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Post by Majin Zam on May 23, 2020 5:29:31 GMT -8
West City, the shining jewel of Central Lands, was as lively as ever. A huge event had recently drawn a lot of curious tourists into the city. Countless colorful figures filled the streets, flowing like a rainbow river. It had ended by now and the results still had the people murmuring. But there were plenty of other reasons to visit too. Most people were out shopping or sightseeing, while some simply wanted to get fresh air. The weather was lovely for outdoor activities. Warm sunshine and pleasant winds worked together to keep the temperature nice and mellow. Suddenly the shrill song of police sirens shattered the peace. Several hovering cruisers and even a high-tech helicopter roared through the streets. They were pursuing a blazing pink dot that zipped and zoomed past the buildings at high-speeds. A closer look revealed a familiar girl with pink skin and odd attire, a Majin for those who were savvy. Her usual genie-like outfit had been replaced with a mess of mismatched clothing. A t-shirt two sizes two big flapped wildly in the wind. It was a good thing she couldn’t read, because the slogan on it was highly inappropriate. The sporty shorts didn’t quite match the red boots on her feet. Finally, a black top hat completed the strange look. She had... borrowed... all of them. Activating a set of boosters, the chopper caught up to the pink menace. A megaphone started spouting out harsh commands. “Stop right there! You are under arrest for violating every single speed limit, several city ordinances and the laws of physics!” While the curious civilians pondered if speed limits applied to flying, the suspect twirled around to face the pursuers. Flying backwards, she delivered a swift retort. “I don’t wanna rest! I’m not sleepy yet!” Her voice was loud enough to leave the chopper pilot in stunned silence. Zam’s lips curled into a crescent grin. She brought her hands together and gathered an orb of energy between her fingers. That annoying metal bird wouldn’t bug her for long... “Nyeh hee~! Catch this~!” The orb clashed against the spinning rotors like a shot from a cannon. A pink explosion shook the scene and made the nearby windows chime. Sputtering black smoke, the chopper started spiraling towards the ground. The megaphone was still on, broadcasting the pilot’s desperation. “I’m hit! Eagle 3 going down! I repeat, going down!” Within seconds the flying machine would crash into the helpless civilians below... WC: 410 | 410 Tag: Celerai
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on May 23, 2020 7:29:52 GMT -8
The Central Lands.. it wasn't a bad place after all. One could think of this as a getaway or a vacation. A way to clear his mind of his most recent mission to find his friend so that he could train with him. The city was pretty busy. The Southern Islands was nothing compared to this. Maybe there was a restaurant here or a random place to grab something to eat. That sounds like something he would be really interested in right now. He actually just finished the job for the Convoy and the food that they served on the job wasn't enough, so he went to the city to get something to eat. It wouldn't be too much of a good view if he flew over the whole city, so walked once he got deep into the city where most of the population of citizens were. There were pastry shops, cotton candy stands. Hm, it seemed like something big must've happened here. It was after a few moments where he felt a really familiar ki signature above moving at an incredible speed. He had an idea of who it was, but he was in disbelief at first. "Huh? Zam? Here? It couldn't be."It was indeed hers, but way stronger than the few times they met in the Southern Lands and that made the Saiyan's fist tingle for a few moments. He has been waiting to fight the majin for a while now, but he just didn't get the opportunity to. His Saiyan cells itched as he wanted to test this new power of hers so much. He just couldn't miss the one chance he got to fight her now. But, it was easier said than done. It seemed she had gotten herself in some trouble, because there were helicopters trailing her down. He actually took it up in himself to keep her safe. She was still a kid, after all. Celerai hasn't experienced the true nature of a majin, as they were pretty vicious based on what he learnt as a kid. Nal was actually nice and Zam just seemed to be lost. Celerai would just put it as a kid that loves to have fun. Well, he couldn't just stand there. As the crowd stood there, looking at the wild goose chase above, Celerai requested some space and warned them that he was about to do something that might be weird. Focusing his energy in the right places, his aura exploded around his form. Blasting off like a rocket, he flew off in the distance, following the helicopter and Zam. Her choice of clothing was a bit weird for a majin like herself. Once the Saiyan heard the accusations that were made against her, he became concerned. But, there wasn't much time to ponder on those, as Zam snapped and began to attack the helicopter. "Oh no! Not this!"The blast clashed with the chopper, causing a big explosion. It was a good thing that only the blade was affected and the whole thing didn't explode. Celerai immediately flew in the direction of the falling chopper, ripped the door open and transported everyone out of the helicopter. It almost looked at as he actually teleported because of his immense speed. He flew up once more, grabbing the helicopter by the tail. He went up far above the buildings, after which, swinging the aircraft way out into the distance. He was pretty sure that it was supposed to be in the sea with the amount of force that he used to get rid of the helicopter. A sigh of relief escaped the Saiyan's lips and he saw that everyone was safe. "Phew! At least everyone's ok."He then hovered over to Zam, but he didn't really have much of a welcoming smile. His neutral expression showed just how he felt in that moment. He didn't want to anger her, because chances are she would try to endanger the civilians here. There was only one way to do this. "Hey Zam! Wanna do something fun?! Do you know a place where we could fight? I want to fight you!"
[690 | 690]
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Post by Majin Zam on May 24, 2020 0:21:42 GMT -8
Mischievous laughter danced in the breeze as the whirlybird went twirling down. However, it was cut short when the Majin noticed a distinct lack of boom. She was pretty sure there was supposed to be a fiery boom at the end there. Instead she spotted a familiar figure grabbing the metal bird by the tail and sending it flying. Her lips formed a little o of quiet wonder. She would’ve chased after the thing and bounced it right back, buuut it was way too fast for her to catch. Oh well! Down below the people cheered at the sudden appearance of a hero. The police paused their pursuit for now. Wise people knew to steer clear when ki users clashed.
Zam stopped to hover in midair, still engulfed in the pink energy. Her power level was as erratic as ever, bouncing up and down without any rhyme or reason. However, the high spikes had definitely gotten higher... Plus she had learned to fly, which was kind of a dead giveaway that something was different. The small powerhouse had gotten a whole lot stronger... But her energetic attitude was the same as always. She greeted her friend with a cheery wave. “Hi Mister Punchy!” Of course she remembered her strange friend. He was kinda weird... But nice!
The playful creature didn’t even stop to ponder the sudden suggestion. “Nyeh hee~! Sure!” She was always up for something fun! Especially a fight! However... The crescent grin sharpened. Her golden gaze gleamed with peculiar madness. “We can fight right HERE!” She spread her arms, gesturing wildly all around them. “There’s lots of things to blow up! And when we are done, we can get snacks too! Good place, great place~!” Yup, she had already decided and wouldn’t budge on that. Unfortunately, there were way too many buildings around them to evacuate, not to mention all the curious civilians gawking down below. If Celerai got careless, things would get messy.
WC: 326 | 736 Natural PL at start: 12,200
Initiative9kNdrxEh1d100BATTLE TRACKER{Spoiler}DEFENSE PHASE. Opponent Attack 1: Zam 60 vs Opponent (Acc) = Result Attack 2: Zam 60 vs Opponent (Acc) = Result Total damage: - 5 =
OFFENSE PHASE.
At-Will: - Bonus Action: -
Standard Action 1: -
Standard Action 2: -
EFFECTS. -
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 2 uses. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. Unstoppable Force | On a turn which Power Up is used, ignore 2 of target’s DR. Regeneration | Power Up grants 1 stack of Salve. Additionally, all Salve stacks heal extra +1 HP and last +1 turn longer. | 3 uses. Efficiency | Basic Techniques cost 1 less ki, Utility and Defense Techniques cost 3 less ki, and Special Techniques cost 5 less ki. Can’t reduce the cost below 1 ki. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform a Ranged Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 4 uses per thread. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 2 uses. Bio-suit | Regain +3 HP at the end of every turn.
DEFENSE/UTILITY TECHS. Countermeasures | Gain 2 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -10 ki | 1 use. Clash | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Also roll for accuracy and if the clash attack's total damage exceeds the incoming damage, the opponent must respond to the clash as if it was a normal attack. Deals additional damage equal to the damage roll(s) of your opponent’s attack. If Clash would reduce an attack's damage to 0, also nullify any effects it would have caused. | 2 Standard Actions - Reactive | -(15+Attack cost) ki | 1 use. Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | Standard Action - Reactive | -10 ki | 1 use. Power Up (Enhanced) | Power Up recovers double the ki amount. | 1 use.
ATTACK TECHS. Bright Burst Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -8 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: Searing - This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -28 ki and -5 HP Limit: 1 use per thread.
Emotion Overflow Type: Energy, Ranged, Area Action: Standard Action Base Damage: Deals 15 Damage to up to 3 Targets and has +20 Accuracy. Signature Effect: Ultra-destructive: Your technique is so destructive to the area around it that it causes debris in the area and other obstacles. For the next two turns, increase your Edge by X, where X is your class level plus one. If you already have edge 4, double the effects of edge 4 for 2 turns. Major Effect: Rejuvenate: For the next two turns yourself or a target of your choice regenerates 3HP and 3Ki per turn. Two stacks of rejuvenate may be active at a time. Minor Effect: Salving - Apply a stack of Salve automatically to yourself or have a 40% chance of applying Salve to a target of your choice. Salve heals 3 HP per turn for 3 turns. Cost: -16 Ki
HP: 115/115 | KI: 155/155 PL: 18,300 (Power of Legends) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2 1d100
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on May 24, 2020 7:30:14 GMT -8
It would actually seem as if he was angry, but he was just a bit.. stunned that Zam almost caused massive damage to the city. A smirk became evident on the Saiyan's face when Zam agreed to engage in a spar with him, but it bothered him that she wanted to right here because she wanted to destroy stuff. That could potentially put everyone in danger and that was something his conscience wouldn't allow him to do. "Uhh, could we like.. not do it here, please?"He was backed in a corner at this point. There was zero chance of her saying yes, unless he had something. Something like candy. In desperation, he checked the pockets of his baggy orange pants, which he wore with his yellow tunic with a purple belt wrapped around his waist above the tunic. There was nothing there. There was only one way to do this. He got himself into this fight and he'll have to deal with the consequences that were there with it. He'll have to make sure that none of these people were hurt or buildings destroyed once this fight was over. He still had to try to convince her. "You know, I.. really don't want to be right here because I don't want to hurt anyone here. If we get anyone hurt.. "
He'll be forced to move her from this area by force. He was actually planning to throw her into the distance and go after her. He was hoping that she wouldn't take that offensive, as he actually wanted to do this during the fight, that is.. if she doesn't comply. It was up to her to answer now. If she didn't agree, he would move her, without hurting her. At least, he would try not to. He doesn't really know his own strength. [304 | 994] Initiative Roll: kE8DrZxR1d100{CELERAI'S BATTLE TRACKER} SUMMARY
Attack 1: Attack 2: Attack 3:
Dmg from Zam's attacks: 0 - 4 DR = 0 Dmg.
Damage taken in total this turn- 0 Dmg
At-Will Action:
Bonus Action:
Standard Action:
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: -- (This Trait will not be in effect for this spar.) 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.) | 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 I 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 I Celerai adopts a clumsy fighting style fueled by him, playing around, that makes him 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 I 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 II 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 III 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.
DEFLECT III Celerai deftly parries or knocks aside an attack headed towards him. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION I Whether through intuition or psychic potential, Celeraj glimpses a moment into the future and sees what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. 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: 19,118 HP: 95/95 | Ki: 100/100 | DEF: 110 | Melee Accuracy: d100+90 (20) | Ranged Accuracy: d100+45 (20) Damage Reduction: 4 | Melee Damage Modifier: 9 (2) | Energy Damage Modifier: 6 (2) | Ki Cost: 1 Power Up Ki Regen: 0/100
1d100
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Post by Majin Zam on May 25, 2020 1:51:14 GMT -8
Zam’s excitement deflated like a pricked balloon when her friend didn’t agree for some reason. Suddenly her strange, unfathomable power... dropped? Or had it always been this small? Hard to say with how wildly it fluctuated... “Whaaat...?” She cocked her head, staring in disbelief. Unsurprisingly, the reasoning was met with the level of maturity one could expect from her. She stuck out her tongue. “Bleh, boooring!” She cast a mischievous look at the gawking masses below. Her golden gaze shined eerily. “It’s their fault if they get hurt!” It didn’t take a detective to figure out where she had learned such a devilish way of thinking. Needless to say, the attempt to convince her was a complete failure. She wouldn’t budge on her choice, mentally or physically.
As the martial artist was about to find out...
Flashing a cheeky grin, the Majin crossed her arms. A mischievous giggle danced in the wind. Odd energy crawled across her skin, shimmering and glimmering. Savvy people would recognize it as magic. At any rate, the playful creature was definitely up to something. Underestimating her was a dangerous thing, maybe not for the seasoned martial artist, but definitely for the blissfully ignorant people he was trying to protect. Hundreds of eyes were on him by now and the crowd was, unfortunately, growing constantly. The police were trying to form a perimeter, but there were simply too many civilians to shoo away.
Meanwhile, the pink powerhouse didn’t care about any of the tiny details below. She just wanted to fight already. Sticking out her tongue, she taunted the friendly foe. “Nyuuuu~! After I beat you up, you gotta get me ice cream! That’s the rule!” Incidentally, it was also her favorite rule. Her confidence was unwavering. The possibility of losing didn’t even cross her mind. Back home, she was the strongest demon around. Nobody was stronger than her, right? Right!
WC: 315 | 1,051 Natural PL at start: 12,200
BATTLE TRACKER{Click me!}DEFENSE PHASE. Celerai Attack 1: Zam 60 vs Celerai (Acc) = Result Attack 2: Zam 60 vs Celerai (Acc) = Result Total damage: - 5 =
OFFENSE PHASE.
At-Will: Suppression Zam's excitement deflated... | PL drops to 5,000 Bonus Action: Countermeasures Majin Magic | Gain 2 stacks of Countermeasures | -10 ki
Standard Action 1: -
Standard Action 2: -
Passive Kai Robes Endless Energy | +3 ki
EFFECTS. Countermeasures stacks | 2/2 Suppressed | PL set to 5000
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 2 uses. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. Unstoppable Force | On a turn which Power Up is used, ignore 2 of target’s DR. Regeneration | Power Up grants 1 stack of Salve. Additionally, all Salve stacks heal extra +1 HP and last +1 turn longer. | 3 uses. Efficiency | Basic Techniques cost 1 less ki, Utility and Defense Techniques cost 3 less ki, and Special Techniques cost 5 less ki. Can’t reduce the cost below 1 ki. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform a Ranged Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 4 uses per thread. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 2 uses. Bio-suit | Regain +3 HP at the end of every turn.
DEFENSE/UTILITY TECHS.
Countermeasures | Gain 2 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -10 ki | 1 use. Clash | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Also roll for accuracy and if the clash attack's total damage exceeds the incoming damage, the opponent must respond to the clash as if it was a normal attack. Deals additional damage equal to the damage roll(s) of your opponent’s attack. If Clash would reduce an attack's damage to 0, also nullify any effects it would have caused. | 2 Standard Actions - Reactive | -(15+Attack cost) ki | 1 use. Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | Standard Action - Reactive | -10 ki | 1 use. Power Up (Enhanced) | Power Up recovers double the ki amount. | 1 use.
ATTACK TECHS. Bright Burst Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -8 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: Searing - This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -28 ki and -5 HP Limit: 1 use per thread.
Emotion Overflow Type: Energy, Ranged, Area Action: Standard Action Base Damage: Deals 15 Damage to up to 3 Targets and has +20 Accuracy. Signature Effect: Ultra-destructive: Your technique is so destructive to the area around it that it causes debris in the area and other obstacles. For the next two turns, increase your Edge by X, where X is your class level plus one. If you already have edge 4, double the effects of edge 4 for 2 turns. Major Effect: Rejuvenate: For the next two turns yourself or a target of your choice regenerates 3HP and 3Ki per turn. Two stacks of rejuvenate may be active at a time. Minor Effect: Salving - Apply a stack of Salve automatically to yourself or have a 40% chance of applying Salve to a target of your choice. Salve heals 3 HP per turn for 3 turns. Cost: -16 Ki
HP: 115/115 | KI: 148/155 PL: 12,200 (Natural) -> 5,000 (Suppressed) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on May 25, 2020 6:57:50 GMT -8
Yep, Celerai knew that she wouldn't agree. But, that was no problem. It's a good thing that the police officers were trying to make a perimeter so that they could watch without being unharmed. It was rather weird how Zam's energy suddenly went down as if she was suppressing. But, why? That's what he wanted to find out, but what if she didn't know what she was doing? Well, there was no problem there, as Celerai was planning to suppress his energy also. "It's ok. It's fine. We can fight here. They'll be safe."He said. The Saiyan was in disbelief when he heard what Zam wanted after she won this right and well.. it might seem that he didn't have a choice, because it was the 'rule'! What Celerai got from that was if she wins and he doesn't give her ice cream, she'll destroy stuff. "Fine. That's if you win, Zam. I'm not gonna make you win that easily. Let me show you something cool."This was actually the first fight that he had ever experienced in the air, so he had to be careful. Suddenly, his energy dropped tremendously, matching up with Zam's. His aura flared up around his form, as he focused his energy on increasing his mass, initially sacrificing speed for power. A huge outburst escaped the Saiyan's mouth, arms, legs, hands, torso and the rest of his body began to grow in size. Suddenly, he stopped and started panting heavily. That form was really tiring. That actually took a whole minute to pull off and Celerai thought that he might've drained Zam's patience. Celerai signalled Zam that he was ready to fight and immediately went into his fighting stance. His left arm accompanied by his left leg was slightly behind and the right arm accompanied by his right leg in front. His fists were clenched and he watched closely for any sudden movements that Zam was about to make. "Let's go!"[327 | 1321] {CELERAI'S BATTLE TRACKER} SUMMARY
Instincts | 5/5 Enhanced Suppression | +3 Ki Each Turn Giant Form! | +35 Temp HP, -15 Def | 35/35 Temp HP
Attack 1: Attack 2: Attack 3:
Dmg from Zam's attacks: 0 - 4 DR = 0 Dmg.
Damage taken in total this turn- 0 Dmg
At-Will Action: Suppression | -0 ki Suppressing PL to 5000
At-Will Action: Instinctual Defence Spending 5 ki for 5 Instincts.
Bonus Action: Giant Form | +35 Temp HP, -15 Def, +1d6 Melee Dmg | -14 ki
Standard Action:
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: -- (This Trait will not be in effect for this spar.) 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.) | 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 I 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 I Celerai adopts a clumsy fighting style fueled by him, playing around, that makes him 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 I 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 II 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 III 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. | Used! 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.
DEFLECT III Celerai deftly parries or knocks aside an attack headed towards him. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION I Whether through intuition or psychic potential, Celeraj glimpses a moment into the future and sees what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. 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: 19,118 HP: 95/95 (35/35) | Ki: 84/100 | DEF: 110 (95) | Melee Accuracy: d100+90 (20) | Ranged Accuracy: d100+45 (20) Damage Reduction: 4 | Melee Damage Modifier: 9 (2) | Energy Damage Modifier: 6 (2) | Ki Cost: 1 Power Up Ki Regen: 0/100
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Post by Majin Zam on May 25, 2020 23:52:35 GMT -8
Upon hearing about something cool, the small Majin’s eyes started twinkling like stars. She pumped her fists excitedly. “Ooh, I wanna see! Show me!” Maybe not the smartest tactic in a fight, but she wasn’t the smartest fighter either. She cocked her head curiously, trying to understand what was happening. A puzzled and blunt comment was just tossed into the air. “Sooo when are you gonna show the cool thing?” There were no sparks or explosions, not even pretty colors. He was just bloating up a little... Kinda like Nal had before she grew into a huuuuge giant. Her transformation had been way bigger and cooler.
Much to Zam’s surprise, the cool thing never came. Instead, her opponent wanted to start fighting. Oh well, she wasn’t going to argue! Unlike her energy, her patience was far from endless. In stark contrast to the trained martial artist, she had no real fighting stance. Her hands simply curled into firm fists as she trembled with excitement. She was full of openings to exploit. “Ready or not, here I come~!” A pink aura flared all around her as she shot forward like a living missile. With it, her unstable power was steadily growing...
Upon reaching the foe, the playful creature unleashed a wild flurry of punches. “Taaake this and this and thisthisthis!” For someone so small and squishy, her physical strength was outright monstrous. The blazing aura clung to her, making the strikes even stronger. Each attack carried enough power to send a regular human flying. ...Buuuut the accuracy left a lot to be desired. There was no actual aim behind the careless motions. No plan. No discipline. She just flailed while giggling gleefully. The barrage would continue until she managed to land some hits or was forced to stop, whichever came first.
WC: 300 | 1,351 Natural PL at start: 12,200
BATTLE TRACKER{Click me!}DEFENSE PHASE. Celerai Attack 1: Zam 60 vs Celerai (Acc) = Result Attack 2: Zam 60 vs Celerai (Acc) = Result Total damage: - 5 =
OFFENSE PHASE. Passive Powerful Ki | +3 ki
At-Will: Suppression Power rising... | PL rises to 7,000 Bonus Action: Dragon Dash | Increase damage with Melee Attacks used on this turn by +3. | -4 ki
Standard Action 1: Strike Flurry of punches Accuracy: 3USQQhO91d100+35 Critical hit! Damage: 1d8+6 +5 = 17 dmg!
Standard Action 2: Strike More punches Accuracy: 1d100+35 Damage: 1d8+6
Passive Kai Robes Endless Energy | +3 ki
EFFECTS. Countermeasures stacks | 2/2 Suppressed | PL set to 7000
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 2 uses. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. Unstoppable Force | On a turn which Power Up is used, ignore 2 of target’s DR. Regeneration | Power Up grants 1 stack of Salve. Additionally, all Salve stacks heal extra +1 HP and last +1 turn longer. | 3 uses. Efficiency | Basic Techniques cost 1 less ki, Utility and Defense Techniques cost 3 less ki, and Special Techniques cost 5 less ki. Can’t reduce the cost below 1 ki. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform a Ranged Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 4 uses per thread. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 2 uses. Bio-suit | Regain +3 HP at the end of every turn.
DEFENSE/UTILITY TECHS.
Countermeasures | Gain 2 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -10 ki | 1 use. Clash | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Also roll for accuracy and if the clash attack's total damage exceeds the incoming damage, the opponent must respond to the clash as if it was a normal attack. Deals additional damage equal to the damage roll(s) of your opponent’s attack. If Clash would reduce an attack's damage to 0, also nullify any effects it would have caused. | 2 Standard Actions - Reactive | -(15+Attack cost) ki | 1 use. Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | Standard Action - Reactive | -10 ki | 1 use. Power Up (Enhanced) | Power Up recovers double the ki amount. | 1 use.
ATTACK TECHS. Bright Burst Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -8 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: Searing - This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -28 ki and -5 HP Limit: 1 use per thread.
Emotion Overflow Type: Energy, Ranged, Area Action: Standard Action Base Damage: Deals 15 Damage to up to 3 Targets and has +20 Accuracy. Signature Effect: Ultra-destructive: Your technique is so destructive to the area around it that it causes debris in the area and other obstacles. For the next two turns, increase your Edge by X, where X is your class level plus one. If you already have edge 4, double the effects of edge 4 for 2 turns. Major Effect: Rejuvenate: For the next two turns yourself or a target of your choice regenerates 3HP and 3Ki per turn. Two stacks of rejuvenate may be active at a time. Minor Effect: Salving - Apply a stack of Salve automatically to yourself or have a 40% chance of applying Salve to a target of your choice. Salve heals 3 HP per turn for 3 turns. Cost: -16 Ki
HP: 115/115 | KI: 150/155 PL: 12,200 (Natural) -> 7,000 (Suppressed) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2 1d100+35·1d8+6·1d100+35·1d8+6
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on May 26, 2020 19:45:28 GMT -8
As expected, she wasn't impressed or intrigued at all. Well, that wasn't wasn't the main reason why he was here so there was no reason to worry about that. The fight began with Zam unleashing her devastating punches at Celerai. The sad thing about Celerai's Giant Form is that his speed was decreased, so now he couldn't exactly move as fast as before, which was bad. The moment Celerai blinked, Zam's fist was already in front of his face. He quickly used his arm to push away the fist aimed at his face. He realized the major disadvantage of this form and well, he was forced to cross his arm and take the punches head on. Once Zam backed off, he dashed backwards, leaving an adequate amount of space between the two. "Whoa, those punches made my arms tingle!"
The Saiyan admitted. He realized the sudden change in Zam's ki and he raised his ki to match hers once more. He was actually impressed with her battle power and the power that came behind those punches. This just intrigued him even more to actually fight her. He didn't even find the time to tell her that he wanted to do something cool, but instead, just did it in the spot. His aura suddenly flared up around his form for a few moments and not long after, he transferred the ki that was emitted around his form to his right arm which was stretched downwards in a diagonal direction. Manipulating that ki, he created a weapon out of it, the well known, Ki Blade.He has actually learnt how to use a ki blade to its full potential and now, he actually wanted to put it to the test. "Hmph. Let's see how you handle this."
Not even a second after his last word and he darted towards Zam, swinging his blade in the motion of an 'X' at her, hoping to inflict some damage. [324 | 1645] {CELERAI'S BATTLE TRACKER} SUMMARY
Instincts | 5/5 Enhanced Suppression | +3 Ki Each Turn Giant Form! | +35 Temp HP, -15 Def | 35/35 Temp HP
Attack 1: Zam's Strike. Critical Hit! 17 Dmg. Attack 2: Zam's Strike. 14 Dmg. Attack 3: N/A
Dmg from Zam's attacks: 31 - 14 DR = 17 Dmg.
Damage taken in total this turn- 0 Dmg
At-Will Action: Suppression | -0 ki Suppressing PL to 7000
Bonus Action: Guard | -10 DR | -6 ki
Standard Action: Ki Blade | -1 ki To hit: QPbRZ8rI1d100+20
Damage: 2d6+4
Giant Form: 1d6
Standard Action: Ki Blade | -1 ki To hit: 1d100+20
Damage: 2d6+4
Giant Form: 1d6
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: -- (This Trait will not be in effect for this spar.) 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.) | 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 I 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 I Celerai adopts a clumsy fighting style fueled by him, playing around, that makes him 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 I 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 II 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 III 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. | Used! 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.
DEFLECT III Celerai deftly parries or knocks aside an attack headed towards him. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION I Whether through intuition or psychic potential, Celeraj glimpses a moment into the future and sees what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. 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: 7,000 HP: 95/95 (18/35) | Ki: 76/100 | DEF: 110 (95) | Melee Accuracy: d100+90 (20) | Ranged Accuracy: d100+45 (20) Damage Reduction: 4 | Melee Damage Modifier: 9 (2) | Energy Damage Modifier: 6 (2) | Ki Cost: 1 Power Up Ki Regen: 0/100
1d100+20·2d6+4·1d6·1d100+20·2d6+4·1d6
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Post by Majin Zam on May 27, 2020 1:25:09 GMT -8
After completing the wild flurry, the small girl bounced back from the sheer rubbery recoil. A puzzled frown crept onto features. Those were her best punches, but the big guy just wasn’t budging... Very mysterious. His comment was met with more flailing. “You were supposed to go bam fheeeeeew craaaash!” ...Which didn’t really clarify the vague explanation. All the other people, demons included, went flying after she threw a good punch. She squinted suspiciously at the man. Possible explanations bubbled inside her head... But they were quickly abandoned. Naaah, her friend wouldn’t cheat, right?
Well, it turns out that spacing out in the middle of a fight was dangerous. Go figure.
Zam was caught completely off-guard by the sudden swing. The first slash sliced right through her torso. If she had been a regular creature, the second one would’ve landed too. Luckily, her rubbery body wobbled away just enough to narrowly avoid getting wounded further. Staggering back, she clutched her nearly bisected chest. Shock and disbelief painted her features. “My... my...” Tears formed in her eyes. “My shirt!!!” Yes, clearly that was the more pressing concern here. Well, to be fair, her body was already healing from the cut. Her poor, stolen borrowed shirt wasn’t as lucky. The slash had cut right across the chest, censoring the naughty slogan like a strikethrough.
The miffed Majin trembled. Her power increased another notch. “Hmmmph! You meanie! I’m gonna show you!” She pulled her right hand back, as if winding up a punch, before launching it forward. Defying laws of physics and common sense, her entire arm stretched like a rubberband. It aimed to latch onto the foe’s ankle. If she caught him in the grapple, she would swing, swing and swing him around violently. Once there was enough momentum, she would then launch him at the nearest building, which was a beautiful skyscraper behind her. Energy sparked in her left hand and she chucked an unstable handful after him. Upon contact with anything, it would detonate like a firecracker.
WC: 337 | 1,688 Natural PL at start: 12,200
BATTLE TRACKER{Click me!}DEFENSE PHASE. Celerai Attack 1: Zam 60 vs Celerai 83 = Hit! 17 dmg! Attack 2: Zam 60 vs Celerai 37 = Miss! Total damage: 17 - 5 = 12 dmg!
OFFENSE PHASE. Passive Powerful Ki | +3 ki
Lifedrinker Majin Regeneration | +4 hp
At-Will: Suppression Power rising... | PL rises to 9,001 Bonus Action: Dragon Dash | Increase damage with Melee Attacks used on this turn by +3. | -4 ki
Standard Action 1: Grapple Stretchy Grab | 40% Chance to immobilize. | -1 ki Accuracy: DcEPoI5t1d100+35 Damage: 1d6+6 Status: 1d100 40 or less.
Standard Action 2: Grapple Swinging Throw | 40% Chance to immobilize. | -1 ki Accuracy: 1d100+35 Damage: 1d6+6 Status: 1d100 40 or less.
At-Will: Phaser Ring Handful of Ki | Cannot crit hit or crit miss. Accuracy: 1d100+50 Damage: 2d6+5
Passive Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 hp
EFFECTS. Countermeasures stacks | 2/2 Suppressed | PL set to 9001
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 2 uses. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. Unstoppable Force | On a turn which Power Up is used, ignore 2 of target’s DR. Regeneration | Power Up grants 1 stack of Salve. Additionally, all Salve stacks heal extra +1 HP and last +1 turn longer. | 3 uses. Efficiency | Basic Techniques cost 1 less ki, Utility and Defense Techniques cost 3 less ki, and Special Techniques cost 5 less ki. Can’t reduce the cost below 1 ki. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform a Ranged Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 3 uses left. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 2 uses. Bio-suit | Regain +3 HP at the end of every turn.
DEFENSE/UTILITY TECHS.
Countermeasures | Gain 2 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -10 ki | 1 use. Clash | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Also roll for accuracy and if the clash attack's total damage exceeds the incoming damage, the opponent must respond to the clash as if it was a normal attack. Deals additional damage equal to the damage roll(s) of your opponent’s attack. If Clash would reduce an attack's damage to 0, also nullify any effects it would have caused. | 2 Standard Actions - Reactive | -(15+Attack cost) ki | 1 use. Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | Standard Action - Reactive | -10 ki | 1 use. Power Up (Enhanced) | Power Up recovers double the ki amount. | 1 use.
ATTACK TECHS. Bright Burst Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -8 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: Searing - This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -28 ki and -5 HP Limit: 1 use per thread.
Emotion Overflow Type: Energy, Ranged, Area Action: Standard Action Base Damage: Deals 15 Damage to up to 3 Targets and has +20 Accuracy. Signature Effect: Ultra-destructive: Your technique is so destructive to the area around it that it causes debris in the area and other obstacles. For the next two turns, increase your Edge by X, where X is your class level plus one. If you already have edge 4, double the effects of edge 4 for 2 turns. Major Effect: Rejuvenate: For the next two turns yourself or a target of your choice regenerates 3HP and 3Ki per turn. Two stacks of rejuvenate may be active at a time. Minor Effect: Salving - Apply a stack of Salve automatically to yourself or have a 40% chance of applying Salve to a target of your choice. Salve heals 3 HP per turn for 3 turns. Cost: -16 Ki
HP: 110/115 | KI: 151/155 PL: 12,200 (Natural) -> 9,001 (Suppressed) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2 1d100+35·1d6+6·1d100·1d100+35·1d6+6·1d100·1d100+50·2d6+5
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on May 27, 2020 14:19:10 GMT -8
It was extremely impressive how Zam was so malleable. Any other warrior might've actually sustained bruises from those two slashes, but she just put herself back together. Celerai actually found it petty that Zam got all mad about her shirt. She didn't even need it anyways. He didn't exactly want her angry, but that seems to be the only way.. the only way for her to raise her ki. Celerai knew that she was holding back, but he just didn't get why. He held back for obvious reasons. It would be extremely unfair if he fought her at full power in this state of hers. "Ugh, I'll get you a new one, just fight me and go all out already! Why are you holding back?"He questioned the pink blob. He was caught totally off guard when she swung her hand like that at his leg. He actually forgot that she could do that to be honest, because he was mostly focused on getting her to use her full power. As she threw him towards the building he just couldn't find himself to stop in mid-air. He was slammed into the building near by and not long after a blast went in his direction. A huge explosion filled the area, causing debris and smog to cover the area. Most of the humans spectating could see his shadow in the smog, with his arm crossed in front of his face and his legs firmly planted into the ground. "You're getting sloppy! Fight me for real!"Immediately after that outburst, he flew out of the smog like a rocket, dashing towards the pink figure. His ki blade dissipated and his aura became visible, exploding around his form. He quickly got behind of the majin, using his amazing speed, and then made a signal for her to look around. If she did, she would see him hovering behind her, with both his arms over his forehead, and his fingers spread apart. Attempting to blind the creature, a sudden bright light was dispersed from his forehead. Again, he darted towards the majin, not exactly caring that he managed to blind her or not, launching his fists at her face and her torso. His punches were hard to even pick up by the people below. He tried to put a bit more power than usual in the last punch, hopefully strong enough to send her flying towards the ground, exactly were the last of that damage building is. [413 | 2058] {CELERAI'S BATTLE TRACKER} SUMMARY
Instincts | 5/5 Enhanced Suppression | +3 Ki Each Turn Giant Form! | +35 Temp HP, -15 Def | 18/35 Temp HP Sips | 4/4
Attack 1: Zam's Stretchy Grab. Miss. Attack 2: Zam's Swinging Throw. Miss. Attack 3: Zam's Handful of Ki. Miss.
Dmg from Zam's attacks: 0 - 4 DR = 0 Dmg.
Damage taken in total this turn- 0 Dmg
At-Will Action: Suppression | -0 ki Suppressing PL to 9001
At-Will Action: Blitz Strike | -0 ki To hit: rx7|Ri6s1d100+20
Damage: 1d12+2
Giant Form: 1d6
Bonus Action: Solar Flare | -4 ki Blinding: 1d100 70% Chance
Bonus Action: Drunken Fist | +4 Sips | -14 ki
Standard Action: Strike | -0 ki To hit: 1d100+20
Damage: 1d12+2
Giant Form: 1d6
Standard Action: Sacrificed for Bonus Action.
CLASS FEATURES
Unrivalled Potential- You begin play with all enhanced basic techs
Genius- Your stats are no longer restricted by the natural 50 cap.
Skillful- Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill- Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified- Potential Mastery Level 5 now instead increases all of your skills by +10.
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: -- (This Trait will not be in effect for this spar.) 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.) | 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 I 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 I Celerai adopts a clumsy fighting style fueled by him, playing around, that makes him 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. | Used! 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 I 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 II 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 III 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. | Used! 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.
DEFLECT III Celerai deftly parries or knocks aside an attack headed towards him. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION I Whether through intuition or psychic potential, Celeraj glimpses a moment into the future and sees what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. 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: 9,001 HP: 95/95 (18/35) | Ki: 61/100 | DEF: 110 (95) | Melee Accuracy: d100+90 (20) | Ranged Accuracy: d100+45 (20) Damage Reduction: 4 | Melee Damage Modifier: 9 (2) | Energy Damage Modifier: 6 (2) | Ki Cost: 1 Power Up Ki Regen: 0/100
1d100+20·1d12+2·1d6·1d100·1d100+20·1d12+2·1d6
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Post by Majin Zam on May 28, 2020 2:22:25 GMT -8
For a moment there, the playful creature smiled smugly. “Nyeh hee~! That’s what you get!” However, a wave of disbelief was away the smugness when the opponent revealed he was utterly unharmed. Her jaw dropped. H-how?! She had tossed him as hard as she could, but it did nothing. Sparks of suspicion flickered again in her mind. Nobody got up so quickly unless... They were cheating... Her eyes narrowed. Super suspicious!
The small Majin blinked at the odd question. There was that weird saying again. Someone at the big fight part had said the same thing to her and she still didn’t understand it. She glanced at her empty hands, then back at the foe. “What does that even mean? I’m not holding anything!” Honesty rang clear in her annoyed tone. She didn’t get it, not one bit.
Unfortunately, the distraction proved dangerous. Celerai’s sudden rush caught Zam completely off-guard. Being the trusting sort, she naturally followed the signal. “Huh? Hey!” She had to shield her eyes against the bright light so it wouldn’t blind her. It still did the trick though. “Wh-guh!” The first punch bashed her face in and the second sent her crashing into the ground like a pink meteor. A cloud of dust exploded into the air from the violent impact. To say he had put a bit more power into the hit was the understatement of the day. He had launched her six feet under, literally, with his critical strike.
After an eerie moment of silence, the ground started trembling. Cracks spread across the asphalt. Suddenly the Majin burst out of the ground. Purple blood dripped from between her lips. Her body was badly bruised and even her rapid regeneration couldn’t heal them all. And the worst of all... She had lost her nice hat! The gentle gold in her gaze was replaced by furious crimson. “I am fighting for realsies!” As she shouted, her power spiked yet again. Unstable Where regular creatures got tired from fighting, her body worked in the exact opposite way. She was constantly getting stronger and faster...
Zam cupped her hands and crackling ki gathered in her palms. “Hnnngh! Dodge THIS!” She started thrusting her arms towards the foe at dizzying speeds. Each motion launched a small, pink blast. Within seconds the massive twinkling storm filled the distance between them. There were dozens upon dozens of them. She had clearly chosen quantity over quality, even if she didn’t know what either of those words meant. Each blast was primed to detonate on contact with anything. Those that missed or simply went wide would crash into the surrounding buildings.
WC: 438 | 2,106 Natural PL at start: 12,200
BATTLE TRACKER{Click me!}DEFENSE PHASE. Celerai Bonus Action: Guard Majin Malleability | Gain +10 DR | -7 ki Attack 1: Zam 60 vs Celerai 119 = Hit! Crit! 19 dmg! Solar Flare: Miss! Attack 2: Zam 60 vs Celerai 103 = Hit! 10 dmg! Total damage: 29 - 15 = 14 dmg!
OFFENSE PHASE. Passive Powerful Ki | +3 ki
At-Will: Suppression Power rising... | PL rises to 12,000
Standard Action 1: Energy Blast (storm of blasts) | -1 ki Accuracy: tRjacpvi1d100+50 Damage: 2d6+5
Standard Action 2: Energy Blast (storm of blasts) | -1 ki Accuracy: 1d100+50 Damage: 2d6+5
At-Will: Phaser Ring Storm of Blasts | Cannot crit hit or crit miss. Accuracy: 1d100+50 Damage: 2d6+5
Passive Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 hp
EFFECTS. Countermeasures stacks | 2/2 Suppressed | PL set to 12,000
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 2 uses. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. Unstoppable Force | On a turn which Power Up is used, ignore 2 of target’s DR. Regeneration | Power Up grants 1 stack of Salve. Additionally, all Salve stacks heal extra +1 HP and last +1 turn longer. | 3 uses. Efficiency | Basic Techniques cost 1 less ki, Utility and Defense Techniques cost 3 less ki, and Special Techniques cost 5 less ki. Can’t reduce the cost below 1 ki. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform a Ranged Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 2 uses left. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 2 uses. Bio-suit | Regain +3 HP at the end of every turn.
DEFENSE/UTILITY TECHS.
Countermeasures | Gain 2 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -10 ki | 1 use. Clash | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Also roll for accuracy and if the clash attack's total damage exceeds the incoming damage, the opponent must respond to the clash as if it was a normal attack. Deals additional damage equal to the damage roll(s) of your opponent’s attack. If Clash would reduce an attack's damage to 0, also nullify any effects it would have caused. | 2 Standard Actions - Reactive | -(15+Attack cost) ki | 1 use. Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | Standard Action - Reactive | -10 ki | 1 use. Power Up (Enhanced) | Power Up recovers double the ki amount. | 1 use.
ATTACK TECHS. Bright Burst Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -8 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: Searing - This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -28 ki and -5 HP Limit: 1 use per thread.
Emotion Overflow Type: Energy, Ranged, Area Action: Standard Action Base Damage: Deals 15 Damage to up to 3 Targets and has +20 Accuracy. Signature Effect: Ultra-destructive: Your technique is so destructive to the area around it that it causes debris in the area and other obstacles. For the next two turns, increase your Edge by X, where X is your class level plus one. If you already have edge 4, double the effects of edge 4 for 2 turns. Major Effect: Rejuvenate: For the next two turns yourself or a target of your choice regenerates 3HP and 3Ki per turn. Two stacks of rejuvenate may be active at a time. Minor Effect: Salving - Apply a stack of Salve automatically to yourself or have a 40% chance of applying Salve to a target of your choice. Salve heals 3 HP per turn for 3 turns. Cost: -16 Ki
HP: 101/115 | KI: 148/155 PL: 12,200 (Natural) -> 12,000 (Suppressed) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2 1d100+50·2d6+5·1d100+50·2d6+5·1d100+50·2d6+5
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on May 30, 2020 10:02:35 GMT -8
Celerai's Saiyan cells itched even more as the fight progressed. He just wanted Zam to tap into her full power so that the fight would be intense. He wanted to fight more. He got really excited, actually but was just kinda bothered by Zam's interruptions. For example, her 'shirt'. Both punches connected with the majin. One to the torso and the last one to the face, that sent her flying into the ground. All he needed to do was provoke her more and then eventually she'll use her full power. It seemed as if she didn't understand the meaning of 'holding back'. The Saiyan was confused himself when she looked at her palms before answering the question. He never actually meant holding something in a literal sense, if that's how one says it. He meant her full power. She wasn't using her full power. But, he decided not to explain anything to her. That might actually take ages and she might not even get it by the end of the explanation. At least, that's what Celerai thought of her intellect. As Celerai saw the ground trembling, a smirk suddenly appeared on his features, as he felt Zam's power increasing yet again. "Hmph. This is about to get interesting."Once she made herself visible for everyone to see, it was quite obvious that she was badly bruised and Celerai knew that if he inflicted more damage like that, she would surely power up to full power. But, he totally underestimated her power and her speed at that time. Once she threw the barrage of ki attacks in his direction, the speed at which it came at him was exceptional. It actually caught him way off guard. He managed to guard most of the attacks, but they left scorch marks of his arms. As each of them made contact, small explosions followed and the smog engulfed his form. People below could actually see his shadow in the middle of the explosion. Celerai decided to attack her by surprise, so that's exactly what he did. He couldn't exactly see her, so he sensed her ki in order to locate her. Suddenly, a neon green ki blast emerged from the smog and soon after, the smog dissipated as Celerai darted towards Zam, attempting to unleash some powerful blows to her torso. [387 | 2445] {CELERAI'S BATTLE TRACKER} SUMMARY
Instincts | 5/5 Enhanced Suppression | +3 Ki Each Turn Giant Form! | +35 Temp HP, -15 Def | 1/35 Temp HP Sips | 4/4
Attack 1: Zam's Storms of Blasts #1. 16 Dmg. Attack 2: Zam's Storms of Blasts #2. Miss. Attack 3: Zam's Storms of Blasts #3. 15 Dmg.
Dmg from Zam's attacks: 31 - 14 DR = 17 Dmg.
Damage taken in total this turn- 17 Dmg
At-Will Action: Suppression | -0 ki Suppressing PL to 12000
At-Will Action: Blitz Strike | -0 ki To hit: ZUkAQd701d100+20
Damage: 1d12+2
Giant Form: 1d6
Bonus Action: Energy Blast | -1 ki To hit: 1d100+20
Damage: 2d6+4
Bonus Action: Guard | +10 DR | -6 ki
Standard Action: Strike | -0 ki To hit: 1d100+20
Damage: 1d12+2
Giant Form: 1d6
Standard Action: Sacrificed for Bonus Action.
CLASS FEATURES
Unrivalled Potential- You begin play with all enhanced basic techs
Genius- Your stats are no longer restricted by the natural 50 cap.
Skillful- Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill- Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified- Potential Mastery Level 5 now instead increases all of your skills by +10.
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: -- (This Trait will not be in effect for this spar.) 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.) | 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 I 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 I Celerai adopts a clumsy fighting style fueled by him, playing around, that makes him 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. | Used! 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 I 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 II 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 III 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. | Used! 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.
DEFLECT III Celerai deftly parries or knocks aside an attack headed towards him. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION I Whether through intuition or psychic potential, Celeraj glimpses a moment into the future and sees what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. 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: 12,000 HP: 95/95 (1/35) | Ki: 57/100 | DEF: 110 (95) | Melee Accuracy: d100+90 (20) | Ranged Accuracy: d100+45 (20) Damage Reduction: 4 | Melee Damage Modifier: 9 (2) | Energy Damage Modifier: 6 (2) | Ki Cost: 1 Power Up Ki Regen: 0/100
1d100+20·1d12+2·1d6·1d100+20·2d6+4·1d100+20·1d12+2·1d6
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Post by Majin Zam on May 31, 2020 3:25:20 GMT -8
Eventually the barrage of blasts had to stop. Zam let out a gasp of steam. Wisps were rising from her hands as well. This time she didn’t even have time to be smug. She could feel the foe’s tingle. Her best barrage had done seemingly nothing. Suspicion poisoned her mind. That move had been enough to beat Big Barry, one of her demon friends. And Big Barry was super tough! Easily the second toughest she had ever seen! Mister Punchy wasn’t as big and tough, not even by half. Sooo... He was cheating! Had to be! Her squint narrowed. She would figure out how he was doing it...
In stark contrast to the untrained girl’s flailing, the martial artist’s attacks were precise and devastating. Each one struck her effortlessly. She had no hope of dodging. The combination of energy and punches was too much for her rubbery body. She was sent tumbling backwards until a parked car stopped her. No insurance would cover the dent she left on the vehicle’s side. However... Even as she coughed and gasped, her unstable power skyrocketed. It nearly doubled yet again. Forget miffed... Fiery anger flared in her head and her body reacted accordingly. One might even think this was finally her true power. Such thinking was... misguided. And dangerous.
The small Majin stubbornly staggered onto her feet. Acting on instinct, she grabbed the wreckage that had cushioned her fall, gave it a good spin and tossed it right at the enemy. Just as it was about to reach him, she leveled her hand in his general direction. Ki crackled. “Haaaaa!” She fired a bright burst of energy, like a shot from a cannon. It had enough power to blow up the tossed car in a huge fireball. Twinkling brightly, the pretty explosion threatened to blind anyone who looked directly at it.
As scraps of glass and metal rained around the fighters, Zam focused her crimson glare on Celerai. “Hey...” The childish chime was almost completely gone from her voice. ...Almost. “Wanna see something COOL?” It made the question all the more ominous. Meanwhile in the background, a random nasally voice from the crowd declared that they wanted to see something cool. Agreeing murmurs followed. None of them realized that they were in the blast zone...
WC: 382 | 2,488 Natural PL at start: 12,200
BATTLE TRACKER{Click me!}DEFENSE PHASE. Celerai Bonus Action: Guard Majin Malleability | Gain +10 DR | -7 ki Attack 1: Zam 60 vs Celerai 90 = Hit! 9 dmg! Attack 2: Zam 60 vs Celerai 76 = Hit! 12 dmg! Attack 3: Zam 60 vs Celerai 102 = Hit! 11 dmg! Total damage: 32 - 15 = 17 dmg!
OFFENSE PHASE. Passive Powerful Ki | +3 ki
Lifedrinker Majin Regeneration | +2 hp
At-Will: Suppression released Angery! | Suppression released, foes cannot use Sense for 1 turn | PL rises to 18,300
Standard Action 1: Bright Burst (ki cannon shot) | Bashing: The target loses 5 ki and -5% of their Base Power Level on hit. | Blinding 30% | -8 ki Accuracy: jmwJpc341d100+50 Damage: 3d10+3 Status: 1d100 30 or below
Standard Action 2: Bright Burst (car goes boom) | Bashing: The target loses 5 ki and -5% of their Base Power Level on hit. | Blinding 30% | -8 ki Accuracy: 1d100+50 Critical hit! Damage: 3d10+3 +5 = 30 dmg! Status: 1d100 30 or below
Passive Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 hp
EFFECTS. Countermeasures stacks | 2/2
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 2 uses. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. Unstoppable Force | On a turn which Power Up is used, ignore 2 of target’s DR. Regeneration | Power Up grants 1 stack of Salve. Additionally, all Salve stacks heal extra +1 HP and last +1 turn longer. | 3 uses. Efficiency | Basic Techniques cost 1 less ki, Utility and Defense Techniques cost 3 less ki, and Special Techniques cost 5 less ki. Can’t reduce the cost below 1 ki. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform a Ranged Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 2 uses left. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 2 uses. Bio-suit | Regain +3 HP at the end of every turn.
DEFENSE/UTILITY TECHS.
Countermeasures | Gain 2 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -10 ki | 1 use. Clash | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Also roll for accuracy and if the clash attack's total damage exceeds the incoming damage, the opponent must respond to the clash as if it was a normal attack. Deals additional damage equal to the damage roll(s) of your opponent’s attack. If Clash would reduce an attack's damage to 0, also nullify any effects it would have caused. | 2 Standard Actions - Reactive | -(15+Attack cost) ki | 1 use. Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | Standard Action - Reactive | -10 ki | 1 use. Power Up (Enhanced) | Power Up recovers double the ki amount. | 1 use.
ATTACK TECHS. Bright Burst Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -8 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: Searing - This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -28 ki and -5 HP Limit: 1 use per thread.
Emotion Overflow Type: Energy, Ranged, Area Action: Standard Action Base Damage: Deals 15 Damage to up to 3 Targets and has +20 Accuracy. Signature Effect: Ultra-destructive: Your technique is so destructive to the area around it that it causes debris in the area and other obstacles. For the next two turns, increase your Edge by X, where X is your class level plus one. If you already have edge 4, double the effects of edge 4 for 2 turns. Major Effect: Rejuvenate: For the next two turns yourself or a target of your choice regenerates 3HP and 3Ki per turn. Two stacks of rejuvenate may be active at a time. Minor Effect: Salving - Apply a stack of Salve automatically to yourself or have a 40% chance of applying Salve to a target of your choice. Salve heals 3 HP per turn for 3 turns. Cost: -16 Ki
HP: 89/115 | KI: 131/155 PL: 12,200 (Natural) -> 18,300 (Power of Legends) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2 1d100+50·3d10+3·1d100·1d100+50·3d10+3·1d100
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Jun 2, 2020 18:39:42 GMT -8
The battle seemed to become one that could be described as.. intense. Zam looked all bruised and her clothing damaged showed just how much damage she had taken. Getting her smashed into a car wasn't the actual goal, but the good news is.. there was no one in the car. She was obviously really angry and Celerai finally gets to feel Zam's full power. Well, that's what he thought. But, even if it wasn't, that sudden spike of energy had the Saiyan pumped to fight even more. As the car came flying towards Celerai, the first thing that came to his mind was to grab it and throw it out in the distance, but.. he didn't even get the chance to. The car was a few inches away from his grasp, when a sudden explosion came from the pile of metal. "Oh no!"He didn't even get a chance to see if everyone below was ok, let alone protect himself. There were rips all over his gi. The bright light struck his retina for a few moments and he was forced to close his eyes and cover his face using his arms. As the bright light finally dissipated, he looked down, only to see scraps of metal and glass on the ground. But what for his attention the most was the power spike that was suddenly emitted from her. But, he was having problems of his own. He knew that the Giant Form that he had taken is not meant for long fights at all, as it makes the user get fatigued very easily and it was quite obvious here. He panted heavily for about ten seconds until he lost his Giant Form. He was a bit relieved too. He was quite slow in that form and a few more good hits from Zam in that tiring form and he would've been toast. Celerai then took the opportunity to rejuvenate himself as his ki pool was running a bit low as he actually wanted to match Zam in strength and power. Finally, this is what Celerai had been waiting for. "Hmph. It's about time! I've been waiting for you to d-! Huh?"His sentence was interrupted when Zam asked if he wanted to see something cool. Well, not exactly. He just wanted Zam to fight him now, especially since she just got this sudden boost in power. "Uhh, ok. I guess."[401 | 2846] {CELERAI'S BATTLE TRACKER} SUMMARY
Instincts | 5/5 Sips | 4/4 Bashing | -10 ki, -10% PL Power Up | +25% PL | 1/2
Attack 1: Zam's Bright Burst #1. 22 Dmg. Bashing! Attack 2: Zam's Bright Burst #2. Critical Hit! 30 Dmg. Bashing! Attack 3: N/A
Dmg from Zam's attacks: (52/2) 26 - 14 DR = 12 Dmg.
Damage taken in total this turn- 12 Dmg
At-Will Action: Suppression | -0 ki Suppression Released!
Bonus Action: Guard | -10 DR | -6 ki
Bonus Action: Deflect | -50% Dmg for this turn | -14 ki
Bonus Action: Power Up | +50 ki, +25% PL | -0 ki
Standard Action: Sacrificed for Bonus Action.
Standard Action: Sacrificed for Bonus Action.
CLASS FEATURES
Unrivalled Potential- You begin play with all enhanced basic techs
Genius- Your stats are no longer restricted by the natural 50 cap.
Skillful- Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill- Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified- Potential Mastery Level 5 now instead increases all of your skills by +10.
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: -- (This Trait will not be in effect for this spar.) 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.) | 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 I 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 I Celerai adopts a clumsy fighting style fueled by him, playing around, that makes him 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. | Used! 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 I 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 II 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 III 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. | Used! 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.
DEFLECT III Celerai deftly parries or knocks aside an attack headed towards him. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. | Used! Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION I Whether through intuition or psychic potential, Celeraj glimpses a moment into the future and sees what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. 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 (17,206) | Current Power Level: 23,897 (21,507) HP: 84/95 | Ki: 77/100 | DEF: 110 | Melee Accuracy: d100+90 (10) | Ranged Accuracy: d100+45 (10) Damage Reduction: 4 | Melee Damage Modifier: 9 (3) | Energy Damage Modifier: 6 (3) | Ki Cost: 1 Power Up Ki Regen: 50/100
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Post by Majin Zam on Jun 3, 2020 5:07:36 GMT -8
Celerai chose... poorly. Hm, well, assuming he even had a choice. Zam, like most Majins, was swayed by her emotions. Happiness, sadness... And, of course, anger. It bubbled inside her, ready to boil over. She crossed her arms, grit her teeth and let out a low growl. “Hnnnng...” A faint whistle started creeping into the air, like someone had forgotten a teapot on a stove. It was the only warning the foe would get. Steam started pouring from the holes lining her body. Her pink ki flared into a raging blaze. Crackling energy condensed into unstable bolts all over her figure. Her power spiked, finally surpassing the martial artist. It carried dreadful shivers, messing with the concentration of all who couldn’t match her in raw power.
Reckoning was coming.
Suddenly the chaotic creature swung her arms wide with an ear-splitting scream. The unstable energy detonated into a massive explosion. It ravaged the streets, tearing through concrete and metal alike. Dust filled the air. Glass shattered from the shockwave. One of the buildings came crumbling down. Rubble rained down in huge chunks. All those curious bystanders were scattered aside like bloodied rag dolls. In the center of the destruction stood the culprit, engulfed in a pink aura. Her ruined outfit was gone, now completely replaced by her usual Majin attire. All the wounds and bruises on her body were rapidly vanishing.
Zam’s crimson gaze focused on the foe. Her figure blurred. She closed the distance in almost an instant, appearing high above him. Raising her right hand towards the sky, she gathered a bright orb above her palm. It pulsed as she poured more and more power into it. From the size of a baseball to a volleyball and finally a beach ball... “Die, you big meanie! DIE!” She drew her hand back and chucked the ball of destruction as hard as she could. It came crashing down, ready to explode in a fiery fashion. Empowered by the cloak of ki clinging to her, she had become far faster and stronger. Perhaps even more than Celerai bargained for...
WC: 346 | 2,834 Natural PL at start: 12,200
BATTLE TRACKER{Click me!}DEFENSE PHASE. Celerai Attack 1: Zam 60 vs Celerai - = - Total damage: - 5 = -
OFFENSE PHASE. Passive Powerful Ki | +3 ki
Lifedrinker Majin Regeneration | +4 hp
Bonus Action 1: Power Up | Gain +25 ki and +25% PL. Intimidating Power | Enemies lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. Salving: Gain +4 HP for four turns. (Regeneration) Unstoppable Force | Attacks ignore 2 DR during this turn.
Standard Action 1 -> Bonus Action 2: Focus Energy | Gain +15 Acc with all Energy Attacks. | -7 ki
Standard Action 2: Emotion Overflow (massive explosion) | Signature Move | +20 Acc, deals flat 15 dmg | -16 ki Accuracy: Is9Ti1tW1d100+85 Damage: 15+3 = 18 Ultra-Destructive: Increase Edge by 3 Rejuvenate: Gain +3 HP and +3 ki per turn for two turns. Salving: Gain +4 HP for four turns. (Regeneration)
Zam gains Edge 3 against Celerai.
At-Will: Reckoning | Gain an additional Standard Action.
Standard Action 3: Bright Buster (huge energy ball) | Draining: Costs also -5 HP, but deals +5 dmg. | Searing 40% | -28 ki, -5 HP Accuracy: 1d100+75 Damage: 5d8+22 Status: 1d100 40 or below to inflict Burn.
Passive Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 hp
Rejuvenate Empowered Majin Regeneration | +3 hp and +3 ki
Salving Empowered Majin Regeneration | +4 hp
EFFECTS. Countermeasures stacks | 2/2 Powered Up: +25% PL | 1/2 Edge 3 (from Ultra-destructive) | +10 Acc, +4 dmg, +4 DR | 1/2 Rejuvenate: +3 HP and +3 ki per turn | 1/2 Salving: +4 HP per turn | 1/8
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 1 use left. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. Unstoppable Force | On a turn which Power Up is used, ignore 2 of target’s DR. Regeneration | Power Up grants 1 stack of Salve. Additionally, all Salve stacks heal extra +1 HP and last +1 turn longer. | 3 uses. Efficiency | Basic Techniques cost 1 less ki, Utility and Defense Techniques cost 3 less ki, and Special Techniques cost 5 less ki. Can’t reduce the cost below 1 ki. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform a Ranged Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 2 uses left. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 2 uses. Bio-suit | Regain +3 HP at the end of every turn.
DEFENSE/UTILITY TECHS.
Countermeasures | Gain 2 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -10 ki | 1 use. Clash | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Also roll for accuracy and if the clash attack's total damage exceeds the incoming damage, the opponent must respond to the clash as if it was a normal attack. Deals additional damage equal to the damage roll(s) of your opponent’s attack. If Clash would reduce an attack's damage to 0, also nullify any effects it would have caused. | 2 Standard Actions - Reactive | -(15+Attack cost) ki | 1 use. Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | Standard Action - Reactive | -10 ki | 1 use. Power Up (Enhanced) | Power Up recovers double the ki amount. | 1 use.
ATTACK TECHS. Bright Burst Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -8 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: Searing - This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -28 ki and -5 HP Limit: 1 use per thread.
Emotion Overflow Type: Energy, Ranged, Area Action: Standard Action Base Damage: Deals 15 Damage to up to 3 Targets and has +20 Accuracy. Signature Effect: Ultra-destructive: Your technique is so destructive to the area around it that it causes debris in the area and other obstacles. For the next two turns, increase your Edge by X, where X is your class level plus one. If you already have edge 4, double the effects of edge 4 for 2 turns. Major Effect: Rejuvenate: For the next two turns yourself or a target of your choice regenerates 3HP and 3Ki per turn. Two stacks of rejuvenate may be active at a time. Minor Effect: Salving - Apply a stack of Salve automatically to yourself or have a 40% chance of applying Salve to a target of your choice. Salve heals 3 HP per turn for 3 turns. Cost: -16 Ki
HP: 98/115 | KI: 114/155 PL: 12,200 (Natural) -> 22,875 (Power of Legends + Powered Up) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 -> +9 | DMG MODIFIER: +3-> +7 | KI COST: -2 1d100+85·1d100+75·5d8+22·1d100
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