Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Jun 5, 2020 16:10:53 GMT -8
That was obviously a yes, but Celerai didn't really think about what the consequences of that answer would be. He didn't expect her to launch this powerful of an attack. The mere fact that she didn't care about human life bothered her at all made him angry and for the first time.. he decided to take this fight seriously. He was surprised when her power spiked up even further, surpassing the saiyan's power. But, that didn't make him smile. Not one bit. He was slightly happy about the challenge that he was gonna get, but not how she thought about the people below as disposables. The massive explosion was so strong, it flung him straight into a building, which he managed not to destroy, as he stopped in mid air just in time. He watched as the road began to crack open and the buildings got obliterated and well.. that was enough. He just couldn't do it anymore. Just to stand around and have fun while fighting and let everyone that is in the surrounding areas be put in danger. It seems as if she was having fun doing it anyways. It was at this point that he felt like he could do more, as if he was holding back. The speed that Zam has just obtained just now was extremely incredible and it actually had Celerai stunned for a second. With his mouth slightly opened, he looked at her in awe as she leaped and charged up her ball of ki, which grew in size each second. He finally realized what was about to happen, when she made an outburst about him dying to her hands. He grumbled for a second, before he totally deflected the huge orb of ki. The sheer force that came from that attack made it obvious that if he took that head on, there would be trouble. "Hey guys, get out of her!. This is gonna get messy!"He exclaimed to everyone below. They didn't want to leave, as the fight was actually entertaining for them. Well, Celerai didn't care about that. "I said GET AWAY FROM THIS AREA!!"Celerai exclaimed. He became even angrier that before. Charging up a neon green ki blast, he threatened everyone below to leave or else they would be blown away. Obviously, he wasn't going to fire it, but he just did that because he wanted everyone to leave. "Hey Zam! I'm gonna put you in your place. How dare you try to hurt everyone here? I won't let you get away with it!"He realized that she was regenerating pretty quickly and that just pumped him even more to not hold back. At an incredible speed, he darted towards Zam, attempting to make his attacks harder than before. The raw anger made it hard for him to hold back but at the same time, she delivered a very powerful attack. It would only be fair if Celerai didn't pull most of his punches for these series of attacks. He charged at her, with his aura exploding around his form as he did so. In an instant, he was right in front of his opponent. He then attempted to land a few devastating blows, by shoving his knee in her stomach three times, after which, hammering her to the ground, using both his hands. [556 | 3402] {CELERAI'S BATTLE TRACKER} SUMMARY
Instincts | 5/5 Sips | 4/4 Bashing | -10% PL Power Up | +25% PL | 2/2
Attack 1: Zam's Emotion Overflow. 18 Dmg. Attack 2: Zam's Bright Buster. Feint! Attack 3: N/A
Dmg from Zam's attacks: 18 - 2 DR = 16 Dmg.
Damage taken in total this turn- 16 Dmg
At-Will Action: Blitz Strike | -0 ki To hit: C6FgsUrx1d100+30
Damage: 1d12+10
At-Will Action: Flexmetal Staff Strike | -0 ki To hit: 1d100+30
Damage: 1d6+5
At-Will Action: Flexmetal Staff Strike | -0 ki To hit: 1d100+30
Damage: 1d6+5
At-Will Action: Activating Flexmetal Staff
Bonus Action: Dragon Dash | +10 Melee Acc, +5 Dmg | -6 ki
Standard Action: Feint | -14 ki
Standard Action: Strike | -0 ki To hit: 1d100+30
Damage: 1d12+10
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. (2/3)
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. (1/2) 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: 68/95 | Ki: 57/100 | DEF: 110 | Melee Accuracy: d100+90 (20) | Ranged Accuracy: d100+45 (20) Damage Reduction: 4 | Melee Damage Modifier: 9 (5) | Energy Damage Modifier: 6 (5) | Ki Cost: 1 Power Up Ki Regen: 50/100
1d100+30·1d12+10·1d100+30·1d6+5·1d100+30·1d6+5·1d100+30·1d12+10
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Post by Majin Zam on Jun 6, 2020 9:27:34 GMT -8
Even in the face of overwhelming danger, the martial artist managed to protect the city block below from further destruction. The enormous orb of death was flung high into the sky, where it detonated with enough force to leave a huge hole in the drifting clouds. Meanwhilethe Majin gritted her teeth and trembled with fierce frustration. She aimed an accusing point at the man. “Grrrr... That’s impossible! You cheater!” She couldn’t understand how the foe was still alive. That had been her biggest and bestest blast, but he had just tossed it away like a ball. Definitely cheating!
Celerai’s counterattack found its mark, of course it did, but not quite with the expected results. The triple knee felt shallow, almost like it failed to connect. Zam’s stomach simply deformed beneath the impacts before bouncing back. Likewise, the hammer strike was met with rubbery resistance. Her head was knocked downwards in an angle that should’ve broken her neck... Yet she refused to budge. Rather, she reared her head again, embers of anger glowing in her red eyes. All the dents were quickly popping back into their rightful shape. The damage her malleable body failed to absorb was rapidly healed by her absurd regeneration.
Unphased by accusations and threats, the pink powerhouse glared at the fighter. Her tone darkened, an unsettling contrast against her usual chiming voice. “You started it!” Could he argue with that? Maybe, maybe not... At any rate, the chaotic creature wasn’t listening to reason. She brought her hands together by the wrists and splayed her fingers. A monstrous surge of energy crackled along her arms. Even the static build-up was violent enough to harm the man if he stayed too close. “Eat this! And THIS!” Each shout was punctuated by a blindingly bright burst of raw ki. The attacks resembled shotgun blasts full of glitter, except on a far bigger scale. They had enough power to send any seasoned fighter flying.
WC: 323 | 3,157 Natural PL at start: 12,200
BATTLE TRACKER{Click me!}DEFENSE PHASE. Celerai At-will - Reactive: Countermeasures Majin Magic | Turn the next Reactive Bonus Action to Reactive At-will Action. | -1 stack
Rapid Movement Majin Malleability | Gain +25 Def | -12 ki Attack 1: Zam 85 vs Celerai 75 = Miss! Attack 2: Zam 85 vs Celerai 91 = 7 dmg! Attack 3: Zam 85 vs Celerai 83 = Miss! Attack 4: Zam 85 vs Celerai 93 = 20 dmg! Total damage: 27 - 9 = 18
OFFENSE PHASE. Passive Powerful Ki | +3 ki
Lifedrinker Majin Regeneration | +2 hp
Bonus Action: Focus Energy | Gain +15 Acc with all Energy Attacks. | -7 ki
At-Will: Phaser Ring Static Build-up | Cannot crit hit or crit miss. Accuracy: 4ucjsEAw1d100+75 Damage: 2d6+9
Standard Action 1: Bright Burst | Bashing: The target loses 5 ki and -5% of their Base Power Level on hit. | Blinding 30% | -8 ki Accuracy: 1d100+75 Damage: 3d10+7 Status: 1d100 30 or below
Standard Action 2: Bright Burst | Bashing: The target loses 5 ki and -5% of their Base Power Level on hit. | Blinding 30% | -8 ki Accuracy: 1d100+75 Damage: 3d10+7 Status: 1d100 30 or below
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 left | 1/2 Powered Up: +25% PL | 2/2 Edge 3 (from Ultra-destructive) | +10 Acc, +4 dmg, +4 DR | 2/2 Rejuvenate: +3 HP and +3 ki per turn | 2/2 Salving: +4 HP per turn | 2/8
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 | 1 use 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: 92/115 | KI: 88/155 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+75·2d6+9·1d100+75·3d10+7·1d100·1d100+75·3d10+7·1d100
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Jun 6, 2020 18:52:27 GMT -8
H-how? That didn't seem to deal the amount of damage and have the amount of impact that Celerai expected it to have. It's as if.. she was absorbing the attacks. He managed to hit her, yes, but she didn't seem to be.. hurt at all. This had Celerai concerned. Well, he was holding back, but he expected those powerful attacks to at least phase her. But, they didn't. She was really the opponent he was looking for. She was pretty strong. Stronger than he was. He felt his power level drop slightly as the fight gradually went on and that also had him puzzled. Once he saw all the dents popping right back out, restoring her normal form, he looked at her in disbelief. "Wait, what? But how?! Hm, as much as I'm a bit pissed off that you're endangering these people.. I'm starting to get really excited. You're pretty strong Zam, I have to hand it to ya. Hmph."
He leaped backwards, with his aura flaring up around his form, assuming his fighting stance once he regained his balance, giving them both some space to maneuver. It's a good thing he backed away from Zam. Now, the static build up that could've affected him, if he was a bit closer to the main and her destructive energy, didn't affect him at all. But, what he could say about the attack she's charging up currently is.. it looked pretty powerful. Harnessing that much energy meant that she was really strong. As the barrage of ki blasts went in his direction, he got himself ready to deflect the blasts that were heading towards the buildings and the vehicles below. It was easier said than done though, as he struggled to keep the blasts away, because they were too fast for even the well trained Saiyan to deflect. He was forced to cross his arms and take the blasts head on. As the last blast connected with the martial artist's crossed arms, a sudden silence struck the area. Smog engulfed Celerai and only his shadow was evident to his opponent at that time. He felt that sudden drop in his power level once again and became even more surprised than before. What seems to be the case is Zam's attacks dropped a small portion of his power level. A few more of those and she might actually overpower him, even though she already is. Seeing all those signs that Zam would win if he kept this up, he finally decided not to hold back. Once the smog was cleared, the multiple rips on his gi and how he was panting showed that he has taken a lot of hits during the fight and Zam, being a majin, has a natural ability to regenerate her health pretty quickly. Celerai thought to himself if only he could catch up with her regeneration, he could land the decisive blow to win this fight. Once he finally caught his breath, he finally stopped panting heavily and observed his opponent to see if her guard was up or not. The energy around his form dissipated, as he dashed towards his opponent at an incredible speed. The Saiyan attempted to punch Zam in the stomach and then a harsh blow to the face, before he threw a barrage of punches in her direction, hoping that most of them would connect and do the job. [566 | 3968] {CELERAI'S BATTLE TRACKER} SUMMARY
Instincts | 0/5 Sips | 4/4 Bashing | -15% PL, -5 ki Instinctual Defence | +12 Def | 1/3 Turns
Attack 1: Zam's Static Build Up. Miss! Attack 2: Zam's Bright Burst. Miss! Attack 3: Zam's Bright Burst. 13 Dmg. Bashing!
Dmg from Zam's attacks: 13 - 4 DR = 9 Dmg.
Damage taken in total this turn- 9 Dmg
At-Will Action: Blitz Strike | -0 ki To hit: B|qkEcg81d100+50
Damage: 1d12+9
At-Will Action: Blitz Strike | -0 ki To hit: 1d100+50
Damage: 1d12+9
At-Will Action: Flexmetal Staff Strike | -0 ki To hit: 1d100+50
Damage: 1d6+4
At-Will Action: Flexmetal Staff Strike | -0 ki To hit: 1d100+50
Damage: 1d6+4
At-Will Action: Flexmetal Staff Strike | -0 ki To hit: 1d100+50
Damage: 1d6+4
At-Will Action: Flexmetal Staff Strike | -0 ki To hit: 1d100+50
Damage: 1d6+4
At-Will Action: Activating Flexmetal Staff
At-Will Action: Instinctual Defence Spending 5 stacks of Instinct for +12 Def
Bonus Action: Rapid Movement | +25 Def | -14 ki
Standard Action: Strike | -0 ki To hit: 1d100+50
Damage: 1d12+9
Standard Action: Strike | -0 ki To hit: 1d100+50
Damage: 1d12+10
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. (1/3)
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. (1/2) 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 (16,250) | Current Power Level: 19,118 (16,250) HP: 59/95 | Ki: 38/100 | DEF: 110 (122) | Melee Accuracy: d100+90 (50) | Ranged Accuracy: d100+45 Damage Reduction: 4 | Melee Damage Modifier: 9 | Energy Damage Modifier: 6 | Ki Cost: 1 Power Up Ki Regen: 50/100
1d100+50·1d12+9·1d100+50·1d12+9·1d100+50·1d6+4·1d100+50·1d6+4·1d100+50·1d6+4·1d100+50·1d6+4·1d100+50·1d12+9·1d100+50·1d12+10·1d100+50·1d12+9·1d100+50·1d12+9·1d100+50·1d6+4·1d100+50·1d6+4·1d100+50·1d6+4·1d100+50·1d6+4·1d100+50·1d12+9·1d100+50·1d12+10
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Post by Majin Zam on Jun 7, 2020 9:38:24 GMT -8
Finesse had no place in Zam’s arsenal. She relied entirely on brute force. Her attacks were so violent they bashed out portions of the opponent’s power with each impact. So the foe was fortunate only a single blast landed properly this time. Unfortunately it only miffed the Majin further. She responded to his rambling with the maturity one could expect. ...By sticking out her tongue and blowing a raspberry. She had nothing kind to say to him. “And you’re a big jerk! I hate you!” And before this she had thought they were friends... Hmph, dumb adults were always bossing her around. Don’t do this, don’t blow up that... Bleh!
When the martial artist observed his foe, he would find the chaotic creature wasn’t putting up any kind of guard. Her whole stance was full of openings. But... Her body crackled ominously. She was building up energy again... Coating her entire body with it... When the fighter launched himself into a fierce rush, the first impact set her off! “HIYA!” With a mighty shout, she unleashed a huge explosion all around her. The shockwave acted like a shield, stopping the barrage short. Only a couple of punches managed to get through. Worse yet, the detonation doubled as a dangerous attack. If the man didn’t move it, he would bear the full brunt of the bashing power.
As the shockwave passed, Zam was left floating in the air mostly unharmed. She let out a hiss of steam from between her teeth. Most creatures would be gasping for breath after expending so much energy in rapid succession. ...But Majins were far from most creatures. Defying all logic, her aura kept blazing brightly. In fact, her ki reserves were filling rapidly. It was intimidating enough to leave most fighters trembling. However... Some scrapes and bruises still lingered on her body. Even her monstrous regeneration couldn’t quite keep up with the damage. Celerai would be wise to press the offensive while she was still recovering from the blast. The longer the fight dragged on, the stronger she seemed to get...
WC: 346 | 3,503 Natural PL at start: 12,200
BATTLE TRACKER{Click me!}DEFENSE PHASE. Celerai Standard Action 1 - Reactive: Kiai Huge Explosion | All incoming attack rolls that are a natural 50 or below critically fail. | -10 ki Attack 1: Zam 60 vs Celerai 91 (40) = Critical Miss! Attack 2: Zam 60 vs Celerai 77 (27) = Critical Miss! Attack 3: Zam 60 vs Celerai 128 (78) = Hit! 7 dmg! Attack 4: Zam 60 vs Celerai 97 (47) = Critical Miss! Attack 5: Zam 60 vs Celerai 68 (18) = Critical Miss! Attack 6: Zam 60 vs Celerai 52 (2) = Critical Miss! Attack 7: Zam 60 vs Celerai 109 (59) = Hit! 10 dmg! Attack 8: Zam 60 vs Celerai 116 (66) = Hit! 17 dmg! Total damage: 34 - 5 = 29
OFFENSE PHASE. Passive Powerful Ki | +3 ki
Lifedrinker Majin Regeneration | +2 hp
Bonus Action: Power Up (Enhanced) | Gain +50 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 2: Bright Burst (Huge Explosion) | Bashing: The target loses 5 ki and -5% of their Base Power Level on hit. | Blinding 30% | -8 ki Accuracy: ncW3zl6u1d100+50 Critical hit! Damage: 3d10+3 +5 = 16 Status: 1d100 30 or below
Passive Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 hp
Salving Empowered Majin Regeneration | +4 hp
EFFECTS. Countermeasures stacks left | 1/2 Powered Up: +25% PL | 1/2 Salving: +4 HP per turn | 3/12 Power Up ki recovered | 75/100
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 | 1 use 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: 72/115 | KI: 126/155 PL: 12,200 (Natural) -> 22,875 (Power of Legends + Powered Up) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2 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 7, 2020 19:12:05 GMT -8
Hm? She didn't have her guard up at all. But, why? This would just make it easier for Celerai to finally get a few good hits in. As he charged in to land the first blow, he saw the energy crackling around her body. The first blow connected perfectly, which gave Celerai a bit of confidence in the moment. But, as he was about to aim for her face, the sudden outburst from his opponent startled him. Managing to get in a few more punches, suddenly, a huge shockwave sent Celerai flying into a parked car below. That seemed to be one of her attacks that slightly dropped his power level and his ki pool losing ki too. It just couldn't wait, he had to replenish his ki somehow. He was too focused on trying to get a few hits in, he didn't realize that he was about to get totally exhausted. He was already showing signs of fatigueness. Being sent 4 feet into the ground was slightly painful. It wasn't what he expected to happen, really, but now he knew how Zam felt when she was slammed into the ground. Wait, no. Maybe she didn't really feel a thing at all. Who knows? The whole area was covered in debri and smog. The Saiyan leaped out of the smog, landing on one of his knees, gasping for air. He was breathing heavily and was sweating profusely. He wondered how Zam was this strong and how it came down to this only after a few minutes into the fight. Finally, he got up and looked at his opponent above. "You just impress me every second we fight. I guess I won't be pulling my punches after all. Here I am, asking for you to go all out and I'm over here holding back. Hmph. It's time I held up my part of the bargain."As he stood there, his aura suddenly appeared, flaring up around his form. Not only did he raise his ki, but he replenished his ki pool. A smirk was visible on his features. Again, he observed his opponent to see if she had her guard up, before leaping into the air, charging at her at maximum speed. At this point, it would look as if he was afterimaging, as he disappeared and reappeared from time to time, with his aura still brightly lit around his form. Quickly out maneuvered his opponent, he managed to get behind her in the nick of time, attempting to land a devastating blow to the head. He swung his leg at her from behind, hoping to hit the back of her head. But, the assault wouldn't end there. After lowering his leg, he would then follow with a barrage of punches, aimed at her back, which should send her flying towards a building or even 4 feet into the ground. [479 | 4447] {CELERAI'S BATTLE TRACKER} SUMMARY
Instincts | 0/5 Sips | 2/4 Bashing | -20% PL, -5 ki Instinctual Defence | +12 Def | 2/3 Turns Power Up | +25% PL | 1/2 Ignore the actual dmg roll. Apparently, the Flexmetal Staff was used wrongly. After speaking to the staff, they have decided to let Celerai deal 59 dmg instead of 91 dmg.
Attack 1: Zam's Static Build Up. Critical Hit! 16 Dmg. Attack 2: Attack 3:
Dmg from Zam's attacks: (16) 11 - 2 DR = 9 Dmg.
Damage taken in total this turn- 9 Dmg
At-Will Action: Blitz Strike | -0 ki To hit: 29DqNR8q1d100+90
Damage: 1d12+9
At-Will Action: Blitz Strike | -0 ki To hit: 1d100+70
Damage: 1d12+9
At-Will Action: Flexmetal Staff Strike | -0 ki To hit: 1d100+70
Damage: 1d6+4
At-Will Action: Flexmetal Staff Strike | -0 ki To hit: 1d100+70
Damage: 1d6+4
At-Will Action: Flexmetal Staff Strike | -0 ki To hit: 1d100+70
Damage: 1d6+4
At-Will Action: Flexmetal Staff Strike | -0 ki To hit: 1d100+70
Damage: 1d6+4
At-Will Action: Activating Flexmetal Staff
At-Will Action: Drunken Fist Spending 2 Sips.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips.
Bonus Action: Power Up | +25% PL, 25 Ki | -0 ki
Standard Action: Strike | -0 ki To hit: 1d100+70
Damage: 1d12+9
Standard Action: Strike | -0 ki To hit: 1d100+70
Damage: 1d12+9
CLASS FEATURES
Unrivalled Potential- You begin play with all enhanced basic techs
Genius- Your stats are no longer restricted by the natural 50 cap.
Skillful- Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill- Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified- Potential Mastery Level 5 now instead increases all of your skills by +10.
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. (1/3)
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. (1/2) 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 (15,294) | Current Power Level: 23,897 (19,117) HP: 48/95 | Ki: 58/100 | DEF: 110 (122) | Melee Accuracy: d100+90 (70) | Ranged Accuracy: d100+45 Damage Reduction: 4 | Melee Damage Modifier: 9 | Energy Damage Modifier: 6 | Ki Cost: 1 Power Up Ki Regen: 75/100
1d100+90·1d12+9·1d100+70·1d12+9·1d100+70·1d6+4·1d100+70·1d6+4·1d100+70·1d6+4·1d100+70·1d6+4·1d100+70·1d12+9·1d100+70·1d12+9
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Post by Majin Zam on Jun 8, 2020 7:27:57 GMT -8
The Majin glared down at her opponent and cocked her head in a strange angle. Her crimson eyes burned like embers. The praise was deflected with a mocking -and mimicked- scoff. “Hmph to yourself! You can’t beat me...” Wisps of steam drifted from between her lips with each ominous word. “You’re too weak.” As if to prove a point, she made no move to defend herself. It was no mistake, not even carelessness... This was how she had always fought, tanking incoming damage through sheer durability and regeneration. Unfortunately for her, some opponents couldn’t be beaten that way. She just didn’t realize it yet.
Some compared fighting to a dance. Or perhaps a song. And like with many songs, the second verse was the same as the first. When Celerai launched his assault, Zam didn’t bother guarding. Not in the traditional sense. Her body began crackling again. However, this time she was too slow. Way too slow. Her eyes widened when the afterimage vanished before her nose. Where...? The wordless question was answered by a hefty blow to the head. It squished her skull effortlessly. This time every single hit landed without mercy. Her rubbery body couldn’t absorb all the blows. Each strike dented her further and further, until she resembled a giant piece of bubblegum someone had chewed up and spat out.
By the end of the barrage, the battered girl was sent crashing into the ruins of a nearby building. Her limp body went through four walls before finally stopping against the fifth. A bloody cough escaped her lungs, painting the dirt... purple? Well, Majin biology was weird. She wheezed weakly, unable to get back on her feet. Several bruises now covered her beaten body. All that crackling energy faded, spent on simply protecting her. The regeneration visibly slowed down as it struggled to stitch her back together. Even one punch more and the fight would’ve been over.
Zam’s vision was swimming as she tried to raise her hand and take aim. “You... stupid... cheating... jerk...!” Spitting anger and blood, she gathered another orb, around the size of a baseball. In stark contrast to her trembling body, she seemed to find the energy effortlessly. She was doing fine on ki. Physical stamina... not so much. She fired a haphazard shot towards the martial artist. It had nowhere near the power or the speed of the previous blasts. In fact, getting hit by something one could see coming a mile away... Well, it would’ve been pretty embarrassing.
WC: 418 | 3,921 Natural PL at start: 12,200
BATTLE TRACKER{Click me!}DEFENSE PHASE. Celerai Bonus Action 1 - Reactive: Guard Majin Malleability | Gain +10 DR | -7 ki Standard Action -> Bonus Action 2 - Reactive: Universal Targe Majin Malleability | Gain +10 DR and immunity to 1 non-special status effect for 1 turn Attack 1: Zam 60 vs Celerai 132 = Hit! 19 dmg! Attack 2: Zam 60 vs Celerai 116 = Hit! 18 dmg! Attack 3: Zam 60 vs Celerai 137 = Hit! 9 dmg! Attack 4: Zam 60 vs Celerai 154 = Hit! 5 dmg! Attack 5: Zam 60 vs Celerai 82 = Hit! 7 dmg! Attack 6: Zam 60 vs Celerai 88 = Hit! 5 dmg! Attack 7: Zam 60 vs Celerai 109 = Hit! 12 dmg! Attack 8: Zam 60 vs Celerai 88 = Hit! 16 dmg! Total damage: 91 - 25 = 66 Zam is reduced to 6 HP.
OFFENSE PHASE. Passive Powerful Ki | +3 ki
Lifedrinker Majin Regeneration | +2 hp
Standard Action 2: Bright Burst (haphazard orb) | Bashing: The target loses 5 ki and -5% of their Base Power Level on hit. | Blinding 30% | -8 ki Accuracy: uGL8qS_B1d100+50 Damage: 3d10+3 Status: 1d100 30 or below
Passive Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 hp
Salving Empowered Majin Regeneration | +4 hp
EFFECTS. Countermeasures stacks left | 1/2 Powered Up: +25% PL | 2/2 Salving: +4 HP per turn | 4/12 Power Up ki recovered | 75/100
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 | 1 use left. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 1 use left. 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: 15/115 | KI: 117/155 PL: 12,200 (Natural) -> 22,875 (Power of Legends + Powered Up) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2 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 9, 2020 6:15:06 GMT -8
All he needed to do was time the assault perfectly, this time. One would think that he's ignoring the insults thrown at him. Indeed, that's actually true. He was slightly concerned as to why she'd insult him. It was a bit obvious though. She accused him of cheating multiple times, but he certainly wasn't. He just managed to tap into power that he didn't really know he had and use it to his advantage. She had a clear advantage in terms of power, so he didn't see a reason to insult him. Maybe it was just the childish instinct of the majin. That's a rather fair explanation. As he closed in on his opponent, he quickly disappeared and his afterimage went out of her sight after. He quickly reappeared behind Zam, immediately landing his first blow. Surprisingly, this time he didn't sense the energy that he sensed before, the one that initially turned into a shockwave. But, the sparks were there. He did this at his own risk though, as he knew that a few more seconds of being close to her would be trouble. He had to time and end these series of attacks quickly. To his surprise, he got as many hits as he wanted and the results were something that he didn't expect. He expected her to be damaged, based on the force that he exerted into those hits, but not this severely damaged. Her natural regeneration was clearly not enough for Celerai's full powered strikes. He didn't even know that he had that much.. power as he never actually had to go all out in a fight before. Maybe he finally found a worthy opponent. As much as he should be praised for his powerful attacks, Zam's attacks were uniquely powerful too. He looked down at his opponent that was currently laying down in the remains of a really huge building. By the looks of it, if Celerai attacked her like that again, she would surely pass, but her power level was still exceptional. A sigh left his lips once he realized that he pulled off exactly what he wanted to. He didn't want to end the fight here, but instead deal enough damage to her so that it would be fair. At least, fair to him. The Saiyan couldn't find himself to ignore her insult this time, he really wanted to question her as to why she thought he was cheating. But first, he had to deal with the blast that she fired after her statement. Weirdly, her blast didn't have enough speed to pressure the Saiyan at all. More like a stray shot. But, it still had power. He powered up once more and the blast clashed with his neon green aura. An explosion followed, but it wasn't as huge as the others were. Celerai actually used that moment to regain his Giant Form as he finally had enough stamina to take on that form once more. He also replenished his ki pool and raised his power level to a level that was rather close to Zam's. "Hm? Do you think I'm really cheating? Hmph. Ok then. I'll give you a handicap. Come at me however you like."One would see this as teasing her, but surely he wasn't. He was only buying time for her to regenerate. [554 | 5001] {CELERAI'S BATTLE TRACKER} SUMMARY
Instincts | 0/5 Sips | 2/4 Bashing | -20% PL Instinctual Defence | +12 Def | 3/3 Turns Power Up | +50% PL | 1/2 Giant Form | +35 Temp HP, -15 Def | 35/35
Attack 1: Zam's Static Build Up. Critical Hit! 16 Dmg. Attack 2: N/A Attack 3: N/A
Dmg from Zam's attacks: 0 - 4 DR = 0 Dmg.
Damage taken in total this turn- 0 Dmg
At-Will Action: Bend the Limits | Giant Form
Bonus Action: Power Up | +25% PL, 25 Ki | -0 ki
Standard Action: Giant Form | +35 Temp HP, -15 Def | -14 ki
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. | Used! 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. (1/3)
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. (1/2) 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 (15,294) | Current Power Level: 28,677 (22,941) HP: 48/95 (35/35) | Ki: 69/100 | DEF: 110 (107) | Melee Accuracy: d100+90 (70) | Ranged Accuracy: d100+45 Damage Reduction: 4 | Melee Damage Modifier: 9 | Energy Damage Modifier: 6 | Ki Cost: 1 Power Up Ki Regen: 100/100
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Post by Majin Zam on Jun 10, 2020 7:09:46 GMT -8
Some creature’s were dangerous to taunt... Like angry bulls. Upset mothers. And miffed Majins. When the blast clashed against the green aura and exploded without any effect, the girl’s fierce glare narrowed. She gritted her teeth, trembling with frustration. “Hnnnngh... Stop it! Stop... Not dying! It’s cheating!” This time she had seen it... He was somehow turning her best blasts into total duds. She had fought enough humans and demons to know that nobody just ignored her power, not with strength or shields or super strong magic. Once she had even hit herself to test and it had really hurt! So in short, he was a big, stinking cheater. It was the only explanation.
Zam’s eye twitched. Steam whistled. The fuse was lit. She managed to stand up again, but only barely. “AND STOP HMPHING ME!!!” Her aura flared with the enraged scream, but it lacked the intimidating power from before. Likewise, her regeneration kept constantly slowing down. Scratches and bruises still lingered. The torn clothing wasn’t fully repairing itself either. Perhaps the barrage of hits hadn’t injured her as much as it initially seemed, but she was still on her last legs. She couldn’t go on for much longer, no matter how the foe tried to stall for reasons unknown. The difference was clear as day. One would have to be blind... or childishly stubborn... to deny it.
The chaotic creature launched herself at the martial artist like a pink bottle rocket. She threw a wild flurry of punches toward’s the man’s face. “HateyouhateyouHATEYOU!” Majin see, Majin do, you know. However, her movements were nowhere near fast or powerful enough. As far as physical fighting went, she was sloppy. Just a child mimicking what she had seen. For the finisher, she brought her fists together before bringing them down like a hammer upon Celerai’s head. For the time being, he had her undivided attention. Good thing too, because the two fighters were getting company. The sound of an engine approached, as a news chopper buzzed nearby. It was straying dangerously close while trying to get a good shot...
WC: 349 | 4,270 Natural PL at start: 12,200
BATTLE TRACKER{Click me!}DEFENSE PHASE. Celerai Attack 1: Zam 60 vs Celerai - = - Total damage: - 5 = - Fixing total HP as per staff instructions.
OFFENSE PHASE. Passive Powerful Ki | +3 ki
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: Qq9PX6Kr1d100+35 Damage: 1d8+6
Standard Action 2: Strike Hammer Hit Accuracy: 1d100+35 Damage: 1d8+6
Passive Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 hp
Salving Empowered Majin Regeneration | +4 hp
EFFECTS. Countermeasures stacks left | 1/2 Salving: +4 HP per turn | 5/12 Power Up ki recovered | 75/100
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 | 1 use left. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 1 use left. 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: 54/115 | KI: 116/155 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+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 Jun 12, 2020 8:12:04 GMT -8
Celerai just didn't get it. Did she actually want to kill him or not? Well, she has been saying that he's cheating for quite a while now and well.. it had him slightly concerned. "Huh? Stop.. not dying? Do you actually want to kill me or something?" The Saiyan asked. He was actually surprised that she got up from the ground after all those attacks connected. She was truly amazing, in Celerai's opinion. He simply sighed once she demanded that he should stop 'hmphing' her. Maybe he would, but there weren't any promises. She seemed to be angry, maybe even angrier than before. It was quite obvious that she didn't like to lose, but what wasn't obvious is that she wanted him to die. She kept saying so, but she's a child. That's not possible, is it? Once she darted towards the Saiyan, Celerai immediately went on the defensive, assuming a fighting stance. As she came in with her flurry of punches, Celerai simply weaved around and dodged all of her blows, but what came next was unexpected. As she went down for the hammer hit, he quickly attempted to guard from above, but he was just not fast enough. He simply got caught off guard with that attack. He went flying straight toward the ground, but it was a good thing he caught his balance and landed on both his feet in time. The only problem was, there was a huge crater in the middle of the road, due to the heavy form that he took and the amount of force that was put into that hammer hit. He quickly flew back up into the air, brushing off his already tattered and dirty clothes. "Hm, you just caught me off guard there for a second. I won't let that happen the second time. You'll see."The sudden change in mood might be a bit puzzling, but when Celerai delivered those flurry of punches and sent her flying into a building, that was actually her punishment. At least, in his opinion. That might also be a reason why she's this angry. He wanted her angry so that she would tap into her hidden power, but this may or may not have gone too far. There wasn't a lot of time to think about that though. He went charging at her, but not as fast as he used to because of the slow and tiring form that he's currently taken. Maintaining his current power level, his aura igniting around his body, as he attempted to land the first two punches to the face. Once he went to deliver the third and final blow, his aura dissipated, with only his fist shining brightly because of the neon green aura surrounding it. If this hits, it should at least be more painful than the first two and also have a lot more force behind it. [482 | 5483] {CELERAI'S BATTLE TRACKER} SUMMARY
Instincts | 0/5 Sips | 2/4 Bashing | -20% PL Power Up | +50% PL | 1/2 Giant Form | +35 Temp HP, -15 Def | 28/35
Attack 1: Zam's Flurry of Punches. Miss. Attack 2: Zam's Hammer Hit. 13 Dmg. Attack 3: N/A
Dmg from Zam's attacks: 13 - 4 DR = 9 Dmg.
Damage taken in total this turn- 9 Dmg
At-Will Action: Blitz Strike | -0 ki To hit: gmQhefeo1d100+50
Damage: 1d12+9
Bonus Action: Power Up | +25% PL | -0 ki
Standard Action: Strike | -0 ki To hit: 1d100+50
Damage: 1d12+9
Standard Action: Ki Blade | -1 ki To hit: 1d100+50 Critical Hit! +5 Dmg.
Damage: 2d6+8
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. | Used! 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. (1/3)
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. (1/2) 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 (15,294) | Current Power Level: 28,677 (22,941) HP: 48/95 (28/35) | Ki: 68/100 | DEF: 110 (95) | Melee Accuracy: d100+90 (50) | Ranged Accuracy: d100+45 Damage Reduction: 4 | Melee Damage Modifier: 9 | Energy Damage Modifier: 6 | Ki Cost: 1 Power Up Ki Regen: 100/100o
1d100+50·1d12+9·1d100+50·1d12+9·1d100+50·2d6+8
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Post by Majin Zam on Jun 13, 2020 1:44:28 GMT -8
Quantity didn’t equal quality. Out of the dozen plus attacks Zam unleashed, only the very final one landed. And it hardly did anything. Almost like the martial artist hadn’t taken any damage at all. Of course, the only one surprised was the frustrated girl. Pausing the assault, she floated back. Fury and disbelief were taking turns on her face. “Tch!” A huff of steam erupted from her nose. She simply couldn’t understand how and why this was happening again... It was just like the time against that Robot Mister. No matter what she did, her moves just didn’t reach the foe.
Finally the angry Majin answered the key question of the conflict... Did she actually want to kill the man? Her brow furrowed. Flailing fists underlined her frustration. “You’re a big, mean bully! All bullies should just die!” And that was the cold, harsh truth. Yes, she was actually trying to kill the man. ...With no success whatsoever. The gap in strength was too wide. Nothing made that more evident than the counter-attack. The fighter effortlessly closed the distance between them, planting two punches right in her face. It was a devastating combination, nearly knocking her lights out on impact. She staggered back, seeming too stunned to fight back.
...Seeming.
Suddenly Zam’s dizzy eyes flashed open. Sharp, ready and demonic. Her arm was engulfed in pink static. It crawled up her wrist like an angrily coiling snake. “Just...” She splayed her fingers and fired a full-power blast from zero range. “DIE!” It clashed against the shining fist, trying to dampen the final hit and maybe even blow him back. If the foe didn’t power through the blast, he might find himself in trouble. But would her strength be enough to even do that...?
WC: 294 | 4,565 Natural PL at start: 12,200
BATTLE TRACKER{Click me!}DEFENSE PHASE. Celerai Bonus Action - Reactive: Guard Majin Malleability | Gain +10 DR | -7 ki Attack 1: Zam 60 vs Celerai 137 = Hit! 13 dmg! Attack 2: Zam 60 vs Celerai 92 = Hit! 19 dmg! Standard Action 1 and 2 - Reactive: Clash (zero range blast) | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Attack 3: Zam 60 vs Celerai 143 (93) = Hit! +Crit! 17 - 22(Clash) = 0 dmg! Total damage: 32 - 15 = 17
OFFENSE PHASE. Passive Powerful Ki | +3 ki
Lifedrinker Majin Regeneration | +2 hp
Standard Action 1 and 2 - Reactive: Clash (zero range blast) | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. If 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. Bright Burst | Bashing: The target loses 5 ki and -5% of their Base Power Level on hit. | Blinding 30% | -23 ki Accuracy: 8ylD4wEu1d100+50 Damage: 3d10+3 +17 = 39 dmg Status: 1d100 30 or below
Passive Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 hp
Salving Empowered Majin Regeneration | +4 hp
EFFECTS. Countermeasures stacks left | 1/2 Salving: +4 HP per turn | 6/12 Power Up ki recovered | 75/100
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 | 1 use left. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 1 use left. 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: 46/115 | KI: 92/155 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
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Jun 14, 2020 9:35:10 GMT -8
That was a rather vague answer from Zam, in Celerai's opinion. He was a.. bully? The Saiyan had a feeling that she said this because well.. she doesn't have the upper hand. She actually did for the first few minutes of the fight, but he started to read her moves and how she fights, but the downfall of all this was, he had to concentrate more on maintaining his current power level in order to stay above her. He realized that not doing so gave her some sort of edge. Now, he won't be able to attack at his full potential, but hey. He's still doing pretty good. Bam! Bam! The first punches connected. That actually gave Celerai a bit of a confidence boost. Celerai felt like he could do more, maybe like he was holding back. He felt like he could make his punches sharper. But, he decided not to do it. Pulling back his punches was already enough for Zam. He never actually tried to use full power before, because he was never forced to. As his neon green ki infused fist went in for the final blow, it clashed with the crackling orb of energy. That was a great way to counter an attack, in Celerai's opinion. He was genuinely impressed that Zam could pull that off, even for her age. Majins were really smart in terms of fighting. There was a problem though. Celerai burnt through all of his ki reserves while fighting, but Zam seems to be ok. He tried to replenish his ki pool, but it just didn't work. That was basically it for the day. The only way that he could fix that is by resting or suppressing his energy. He realized that suppressing his energy helped him to regenerate some ki, even though it's not by a lot. He didn't need to do any of this, at least not at the moment. Hopefully, he ends the fight before that happens, because giving her that amount of edge could cost him the fight, especially since she's 'trying to kill him'. They stood there in a stalemate for a few moments, struggling to push the opponent away, until the ball of energy and the ki around the Saiyan's fist dissipated. He quickly leaped backwards, giving the two some space. Now wasn't the time to talk. This was the part of the fight where concentration is key. If he wastes his ki doing stuff that he shouldn't, it could cost him. He immediately entered a defensive stance, examining his opponent to see if there were any openings to attack. But, he wanted to blond her first. His Solar Flare didn't work the first time. Maybe.. he'll have to try something else. This will be a bit of a dirty trick, but it should work. He darted towards his opponent, sticking both his index and middle finger outwards, attempting to poke her in the eyes. Realising what he just did, he immediately regretted doing that. What if she had more power reserving? She could unleash it and then he'd be in big trouble. There was a chance that he didn't pull off what he was trying to do in the first place, but he had to play it safe. "Oops. I didn't mean to do that. Sorry, hehe."He then wrapped his arms around the majin. He knew that she liked hugs. Maybe it could make her.. 'not want to kill him'? He had to give it a try. It was a really big hug. If she couldn't keep her composure, she would be squished. But like she would be squished to death, because she's a majin after all. Her malleable body could sustain just about everything that Celerai throws at her. [626 | 6109] {CELERAI'S BATTLE TRACKER} SUMMARY
Instincts | 0/5 Sips | 2/4 Bashing | -20% PL Power Up | +50% PL | 2/2 Giant Form | +35 Temp HP, -15 Def | 28/35
Attack 1: Zam's Zero Range Blast. Miss. Attack 2: N/A Attack 3: N/A
Dmg from Zam's attacks: 13 - 4 DR = 9 Dmg.
Damage taken in total this turn- 9 Dmg
Bonus Action: Solar Flare | -4 ki Blinding: 6Nt2v9jk1d100 70% Chance
Standard Action: Grapple | -2 ki To hit: 1d100+50 Critical Hit! +5 Dmg!
Damage: 1d6+9 Damage Die Bypasses DR
Immobilising: 1d100 40% Chance
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. | Used! 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. (1/3)
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. (1/2) 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. (2/2) Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
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 (15,294) | Current Power Level: 28,677 (22,941) HP: 48/95 (28/35) | Ki: 62/100 | DEF: 110 (95) | Melee Accuracy: d100+90 (50) | Ranged Accuracy: d100+45 Damage Reduction: 4 | Melee Damage Modifier: 9 | Energy Damage Modifier: 6 | Ki Cost: 1 Power Up Ki Regen: 100/100o
1d100·1d100+50·1d6+9·1d100
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Post by Majin Zam on Jun 14, 2020 11:03:22 GMT -8
As the clash of energy ended, the Majin staggered further back. She gasped for air, chest heaving with each heavy breath. Steam hissed between her teeth and wisps rose from the holes lining her body. It was like she was overheating... Overexerting herself in a futile effort to fight something far beyond her reach. When the foe examined her unsteady stance, he did indeed find countless openings. The stance of someone with no formal training whatsoever. With the sheer difference in speed, it was a simple matter to exploit any opening. Her eyes widened at the incoming dash, anticipating the attack that would soon follow. The fingers dug deep into her skull. There was a disgusting squish...
And a burst of blood.
Zam recoiled with a pained shriek, clutching her face. Darkness swallowed the world around her. Purple tears ran down her cheeks. She would heal, of course, but the damage had already been done. The kind that would never quite heal. Celerai’s insincere, mocking apology fell to deaf ears. Anger mixed with fear like red mixing with black. She couldn’t understand what just happened. This was something new, something horrible. Her creeping panic started as soft sobbing... And soon grew into ugly crying. “Sniff... Waaaaaah!” It hurt... So much... Blinded and gripped by fear, she was an easy... well... easier target for the devastating follow-up move.
In a terrible miscalculation, or maybe intentional tactic, the martial artist only managed to scare the terrified girl further. Upon feeling the painful, crushing squeeze, she screamed in terror. “No! Let me go!!” However, no amount of kicking and flailing helped her. “Lemmegolemmegolemmego!!!” The results were devastating, even for someone with a rubbery body. She was crushed with a pitiful squeak. “...!” The screaming was promptly silenced as air was forced out of her lungs. Any human, demon or monster would’ve died from that.
But Majins worked in weird ways.
In a desperate attempt to escape, Zam unleashed a haphazard burst of energy all around her. And another for good measure. If the foe tried to keep her trapped, he would find that it was like holding onto a live firework. Sparks would keep flying until she managed to break free. Unfortunately, the sad attacks were even less accurate than before. Fear was a terrible thing... Like poison coursing through the veins... Paralyzing even the strongest creatures...
WC: 490 | 4,955 Natural PL at start: 12,200
BATTLE TRACKER{Click me!}DEFENSE PHASE. Celerai Attack 1: Solar Flare = Hit! Blinded! Attack 2: Zam 35 vs Celerai 143 (93) = Hit! +Crit! 15 dmg (1 dmg ignores DR) Total damage: 14 - 5 + 1 = 10
OFFENSE PHASE. Passive Powerful Ki | +3 ki
Standard Action 1: Bright Burst (haphazard burst) | Bashing: The target loses 5 ki and -5% of their Base Power Level on hit. | Blinding 30% | -8 ki Accuracy: W9mkk_3d1d100+25 Crit! Damage: 3d10+3 +5 = 14 dmg Status: 1d100 30 or below
Standard Action 2: Bright Burst (haphazard burst #2) | Bashing: The target loses 5 ki and -5% of their Base Power Level on hit. | Blinding 30% | -8 ki Accuracy: 1d100+25 Damage: 3d10+3 Status: 1d100 30 or below
Passive Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 hp
Salving Empowered Majin Regeneration | +4 hp
EFFECTS. Countermeasures stacks left | 1/2 Salving: +4 HP per turn | 7/12 Power Up ki recovered | 75/100 Blinded -25 Acc and Def | 1/1
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 | 1 use left. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 1 use left. 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: 43/115 | KI: 82/155 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+25·3d10+3·1d100·1d100+25·3d10+3·1d100
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Jun 15, 2020 8:30:20 GMT -8
Well, that felt a bit.. weird. After that experience, Celerai vowed to himself never to do that ever again. He realized how painful it would be if that was done to him. The Saiyan actually thought that a hug would make her feel better, especially since she was in a lot of pain, but may or may not have forgotten to pull back the force of that hug. He kinda hugged her as hard as he possibly could, but it was too much. He released her once she demanded that he should let go and immediately after going so, a haphazard burst of energy attacks collided with the Saiyan's arms, which were crossed in front of his face. He was actually struggling and he felt the sudden drop in his power level once more. It took a lot more ki than he expected to guard all of these attacks too. It's kinda like she went.. berserk. After all of that chaos, what was left of the area around them were remains of buildings. It was a total disaster, but the good news is.. everyone evacuated the area close to the right. There was no longer a road, but instead a huge crater. Celerai was forced to the ground below once more and once he looked up, he couldn't believe his eyes. He might've pulled off blinding the majin, but he felt that he severely damaged Zam's eyes. The blood made Celerai feel extremely guilty. "Uh oh.. Maybe I overdid it."He sure did. It wasn't just that he poked her in the eye, but the fact that he squished her, hoping that she'd like it. In conclusion, maybe doing all that wasn't a good idea. He was just desperate to save some ki, so he decided to poke her. Speaking of ki, he was actually starting to run a bit low on ki. He had a feeling that this fight will be going on for quite some time, even though it has been going on for quite some time. It's been awhile since he's had such a drawn out fight like this. The last time he did this, it was against Duke Satan, but he ended up losing that fight. This has been about the fourth time Celerai has been forced or knocked to the ground. Surprisingly, maintaining his Giant Form, he hovered back up into the air and again faced his opponent. But, as he was about to attack again, there was some stuff going through his mind. Now, it wouldn't be ideal just trying to maintain his power level after he sustained those attacks that dropped it tremendously over time. He also needed another way to restore his ki, so he decided to suppress his energy. Even though that could potentially make him slower than Zam, it would make him harder to target, especially in her current state. He lowered his power level to less than half of what it was at the start of the fight and now, he could feel his ki replenishing, even though it was a little. He knew that over time, he would be ok. He needed to test her awareness without getting too close to her, so he decided to toss a ki blast in her direction to see her reaction. [549 | 6658] {CELERAI'S BATTLE TRACKER} SUMMARY
Instincts | 0/5 Sips | 2/4 Bashing | -25% PL, -5 Ki Giant Form | +35 Temp HP, -15 Def | 18/35 Enhanced Suppression | +3 Ki Per Turn
Attack 1: Zam's Haphazard Burst #1. Critical Hit! 14 Dmg. Attack 2: Zam's Haphazard Burst #2. Miss Attack 3: N/A
Dmg from Zam's attacks: 14 - 4 DR = 10 Dmg.
Damage taken in total this turn- 10 Dmg
At-Will Action: Suppression Suppressing PL to 7,000
Bonus Action:
Standard Action: Ki Blast | -1 ki To hit: I0PdJx5z1d100+45 Critical Hit! +5 Dmg!
Damage: 2d6+8
Standard Action:
CLASS FEATURES
Unrivalled Potential- You begin play with all enhanced basic techs
Genius- Your stats are no longer restricted by the natural 50 cap.
Skillful- Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill- Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified- Potential Mastery Level 5 now instead increases all of your skills by +10.
CLASS TRAITS
FLAWLESS COUNTER Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- (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. | Used! 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. (1/3)
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. (1/2) 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. (2/2) Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
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: 7,000 (7,000) | Current Power Level: 7,000 (7,000) HP: 48/95 (35/35) | Ki: 59/100 | DEF: 110 (107) | Melee Accuracy: d100+90 (50) | Ranged Accuracy: d100+45 Damage Reduction: 4 | Melee Damage Modifier: 9 | Energy Damage Modifier: 6 | Ki Cost: 1 Power Up Ki Regen: 100/100
1d100+45·2d6+8
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Post by Majin Zam on Jun 16, 2020 0:46:47 GMT -8
While the foe did release his killer grip, the Majin’s panic didn’t ease up much. She still held her face, sobbing hopelessly. The pain was slowly subsiding as her regeneration ran its course. Caaarefully she opened her barely healed eyes and peeked past her fingers... Just in time to see a ki blast headed her way. She barely managed to cross her arms, the first time in the whole fight she actually guarded. Good thing too. The blast clashed against her arms with critical force. She was sent stumbling backwards. Even while holding back, the martial artist was still far stronger than the crying girl. A simple ki blast, half-heartedly tossed, packed more power than either of her desperate bursts.
Once the smoke started settling, the unsteady silhouette slowly struggled back onto her feet. She coughed weakly, having accidentally inhaled the dancing dust. Several bruises and energy burns covered her battered body. Her clothing was in terrible tatters. Only now that the opponent stopped trying, her regeneration was beginning to barely keep up... But it would be a long while before she could fully recover. More purple blood dripped from her lips with each ragged breath. This was the worst... Even worse than the time that robot mister beat her up...
Zam directed a teary-eyed glare at the enemy. She hated him. Words couldn’t describe how much she wanted to make him go boom and watch his red ashes rain all over the place. Unfortunately she didn’t quite have the power for that... Not that it stopped her from trying. She cupped her hands and filled her palms to the brim with energy. “Hnnngh!” Gritting her teeth, she fought against the pain and swung her arms in a wide arc. First right, then left. Both swings scattered unstable sparks that detonated into a chain of tiny blasts. Carpet bombing in miniature scale. The combined attack threatened to swallow the martial artist.
WC: 320 | 5,275 Natural PL at start: 12,200
BATTLE TRACKER{Click me!}DEFENSE PHASE. Celerai Bonus Action - Reactive: Guard Actual guard this time | Gain +10 DR | -7 ki Attack 1: Zam 60 vs Celerai 145 (100) = Hit! +Crit! 16 dmg Total damage: 16 - 15 = 1
OFFENSE PHASE. Passive Powerful Ki | +3 ki
Lifedrinker Majin Regeneration | +2 hp Zam gains edge 2 due to Celerai's suppression.
Standard Action 1: Bright Burst (chain of tiny blasts) | Bashing: The target loses 5 ki and -5% of their Base Power Level on hit. | Blinding 30% | -8 ki Accuracy: dL1bM9vq1d100+55 Crit! Damage: 3d10+6 +5 = 24 Status: 1d100 30 or below
Standard Action 2: Bright Burst (chain of tiny blasts) | Bashing: The target loses 5 ki and -5% of their Base Power Level on hit. | Blinding 30% | -8 ki Accuracy: 1d100+55 Damage: 3d10+6 Status: 1d100 30 or below
Passive Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 hp
Salving Empowered Majin Regeneration | +4 hp
EFFECTS. Countermeasures stacks left | 1/2 Salving: +4 HP per turn | 8/12 Power Up ki recovered | 75/100 Edge 2 | +5 Acc, +3 DMG, +3 DR
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 | 1 use left. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 1 use left. 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: 51/115 | KI: 65/155 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+55·3d10+6·1d100·1d100+55·3d10+6·1d100
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Jun 17, 2020 9:54:58 GMT -8
It was a bit unexpected, but she managed to deal with the ki blast pretty well. Celerai honestly expected her to take the attack head on, like she always did. It was indeed the first time Celerai ever saw the pink majin guarding an attack. Once the smoke finally cleared up, he was genuinely surprised that.. her eyes were open? But how? He knew that she could regenerate, but.. this fast? Even though it's her eyes? With a little bit more experience, she could become one of the strongest beings to ever exist, in Celerai's opinion. With that level of regeneration, she could possibly learn how to heal others, even though that would be highly unlikely. She is trying to kill the Saiyan after all, isn't she? It seemed as if Zam paid a big toll for absorbing all of his attacks, meanwhile, Celerai was having some problems of his own. If Zam should launch one of her powerful attacks, he would surely be in big trouble. If it comes down to that, he'd have to end the fight quickly. Once Zam began to stare at Celerai, her opponent, the Saiyan tightened his defences, putting a guard up and adjusting his defensive fighting stance. She looked angry, almost like she wanted to get rid of him, in Celerai's opinion. He was slightly afraid to be honest. One wrong move and he would be done for. As much as he wanted to fight more, she would outlast him, so he has to end the fight when he has the perfect opportunity, even though that could be anytime. She barely puts a guard up anyways. Once she threw the tiny blasts in his direction, he began slapping them away with his arms. "I-I can't keep this up for long."He couldn't. It was too much. He was forced to cross his arms and take all of the blasts head on. Smoke engulfed the Saiyan, as the barrage of ki attacks finally came to a close. Once the smoke settled, one could see Celerai struggling to stand upright and his body shrunk back to how it was from the start. Yes, he lost his Giant Form. His shirt was already off his back and the remains of it was in the ground below. He panted heavily as he tried to breath in some fresh air and gain enough strength to fight again. "Heh. It's about time I take you seriously."
He said, with a smirk on his face. It's been a while since he had this much of a competition. His aura enveloped his form, as he looked at his opponent, thinking about his next move. If he needed to take her seriously, he'd need to use something big. Something he has never used before in this fight. But then, something struck him. He got it. He remembered when he used to try and get behind his opponent and then deliver a devastating blow to the spine. Maybe he should try that. Once he decided, he charged at the majin, with his aura exploding around his form. Electricity crackled around his body, as he attempted to punch her in the stomach. He moved at an amazing speed, so fast, she probably didn't see the attack coming. His after image vanished, as he quickly out maneuvered his opponent. He swung his leg at her, attempting to land a critical blow, at her back. [569 | 7227] {CELERAI'S BATTLE TRACKER} SUMMARY
Instincts | 0/5 Sips | 1/4 Bashing | -30% PL, -5 Ki Enhanced Suppression | +3 Ki Per Turn
Attack 1: Zam's Chain of Tiny Blast #1. Critical Hit! 24 Dmg. Attack 2: Zam's Chain of Tiny Blast #2. Miss Attack 3: N/A
Dmg from Zam's attacks: 24 - 4 DR = 20 Dmg.
Damage taken in total this turn- 20 Dmg
At-Will Action: Suppression Suppressing PL to 7,000
At-Will Action:
Bonus Action: Dragon Dash | +10 Melee Acc, +5 Dmg | -6 ki
Standard Action: Strike | -0 ki To hit: Yz96ZYp|1d100+100
Damage: 1d12+14
Standard Action: Cutting Edge | Slashing, Crippling | -14 ki To hit: 1d100+100
Damage: 3d10+14
Crippling: 1d100 40% Chance
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. | Used! 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. (1/3)
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. (1/2) 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. (2/2) Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
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: 7,000 (7,000) | Current Power Level: 7,000 (7,000) HP: 46/95 | Ki: 37/100 | DEF: 110 | Melee Accuracy: d100+90 | Ranged Accuracy: d100+45 Damage Reduction: 4 | Melee Damage Modifier: 9 | Energy Damage Modifier: 6 | Ki Cost: 1 Power Up Ki Regen: 100/100
1d100+100·1d12+14·1d100+100·3d10+14·1d100
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