Post by Celerai on Apr 8, 2020 14:12:41 GMT -8
The spar began with Jack and Choi going at Celerai at an overwhelming speed and to be honest, Celerai was impressed. Maybe it was because he suppressed, his power seemed to be overwhelming? Hm, maybe. But, the blast that was thrown at Celerai from that Phaser Ring was slapped away by Celerai into the water, and for some reason, he decided to put his guard down, in order to test his speed against his. That was just.. how he his. Test your limits, as they would say it. Choi's attempt to kick Celerai in the midriff was sidestepped, and that created the diversion for Jack's surprise attack, supposedly. He tried to attack the Saiyan with his sword by swinging his sword in two diagonal slashes. Celerai had to admit, he was really good at handling that sword.
When Jack swung his sword at Celerai at first, the blade nearly grazed his face, as he leaned over to the side, trying to dodge the attack. As he was about to lean over to the other side, the blade went straight at his face once again. The first thing that came to mind was to grab the blade, and that's what he did. He grabbed the blade with his right hand and to be honest.. that wasn't a good idea. The amount of power that was exerted into that attack was overwhelming to the point that the blade made a slight cut in Celerai's palm. Of course that wouldn't make Celerai angry. Why would it? It's a spar, and sometimes you just gotta hurt yourself. There was a small amount of impact because of this, and it caused the water to move away from the shore for a few moments. Celerai released the blade and dashes backwards, in order to create some space between the two.
"Man, I must say.. you're really good with that sword. You actually landed a scratch on my with that thing but.. I'm not gonna go all out just yet. I need to see what you've got."
While he spoke, he raised his arm in front of him, charging up a neon green orb of energy. It crackled with electricity.
"Let's start this off simple."
Immediately after finishing that statement, he fired it at Jack. Normally when he would charge up a ki blast, he would squash it and either use his ki infused fist to fight, or just create a ki blade with the energy that would be left around his fist but.. as much as he would want to clash blades with Jack, maybe this wasn't the time for it. But for now.. it's time to have some fun, right?
[445 | 2342]
1d100+45·2d6+8
When Jack swung his sword at Celerai at first, the blade nearly grazed his face, as he leaned over to the side, trying to dodge the attack. As he was about to lean over to the other side, the blade went straight at his face once again. The first thing that came to mind was to grab the blade, and that's what he did. He grabbed the blade with his right hand and to be honest.. that wasn't a good idea. The amount of power that was exerted into that attack was overwhelming to the point that the blade made a slight cut in Celerai's palm. Of course that wouldn't make Celerai angry. Why would it? It's a spar, and sometimes you just gotta hurt yourself. There was a small amount of impact because of this, and it caused the water to move away from the shore for a few moments. Celerai released the blade and dashes backwards, in order to create some space between the two.
"Man, I must say.. you're really good with that sword. You actually landed a scratch on my with that thing but.. I'm not gonna go all out just yet. I need to see what you've got."
While he spoke, he raised his arm in front of him, charging up a neon green orb of energy. It crackled with electricity.
"Let's start this off simple."
Immediately after finishing that statement, he fired it at Jack. Normally when he would charge up a ki blast, he would squash it and either use his ki infused fist to fight, or just create a ki blade with the energy that would be left around his fist but.. as much as he would want to clash blades with Jack, maybe this wasn't the time for it. But for now.. it's time to have some fun, right?
[445 | 2342]
{CELERAI'S BATTLE TRACKER}
SUMMARY
+3 Ki Per Turn | Enhanced Suppression.
Attack 1: Jack's Phaser Ring Energy Blast. Miss.
Attack 2: Choi's Strike. Miss.
Attack 3: Jack's Strike. Miss.
Attack 4: Jack's Strike. Critical Hit! 16 Dmg.
Dmg from Jack's attacks: 16 - 4 DR = 12 Dmg.
Damage taken in total this turn- 12 Dmg
At-Will Action:
Bonus Action:
Standard Action: Energy Blast | -1 ki
To hit:
BUeLDBdL1d100+45
Damage:
2d6+8
Standard Action:
CLASS FEATURES
Unrivalled Potential- You begin play with all enhanced basic techs
Genius- Your stats are no longer restricted by the natural 50 cap.
Skillful- Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill- Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified- Potential Mastery Level 5 now instead increases all of your skills by +10.
CLASS TRAITS
FLAWLESS COUNTER
Activation: Passive
Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Limit: --
Classes: Martial Artist, Mystic, Prodigy, Protector
BEND THE LIMITS
Activation: Reactive At-Will
Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread.
Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Classes: Mystic, Prodigy, Techie
SPECIES TRAITS
ZENKAI
Requirements: Saiyan
Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS
BLITZ
Requirements: Fighting Skill of 50
Activation: At-Will
Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
INSTINCT
Requirements: Reflexes Skill of 30
Activation: None (Passive)
Effect: Your Defense is increased by +10.
MIGHT [AI Assistant]
Requirements: Fighting Skill of 30
Activation: None (Passive)
Effect: Your Melee attacks deal +3 bonus damage.
QUICK-DRAW [AI Assistant]
Activation: Passive
Effect: You may activate Weapon-type items as At-Will Actions.
Limit: May only At-Will activate up to 2 Weapons per turn.
ITEMS
Slot 1:
Flexmetal Staff (Bonus Action At-Will) | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread.
Slot 2:
AI Assistant (Passive) | Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Slot 3:
Lucky Trinket (Passive) | Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.)
Limit: Only one Lucky Trinket may be equipped at a time.
Slot 4:
Expert Training Gear (Passive) | You gain an additional 50% PL from thread rewards while wearing this outfit. | May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
TECHNIQUES
PUNISHMENT OF A THOUSAND BLOWS
Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face.
Type: Energy, Ranged, Finisher
Action: Standard Action
Base Damage: 5d8+15
Major Effect: Draining
Minor Effect: Blinding
Cost: 35 ki, 5HP
Learn: 2 weeks
FEINT
Celerai makes a deceptive motion that throws off his enemy's attack, disrupting their ability to complete a full combination.
Type: Defense
Action: Standard Action - Reactive
Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits.
Cost: 15 ki
Limit: Twice per thread, once per turn.
Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FIST
You adopt a fighting style fueled by booze that makes you unpredictable and hard to get a bead on.
Type: Utility
Action: Bonus Action / At-Will to take sips
Requirements: Requires Fighting skill of 40.
Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips.
--As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip.
--Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki
Limit: Once per thread. You may only have one stack of Sips active at a time.
Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE
Celerai uses his ki to amplify the light around him into a blinding flash.
Type: Utility
Action: Bonus Action
Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%.
Cost: 5 ki.
Limit: Twice per thread.
Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE
Celerai swiftly blinks in and out of his opponent's attacks using his powerful natural instincts.
Type: Defense
Action: At-Will
Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.
Duration: N/A
Cost: 2 ki per Instinct generated.
Limit: Once per thread | Used!
Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM II
Celerai takes a giant form. He uses his superior size and strength to attack his opponent.
Type: Utility
Action: Bonus Action
Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active.
Duration: Until Temporary HP is depleted.
Cost: 15 ki
Limit: Once per battle.
Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE II
Combining martial prowess with ki manipulation, Celerai forms a weapon out of his ki and use it to fight.
Type: Utility
Action: --
Prerequisite: Requires a Fighting skill of 20.
Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill.
Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast)
Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CUTTING EDGE
Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine.
Type: Energy, Ranged, Single
Action: Standard Action
Base Damage: 3d10
Major Effect: Slashing
Minor Effect: Crippling
Cost: 15 ki
Learn: 2 weeks
SUMMARY
+3 Ki Per Turn | Enhanced Suppression.
Attack 1: Jack's Phaser Ring Energy Blast. Miss.
Attack 2: Choi's Strike. Miss.
Attack 3: Jack's Strike. Miss.
Attack 4: Jack's Strike. Critical Hit! 16 Dmg.
Dmg from Jack's attacks: 16 - 4 DR = 12 Dmg.
Damage taken in total this turn- 12 Dmg
At-Will Action:
Bonus Action:
Standard Action: Energy Blast | -1 ki
To hit:
BUeLDBdL1d100+45
Damage:
2d6+8
Standard Action:
CLASS FEATURES
Unrivalled Potential- You begin play with all enhanced basic techs
Genius- Your stats are no longer restricted by the natural 50 cap.
Skillful- Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill- Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified- Potential Mastery Level 5 now instead increases all of your skills by +10.
CLASS TRAITS
FLAWLESS COUNTER
Activation: Passive
Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Limit: --
Classes: Martial Artist, Mystic, Prodigy, Protector
BEND THE LIMITS
Activation: Reactive At-Will
Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread.
Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Classes: Mystic, Prodigy, Techie
SPECIES TRAITS
ZENKAI
Requirements: Saiyan
Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS
BLITZ
Requirements: Fighting Skill of 50
Activation: At-Will
Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
INSTINCT
Requirements: Reflexes Skill of 30
Activation: None (Passive)
Effect: Your Defense is increased by +10.
MIGHT [AI Assistant]
Requirements: Fighting Skill of 30
Activation: None (Passive)
Effect: Your Melee attacks deal +3 bonus damage.
QUICK-DRAW [AI Assistant]
Activation: Passive
Effect: You may activate Weapon-type items as At-Will Actions.
Limit: May only At-Will activate up to 2 Weapons per turn.
ITEMS
Slot 1:
Flexmetal Staff (
Slot 2:
AI Assistant (Passive) | Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Slot 3:
Lucky Trinket (Passive) | Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.)
Limit: Only one Lucky Trinket may be equipped at a time.
Slot 4:
Expert Training Gear (Passive) | You gain an additional 50% PL from thread rewards while wearing this outfit. | May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
TECHNIQUES
PUNISHMENT OF A THOUSAND BLOWS
Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face.
Type: Energy, Ranged, Finisher
Action: Standard Action
Base Damage: 5d8+15
Major Effect: Draining
Minor Effect: Blinding
Cost: 35 ki, 5HP
Learn: 2 weeks
FEINT
Celerai makes a deceptive motion that throws off his enemy's attack, disrupting their ability to complete a full combination.
Type: Defense
Action: Standard Action - Reactive
Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits.
Cost: 15 ki
Limit: Twice per thread, once per turn.
Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FIST
You adopt a fighting style fueled by booze that makes you unpredictable and hard to get a bead on.
Type: Utility
Action: Bonus Action / At-Will to take sips
Requirements: Requires Fighting skill of 40.
Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips.
--As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip.
--Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki
Limit: Once per thread. You may only have one stack of Sips active at a time.
Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE
Celerai uses his ki to amplify the light around him into a blinding flash.
Type: Utility
Action: Bonus Action
Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%.
Cost: 5 ki.
Limit: Twice per thread.
Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE
Celerai swiftly blinks in and out of his opponent's attacks using his powerful natural instincts.
Type: Defense
Action: At-Will
Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.
Duration: N/A
Cost: 2 ki per Instinct generated.
Limit: Once per thread | Used!
Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM II
Celerai takes a giant form. He uses his superior size and strength to attack his opponent.
Type: Utility
Action: Bonus Action
Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active.
Duration: Until Temporary HP is depleted.
Cost: 15 ki
Limit: Once per battle.
Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE II
Combining martial prowess with ki manipulation, Celerai forms a weapon out of his ki and use it to fight.
Type: Utility
Action: --
Prerequisite: Requires a Fighting skill of 20.
Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill.
Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast)
Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CUTTING EDGE
Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine.
Type: Energy, Ranged, Single
Action: Standard Action
Base Damage: 3d10
Major Effect: Slashing
Minor Effect: Crippling
Cost: 15 ki
Learn: 2 weeks
Fighting: 75 | Energy Control: 30 | Reflexes: 45 | Resilience: 30
Natural Power Level: 19,118 | Base Power Level: 19,118 | Current Power Level: 1
HP: 83/95 | Ki: 100/100 | DEF: 110 | Melee Accuracy: d100+90 | Ranged Accuracy: d100+45
Damage Reduction: 4 | Melee Damage Modifier: 9 | Energy Damage Modifier: 6 | Ki Cost: 1
Power Up Ki Regen: 0/100
Natural Power Level: 19,118 | Base Power Level: 19,118 | Current Power Level: 1
HP: 83/95 | Ki: 100/100 | DEF: 110 | Melee Accuracy: d100+90 | Ranged Accuracy: d100+45
Damage Reduction: 4 | Melee Damage Modifier: 9 | Energy Damage Modifier: 6 | Ki Cost: 1
Power Up Ki Regen: 0/100
1d100+45·2d6+8