ranks: 3 WILD ATTACKYou swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents.Type: Utility Action: At-Will Effect: Generate 1 Instinct per 1 Ki paid, up to 8 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: 1 ki per Instinct generated. Limit: Once per battle. Rank: 3 GIANT FORMYou take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase.Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 35 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d6 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. Rank: 3 ATTACK TECHS.SPECIAL TECHNIQUES:N/A Finisher TechniquesN/A PL: 11,838 HP: 80/80 | KI: 100/100 | DEF: 110 | ENG ATK: 1d100+30 | PHY ATK: 1d100+60 | DR: +5 | Ki Cost Reduction: -1 | DMG Modifier: +4
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Post by Maxine on Aug 2, 2020 1:30:30 GMT -8
Juniper’s genuine support and smile made Maxine truly uncomfortable, despite her intentions… the machine was still in poor shape, let alone compared to all these fighters. She was built for business, not fighting. If even that. Toma’s teasing was just as unpleasant. Power might not be everything, but she was someone who relied on armaments in the first place to even hope to keep up. Right now, she was nearly stripped bare… ah, she never understood this sort of thing. Training was important, but sparring didn’t make sense. Not when you used a gun, anyway. Not to mention for a machine… However, she had her orders, regardless of her unease. And at least, the others seemed to respect her explanation… no, actually, she was very sure that cat hadn’t even noticed her. That was probably understandable given her lack of presence, though. And Misaki… no, not even a glance from her, either. As it should be, for a mere servant. However, even all that aside, the fact that she was the only one using a weapon so far was what made her most cautious. That of all things truly showed the power gap. It might just be a training weapon, but… she truly was a mere consumer model. Just as she eased herself into some form of focus, though, things just got worse. Gerald she didn’t know very well, but Shortcake… g-guh. She’d only been chewed out by the head maid just earlier that previous day! She did her best to restrain her expression, but that hint of dread slipped out regardless. Hopefully the others would assume she was just notice, rather than acting like a child. Ah, whatever! Maybe she was better off getting torn to shreds here, so she didn’t even have to think about such things. For better or worse, her partner appeared to be fairly uninterested in the spar himself – perhaps he’d inferred her insignificance already? Or perhaps he just wasn’t the sparring type… hm, well, she’d need more evidence before coming to conclusions about his archetype amongst thugs. Definitely in that box, though. Eyeing the laid-back demon, Maxine expected some efforts to hunker down or power up, but instead he merely got into a stance. ”My capabilities… are lacking, at this moment. Much of my equipment is in need of repairs or unsuited to a spar. So, please forgive my performance; I do not think it will be indicative of my field capabilities.”Ah, but right now, even her field capabilities were feeling oh-so meagre. Taking up her place opposite Fenrir, Maxine returned the bow to her foes – Juniper… hm, well, the Shinobu princess would be pleased to hear it if she made the Tea heir cry, so maybe she ought to keep that in mind for motivation. She did not bother with a stance, though; still standing with her back straight as an arrow rather than raising her fists. Admittedly, the gun in her hands was probably the main reason for that, but before she so much as thought about that… she had some preparations, unlike her opponent. A mechanical but faint clicking announced her first move, as she deployed her dampening field – but beyond that, there was no visual hint that she’d done so. As a consumer machine, and one meant to imitate an earthling, it would have been inconvenient for her shielding to be obvious. However, the ki usage was probably noticeable for those she was with, so that factor was probably little more than a novelty. The kinetic field wasn’t a constant, instead only activating when she was threatened within a small sphere around her… she couldn’t afford the energy output to leave it constantly on, even once it had been activated properly like this. Secondly, Maxine readjusted her output – previously, she would have slipped under the radar of anyone thanks to her android nature, but now her power was no longer even partially suppressed. In fact, she went a step beyond, drawing on her auxiliary charge to put her above her usual peak state… however, even that much was barely noticeable when compared to anyone in the room. But, she had no other choice. Not going all-out here would be slovenly after it was requested of her, and… more to the point, she got the feeling she might truly be obliterated if she did not. Even after preparing, Maxine did not enter a stance. She watched Fenrir through narrowed eyes – and then dove, desperately, rolling across the floor inelegantly. She was trying to put as much distance between them as possible, knowing all too well that she couldn’t offer an immediate offensive instead. She barely landed on all fours afterwards, swinging around with her raygun stock set in its rightful place. Going all in like this… was truly humiliating. [800/2306] ---------------- BATTLE TRACKER{Spoiler}PREP PHASE
Bonus Action 1: Barrier Barrier - Rank 1 Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until Temporary HP is depleted. Cost: 15 ki. Limit: Once per thread.
Bonus Action 2: Power Up
EFFECTS +15 THP Status Effect Immunity +25% PL (2 turns)
Total Ki Spent: 5
Barrier: 0/1 Teleport: 1/1 Flashbang: 2/2 Power Up Ki: 125/125 Edge -4 (--- > 11838 > 5160 [4x]) Fenrir gains +15 ACC, +5 DAM, +5 DR against Maxine STATS, SKILLS, & STUFF{Spoiler}Class: Techie | Level 0 | +10 HP, +0 ACC, -15 DEF, +0 DAM, +3 DR Racial Trait: Drain Type (android racial) | Whenever you successfully hit an opponent, regain 2 ki. Fighting: 0 Energy Control: 5 Reflexes: 5 Resilience: 20
ABILITIES. Armory | You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item.
Mastercraft | Your Grenades have an additional +20% to afflict their respective Status Effects
EQUIPMENT. Battle Armor | Increases maximum HP by +10 and DR by +1. | Passive Flashbang | Target one opponent; that opponent has a 50% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%.| Bonus Action | 2 times per thread Prayer Beads | Restore up to a maximum of 125 ki with Power Up each battle.| Passive
DEFENSE/UTILITY TECHS. Paralyse - Rank 1 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: 4 (5-1) ki. Limit: Twice per battle.
Barrier - Rank 1 Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until Temporary HP is depleted. Cost: 14 (15-1) ki. Limit: Once per thread.
ATTACK TECHS. None.
HP: 90/90 | THP: 15 | KI: 100/100 | PL: 1,290 (1,032) FIGHTING ACCURACY: 0 | ENERGY ACCURACY: 5 | DEF: 40 DR: 5 | DAM: +0
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Post by Juni on Aug 2, 2020 18:30:16 GMT -8
“I must admit I am not much of a fighter unless I am in my demon form...or another.” Juniper confessed to Fenrir, “I can be of aid with my mystic healing arts if necessary.”The tea princess held on to her paint brush, the catalyst to her powers embedded with the magic of a dragon ball shard Koma had gifted her as an engagement gift, who in turn she also gifted the Prince of the White Cat Clan a shard which he used to forge his sword. Unknown to the couple, the shards were a clue a lost piece of history, and were one step closer to uncovering the mysteries of the shards by being in possession of one. Juniper Tea listened to Maxine explain that she was in need of repairs, something her mystic powers could not assist with, but after some thought she was curious if that was true. Unable to detect an android’s power level, she had no idea what the mini manager was capable of, the stance she took only confirmed that she needed some kind of martial arts training. Even an android with a proper stance would be able to counter an incoming attack on leverage alone. Fenrir commented on how distracted Duke Toma had been, even went as far as to suggest Misaki to take his place, and she stared up at the man in silence for a moment. “Duke Toma, will you grace us with your martial arts training, or is it too early in the morning?” Juniper waited patiently, “You can stand aside for now and participate in the next round if you so desire.”
[274] {Actions} DEFENSE PHASE.
Total
-- OFFENSE PHASE.
Power Level: 11,954 Maxine: 1,290 (Edge 4)
Passive:
Bonus Action:
Standard Action 1: Standard Action 2:
EFFECTS.
Arcane Points: 10/10 Total Ki Spent: Powering-Up: 0/2 Power-Up ki bonus: N/A
~ {Statistics} Skills & Statistics Fighting: 25 Energy Control: 50 Reflexes: 40 Resilience: 40
Accuracy: 1d100+25 (Fighting)+ 5 Level 2 Mystic / 1d100+ 50(Energy Control) + 5 Level 2 Mystic Defense: 50+ 40 Reflexes = 90 -10 Mystic Level 2 = 80 HP: 50+ 40 Resilience - 10 Mystic Level 2= 80hp + 20 HP Sumi-e KI: 100 DR: -6 Mystic Level 2 - 2 Resilience= 8 DR DM: +2 Mystic Level 2 + 1 Fighting= +3 DM KRC: -2
Class: Mystic Racial Trait: Canon Descendant of Grand Duke Oolong
Demonic Royalty Requirements: Demon Effect: You gain the technique Giant size for free and it takes up no technique slots. In addition, Companions have your class level plus their rarity more HP where rarity is common 1, rare 2, mythic 3. In addition, they can use the intercept ability twice per battle.
Traits: Surge Requirements: Energy Control Skill of 50 Activation: None (Passive) Effect: Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit.
Rejuvenating Strike Activation: At-Will Effect: On a turn in which you activate Rejuvenating Strike, Strikes you perform do not deal damage but instead heal their targets for the damage that they would have otherwise dealt. You may target allies with Strikes on this turn, but may not target yourself. Limit: Twice per thread. Classes: Martial Artist, Mystic, Techie
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
Sumi-e Features:
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.
Class Features:
Mysticism - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies.
Healer - You begin play with the Utility Technique “Heal” and may use it one additional time per ally. This does not count as your Starting Technique, however it uses a Technique Slot.
Empath - Once per turn, as a Bonus Action, you may remove up to 2 Status Effects from an ally of your choosing and instead apply them to yourself. Transferring Status Effects in this way increases the target ally’s Current Power Level by +10%.
Arcane Mastery - You gain 1 additional Arcane Point per thread. Whenever you use “Heal” on a target other than yourself, you regain 1 Arcane Point on your turn.
Starting Non-Basic Technique Chosen:
ABSORB You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread. Ranks: Rank 2 can regain 30 ki. Rank 3 can regain 40 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Techniques:
HEAL You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Requirements: Requires an Energy Control skill of 30 or the Mystic class. Effect: You restore 15 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally. Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
PSYCHIC POWERS Rank 2 Using your ki you're able to communicate with other minds telepathically and move objects using telekinesis. Type: Utility Action: -- Prerequisite: Requires an Energy Control skill of 20. Effect: You may perform your Strike and Grapple Basic Techniques as if they were Ranged Physical attacks, using your Energy Control skill to determine their Accuracy. Cost: 1 ki per ranged Strike. 5 ki per ranged Grapple. (Replaces Strike/Grapple’s base costs.) Ranks: Rank 2 increases damage with ranged Strikes by 1d4 and Rank 3 makes attacks with the Projectile effect cost 2 less ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
MORPH Through spiritual energy manipulation or magic you transform yourself into another form in a puff of smoke. Type: Utility Action: At-Will - Reactive In-Battle Effect: You gain a variety of effects based on the rank of mastery which you have over the transformation technique. At first rank you have a 50% chance to cause your opponent to lose a bonus action and in addition, you gain +5 to a skill rating of your choice for this round, Out-of-Battle Effects: For every rank of Transformation you have, you have a 5% minimum chance to evade life or death battles and/or Artifact Challenges, up to a maximum of 90% chance. You determine your chance to evade them by stating you are using the technique for that purpose and rolling a d100. Your chance to evade is based off of the class level difference between the hunting player and the hunted player (your character) as well as your ranks of the Transformation technique. If you are the same level as your hunter, you have a base 25% chance to evade with Transformation at level 1, a 30% chance to evade with Transformation at level 2, and a 35% chance to evade with transformation at level 3. If you are 1 level higher, your chances are 40%/45%/50%. If you are 2 levels higher, your chances are 60%/65%/70%. If you are 3 levels higher, your chances are 80%/85%/90%. If you are one or more levels lower, your chances are 5%/10%/20%. Cost: None Limit: Twice per thread. Ranks: At second rank, you have a 75% chance to cause your opponent to lose a bonus action and in addition you gain +5 to a skill rating of your choice for this round. At third rank, you have the choice of either having a 90% chance to cause your opponent to lose a bonus action and in addition a +5 bonus to the skill rating of two stats, or you may have an 80% chance cause your opponent to lose a standard action. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP. Technique Slots: 3/5
Racial Technique:
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Equipment
Totem A hand-carved totem that's said to ward against certain malicious energies. Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: When you use this item, you gain Immunity to the Freeze, Stun, Burn, Poison, Chill, and Shock status effects for 3 turns. Limit: Once per thread.
Stim Pack Not recommended for daily use, this cocktail of stimulants grants a large and sudden increase in energy levels. Type: Restorative - Stimulant Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread.
COMPANION This person is always at your side. They could be a well-paid mercenary, a student, a pet, a lover, a robotic assistant-- whatever you choose. ZENI VALUE: 40,000 ZENI COST: 120,000 RARITY: MYTHIC -This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and it’s HP is 20. -A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both.
Universal Targe The Universal Targe is a Capsule Corporation production that appears to be only an Iron Bangle- when it is activated by a neural link embedded within its construction, a durable shield of synthetic Katchin expands outward to aid in its user’s defense. Type: Weapon - Shield Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Increase your DR by 10 this turn; additionally, select one non-Special Status Effect. You may not be inflicted with the chosen Status Effect on this turn. Limit: 2 uses per thread.
Artifact:
Sumi-e 墨絵 Juni taps into her mystic abilities to utilize ancient 'sorcery' by painting arcane symbols instead of her purificaton sigils to inflict curses on her opponents. Master of Shu in the Four Arts in scholar society. Type: Custom Artifact - Paint Brush - Supplementary Zeni Value: N/A Zeni Cost: 120,000 Activation: Constant Effect: While the paint brush is equipped, Juni gains the witch class trait 'Sorcery'. In addition, 10 Temporary HP per class level. Limit: N/A
Juniper Tea HP:
| Ki:
| PL:
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| 80 (20) | 80 | 11,954
| x |
| AC: 30|55 | DEF: 80 | DM: +3 | DR: -8 | KCR: -2 |
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Toma Fudo
Prospect
Posts: 17
Power Level: 4,538
Faction: The Pig Demon Duchies
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Post by Toma Fudo on Aug 4, 2020 16:47:23 GMT -8
Toma was partially distracted in his own thoughts while he waited for the fight to begin, but he knew that things would be getting underway soon. Was he too relaxed in this situation? That wouldn't do, he was definitely spacing out again, wasn't he? Maxine needed repairs too by the sounds of it, how troublesome...and he was looking forward to her full potential as well...no matter, he'd just have to fight more seriously than he was intending originally. He was hesitant, he knew that, but he knew he'd get jealous if Misaki were to take his place now. "That will not be necessary, I will put my training on exhibition this round." Toma said with a serious expression on his face as he shifted his stance into a pose reminiscent of the Tiger Style. "Now, Fenrir, show me which is mightier; the Black Tiger or the White Wolf?" Toma said assertively to Fenrir while he glared at him as if he were his enemy and not his friend. Fenrir might be willing to hold back, but Toma knew that his own nature might be the very thing that forces him to not hold back physically against the wolf he's had his eyes on all this time. However, he knew that he'd be restrained if he let his aggression get out of hand during training. [232] {Actions}DEFENSE PHASE.
[Enemy] Attack #1: N/A
[Enemy] Attack #2: N/A
OFFENSE PHASE.
Bonus Action:
At-Will:
Action 1:
Action 2:
Action 3:
EFFECTS
Power Up Ki Regained: 0/100 {Stats and Techniques} Skills & Statistics
Fighting: 30 (25+5)
Energy Control: +5
Reflexes: +5
Resilience: 10 (5 +5)
Accuracy: 1d100+35 (Fighting+5) / 1d100+10 (Energy Control+5)
Defense: 25 (40+Reflexes -20)
HP: 75 (50+Resilence +15)
KI: 120 (100 +20)
DR: 3 (1 +2)
Damage Mod: +1
Class: Powerhouse (Rank 0)
Racial Trait:
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. 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. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: Canon Trait: Broly Descendant - Toma is a direct descendant from a long line of descendants from Broly.
Class Features:
Power of Legends - Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
Powerful Ki - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
Techniques
KI BLADE
Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight.
Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill; Critical on 85+ rolls. Reduces the cost of techniques with Imbued by -3 ki. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Rank: 3 (Max)
Equipment
Honor guard Sakuya: A special sidekick which begins as a follower, then becomes a ‘lieutenant’ (with the same stats as a saibamen but obviously not a saibamen) when you hit 25 MP spent, and a companion when you hit 30 MP spent. In addition, when in thread with you, they provide a 2% bonus to your health whenever they themselves hit half health or below. This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +20, its damage dice is 1d8, and it’s HP is 5. HP: 75 | Ki: 120 | PL: 4,538 Fighting Accuracy: 35 | Energy Accuracy: 10 | DEF: 25 DR: 3 | DMG Mod: 1
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Post by Fenrir on Aug 5, 2020 21:18:30 GMT -8
They were all ready; or, at the very least, as ready as they were going to be. Maxine openly admitted to needing some upgrades and repairs. Which, it took him a second to realize what the young woman meant, and he could not help but sneak a few peeks at her, eyes tracing over her figure, as if he were trying to figure out if she was an android or a cyborg or not. She didn't look it. But, he's had such little interactions with androids and other artificial beings, aside from that one strange demon cyborg hybrid that was hiding under West City, but that was a whole other story. Still, she was at least open and up front about it. Toma was eager to see who was stronger, he or the wolf, and the nearly seven foot tall Fenrir shrugged, nonchalantly, "Either way, let's give the ladies a show, yes? Oh and Koma, why not." He peeked over at the scarred man as he drank his tea and hung out with fairies and adorable plump raccoon dogs. He turned his eyes towards Toma and popped his neck before he clenched his fists and shot forward. Despite his size, Fenrir was fast. However, he did not come in for a straight forward suicide bum rush. He zipped from one spot to the other with incredible agility, cutting the distance between Toma and himself quickly as he went for a series of rapid fire jabs and body blows, all up along the man's front to keep him defending, already putting the pressure on him. "Whoever comes out on top, the other is on bottom then?" WC: 275 CWC: 2,475 BATTLE INFO - Fenrir DEFENSE PHASE.
[Enemy] Attack #1: N/A [Enemy] Attack #2: N/A
OFFENSE PHASE.
Bonus Action: Enhanced Dragon Dash, +15 (10+5) Accuracy, +8 (5+3) Damage, Cost: 6 Ki
Action 1: Enhanced Strike, -3 Ki, +4 Damage due to Master Belt @ Toma
TO HIT: sLWZwer21d100+75
Damage: 1d12+16
Action 2: Enhanced Strike, -3 Ki, +4 Damage due to Master Belt @ Toma
TO HIT: 1d100+75
Damage: 1d12+16
EFFECTS.
Edge 2 on Toma (+5 ACC, +3 DAM, +3 DR against Toma) Edge 4 on Maxine (+15 ACC, +5 DAM, +5 DR against Maxine)
Power Up Ki Regained: 0/100
TRAITS. General Traits:
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
Racial Trait:
Like Rubber Requirements: Demon Effect: You possess a natural 2 DR.
CLASS FEATURES:
Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Genius - Your Skills 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.
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: --
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.
ITEMS.
EQUIPMENT: Weapon: Flexmetal Staff Produced by Capsule Corporation, this staff is manufactured with a high-grade alloy that allows for maximum flexibility and durability while still being incredibly lightweight. Type: Weapon - Staff Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: 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. Limit: 3 uses per thread.
Supplementary: Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reason. Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: 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.
Outfit: Expert Training Gear Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Supplementary: Master Belt A belt worn by master martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4. Limit: Only one Belt may be equipped at a time.
DEFENSE/UTILITY TECHS.TELEPORTYou vanish--moving immediately through space and time by some unnatural means.Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, including critical hits. You may use this technique to flee the current thread. Cost: 20 ki. Limit: Once per battle. Rank: Rank 3 FREEZEYou unleash a torrent of cold at your opponent to encase them in ice and slow down their movements.Type: Utility Action: Bonus Action Effect: You have a 85% chance to inflict the Freeze 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: Three times per thread. Rank: 3. EIGHT ARMS You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 5 ki Limit: Three Times per thread. Ranks: 3 WILD ATTACK You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 1 Ki paid, up to 8 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: 1 ki per Instinct generated. Limit: Once per battle. Rank: 3 GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 35 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d6 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. Rank: 3 ATTACK TECHS.SPECIAL TECHNIQUES:N/A Finisher TechniquesN/A PL: 11,838 HP: 80/80 | KI: 88/100 | DEF: 110 | ENG ATK: 1d100+30 | PHY ATK: 1d100+60 | DR: +5 (+10 DR against Maxine / +8 DR against Toma) | Ki Cost Reduction: -1 | DMG Modifier: +4 (7 DMG vs Toma / 9 DMG vs Maxine)
1d100+75·1d12+16·1d100+75·1d12+16
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Post by Maxine on Aug 6, 2020 1:12:42 GMT -8
Even though it was just a spar – Maxine listened carefully to her targets’ – no, partners – musings. So, the lady of the household was a healer? She truly didn’t fit into this world of larceny, did she? Still, it was intelligence of great use to the android. While the pressure bore down on her, the others played it all off as just another day. She could not possibly understand it. You didn’t fight for fun… you fought with your life on the line, with no choice left; the loser either loses their everything or somehow crawls back to their boss and grovels for their life. Kata and drills she could somewhat comprehend, but as an android, she had no need for either besides showing off… Eh… maybe that was the point of all this? Perhaps they spited her… but, she was just a machine. The orders had been given – she would take their heads. Err, no, she would… beat them up a bit? Ah… this just didn’t add up… Thankfully, her comrade-in-lack-of-arms was eager to face down with that wily punk; showing a professional he’d been restraining until now – while said wily punk showed quite the opposite. He had given her such a strange look before, though, appraising her. Yet, she’d given a full introduction to him earlier… h-had he forgotten who she was already? Or was he plotting something more devious? Maybe she’d have a match here after all. Sadly, the environment wasn’t as thrilling as she’d like from even a danger room, but she’d have to make do with her own wiles and pitifully limited equipment. Besides, Shortcake would assuredly lambast her more than any fighter if she went damaging any of the architecture here! Steadying herself after her roll, Maxine considered her options – no, the answer was obvious. Shoot the medic first. It wasn’t remotely honourable, and Koma might even be furious about it, but it was the correct answer. Lengthy confrontations just led to more casualties. It wasn’t like she was playing medic, anyway! She lined up her shots within half a second, but hesitated… err, spar, just a spar! Right. ”Ōhime-sama. I shall begin to attempt to incapacitate you now. I believe there are no objections.”Not that Maxine could offer much punishment with her training weapon anyway, but the intent was hard to argue with. You could pull punches, but with a firearm it was either you pulled the trigger or you didn’t. Sure, she always tried to avoid fatalities; aiming for non-lethal targets and all that; but that was as much as one could do without getting especially creative. Without twitching another part of her body, the android fired the chopped-down raygun at Juniper’s shoulder; before moving ever so slightly to account for the lower barrel’s position and deliver a second shot with similar accuracy. Like clockwork, rather literally. The raygun was made for training against firearms, so it really couldn’t offer much damage; especially compared to martial arts, nor compared to Maxine’s usual taste in high-powered weaponry. It was no STYLO, that was for sure! But, it had a certain satisfaction to it; she’d used a properly-powered version of the weapon before. Kneeling up, she flicked the breach lever and swung the barrels down and open to let the batteries steam off – immediate cooling like this would do its battery charge a lot of favours. Err, well, at least if the same rules rang true as when using the weapon with proper ammunition… there was no satisfying hiss this time, so she had some doubts. Oh well. It was just practice, right? Just practice. Maxine did not consider herself someone to take pleasure in fighting, but for some reason this all left her feeling strangely dissatisfied… even Hatsuka still tried to take her head when she picked stupid fights. Tch, she just didn’t understand martial artists. [644/2950] ---------------- BATTLE TRACKER{Spoiler} DEFENSIVE PHASE None! Mini-manager is too small to notice.
OFFENSIVE PHASE Bonus Action 1: Focus Energy (+15 ACC for Energy Attacks)
Standard Action 1: Ranged Energy Blast targeting Juniper
Standard Action 2: Ranged Energy Blast targeting Juniper
Energy Blast 1 To Hit: Htae8A1e1d100+20 Energy Blast 1 Damage: 2d6+2
Energy Blast 2 To Hit: 1d100+20 Energy Blast 2 Damage: 2d6+2
EFFECTS Status Effect Immunity +25% PL (1 turns)
Total Ki Spent: 10+2+2 = 14
Barrier: 0/1 Teleport: 1/1 Flashbang: 2/2 Power Up Ki: 125/125 Edge -4 (--- > 11838 > 5160 [4x]) Fenrir gains +15 ACC, +5 DAM, +5 DR against Maxine Edge -4 (--- > 11954 > 5160 [4x]) Juniper gains +15 ACC, +5 DAM, +5 DR against Maxine STATS, SKILLS, & STUFF{Spoiler}Class: Techie | Level 0 | +10 HP, +0 ACC, -15 DEF, +0 DAM, +3 DR Racial Trait: Drain Type (android racial) | Whenever you successfully hit an opponent, regain 2 ki. Fighting: 0 Energy Control: 5 Reflexes: 5 Resilience: 20
ABILITIES. Armory | You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item.
Mastercraft | Your Grenades have an additional +20% to afflict their respective Status Effects
EQUIPMENT. Battle Armor | Increases maximum HP by +10 and DR by +1. | Passive Flashbang | Target one opponent; that opponent has a 50% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%.| Bonus Action | 2 times per thread Prayer Beads | Restore up to a maximum of 125 ki with Power Up each battle.| Passive
DEFENSE/UTILITY TECHS. Paralyse - Rank 1 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: 4 (5-1) ki. Limit: Twice per battle.
Barrier - Rank 1 Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until Temporary HP is depleted. Cost: 14 (15-1) ki. Limit: Once per thread.
ATTACK TECHS. None.
HP: 90/90 | THP: 15 | KI: 86/100 | PL: 1,290 (1,032) FIGHTING ACCURACY: 0 | ENERGY ACCURACY: 5 | DEF: 40 DR: 5 | DAM: +0 1d100+20·2d6+2·1d100+20·2d6+2
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Post by Juni on Aug 6, 2020 15:40:04 GMT -8
Juniper witnessed the exchange of blows between Fenrir and Toma as the Duke staggered with a smile on his face. To the mystic healer she detected the wounds that he suffered from, in a flash his vassal Sakuya attacked Fenrir in relatialion, while she was loyal to defend her Duke this was simply a training session and she was interfering with the spar.
“Countess Sakuya, I understand you’re protecting Duke Toma, but this is just a sparring session. You’re interfering. Please step aside and I will heal him.”
While the tea princess made her request, she applied her mystic powers on the small demoness, a glowing aura surrounded her entire form preventing her from moving at all, and through telekinesis the Countess was forcibly seated with the rest of the spectators for a time. It required a level of concentration to keep her under control which was still limited to her mystic powers. As promised, Juniper stepped in between the wolf deity and the half demon Duke, turning her brush around using the blunt end like pool cue to strike the man, specifically at certain pressure points to allow his ki to flow again through his chakras with precision. It would comfort Sakuya knowing Toma’s injuries were healed, being forced to move against her will was another matter, but it was necessary to the exercise at present.
After Toma was healed, Juniper walked away to stand next to Fenrir again, and across from Maxine.
“Where was I? Ah yes, go ahead, Maxine-san.” Juniper smiled as she swung her brush again with the ki infused ink aimed at the mini manager.
It was a relief that Toma felt awake enough to showcase his abilities after all, even enticing Fenrir with a battle of beasts, and it was decided that they would take on their own opponent. Rather than combine their abilities for a team based attack, they would test their might individually for the first round instead, and devise a plan to teach their opponents rather than to end the fight quickly. This was a training session after all, even the smallest detail would not be overlooked, and there was plenty to learn from by fighting someone stronger or weaker.
“Of course, I would like to see you try, Maxine-san. It will aid you in disarming your enemies and improve with this lesson.” Juniper assured Maxine.
The gun in the mini manager’s hand was fired, and Juniper’s cobalt blue eyes glowed as she tapped into her mystic powers to ricochet the ray projectiles back, imbued with her psychic abilities to increase the damage potential. With a wave of her sumi-e brush, the residue ink left over from her eldritch octopus companion splattered in the same direction, dousing the violet haired android with ki infused ink.
Their power levels were different, the tea princess recognized it, and ignored the edge she would otherwise have to increase the damage of her returned attack.
[490] { Actions} DEFENSE PHASE. Attack 1: Maxine 57 vs 80= Miss! Attack 2: Maxine 43 vs 80= Miss! Total= 0 OFFENSE PHASE.Power Level: 11,954 Maxine: 1,290 (Edge 4) Passive: Sumi-e At-Will: Rejuvenating Strike, Transmute: Sakuya is disabled for Toma’s next 3 turns, Bonus Action: Ink Splat Maxine X8Gu93NY1d100+40Damage: 2d6Standard Action 1: Rejuvinating Strike Toma Fudo To Hit: 1d100+551d8+3Psychic Powers -1 Ki 1d4Standard Action 2: Rejuvinating Strike Toma Fudo To Hit: 1d100+551d8+3Psychic Powers -1 ki 1d4Toma Fudo is healed for 25 points EFFECTS.Arcane Points: 9/10 Total Ki Spent: 2 Total Ki:96 Powering-Up: 0/2 Power-Up ki bonus: N/A {Statistics} Skills & Statistics Fighting: 25 Energy Control: 50 Reflexes: 40 Resilience: 40
Accuracy: 1d100+25 (Fighting)+ 5 Level 2 Mystic / 1d100+ 50(Energy Control) + 5 Level 2 Mystic Defense: 50+ 40 Reflexes = 90 -10 Mystic Level 2 = 80 HP: 50+ 40 Resilience - 10 Mystic Level 2= 80hp + 20 HP Sumi-e KI: 100 DR: -6 Mystic Level 2 - 2 Resilience= 8 DR DM: +2 Mystic Level 2 + 1 Fighting= +3 DM KRC: -2
Class: Mystic Racial Trait: Canon Descendant of Grand Duke Oolong
Demonic Royalty Requirements: Demon Effect: You gain the technique Giant size for free and it takes up no technique slots. In addition, Companions have your class level plus their rarity more HP where rarity is common 1, rare 2, mythic 3. In addition, they can use the intercept ability twice per battle.
Traits: Surge Requirements: Energy Control Skill of 50 Activation: None (Passive) Effect: Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit.
Rejuvenating Strike Activation: At-Will Effect: On a turn in which you activate Rejuvenating Strike, Strikes you perform do not deal damage but instead heal their targets for the damage that they would have otherwise dealt. You may target allies with Strikes on this turn, but may not target yourself. Limit: Twice per thread. Classes: Martial Artist, Mystic, Techie
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
Sumi-e Features:
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.
Class Features:
Mysticism - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies.
Healer - You begin play with the Utility Technique “Heal” and may use it one additional time per ally. This does not count as your Starting Technique, however it uses a Technique Slot.
Empath - Once per turn, as a Bonus Action, you may remove up to 2 Status Effects from an ally of your choosing and instead apply them to yourself. Transferring Status Effects in this way increases the target ally’s Current Power Level by +10%.
Arcane Mastery - You gain 1 additional Arcane Point per thread. Whenever you use “Heal” on a target other than yourself, you regain 1 Arcane Point on your turn.
Starting Non-Basic Technique Chosen:
ABSORB You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread. Ranks: Rank 2 can regain 30 ki. Rank 3 can regain 40 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Techniques:
HEAL You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Requirements: Requires an Energy Control skill of 30 or the Mystic class. Effect: You restore 15 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally. Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
PSYCHIC POWERS Rank 2 Using your ki you're able to communicate with other minds telepathically and move objects using telekinesis. Type: Utility Action: -- Prerequisite: Requires an Energy Control skill of 20. Effect: You may perform your Strike and Grapple Basic Techniques as if they were Ranged Physical attacks, using your Energy Control skill to determine their Accuracy. Cost: 1 ki per ranged Strike. 5 ki per ranged Grapple. (Replaces Strike/Grapple’s base costs.) Ranks: Rank 2 increases damage with ranged Strikes by 1d4 and Rank 3 makes attacks with the Projectile effect cost 2 less ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
MORPH Through spiritual energy manipulation or magic you transform yourself into another form in a puff of smoke. Type: Utility Action: At-Will - Reactive In-Battle Effect: You gain a variety of effects based on the rank of mastery which you have over the transformation technique. At first rank you have a 50% chance to cause your opponent to lose a bonus action and in addition, you gain +5 to a skill rating of your choice for this round, Out-of-Battle Effects: For every rank of Transformation you have, you have a 5% minimum chance to evade life or death battles and/or Artifact Challenges, up to a maximum of 90% chance. You determine your chance to evade them by stating you are using the technique for that purpose and rolling a d100. Your chance to evade is based off of the class level difference between the hunting player and the hunted player (your character) as well as your ranks of the Transformation technique. If you are the same level as your hunter, you have a base 25% chance to evade with Transformation at level 1, a 30% chance to evade with Transformation at level 2, and a 35% chance to evade with transformation at level 3. If you are 1 level higher, your chances are 40%/45%/50%. If you are 2 levels higher, your chances are 60%/65%/70%. If you are 3 levels higher, your chances are 80%/85%/90%. If you are one or more levels lower, your chances are 5%/10%/20%. Cost: None Limit: Twice per thread. Ranks: At second rank, you have a 75% chance to cause your opponent to lose a bonus action and in addition you gain +5 to a skill rating of your choice for this round. At third rank, you have the choice of either having a 90% chance to cause your opponent to lose a bonus action and in addition a +5 bonus to the skill rating of two stats, or you may have an 80% chance cause your opponent to lose a standard action. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP. Technique Slots: 3/5
Racial Technique:
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Equipment
Totem A hand-carved totem that's said to ward against certain malicious energies. Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: When you use this item, you gain Immunity to the Freeze, Stun, Burn, Poison, Chill, and Shock status effects for 3 turns. Limit: Once per thread.
Stim Pack Not recommended for daily use, this cocktail of stimulants grants a large and sudden increase in energy levels. Type: Restorative - Stimulant Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread.
COMPANION This person is always at your side. They could be a well-paid mercenary, a student, a pet, a lover, a robotic assistant-- whatever you choose. ZENI VALUE: 40,000 ZENI COST: 120,000 RARITY: MYTHIC -This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and it’s HP is 20. -A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both.
Universal Targe The Universal Targe is a Capsule Corporation production that appears to be only an Iron Bangle- when it is activated by a neural link embedded within its construction, a durable shield of synthetic Katchin expands outward to aid in its user’s defense. Type: Weapon - Shield Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Increase your DR by 10 this turn; additionally, select one non-Special Status Effect. You may not be inflicted with the chosen Status Effect on this turn. Limit: 2 uses per thread.
Artifact:
Sumi-e 墨絵 Juni taps into her mystic abilities to utilize ancient 'sorcery' by painting arcane symbols instead of her purificaton sigils to inflict curses on her opponents. Master of Shu in the Four Arts in scholar society. Type: Custom Artifact - Paint Brush - Supplementary Zeni Value: N/A Zeni Cost: 120,000 Activation: Constant Effect: While the paint brush is equipped, Juni gains the witch class trait 'Sorcery'. In addition, 10 Temporary HP per class level. Limit: N/A
Juniper Tea HP:
| Ki:
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| 80 (20) | 98 | 11,954
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| AC: 30|55 | DEF: 80 | DM: +3 | DR: -8 | KCR: -2 |
1d100+40·2d6·1d100+55·1d8·1d4·1d100+55·1d8·1d4
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Toma Fudo
Prospect
Posts: 17
Power Level: 4,538
Faction: The Pig Demon Duchies
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Post by Toma Fudo on Aug 7, 2020 2:01:57 GMT -8
Fenrir was faster than Toma was expecting, and this excited the Legendary Saiyan very much because it meant that he would be pushed onto the defensive rather forcefully as a measure to keep him from sending multiple blows the wolfs way. As a result, he would have to be reliant on Sakuya to more properly weigh the might of his opponent. While he was defending however, he could feel the power from the bruises that Fenrir left on his forearms as a reminder of the jabs and body blows. The pain ignited the thrill of adrenaline as it shot through his body like electricity. The wolf was indeed a worthy opponent, and the thought of losing this spar and being knocked down truly made him feel alive with such vigor with a wide toothy grin. "That's a fair suggestion, and I'll hold you to it!" Toma shouted with excitement, not caring that he was getting loud and riled up because fights like this were truly what he lived for. Be that as it may, Sakuya had taken the liberty to leap into the air and attempt to strike Fenrir squarely in the back with a roundhouse kick. Toma also manifested his Ki Blade with his signature green Ki radiating from his hands as he used both hands to attempt to hit the wolf with a chop with his right hand followed by a thrust with his left. He wanted to see just how Fenrir would react to their combined strategy and his abnormally colored Ki. [255] {Actions}DEFENSE PHASE.
[Enemy] Attack #1: 22 Dmg [Enemy] Attack #2: 28 Dmg Total: 50 Dmg - 13 DR (10 from Guard) = 37 Dmg
OFFENSE PHASE.
Bonus Action: GUARD You hunker down against incoming attacks to survive them. Type: Defensive Action: Bonus Action - Reactive Effect: You gain 10 DR on your turn against all opponents. Cost: 10 ki Limit: Once per turn.
At-Will: Sakuya Strikes!
Chance - QpbyMpkz1d100+20
Damage - 1d8
Action 1: Ki Blade (Critical on Natural 85+) -2 Ki
Chance - 1d100+35
Damage - 2d6+3
Action 2: Ki Blade (Critical on Natural 85+) -2 Ki
Chance - 1d100+35
Damage - 2d6+3
EFFECTS
Power Up Ki Regained: 0/100 {Stats and Techniques}Skills & Statistics
Fighting: 30 (25+5)
Energy Control: +5
Reflexes: +5
Resilience: 10 (5 +5)
Accuracy: 1d100+35 (Fighting+5) / 1d100+10 (Energy Control+5)
Defense: 25 (40+Reflexes -20)
HP: 75 (50+Resilence +15)
KI: 120 (100 +20)
DR: 3 (1 +2)
Damage Mod: +1
Class: Powerhouse (Rank 0)
Racial Trait:
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. 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. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: Canon Trait: Broly Descendant - Toma is a direct descendant from a long line of descendants from Broly.
Class Features:
Power of Legends - Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
Powerful Ki - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
Techniques
KI BLADE
Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight.
Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill; Critical on 85+ rolls. Reduces the cost of techniques with Imbued by -3 ki. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Rank: 3 (Max)
Equipment
Honor guard Sakuya: A special sidekick which begins as a follower, then becomes a ‘lieutenant’ (with the same stats as a saibamen but obviously not a saibamen) when you hit 25 MP spent, and a companion when you hit 30 MP spent. In addition, when in thread with you, they provide a 2% bonus to your health whenever they themselves hit half health or below. This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +20, its damage dice is 1d8, and it’s HP is 5. HP: 38/75 | Ki: 106/120 | PL: 4,538 Fighting Accuracy: 35 | Energy Accuracy: 10 | DEF: 25 DR: 3 | DMG Mod: 1 [/quote] 1d100+20·1d8·1d100+35·2d6+3·1d100+35·2d6+3
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Post by Fenrir on Aug 8, 2020 4:53:06 GMT -8
Why did he go all out for the first attack? Well, to be honest, Fenrir wanted to see what Toma could do and what Toma could take. The attacks that he sustained were not as powerful as they could have been but they were more powerful than they probably should have been given the difference in power between the two of them. Internally, he was somewhat regretting his actions, externally was a different story. He wanted to show the man that he was serious about their spar, about their training. He couldn't just hold back against him; no one out there in the real world was going to hold back. The opponent wasn't going to look at someone weaker than them and feel pity. They would just attack harder. That was the real world; it was cold, it was cruel, it was uncaring and vicious. He knew because he lived it for so many years, so many decades, and so many centuries, that he lost track of time as it simply kept on trucking by. But, whilst the attacks were a bit stronger than they probably should have been, Toma proved that he could tank them quite well, absorbing the hits and still managing to remain standing. That was quite impressive. It caused a small grin, nah, a big grin, to spread across his face. His eyes seemed to sparkle and shine as he stared at the man, "Look at you, a big beefy sponge for punishment," He laughed as he cracked his knuckles, "You're an interesting guy, Toma, I like you. You're impressive. I've met men who wouldn't have stayed standing after one of those strikes," And he had met one, in fact, a man named Gaston. Oh, Gaston. He had such promise. He had been partially trained, albeit not extensively, but as soon as the fight got underway, well, one single chop to the back of the neck had been all that was needed to take the man out. It was almost sad. But Toma? No, this one was a lot hardier, stronger. He had gone to attack again, only to then sense something; the air shifted, and a scent caught his attention. He swerved his body to the side, a simple fluid motion, and Sakuya flew past. Oh wasn't she adorable. He just wanted to pet her head. But, no time for that now. He turned his attention to Toma and his KI BLADE. THAT WAS AWESOOOOOOOME. He dodged again. The blade slicing through clean air as he leaned out of the path and stared at the glistening blade with sparkling eyes, the eyes of a child staring at the fully decked out Christmas tree shining in the darkened living room, stacked and stuffed with ornaments and presents on Christmas morning. It was amazing. "Oooooh, that's so cool." He gushed, excited, as he almost reached out to touch it. Then pulled his hand back as he put on his serious business face as he sidestepped the second attempt at an attack from Toma. Hm, he was strong, he could take a beating, but his aim needed work. That, or Fenrir was just that much faster than him, there was also that possibility. But, at the same time, he was still quite impressive. "I'm impressed, Toma, that Ki blade technique is very interesting. Now, how about you come at me with everything you've got?" He tapped his chin and stood there. He removed his vest, sliding it off his shoulders, exposing his bare chest and upper body as he tossed his scant covering aside and placed his hands on his hips, "Right here." He patted his upper body, "Hit me good. I want to see how much damage you can lay on me." WC: 625 CWC: 3,100 BATTLE INFO - Fenrir DEFENSE PHASE.
[Enemy] Attack #1: Sakuya Strike [Miss] [Enemy] Attack #2: Ki Blade [Miss] [Enemy] Attack #3: Ki Blade [Miss]
OFFENSE PHASE.
Bonus Action: Strip. -0 Ki
Action 1: Touch Self -0 Ki, +10 Sex Appeal ;D
TO SEDUCE: uXpcILQO1d100+75
Damage: [N/A]
Action 2: Come on and Hit Me, -0 Ki, +5 Confidence :3
TO GOAD: 1d100+75
Damage: [N/A]
EFFECTS.
Edge 2 on Toma (+5 ACC, +3 DAM, +3 DR against Toma) Edge 4 on Maxine (+15 ACC, +5 DAM, +5 DR against Maxine)
Power Up Ki Regained: 0/100
TRAITS. General Traits:
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
Racial Trait:
Like Rubber Requirements: Demon Effect: You possess a natural 2 DR.
CLASS FEATURES:
Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Genius - Your Skills 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.
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: --
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.
ITEMS.
EQUIPMENT: Weapon: Flexmetal Staff Produced by Capsule Corporation, this staff is manufactured with a high-grade alloy that allows for maximum flexibility and durability while still being incredibly lightweight. Type: Weapon - Staff Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: 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. Limit: 3 uses per thread.
Supplementary: Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reason. Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: 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.
Outfit: Expert Training Gear Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Supplementary: Master Belt A belt worn by master martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4. Limit: Only one Belt may be equipped at a time.
DEFENSE/UTILITY TECHS.TELEPORTYou vanish--moving immediately through space and time by some unnatural means.Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, including critical hits. You may use this technique to flee the current thread. Cost: 20 ki. Limit: Once per battle. Rank: Rank 3 FREEZEYou unleash a torrent of cold at your opponent to encase them in ice and slow down their movements.Type: Utility Action: Bonus Action Effect: You have a 85% chance to inflict the Freeze 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: Three times per thread. Rank: 3. EIGHT ARMS You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 5 ki Limit: Three Times per thread. Ranks: 3 WILD ATTACK You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents. Type: Utility Action: At-Will Effect: Generate 1 Instinct per 1 Ki paid, up to 8 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: 1 ki per Instinct generated. Limit: Once per battle. Rank: 3 GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 35 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d6 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. Rank: 3 ATTACK TECHS.SPECIAL TECHNIQUES:N/A Finisher TechniquesN/A PL: 11,838 HP: 80/80 | KI: 88/100 | DEF: 110 | ENG ATK: 1d100+30 | PHY ATK: 1d100+60 | DR: +5 (+10 DR against Maxine / +8 DR against Toma) | Ki Cost Reduction: -1 | DMG Modifier: +4 (7 DMG vs Toma / 9 DMG vs Maxine)
1d100+75·1d100+75
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Toma Fudo
Prospect
Posts: 17
Power Level: 4,538
Faction: The Pig Demon Duchies
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Post by Toma Fudo on Aug 10, 2020 15:53:13 GMT -8
Fenrir was truly graceful in the way that he was able to dodge Sakuya's attack with ease, and she landed some distance away on her bottom as a result and all she could do was sit there cluelessly as she silently tried to process what just happened while Toma took charge. The duke's strikes didn't fair much better either because they missed their mark as well, much to his excitement and disappointment in aiming to push the wolf back into being on the defensive. However, he was quite flattered when Fenrir complimented his ability to sustain such damage, and he even felt himself blush a little when he was complimented further by the wolf and told that the wolf liked him. "That really means a lot to me, coming from such a swift wolf that commands great strength as a bold natural fighter. At first I thought it was your scent and appearance that had me drawn to you, but I now realized that it's deeper than that, and I might have a story to tell you...after this is all over." Toma said with a laugh and truly felt like Fenrir was certainly something special that he's been continually drawn towards, as if it was a fated encounter since the very start. However, he was hoping that Fen would catch up on the subtle hints he was dropping before he had to have a particular story-time with Fenrir in private. The sparkle he saw in Fenrir's eyes when he saw his green Ki Blade was just adorable, and he wanted to bearhug the wolf right then and there while his Saiyan tail was wagging; but there wouldn't be much time for that because he was still in a training session with him. Then Fenrir, instead of attacking, decided to strip away his vest and left his entire top half exposed, causing Toma to halt himself as he was fully exposed to Fenrir's scent and shirtless body that was already tempting the duke further. He didn't think it was possible, but only Fenrir had the power to break his will without much effort; especially now that the blush on his face was far more pronounced, whether Fenrir was intentionally seducing him or not. So, when it came to attempting to strike Fenrir again, Toma didn't hesitate for a moment as he focused the accuracy of his energy before using his Ki Blade technique again, but with clenched fists as he attempted to punch Fenrir in the abdominals with his left fist and his chest with his right. Hopefully this time they would hit their mark, but the opposite was also true because Toma was more of a brawler than anything. {Actions}DEFENSE PHASE.
[Enemy] Attack #1: 0 [Enemy] Attack #2: 0
OFFENSE PHASE.
Bonus Action: FOCUS ENERGY You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 7 ki Limit: Once per turn.
At-Will: Powerful Ki - recover +3 Ki
Action 1: Ki Blade (Critical on Natural 85+) -2 Ki
Chance - vh3R9xrA1d100+50
Damage - 2d6+3
Action 2: Ki Blade (Critical on Natural 85+) -2 Ki
Chance - 1d100+50
Damage - 2d6+3
EFFECTS
Power Up Ki Regained: 0/100 {Stats and Techniques}Skills & Statistics
Fighting: 30 (25+5)
Energy Control: +5
Reflexes: +5
Resilience: 10 (5 +5)
Accuracy: 1d100+35 (Fighting+5) / 1d100+10 (Energy Control+5)
Defense: 25 (40+Reflexes -20)
HP: 75 (50+Resilence +15)
KI: 120 (100 +20)
DR: 3 (1 +2)
Damage Mod: +1
Class: Powerhouse (Rank 0)
Racial Trait:
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. 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. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: Canon Trait: Broly Descendant - Toma is a direct descendant from a long line of descendants from Broly.
Class Features:
Power of Legends - Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
Powerful Ki - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
Techniques
KI BLADE
Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight.
Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill; Critical on 85+ rolls. Reduces the cost of techniques with Imbued by -3 ki. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Rank: 3 (Max)
Equipment
Honor guard Sakuya: A special sidekick which begins as a follower, then becomes a ‘lieutenant’ (with the same stats as a saibamen but obviously not a saibamen) when you hit 25 MP spent, and a companion when you hit 30 MP spent. In addition, when in thread with you, they provide a 2% bonus to your health whenever they themselves hit half health or below. This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +20, its damage dice is 1d8, and it’s HP is 5. HP: 38/75 | Ki: 98/120 | PL: 4,538 Fighting Accuracy: 35 | Energy Accuracy: 10 | DEF: 25 DR: 3 | DMG Mod: 1 1d100+20·1d8·1d100+35·2d6+3·1d100+35·2d6+3
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Post by Maxine on Aug 12, 2020 2:29:44 GMT -8
While usually Maxine wouldn’t have high hopes for a yakuza princess’s combat intuition, she was unsurprised that Juniper deflected her gunfire with such ease – she could feel her power… though, whether it was her own or borrowed from that strange brush would remain to be seen. That claim of not being ‘much of a fighter’ seems slightly hollow right now, regardless. Maxine would need to be more thorough from here on. And spend less time rolling around on the defensive, seeing as Fenrir was well and truly preoccupied, while Juniper herself was playing healer precisely as she had said earlier. Ah, well, not without flicking some ki in Maxine’s direction as well, courtesy of that brush… Maxine couldn’t quite move fast enough to just slide aside. …but, she did not even need to bother going on the defensive; her kinetic field handled it with ease. Like it fell upon a second skin, the ink did splatter, but only to dissipate within half a second against the flickering field only an inch from Maxine’s actual body. She could afford plenty more hits like that, even if her extra layer of defence was broken. This might end up being a battle of attrition… so, she’d have to get a little more creative, in spite of how few options she had. Flicking her firearm’s breach closed again, the android assessed her options. If that princess was going to bring a magical weapon, then surely it would be fine if Maxine indulged as well. Her will wavered. She was losing herself. This was a spar, after all. This was not her place. Martial arts weren’t a place for pragmatism, much less a place to go bringing out extra gear. She glanced towards her folded jacket, considering her options… the fact was, she did not stand a chance either way. The dog barked and bragged, while the princess played with her, and the duke’s blade hissed and snapped – Maxine, however, had only a toy gun; barely keeping up with the combat around her. That Fenrir, his movements were at a ridiculous pace… Ah, no, that wasn’t it. She was just – too old. Though spite trickled through her mind, Maxine focused herself back on the task at hand. Her mission was not to be a worthy foe, but to just be a target. Juniper had requested she improve the lesson and ‘disarm’ her foes, so she would go all out – at worst, Koma could complain; as a martial artist was wont to do. Darting across the floor, Maxine grabbed her suit jacket by the collar. In a whirl of black, it came through the air towards Fenrir like a particularly ineffective bat… and, a familiar metallic clatter rang out in the air. The sort of thing from the movies and from the streets, as the grenade bounced towards Fenrir, while Maxine stood with the pin in her teeth. That ought to silence the pup, if only for her own sake. Such filthy arrogance… ”Duke Toma, put the dog down.” stated the android simply – though she regretted her choice of words promptly. She attempted to correct it with something more civil, but the latter part of the flashbang silenced her. She’d have to settle for the one-liner. Taking advantage of the brief din, the android focussed her energy once more, formally updating her combat protocols while she had the chance. But, she knew she wouldn’t have cover for more than a second or two. That ought to spice up the Duke’s day, but unfortunately she still had a meddling medic amongst the crowd. Hopping to one side in expectation of some retaliation, Maxine fired a shot off at Juniper once again. Her aim wasn’t nearly as true this time, given her haste, but she hoped it would at least give the girl a second thought before she started intruding on the duel as well – well, intruding for Fenrir’s sake, this time. Healing your opponent… so strange. Tch, she just didn’t understand martial artists, seriously. [668/3618] ---------------- BATTLE TRACKER{Spoiler}DEFENSIVE PHASE Juniper, Ōhime-sama Attack 1: Ink Splash (Companion Attack) 48 > 40 5 – 8 = 3 damage
OFFENSIVE PHASE Bonus Action 1: Flashbang targeting Fenrir
Blind Infliction (70% chance): Demg6u9B1d100
At-Will Action: Distract targeting Toma
Bonus Action 1: Power up
Standard Action 1: Ranged Energy Blast targeting Juniper
Energy Blast 1 To Hit: 1d100+5 Energy Blast 1 Damage: 2d6+2
EFFECTS Status Effect Immunity +25% PL (2 turns)
Total Ki Spent: 2 +14 ki from Power Up
Barrier: 0/1 Teleport: 1/1 Flashbang: 1/2 Distract: 2/3 Intercept: 3/3 Ki Transfer: 1/1 Power Up Ki: 111/125 Edge -4 (--- > 11838 > 5160 [4x]) Fenrir gains +15 ACC, +5 DAM, +5 DR against Maxine Edge -4 (--- > 11954 > 5160 [4x]) Juniper gains +15 ACC, +5 DAM, +5 DR against Maxine STATS, SKILLS, & STUFF{Spoiler}Class: Techie | Level 0 | +10 HP, +0 ACC, -15 DEF, +0 DAM, +3 DR Racial Trait: Drain Type (android racial) | Whenever you successfully hit an opponent, regain 2 ki. Fighting: 0 Energy Control: 5 Reflexes: 5 Resilience: 20
ABILITIES. Armory | You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item.
Mastercraft | Your Grenades have an additional +20% to afflict their respective Status Effects
EQUIPMENT. Battle Armor | Increases maximum HP by +10 and DR by +1. | Passive Flashbang | Target one opponent; that opponent has a 50% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%.| Bonus Action | 2 times per thread Prayer Beads | Restore up to a maximum of 125 ki with Power Up each battle.| Passive
DEFENSE/UTILITY TECHS. Paralyse - Rank 1 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: 4 (5-1) ki. Limit: Twice per battle.
Barrier - Rank 1 Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until Temporary HP is depleted. Cost: 14 (15-1) ki. Limit: Once per thread.
ATTACK TECHS. None.
HP: 90/90 | THP: 12 | KI: 98/100 | PL: 1,290 (1,032) FIGHTING ACCURACY: 0 | ENERGY ACCURACY: 5 | DEF: 40 DR: 5 | DAM: +0 1d100·1d100+20·2d6+2
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Post by Koma on Aug 12, 2020 3:19:40 GMT -8
OOC: Since Toma posted twice out of order of the initiative, the following is the next post order:
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Post by Fenrir on Aug 12, 2020 17:16:36 GMT -8
Fighting was something that came naturally to Fenrir. He had been doing it for centuries; no, longer than that. He was old, very old. He was likely one of the oldest beings in that entire room; he could not really make that a ‘factual statement’ as he did not know how old the others were. But, Jade, the pink haired cat, and Koma, they both appeared to be relatively young. One was a cat girl and the other was a saiyan? Is that what Koma was? He couldn’t tell. He hadn’t really spent enough time with the samurai to figure out exactly what he was. Either way, he was young. Now, when it came to Maxine, he had no idea. She was different than anyone else in the room; her energies couldn’t be sensed. It was as if she was there but she wasn’t. She was a robot, an android? Is that what they prefer to be called? Either way, she did not look old; do androids age? That question just popped up in his head randomly as he stood there, thinking it over, the smile on his face never fading. The man in front of him appeared distracted, staring at him, appraising him, as a hungry dog would a piece of meat hanging in the butcher’s window. It was a look that Fenrir was used to. But, back to the topic. Fighting came naturally to Fenrir. He had been forced from his natural position, as one with nature, one with the frozen north, and one with the spirits, and into this male body. He had been forced into this body with the sole purpose of fighting. Thus, why it came naturally to him. But, he was also trained. He fought. He earned the skill he had and the strength he possessed. But there was something else he had gained after so many years of training and fighting; a heightened sense of the area around him. The air shifted and he peered over towards the android woman. He was a bit surprised when her coat came off and went flying at him, “Are you stripping too now?” He questioned, getting the coat right to the face. It slapped into his face and he peeled it off in time to see the grenade bouncing towards him. A look of - surprisingly not shock - curiosity crossing his features as he saw the shiny metal object bounce up towards him. “What’s that do-” He got his answer right quick as the grenade went off. And in a confined space such as the dojo. The grenade detonated in a way that perfectly is described by the name on the tin; it burst with a loud bang, the deafening sound filling the dojo, and at the same time it released a brilliant light. It was as if he looked at the sun directly for a moment and his eyes were filled with bright dancing dots, flashing lights, and colors. The ringing in his ears, the flashing lights, it was all rather disorienting, but something else caught his attention; he heard the woman say something. It was impossible for him not to hear it, even over the ringing, take the dog down. “I’m not a dog,” he corrected as he turned to face her, or in the direction he believed she was facing, really he was facing a wall, “I’m a wolf; please do try to get that correct. It’s rather rude, you know.” He corrected… eh… the wall? Then he attempted to turn in the direction of Toma as he was facing, first Koma, and then following the energy signature of the man he finally turned to face the right direction. Even if he still couldn’t see. “I’ll admit, I’ve never been called a dog before.” WC: 630 CWC: 3,730 BATTLE INFO - Fenrir DEFENSE PHASE.
[Enemy] Attack #1: Flashbang | Successfully Blinded [Enemy] Attack #2: N/A
OFFENSE PHASE.
Bonus Action: Be Confused. -0 Ki
Action 1: Correct Wall -0 Ki, +10 DERP
TO CORRECT THAT WALL: AqXGoj821d100+75
Damage: [N/A]
Action 2: Be Blind, -0 Ki
TO BE BLIND: 1d100+75
Damage: [N/A]
EFFECTS.
Blind (1 Turn) -25 Accuracy -25 Defense
Edge 2 on Toma (+5 ACC, +3 DAM, +3 DR against Toma) Edge 4 on Maxine (+15 ACC, +5 DAM, +5 DR against Maxine)
Power Up Ki Regained: 0/100
TRAITS. General Traits:
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
Racial Trait:
Like Rubber Requirements: Demon Effect: You possess a natural 2 DR.
CLASS FEATURES:
Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Genius - Your Skills 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.
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: --
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.
ITEMS.
EQUIPMENT: Weapon: Flexmetal Staff Produced by Capsule Corporation, this staff is manufactured with a high-grade alloy that allows for maximum flexibility and durability while still being incredibly lightweight. Type: Weapon - Staff Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: 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. Limit: 3 uses per thread.
Supplementary: Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reason. Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: 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.
Outfit: Expert Training Gear Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Supplementary: Master Belt A belt worn by master martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4. Limit: Only one Belt may be equipped at a time.
DEFENSE/UTILITY TECHS.TELEPORTYou vanish--moving immediately through space and time by some unnatural means.Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, including critical hits. You may use this technique to flee the current thread. Cost: 20 ki. Limit: Once per battle. Rank: Rank 3 FREEZEYou unleash a torrent of cold at your opponent to encase them in ice and slow down their movements.Type: Utility Action: Bonus Action Effect: You have a 85% chance to inflict the Freeze 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: Three times per thread. Rank: 3. EIGHT ARMSYou attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique.Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 5 ki Limit: Three Times per thread. Ranks: 3 WILD ATTACKYou swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents.Type: Utility Action: At-Will Effect: Generate 1 Instinct per 1 Ki paid, up to 8 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: 1 ki per Instinct generated. Limit: Once per battle. Rank: 3 GIANT FORMYou take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase.Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 35 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d6 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. Rank: 3 ATTACK TECHS.SPECIAL TECHNIQUES:N/A Finisher TechniquesN/A PL: 11,838 HP: 80/80 | KI: 88/100 | DEF: 110 | ENG ATK: 1d100+30 | PHY ATK: 1d100+60 | DR: +5 (+10 DR against Maxine / +8 DR against Toma) | Ki Cost Reduction: -1 | DMG Modifier: +4 (7 DMG vs Toma / 9 DMG vs Maxine)
1d100+75·1d100+75
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Post by Juni on Aug 13, 2020 0:12:21 GMT -8
Juniper tilted her head, it appeared that Toma was not healed in the way she expected him to, and he was quick to attack Fenrir again with equally matched speed that she could not stare at his chakras long enough to determine the issue. As soon as they stood apart from each other in the exchange, Maxine took the opportunity to throw a device hidden in her coat jacket in front of Fenrir, it went off instantly, and Juniper stared in awe.
“I am certain it is a coincidence that she used the term dog, given that Duke Toma referred to you as a wolf earlier, she did not expect it to have a heavier meaning than a simple nickname.” The tea princess spoke sweetly, she had not revealed anything about Fenrir to anyone, if Toma learned that he was a wolf deity it most likely because Fenrir told him.
In that short period of time Maxine attempted to disarm her, with another shot, more potent than the one before, and it was close enough to bypass her natural defenses but it remained trapped in the invisible aura of her mystic powers. Again, Juniper responded with the same reaction, she was not trying to disable the mini manager at all, she was not a fighter, not like Fenrir, and she ignored the edge she would otherwise have against her.
“It is good to aid your team with the flash bang against Fenrir-san. This is a team battle after all, not a one on one like Duke Toma thinks it is.” She paused to glance at him nonchalantly and then turned to smile at Maxine, “You were also quite close to bypassing my mystic aura, try again Maxine-san.”
Perhaps her words alone would give Maxine the edge she needed to launch a different attempt.
[303]
{ Actions} DEFENSE PHASE. Attack 1: 65 vs 80= Miss! Total= 0 -- OFFENSE PHASE.Power Level: 11,954 Maxine: 1,290 (Edge 4) Passive: Sumi-e At-Will: Transmute: Sakuya is disabled for Toma’s next 2 turns, Bonus Action: Ink Splat @ Maxine UhvdRwti1d100+40Damage: 2d6Standard Action 1: Strike MaxineTo Hit: 1d100+551d8+3Psychic Powers -1 Ki 1d4Standard Action 2: Distract- Extra action given to MaxineEFFECTS.Arcane Points: 9/10 Total Ki Spent: 1 Total Ki:95 Powering-Up: 0/2 Power-Up ki bonus: N/A ~ {Statistics} Skills & Statistics Fighting: 25 Energy Control: 50 Reflexes: 40 Resilience: 40
Accuracy: 1d100+25 (Fighting)+ 5 Level 2 Mystic / 1d100+ 50(Energy Control) + 5 Level 2 Mystic Defense: 50+ 40 Reflexes = 90 -10 Mystic Level 2 = 80 HP: 50+ 40 Resilience - 10 Mystic Level 2= 80hp + 20 HP Sumi-e KI: 100 DR: -6 Mystic Level 2 - 2 Resilience= 8 DR DM: +2 Mystic Level 2 + 1 Fighting= +3 DM KRC: -2
Class: Mystic Racial Trait: Canon Descendant of Grand Duke Oolong
Demonic Royalty Requirements: Demon Effect: You gain the technique Giant size for free and it takes up no technique slots. In addition, Companions have your class level plus their rarity more HP where rarity is common 1, rare 2, mythic 3. In addition, they can use the intercept ability twice per battle.
Traits: Surge Requirements: Energy Control Skill of 50 Activation: None (Passive) Effect: Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit.
Rejuvenating Strike Activation: At-Will Effect: On a turn in which you activate Rejuvenating Strike, Strikes you perform do not deal damage but instead heal their targets for the damage that they would have otherwise dealt. You may target allies with Strikes on this turn, but may not target yourself. Limit: Twice per thread. Classes: Martial Artist, Mystic, Techie
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
Sumi-e Features:
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.
Class Features:
Mysticism - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies.
Healer - You begin play with the Utility Technique “Heal” and may use it one additional time per ally. This does not count as your Starting Technique, however it uses a Technique Slot.
Empath - Once per turn, as a Bonus Action, you may remove up to 2 Status Effects from an ally of your choosing and instead apply them to yourself. Transferring Status Effects in this way increases the target ally’s Current Power Level by +10%.
Arcane Mastery - You gain 1 additional Arcane Point per thread. Whenever you use “Heal” on a target other than yourself, you regain 1 Arcane Point on your turn.
Starting Non-Basic Technique Chosen:
ABSORB You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread. Ranks: Rank 2 can regain 30 ki. Rank 3 can regain 40 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Techniques:
HEAL You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Requirements: Requires an Energy Control skill of 30 or the Mystic class. Effect: You restore 15 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally. Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
PSYCHIC POWERS Rank 2 Using your ki you're able to communicate with other minds telepathically and move objects using telekinesis. Type: Utility Action: -- Prerequisite: Requires an Energy Control skill of 20. Effect: You may perform your Strike and Grapple Basic Techniques as if they were Ranged Physical attacks, using your Energy Control skill to determine their Accuracy. Cost: 1 ki per ranged Strike. 5 ki per ranged Grapple. (Replaces Strike/Grapple’s base costs.) Ranks: Rank 2 increases damage with ranged Strikes by 1d4 and Rank 3 makes attacks with the Projectile effect cost 2 less ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
MORPH Through spiritual energy manipulation or magic you transform yourself into another form in a puff of smoke. Type: Utility Action: At-Will - Reactive In-Battle Effect: You gain a variety of effects based on the rank of mastery which you have over the transformation technique. At first rank you have a 50% chance to cause your opponent to lose a bonus action and in addition, you gain +5 to a skill rating of your choice for this round, Out-of-Battle Effects: For every rank of Transformation you have, you have a 5% minimum chance to evade life or death battles and/or Artifact Challenges, up to a maximum of 90% chance. You determine your chance to evade them by stating you are using the technique for that purpose and rolling a d100. Your chance to evade is based off of the class level difference between the hunting player and the hunted player (your character) as well as your ranks of the Transformation technique. If you are the same level as your hunter, you have a base 25% chance to evade with Transformation at level 1, a 30% chance to evade with Transformation at level 2, and a 35% chance to evade with transformation at level 3. If you are 1 level higher, your chances are 40%/45%/50%. If you are 2 levels higher, your chances are 60%/65%/70%. If you are 3 levels higher, your chances are 80%/85%/90%. If you are one or more levels lower, your chances are 5%/10%/20%. Cost: None Limit: Twice per thread. Ranks: At second rank, you have a 75% chance to cause your opponent to lose a bonus action and in addition you gain +5 to a skill rating of your choice for this round. At third rank, you have the choice of either having a 90% chance to cause your opponent to lose a bonus action and in addition a +5 bonus to the skill rating of two stats, or you may have an 80% chance cause your opponent to lose a standard action. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP. Technique Slots: 3/5
Racial Technique:
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Equipment
Totem A hand-carved totem that's said to ward against certain malicious energies. Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: When you use this item, you gain Immunity to the Freeze, Stun, Burn, Poison, Chill, and Shock status effects for 3 turns. Limit: Once per thread.
Stim Pack Not recommended for daily use, this cocktail of stimulants grants a large and sudden increase in energy levels. Type: Restorative - Stimulant Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread.
COMPANION This person is always at your side. They could be a well-paid mercenary, a student, a pet, a lover, a robotic assistant-- whatever you choose. ZENI VALUE: 40,000 ZENI COST: 120,000 RARITY: MYTHIC -This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and it’s HP is 20. -A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both.
Universal Targe The Universal Targe is a Capsule Corporation production that appears to be only an Iron Bangle- when it is activated by a neural link embedded within its construction, a durable shield of synthetic Katchin expands outward to aid in its user’s defense. Type: Weapon - Shield Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Increase your DR by 10 this turn; additionally, select one non-Special Status Effect. You may not be inflicted with the chosen Status Effect on this turn. Limit: 2 uses per thread.
Artifact:
Sumi-e 墨絵 Juni taps into her mystic abilities to utilize ancient 'sorcery' by painting arcane symbols instead of her purificaton sigils to inflict curses on her opponents. Master of Shu in the Four Arts in scholar society. Type: Custom Artifact - Paint Brush - Supplementary Zeni Value: N/A Zeni Cost: 120,000 Activation: Constant Effect: While the paint brush is equipped, Juni gains the witch class trait 'Sorcery'. In addition, 10 Temporary HP per class level. Limit: N/A
Juniper Tea HP:
| Ki:
| PL:
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| 80 (20) | 95 | 11,954
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| AC: 30|55 | DEF: 80 | DM: +3 | DR: -8 | KCR: -2 |
1d100+40·2d6·1d100+55·1d8+3·1d4
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Post by Maxine on Aug 14, 2020 7:39:23 GMT -8
Maxine wasn’t surprised that her shot was worthless against Juniper, but it did the job… sort of. Juniper wasn’t closing the distance, at least! More ink, though… but, this time she was already on the move. Finishing her hop, she tumbled sideways into a prone position, as the ink splashed along the side of her kinetic barrier. She could handle that much quite easily. But – well, she had thought Juniper wasn’t closing the distance, anyway; before the blast glanced by her leg her instead – t-tch, a reflector? No, something else… more magic, no doubt. Ech, her worst area of expertise. Her barrier took the hits, though she felt the shock of the second ripple through her skeleton… no effect on energy output, but perhaps a warning of things to come. This was more the sort of output expected of a princess, yet Maxine was nervous… you didn’t exude that sort of power just to do this, right? She would only be fooling herself if she assumed Juniper wasn’t holding herself back right now. In the meantime – well, she had nothing to add to Fenrir’s bemused surprise, though she was a little baffled by his cluelessness. But… she was aware, she’d lived her life in a world of bullet casings and blood, so it would be prudent for her not to assume everyone else came from the same background. Those flashbangs might be like a part of her body to the android, but they could just as easily be alien to anyone else in the Duchies. The light, the noise; it was not something Maxine was afraid of anymore. It was a trusted ally… the power of the sun, in the palm of your hand. Just don’t actually do that; burning magnesium could take away fingers just as well as any other grenade. However, despite her derision for the boy, Maxine had to admit some fault; pausing while laying on the ground and sitting up to a kneel. ”---You are correct. Politeness is paramount. I deeply apologise, Vulk-sama.” Lowering her head to the floor, the android gave a humbling apology to a blinded person as if it was a matter of course. She kept her own opinion to herself… he’d never been called a dog before, with a name and demeanour like that? Maybe he was more of a prince than Juniper was a princess? Thankfully, the young lady was happy to give a more convenient excuse than the truth… not that she was far off, though. Speaking of the princess, she’d given further orders. ”The Duke is welcome to take it as a one-on-one. I am unable to give pause to combatants of this calibre in my current state. But, your recognition honours me, Ōhime-sama. As you request… I shall ‘try again’.” Admittedly, it wasn’t the first time she’d been asked to ‘try again’ in regards to shooting someone in the head, but it was the first time it was genuine rather than being a prelude to having a sword shoved through her head down to the hilt. Kneeling for a moment like an actual martial artist in waiting, Maxine considered her options thoroughly. A second flashbang would be predictable. Using her stunning technique would be a poor choice given her target’s awareness of her, and the unlikeliness of her using any ki-intensive techniques so far. Her jump-drive was reliable enough for any offensive use; she’d be wracked by pain for too long to aim properly. Further assistance for Toma would be needless at this point. In that case… thoroughness may be the key. Or… the only option. Raising one knee into a crouched position, Maxine eyed her demure target; double-checking her internal calculations – she had to compensate more for this weapon. Furthermore, her eyes glazed over slightly, losing depth and revealing more of their electronic nature… she aimed to get a better bearing on Juniper’s stance. She’d seen her eyes glow, and she seemed reliant on that brush; so a shot to the leg or shoulder would be better than centre mass. No, in that case, surely the option would be… Levelling the weapon, Maxine made her next shot a calculated one – or so she feigned, anyway. Lining up the shot with Juniper’s chest, she attempted to make it look like a planned shot focussed only on accuracy. Which, wasn’t untrue, but – the real intent was the second shot. Firing once, the android then launched up and forward into a step before lowering once again into a slide; lining up her second barrel with the lady’s knees… not the biggest target, but with her feint and closer range it might just work out. Err, otherwise, she’d either be in prime range for being bonked on the head with a brush. Ah, wasn't there an annual tradition like that...? Either way, though, she didn't particularly wish to look like she'd gotten in a fight with a hagfish and lost. Not again, anyway. [825/4445] ---------------- BATTLE TRACKER{Spoiler}DEFENSIVE PHASE Juniper, Ōhime-sama Attack 1: Ink Splat (Companion Attack) 89 > 40 2 – 5 = 0 damage
Attack 2: Psychic Strike (Companion Attack) 137 > 40 6 – 3 = 3 damage
OFFENSIVE PHASE Bonus Action 1: Focus Energy (+15 ACC for Energy Attacks)
Bonus Action 2: Sense (+5 DEF, +5 ACC)
Standard Action 1: Ranged Energy Blast targeting Juniper
Energy Blast 1 To Hit: 3MdbLGGk1d100+25 Energy Blast 1 Damage: 2d6+2
Standard Action 2: Ranged Energy Blast targeting Juniper
Energy Blast 2 To Hit: 1d100+25 Energy Blast 2 Damage: 2d6+2
EFFECTS Status Effect Immunity +25% PL (1 turns)
Total Ki Spent: 10+2+2+2 = 16
Barrier: 0/1 Teleport: 1/1 Flashbang: 1/2 Distract: 2/3 Intercept: 3/3 Ki Transfer: 1/1 Power Up Ki: 111/125 Edge -4 (--- > 11838 > 5160 [4x]) Fenrir gains +15 ACC, +5 DAM, +5 DR against Maxine Edge -4 (--- > 11954 > 5160 [4x]) Juniper gains +15 ACC, +5 DAM, +5 DR against Maxine STATS, SKILLS, & STUFF{Spoiler}Class: Techie | Level 0 | +10 HP, +0 ACC, -15 DEF, +0 DAM, +3 DR Racial Trait: Drain Type (android racial) | Whenever you successfully hit an opponent, regain 2 ki. Fighting: 0 Energy Control: 5 Reflexes: 5 Resilience: 20
ABILITIES. Armory | You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item.
Mastercraft | Your Grenades have an additional +20% to afflict their respective Status Effects
EQUIPMENT. Battle Armor | Increases maximum HP by +10 and DR by +1. | Passive Flashbang | Target one opponent; that opponent has a 50% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%.| Bonus Action | 2 times per thread Prayer Beads | Restore up to a maximum of 125 ki with Power Up each battle.| Passive
DEFENSE/UTILITY TECHS. Paralyse - Rank 1 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: 4 (5-1) ki. Limit: Twice per battle.
Barrier - Rank 1 Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until Temporary HP is depleted. Cost: 14 (15-1) ki. Limit: Once per thread.
ATTACK TECHS. None.
HP: 90/90 | THP: 9 | KI: 82/100 | PL: 1,290 (1,032) FIGHTING ACCURACY: 0 | ENERGY ACCURACY: 5 | DEF: 40 DR: 5 | DAM: +0 1d100+25·2d6+2·1d100+25·2d6+2
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