Celerai
Prospect
Hey, wanna spar?
Posts: 303
|
Post by Celerai on Jul 15, 2020 20:01:12 GMT -8
Celerai's attack managed to send Will O. Wisp on the defensive. Once he saw that he managed to inflict a small bruise, he thought that he might have overdone it, but the feline didn't seem to complain at all. He shook it off like it was nothing really. While his opponent was busy testing out his bruised arm, Celerai's ki blade dissipated and he began to do some stretches. His attention was then drawn when the feline began to explain about the Saiyan knowing his moves and how he fights already and also that he should expect the unexpected and be ready. Yes, he was right. Celerai knew Will O. Wisp's fighting style well enough to counter his attacks. He was very slippery in terms of trying to hit him. The Saiyan knew that his opponent was holding back, which also made sense. Celerai believed that this one had something up his sleeve and that he should keep an eye out for any slight movements. Celerai then entered a defensive fighting stance as he saw Will O. Wisp dashing towards him. But somehow, the feline managed to get through his defense with a solid punch to the face. That woke him up. He watched Will O. Wiso then aimed yet another punch at him, but realized, once he caught it with ease, that it was merely a dummy fist so that his opponent could sneak in another attack, a ki blast to be specific. But, Celerai wasn't going to fall for that trick. The Saiyan quickly deflected the blast with the back of his hand, after which, leaping backwards, assuming a defensive fighting stance. "Hmph. You've gotta do better than that to catch me off guard.. Master Will O. Wisp." He said, with a smirk visible on his features. After which, charging towards the feline, homing in a fly kick towards his opponent's face. Not caring if it missed it not, he would then follow up with a kick aimed at Will O. Wisp's side. WC: 335 TWC: 335 | 2967 {CELERAI'S BATTLE TRACKER} SUMMARY
Enhanced Suppression | +3 Ki Per Turn Drunken Fist | 4/4 Sips
Attack 1: Will's Strike. Hit! 3 Dmg. Attack 2: Will's Energy Blast. Miss! Attack 3: N/A
Dmg from Will O. Wisp's attacks: 3 - 0 DR = 3 Dmg.
Damage taken in total this turn- 0 Dmg
At-Will Action: Suppression Suppressing PL to 101
Bonus Action: Rapid Movement | -14 ki
Standard Action: Strike | -0 ki To hit: zeWYec_v1d100+35
Damage: 1d12
Standard Action: Strike | -0 ki To hit: 1d100+35
Damage: 1d12
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: -- | Disabling this trait for the spar. Classes: Martial Artist, Mystic, Prodigy, Protector
BEND THE LIMITS Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
SPECIES TRAITS
ZENKAI Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS
BLITZ Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
INSTINCT Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
MIGHT [AI Assistant] Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Melee attacks deal +3 bonus damage.
QUICK-DRAW [AI Assistant] Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
ITEMS
Slot 1: Flexmetal Staff (Bonus Action At-Will) | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread.
Slot 2: AI Assistant (Passive) | Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Slot 3: Lucky Trinket (Passive) | Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) | Only one Lucky Trinket may be equipped at a time.
Slot 4: Expert Training Gear (Passive) | You gain an additional 50% PL from thread rewards while wearing this outfit. | May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
TECHNIQUES
PUNISHMENT OF A THOUSAND BLOWS Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5HP Learn: 2 weeks
FEINT I Celerai makes a deceptive motion that throws off his enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FIST I Celerai adopts a clumsy fighting style fueled by him, playing around, that makes him unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. | Used! Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE I Celerai uses his ki to amplify the light around him into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE II Celerai swiftly blinks in and out of his opponent's attacks using his powerful natural instincts. Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per thread Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM III Celerai takes a giant form. He uses his superior size and strength to attack his opponent. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE II Combining martial prowess with ki manipulation, Celerai forms a weapon out of his ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT III Celerai deftly parries or knocks aside an attack headed towards him. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. | Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION I Whether through intuition or psychic potential, Celeraj glimpses a moment into the future and sees what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki Learn: 2 weeks
Fighting: 75 | Energy Control: 30 | Reflexes: 45 | Resilience: 30 Natural Power Level: 19,118 | Base Power Level: 101 | Current Power Level: 101 HP: 85/95 | Ki: 71/100 | DEF: 110 (75) | Melee Accuracy: d100+90 (35) | Ranged Accuracy: d100+45 (35) Damage Reduction: 4 (0) | Melee Damage Modifier: 9 (0) | Energy Damage Modifier: 6 (0) | Ki Cost: 1 Power Up Ki Regen: 0/100
1d100+35·1d12·1d100+35·1d12
|
|
|
Post by Will O. Wisp on Jul 15, 2020 21:21:03 GMT -8
The first punch that was meant to be a distraction turned actually managed to hit, though Celerai managed to dodge the energy blast. The move was point-blank, he had to have spent some Ki to avoid that attack. He was then referred to as a master again by Celerai. He was caught off guard by a bit by that respect as he was kicked back by the first kick, causing a bruise mark and an imprint on the fur of his cheek, before managing to dodge the second. And then stopped to float there and turns towards Celerai. "I thought I told you last time I am not a master anymore, at the very least I am not at the state I am currently on, still working on regaining my former power and skills. But this old cat still has some wisdom nya ha ha haha! And one of those bits of wisdom is this, that you must learn to converse how much power you use, not just in attacks, but what techniques you use in general. That is why I learned how to use my techniques without wasting as much energy as I used to when using them. Be careful not to get winded during our spar," Will explained. Will then proceeded to flew down and submerged under the water and then prepared two spheres of energy from his hands which begin to float. He then launches this up and while below the water he begins to focus intensely on the energy blasts. And then begins to control them with his hands and tries to have them hit Celerai. Word Count: 270 Total Word Count: 2,182 Tag: CeleraiBATTLE TRACKER SUMMARY
Celerai Attack: 79 Acc vs 75 Defense: Hit. 7 Damage.
At-Will:
Bonus Action 1: Focus Energy - Increase your Accuracy with Energy Attacks on this turn by +15. | -5 Ki
Standard Action 1: Strike
Accuracy - 5YOiOkXc1d100+50
Damage - 2d6+2
Standard Action 2: Energy Blast | -1 Ki
Accuracy - 1d100+50
Damage - 2d6+2
Status
Powered Up - 0/2 Turns
Countermeasures - 2/2 Stacks
CLASS FEATURES Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Flexible Technician - Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
Practice Makes Perfect - You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS
Canon Descendant (Korin)
Flurry of Blows - You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn.
Flawless Counter - 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.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Efficiency - Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Haste - When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. 3/3 Uses
ITEMS
Champion Gi
Scrying Staff
Field Responder Kit 1/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 2/2 uses
Kiai 1/1 use
Instinctual Defense 1/1 use
Enhanced Focus Energy
Sonic Sway 1/1 use
Clash 1/1 use
Countermeasures 0/1 use
Wild Attack 1/1 Use
Base PL: 14,400 | Current PL: 101 | CURRENT Edge: 0 HP: 79/90 | Ki: 74/100 | DEF: (75)100 | DR: (+0)+3 | Melee Accuracy: d100+50(35) | Ranged Accuracy: d100+40(35) Damage: (+0)+5 | Ki Cost: -2 Ki | Bonus Acc: (+0)+10
1d100+50·2d6+2·1d100+50·2d6+2
|
|
Celerai
Prospect
Hey, wanna spar?
Posts: 303
|
Post by Celerai on Jul 16, 2020 7:17:59 GMT -8
Seeing that his attack attempt to hit his opponent failed, he then dashed backwards, giving his opponent some space, since they weren't exactly fighting for real. If they were, Celerai would definitely stay on him. Once Will O. Wisp began to mention the fact that he wasn't a Master, at least, not at the moment, really bothered Celerai. "You know, if you weren't a Master, you wouldn't have sparred with Shinryu and I a few months ago and you wouldn't be giving out pointers to me right now. I think you're a great Sensei, even if you don't match that in power. I mean, if you really wanna become stronger, you should probably train more. Hmph, as for me.. I just can't help it. I wanna become stronger so I train every single day." He admitted. He nodded when Will O. Wisp began to give the Saiyan pointers once more for the fight. This time, he mentioned 'conserving energy. That was pretty hard, in Celerai's opinion. He had been told that multiple times. Kiryu mentioned that while the Saiyan was participating in the Inheritor's Tournament. He hadn't been even focusing on that lately. He has mostly been focusing on trying to make his hits stronger. When he saw the feline heading into the water, Celerai began to ponder to himself. For some reason, he began to think about cats being afraid of water and how his opponent just went in with no problem. He chuckled by the thought of it. At some point, he couldn't see Will O. Wisp. Knowing this, he was expecting his opponent to grab his leg or something physical, but he was mistaken. He could sense Will O. Wisp's ki signature, but he could also sense two small ki signatures heading towards him, but they were moving in an awkward manner, like they had a mind of their own or.. they were being controlled by Will O. Wisp. Quickly leaned to the side, as he felt one of the ki signatures emerging from the water. Surprisingly, he was correct. It went straight past the Saiyan, but the other one came crashing in. But having much left to do, Celerai quickly crossed his arm, cushioning the raw power of the blast. Still floating about the water, he would then begin to try and sense Will O. Wisp's ki signature, after which, charging up two neon green ki blasts in both his palms and aiming them both at the water below. Having a lock on his opponent's location, he would fire the two blasts at his opponent. WC: 429 TWC: 429 | 3396 {CELERAI'S BATTLE TRACKER} SUMMARY
Enhanced Suppression | +3 Ki Per Turn Drunken Fist | 4/4 Sips
Attack 1: Will's *Energy Blast. Miss! 3 Dmg. Attack 2: Will's Energy Blast. Hit! 14 Dmg. Attack 3: N/A
Dmg from Will O. Wisp's attacks: 14 - 10 DR = 4 Dmg.
Damage taken in total this turn- 0 Dmg
At-Will Action: Suppression Suppressing PL to 101
Bonus Action: Guard | +10 DR | -6 ki
Standard Action: Energy Blast | -1 ki To hit: UZWDkq3C1d100+35
Damage: 2d6+2
Standard Action: Energy Blast | -1 ki To hit: 1d100+35
Damage: 2d6+2
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: -- | Disabling this trait for the spar. Classes: Martial Artist, Mystic, Prodigy, Protector
BEND THE LIMITS Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
SPECIES TRAITS
ZENKAI Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS
BLITZ Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
INSTINCT Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
MIGHT [AI Assistant] Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Melee attacks deal +3 bonus damage.
QUICK-DRAW [AI Assistant] Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
ITEMS
Slot 1: Flexmetal Staff (Bonus Action At-Will) | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread.
Slot 2: AI Assistant (Passive) | Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Slot 3: Lucky Trinket (Passive) | Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) | Only one Lucky Trinket may be equipped at a time.
Slot 4: Expert Training Gear (Passive) | You gain an additional 50% PL from thread rewards while wearing this outfit. | May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
TECHNIQUES
PUNISHMENT OF A THOUSAND BLOWS Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5HP Learn: 2 weeks
FEINT I Celerai makes a deceptive motion that throws off his enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FIST I Celerai adopts a clumsy fighting style fueled by him, playing around, that makes him unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. | Used! Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE I Celerai uses his ki to amplify the light around him into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE II Celerai swiftly blinks in and out of his opponent's attacks using his powerful natural instincts. Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per thread Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM III Celerai takes a giant form. He uses his superior size and strength to attack his opponent. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE II Combining martial prowess with ki manipulation, Celerai forms a weapon out of his ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT III Celerai deftly parries or knocks aside an attack headed towards him. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. | Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION I Whether through intuition or psychic potential, Celeraj glimpses a moment into the future and sees what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki Learn: 2 weeks
Fighting: 75 | Energy Control: 30 | Reflexes: 45 | Resilience: 30 Natural Power Level: 19,118 | Base Power Level: 101 | Current Power Level: 101 HP: 81/95 | Ki: 66/100 | DEF: 110 (75) | Melee Accuracy: d100+90 (35) | Ranged Accuracy: d100+45 (35) Damage Reduction: 4 (0) | Melee Damage Modifier: 9 (0) | Energy Damage Modifier: 6 (0) | Ki Cost: 1 Power Up Ki Regen: 0/100
1d100+35·2d6+2·1d100+35·2d6+2
|
|
|
Post by Will O. Wisp on Jul 19, 2020 15:18:03 GMT -8
Will couldn't be but humbled and taken aback by Celerai's words of encouragement and kindness, but even if he has some wisdom he still lost most of it due to the head trauma from thirteen years ago. While he didn't completely start from scratch long ago it feels as if he is not even halfway there. Still, though it seems he is right about one thing, that if he wants to get stronger he needs to train and this spar would be a good way to help with that. He chuckled a bit at Celerai's answer. "And there you go giving me some wisdom, it seems you're not too far off from becoming a master yourself, I have no doubts you have the potential to become one if you tried hard enough," Will said. As he was in the water he saw that one of his attacks managed to hit Celerai, but he was far from going down, he then saw two lights heading towards of him, managing to swim away before the first one hit, the other exploded right next to him but not before he could guard as he was launched out of the water. As he shook his fur the attack didn't seem to do that much damage. That doesn't mean this spar is not getting more interesting however, cause Will has a good idea for his next move. "I see you were able to sense where I was even with my power suppressed, excellent. Now then I believe it's my turn," Will said. He then went for a punch in the gut by while he is about to punch Celerai he is guiding his other Ki Blast that missed earlier and calls it down from the sky to turn and hit Celerai from behind. Word Count: 298
Total Word Count: 2,480 BATTLE TRACKER SUMMARY
Celerai Attack: 59 Acc vs 75 Defense: Miss.
Celerai Attack: 119 Acc vs 75 Defense: Hit. 11 damage - 11 DR = 1 Damage.
At-Will:
Bonus Action 1: Guard - You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) |-5 Ki
Standard Action 1: Strike
Accuracy - ndrnOb211d100+35
Damage - 1d8
Standard Action 2: Energy Blast | -1 Ki
Accuracy - 1d100+35
Damage - 2d6+2
Status
Powered Up - 0/2 Turns
Countermeasures - 2/2 Stacks
CLASS FEATURES Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Flexible Technician - Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
Practice Makes Perfect - You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS
Canon Descendant (Korin)
Flurry of Blows - You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn.
Flawless Counter - 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.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Efficiency - Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Haste - When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. 3/3 Uses
ITEMS
Champion Gi
Scrying Staff
Field Responder Kit 1/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 2/2 uses
Kiai 1/1 use
Instinctual Defense 1/1 use
Enhanced Focus Energy
Sonic Sway 1/1 use
Clash 1/1 use
Countermeasures 0/1 use
Wild Attack 1/1 Use
Base PL: 14,400 | Current PL: 101 | CURRENT Edge: 0 HP: 78/90 | Ki: 68/100 | DEF: (75)100 | DR: (+0)+3 | Melee Accuracy: d100+50(35) | Ranged Accuracy: d100+40(35) Damage: (+0)+5 | Ki Cost: -2 Ki | Bonus Acc: (+0)+10
1d100+35·1d8·1d100+35·2d6+2
|
|
Celerai
Prospect
Hey, wanna spar?
Posts: 303
|
Post by Celerai on Jul 21, 2020 1:40:33 GMT -8
"What? Me? A master? Nah, I don't think I'll be doing that anytime soon." The Saiyan said. Although, there was this one time where he technically trained this one child named Pavo in Satan City. Celerai sparred with him a lot and he actually met Majin Zam. But, Celerai still wasn't ready to become a master, if he wanted to. After he fired both ki blasts into the water, he closed his eyes, trying to sense if Will O. Wisp would try to dodge the blasts that were meant for him. He could sense that his opponent was definitely moving through the water. But, he couldn't tell if his attacks actually hit. Once Will O. Wisp popped out of the water, with his fur all wet, Celerai entered a defensive fighting stance once more, trying to focus on the fight. Celerai simply nodded at the compliment that his opponent had to say, before he got ready for the attacks that Will O. Wisp was about to unleash. He simply caught his fist, forcing the ki through his body to his body to the have he used to do so and then quickly channeling a little to his next arm, where he would charge up a neon green ki blast and form a weapon, a ki blade, to be specific. He would then use this ki blade to slice through the ki blast which was guided towards the Saiyan. There was a small explosion, one that caused the smoke to engulf him. Quickly, Celerai would emerge from that, charging at his opponent, attempting to attack him once more. He was going to go for a complicated sequence, although he was still holding back. Upon closing in, Celerai would guide his left fist towards Will O. Wisp's stomach, attempting to not punch him, but instead, trick him into thinking that he'll be punched there, but instead his right fist would be aimed straight at his face. He would then go for the flurry of blows, although it might not be as effective as he wants it to be. WC: 346 TWC: 346 | 3742 {CELERAI'S BATTLE TRACKER} SUMMARY
Enhanced Suppression | +3 Ki Per Turn Drunken Fist | 3/4 Sips
Attack 1: Will's Strike. Critical Hit! 12 Dmg. (Reduces Critical Hit to Normal Hit with Drunken Fist. 7 Dmg) Attack 2: Will's Strike. Hit! 8 Dmg. Attack 3: N/A
Dmg from Will O. Wisp's attacks: 15 - 10 DR = 5 Dmg.
Damage taken in total this turn- 5 Dmg
At-Will Action: Suppression Suppressing PL to 101
At-Will Action: Drunken Fist Spending 1 Sip --As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips.
Bonus Action: Guard | +10 DR | -6 ki
Standard Action: Strike | -0 ki To hit: ufRKLkeY1d100+35
Damage: 1d12
Standard Action: Strike | -0 ki To hit: 1d100+35
Damage: 1d12
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: -- | Disabling this trait for the spar. Classes: Martial Artist, Mystic, Prodigy, Protector
BEND THE LIMITS Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
SPECIES TRAITS
ZENKAI Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS
BLITZ Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
INSTINCT Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
MIGHT [AI Assistant] Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Melee attacks deal +3 bonus damage.
QUICK-DRAW [AI Assistant] Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
ITEMS
Slot 1: Flexmetal Staff (Bonus Action At-Will) | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread.
Slot 2: AI Assistant (Passive) | Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Slot 3: Lucky Trinket (Passive) | Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) | Only one Lucky Trinket may be equipped at a time.
Slot 4: Expert Training Gear (Passive) | You gain an additional 50% PL from thread rewards while wearing this outfit. | May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
TECHNIQUES
PUNISHMENT OF A THOUSAND BLOWS Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5HP Learn: 2 weeks
FEINT I Celerai makes a deceptive motion that throws off his enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FIST I Celerai adopts a clumsy fighting style fueled by him, playing around, that makes him unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. | Used! Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE I Celerai uses his ki to amplify the light around him into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE II Celerai swiftly blinks in and out of his opponent's attacks using his powerful natural instincts. Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per thread Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM III Celerai takes a giant form. He uses his superior size and strength to attack his opponent. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE II Combining martial prowess with ki manipulation, Celerai forms a weapon out of his ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT III Celerai deftly parries or knocks aside an attack headed towards him. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. | Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION I Whether through intuition or psychic potential, Celeraj glimpses a moment into the future and sees what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki Learn: 2 weeks
Fighting: 75 | Energy Control: 30 | Reflexes: 45 | Resilience: 30 Natural Power Level: 19,118 | Base Power Level: 101 | Current Power Level: 101 HP: 76/95 | Ki: 63/100 | DEF: 110 (75) | Melee Accuracy: d100+90 (35) | Ranged Accuracy: d100+45 (35) Damage Reduction: 4 (0) | Melee Damage Modifier: 9 (0) | Energy Damage Modifier: 6 (0) | Ki Cost: 1 Power Up Ki Regen: 0/100
1d100+35·1d12·1d100+35·1d12
|
|
|
Post by Will O. Wisp on Jul 21, 2020 14:41:53 GMT -8
It seems Celerai was not interested in becoming a master, that's fine though not everyone would want to be in the role of a teacher. As Will's punch got caught, he saw Celerai managed to notice his other Ki Blast and cutting it with his Ki Blade. However, the two opposing energies managed to make an explosion allowing Will to get some distance from Celerai and have his fist from Celerai's clutch. It seems his attacks actually managed to do a bit of damage too. Now it seems the tables have turned. As Celerai was going to punch Will's stomach, Will's torso shifted towards the left managing to dodge the punch, but he was quick to realize the first punch was just a distraction. As the second fist came he jumped up and stood on it with one hand as he looked at Celerai with a mischievous and smug smirk as he chuckled "Nya haha!". He then jumped off as he floated there again. "I see you took a page from my book and were going for the feint trick, that is of course if you kits still read books these days and not just read stuff online or whatever. That's why when you have used every trick in the book, it's important to make up new moves on the fly. Watch and learn kid," Will said. He then floated on his stomach with the top of his head directed towards Celerai like some kind of missile. Some energy seems to be forming at the bottom of Will's foot paws. As he a burst of energy propels Will forward at great speed as he would be heading towards Celerai's stomach like a heat seeking missile. His whiskers and tail flapping in the wind as he goes. Word Count: 296 Total Word Count: 2,776 Tag: Celerai BATTLE TRACKER SUMMARY
Celerai Attack: 37 Acc vs 75 Defense: Miss.
Celerai Attack: 44 Acc vs 75 Defense: Miss.
At-Will:
Bonus Action 1: Dragon Dash - Increase your Damage with Melee Attacks used on this turn by +3. |-2 Ki
Standard Action 1: Strike
Accuracy - QQih5w6u1d100+35
Damage - 1d8+3
Standard Action 2: Strike |
Accuracy - 1d100+35
Damage - 1d8+3
Status
Powered Up - 0/2 Turns
Countermeasures - 2/2 Stacks
CLASS FEATURES Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Flexible Technician - Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
Practice Makes Perfect - You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS
Canon Descendant (Korin)
Flurry of Blows - You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn.
Flawless Counter - 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.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Efficiency - Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Haste - When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. 3/3 Uses
ITEMS
Champion Gi
Scrying Staff
Field Responder Kit 1/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 2/2 uses
Kiai 1/1 use
Instinctual Defense 1/1 use
Enhanced Focus Energy
Sonic Sway 1/1 use
Clash 1/1 use
Countermeasures 0/1 use
Wild Attack 1/1 Use
Base PL: 14,400 | Current PL: 101 | CURRENT Edge: 0 HP: 78/90 | Ki: 66/100 | DEF: (75)100 | DR: (+0)+3 | Melee Accuracy: d100+50(35) | Ranged Accuracy: d100+40(35) Damage: (+0)+5 | Ki Cost: -2 Ki | Bonus Acc: (+0)+10
1d100+35·1d8+3·1d100+35·1d8+3
|
|
Celerai
Prospect
Hey, wanna spar?
Posts: 303
|
Post by Celerai on Jul 23, 2020 1:28:13 GMT -8
"Huh?" As he went in for the first punch, to his surprise, Will managed to see through his feint trick and dodge the actual attack that was aimed at his face, which initially caused Celerai to not finish his assault with a flurry of blows but instead, stunned. He turned around slowly, in disbelief, only to see his opponent still standing and hadn't sustained any damage. "But how? Hm." It seems Celerai didn't time the attacks correctly. He managed to copy what Will O. Wisp was doing, but he didn't execute it properly. He listened to what his opponent had to say once more, but this time.. he took it into consideration. Celerai, in a defensive fighting stance, tried to see if his opponent would try to strike him again, but to his surprise, Will O. Wisp was homing in like a missile. This caught Celerai totally off guard and he was hit head on in the stomach. The mere force of that hit sent Celerai straight into the water. The Saiyan then emerged after a few moments, with his gi and hair soaked. "Hm, so that's how it's gonna be." The Saiyan said, with a smirk visible on his features. He didn't manage to hit his opponent with his last attack, so he decided to use another approach for his next attack. He immediately dashed towards Will O. Wisp, clenching his fist, when suddenly, his neon green energy coated his left fist. He attempted to grab his opponent by the arm and throw him towards the island. If this should fail or succeed, he would then follow up with a solid ki infused punch to the stomach. WC: 278 TWC: 278 | 4020 {CELERAI'S BATTLE TRACKER} SUMMARY
Enhanced Suppression | +3 Ki Per Turn Drunken Fist | 4/4 Sips
Attack 1: Will's Strike. Hit! 9 Dmg. Attack 2: Will's Strike. Hit! 10 Dmg. Attack 3: N/A
Dmg from Will O. Wisp's attacks: 19 - 10 DR = 9 Dmg.
Damage taken in total this turn- 9 Dmg
At-Will Action: Suppression Suppressing PL to 101
At-Will Action:
Bonus Action: Guard | +10 DR | -6 ki
Standard Action: Ki Blade | -1 ki To hit: B4T2|34j1d100+35 Crits on a roll of 82 or above.
Damage: 2d6+2
Standard Action: Grapple | -2 ki To hit: 1d100+35
Damage: 1d6 Damage Die bypasses DR (Enhanced Grapple)
Immobilizing: 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: -- | Disabling this trait for the spar. Classes: Martial Artist, Mystic, Prodigy, Protector
BEND THE LIMITS Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
SPECIES TRAITS
ZENKAI Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS
BLITZ Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
INSTINCT Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
MIGHT [AI Assistant] Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Melee attacks deal +3 bonus damage.
QUICK-DRAW [AI Assistant] Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
ITEMS
Slot 1: Flexmetal Staff (Bonus Action At-Will) | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread.
Slot 2: AI Assistant (Passive) | Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Slot 3: Lucky Trinket (Passive) | Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) | Only one Lucky Trinket may be equipped at a time.
Slot 4: Expert Training Gear (Passive) | You gain an additional 50% PL from thread rewards while wearing this outfit. | May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
TECHNIQUES
PUNISHMENT OF A THOUSAND BLOWS Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5HP Learn: 2 weeks
FEINT I Celerai makes a deceptive motion that throws off his enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FIST I Celerai adopts a clumsy fighting style fueled by him, playing around, that makes him unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. | Used! Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE I Celerai uses his ki to amplify the light around him into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE II Celerai swiftly blinks in and out of his opponent's attacks using his powerful natural instincts. Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per thread Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM III Celerai takes a giant form. He uses his superior size and strength to attack his opponent. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE II Combining martial prowess with ki manipulation, Celerai forms a weapon out of his ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT III Celerai deftly parries or knocks aside an attack headed towards him. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION I Whether through intuition or psychic potential, Celeraj glimpses a moment into the future and sees what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki Learn: 2 weeks
Fighting: 75 | Energy Control: 30 | Reflexes: 45 | Resilience: 30 Natural Power Level: 19,118 | Base Power Level: 101 | Current Power Level: 101 HP: 67/95 | Ki: 57/100 | DEF: 110 (75) | Melee Accuracy: d100+90 (35) | Ranged Accuracy: d100+45 (35) Damage Reduction: 4 (0) | Melee Damage Modifier: 9 (0) | Energy Damage Modifier: 6 (0) | Ki Cost: 1 Power Up Ki Regen: 0/100
1d100+35·2d6+2·1d100+35·1d6·1d100
|
|
|
Post by Will O. Wisp on Jul 23, 2020 3:42:10 GMT -8
Will was just as surprised as Celerai was when his attack hit. He then rubbed the top of his head that was a bit sore. Celerai reflexively coated his stomach with some defensive aura and Will knocked into that like a bird knocking into a pane of glass. It seemed this time Celerai didn't have much time for words or talking. While Will did enjoy their chatter, it was probably time they instead focused more on their spar. Will then tucked his arm out of the way as Celerai tried to grab it. However, Will was not quick enough to dodge the stomach punch, or even quick enough to dodge it. Luckily he only spat out spit instead of blood so nothing internal, like blood or his lunch. He then flies back as he tries to think of his next attack. The last move he made on the fly worked pretty well there could be a different way he could apply that method of Ki Propulsion. He smirked, as his pure white teeth had a glint reflected from the sunlight. He pulled his right arm back and readied a fist as if he were about to punch Celerai, even though he was about twenty feet away from him. As he is in that pose ready punch a burst of Ki from his right elbow like a jet engine propels him towards Celerai. As he would go to deliver a punch to Celerai's stomach in return. Word Count: 245 Total Word Count: 3,021 Tag: Celerai BATTLE TRACKER SUMMARY
Celerai Attack: 37 Acc vs 75 Defense: Miss.
Celerai Attack: 44 Acc vs 75 Defense: Miss.
At-Will:
Bonus Action 1: Dragon Dash - Increase your Damage with Melee Attacks used on this turn by +3. |-2 Ki
Standard Action 1: Strike
Accuracy - VfyzjIFy1d100+35
Damage - 1d8+3
Standard Action 2: Strike |
Accuracy - 1d100+35
Damage - 1d8+3
Status
Powered Up - 0/2 Turns
Countermeasures - 2/2 Stacks
CLASS FEATURES Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Flexible Technician - Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
Practice Makes Perfect - You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS
Canon Descendant (Korin)
Flurry of Blows - You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn.
Flawless Counter - 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.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Efficiency - Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Haste - When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. 3/3 Uses
ITEMS
Champion Gi
Scrying Staff
Field Responder Kit 1/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 2/2 uses
Kiai 1/1 use
Instinctual Defense 1/1 use
Enhanced Focus Energy
Sonic Sway 1/1 use
Clash 1/1 use
Countermeasures 0/1 use
Wild Attack 1/1 Use
Base PL: 14,400 | Current PL: 101 | CURRENT Edge: 0 HP: 71/90 | Ki: 64/100 | DEF: (75)100 | DR: (+0)+3 | Melee Accuracy: d100+50(35) | Ranged Accuracy: d100+40(35) Damage: (+0)+5 | Ki Cost: -2 Ki | Bonus Acc: (+0)+10
1d100+35·1d8+3·1d100+35·1d8+3
|
|
Celerai
Prospect
Hey, wanna spar?
Posts: 303
|
Post by Celerai on Jul 25, 2020 20:44:59 GMT -8
The Saiyan's attempt to grab his opponent's hand failed, but he still managed to get the last punch to connect. Celerai would try to keep his composure and remain focused, as he began to watch Will O. Wisp's movements. When he saw the smirk, he knew that he had something 'tricky' up his sleeve, just like that last attack. Once Will O. Wisp began charging towards Celerai, he immediately crossed his arms in front of his chest, brought his left leg up and also began to dash backwards, but at a slower pace than Will O. Wisp. The feline's punch would connect with Celerai's arm, as the Saiyan attempted to cushion the blow instead of actually dodging it, which would be rather difficult to pull off. In Celerai's opinion, it may seem as if he was holding back too much. He didn't think that he was inflicting the amount of damage he needed to speed up this fight and eventually bring this a head to head fight between the two at full power. Not that he wasn't enjoying this, but he thought that he needed to match up with Will O. Wisp in terms of the power of his punches. With his first still coated in his neon green energy, the Saiyan would attempt to land one solid punch to Will O. Wisp's stomach once more, but this time, with more power. WC: 232 TWC: 232 | 4252 {CELERAI'S BATTLE TRACKER} SUMMARY
Enhanced Suppression | +3 Ki Per Turn Drunken Fist | 0/4 Sips (This should've been '2' last turn, typo)
Attack 1: Will's Strike. Miss! Attack 2: Will's Strike. Critical Hit! 16 Dmg. (Reduces Critical Hit to Normal Hit with Drunken Fist. 11 Dmg.) Attack 3: N/A
Dmg from Will O. Wisp's attacks: 11 - 10 DR = 1 Dmg.
Damage taken in total this turn- 1 Dmg
At-Will Action: Suppression Suppressing PL to 101
At-Will Action: Drunken Fist Spending 2 Sip --As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips.
Bonus Action: Guard | +10 DR | -6 ki
Standard Action: Ki Blade | -1 ki To hit: 5LBpPBgn1d100+35 Crits on a roll of 85 or above. (82 with Lucky Trinket)
Damage: 2d6+2
Standard Action: Ki Blade | -1 ki To hit: 1d100+35 Crits on a roll of 85 or above. (82 with Lucky Trinket)
Damage: 2d6+2
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: -- | Disabling this trait for the spar. Classes: Martial Artist, Mystic, Prodigy, Protector
BEND THE LIMITS Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
SPECIES TRAITS
ZENKAI Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS
BLITZ Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
INSTINCT Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
MIGHT [AI Assistant] Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Melee attacks deal +3 bonus damage.
QUICK-DRAW [AI Assistant] Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
ITEMS
Slot 1: Flexmetal Staff (Bonus Action At-Will) | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread.
Slot 2: AI Assistant (Passive) | Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Slot 3: Lucky Trinket (Passive) | Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) | Only one Lucky Trinket may be equipped at a time.
Slot 4: Expert Training Gear (Passive) | You gain an additional 50% PL from thread rewards while wearing this outfit. | May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
TECHNIQUES
PUNISHMENT OF A THOUSAND BLOWS Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5HP Learn: 2 weeks
FEINT I Celerai makes a deceptive motion that throws off his enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FIST I Celerai adopts a clumsy fighting style fueled by him, playing around, that makes him unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. | Used! Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE I Celerai uses his ki to amplify the light around him into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE II Celerai swiftly blinks in and out of his opponent's attacks using his powerful natural instincts. Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per thread Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM III Celerai takes a giant form. He uses his superior size and strength to attack his opponent. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE II Combining martial prowess with ki manipulation, Celerai forms a weapon out of his ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT III Celerai deftly parries or knocks aside an attack headed towards him. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION I Whether through intuition or psychic potential, Celeraj glimpses a moment into the future and sees what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki Learn: 2 weeks
Fighting: 75 | Energy Control: 30 | Reflexes: 45 | Resilience: 30 Natural Power Level: 19,118 | Base Power Level: 101 | Current Power Level: 101 HP: 66/95 | Ki: 52/100 | DEF: 110 (75) | Melee Accuracy: d100+90 (35) | Ranged Accuracy: d100+45 (35) Damage Reduction: 4 (0) | Melee Damage Modifier: 9 (0) | Energy Damage Modifier: 6 (0) | Ki Cost: 1 Power Up Ki Regen: 0/100
1d100+35·2d6+2·1d100+35·2d6+2
|
|
|
Post by Will O. Wisp on Jul 29, 2020 17:44:56 GMT -8
Will was surprised that Celerai not only managed to block his hit but received very little damage from it. When he saw that Celerai managed to coat his fists in green aura again. He knew he was going for another powerful punch. When he manages to dodge the first punch he was a little too late to dodge the second punch. Though it didn't hurt as much as he expected it too. It seems that somehow, Celerai managed to miss hitting any of the spots that would hurt any of his internal organs. So worse he got was a very sore bruise and probably a bone crack in wherever he was hit. It seems his new Ki Jet technique has been working so far, now he wondered what other places he could use it on next. Or rather, he could use it at two places of his body. He then stood in the air on one leg as he began to do a spinning kick. His heel letting out a burst of Ki turning him into a living twister or top. However, his right foot is not the only thing to worry about. His tail is also having a Ki jet coming out of it, the impact of it whipping Celerai will also hurt as well. Giving Will more range for this maneuver.
Word Count: 223 Total Word Count: 3,244 BATTLE TRACKER SUMMARY
Celerai Attack: 62 Acc vs 75 Defense: Miss.
Celerai Attack: 84 Acc vs 75 Defense: Hit. 4 damage.
At-Will:
Bonus Action 1: Dragon Dash - Increase your Damage with Melee Attacks used on this turn by +3. |-2 Ki
Standard Action 1: Strike
Accuracy - ny|2V8jr1d100+35
Damage - 1d8+3
Standard Action 2: Strike
Accuracy - 1d100+35
Damage - 1d8+3
Status
Powered Up - 0/2 Turns
Countermeasures - 2/2 Stacks
CLASS FEATURES Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Flexible Technician - Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
Practice Makes Perfect - You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS
Canon Descendant (Korin)
Flurry of Blows - You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn.
Flawless Counter - 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.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Efficiency - Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Haste - When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. 3/3 Uses
ITEMS
Champion Gi
Scrying Staff
Field Responder Kit 1/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 2/2 uses
Kiai 1/1 use
Instinctual Defense 1/1 use
Enhanced Focus Energy
Sonic Sway 1/1 use
Clash 1/1 use
Countermeasures 0/1 use
Wild Attack 1/1 Use
Base PL: 14,400 | Current PL: 101 | CURRENT Edge: 0 HP: 67/90 | Ki: 62/100 | DEF: (75)100 | DR: (+0)+3 | Melee Accuracy: d100+50(35) | Ranged Accuracy: d100+40(35) Damage: (+0)+5 | Ki Cost: -2 Ki | Bonus Acc: (+0)+10
1d100+35·1d8+3·1d100+35·1d8+3
|
|
Celerai
Prospect
Hey, wanna spar?
Posts: 303
|
Post by Celerai on Jul 31, 2020 9:33:23 GMT -8
As much as he made his punches powerful, he wasn't accurate enough to land it perfectly and inflict maximum damage. Well, maybe not maximum damage, because he's holding back, but hey. Celerai was actually getting a bit frustrated. It was as if Will O. Wisp was actually playing with him. Celerai found himself guarding for every single attack instead of dodging or something of that sort, but Will O. Wisp mostly dodged with ease. Maybe it's because of his miniature size? Well, Celerai had a plan to put him on the defensive. But, it was risky. Celerai would dash backwards, leaving himself open for Will O. Wisp to attack. Once he saw the feline spinning like a top, he knew that this hit was surely going to hurt, but he still decided to go through with his plan. He braced himself, before his opponent's leg struck the Saiyan in the face. Celerai has sustained a slight bruise because of this, but it allowed him to catch Will O. Wisp right where he wanted him. "Gotcha!" While the cat was in mid air, Celerai got his left fist ready, by coating it with his neon green aura, while attempting delivering a powerful ki infused punch towards the feline's face. He definitely wasn't done there. The Saiyan would smirk, with the feline's leg still in his face, as he quickly removed it and grabbed a hold of it, before he threw yet another ki infused strike, aiming it at where he once attempted to hit him before. WC: 255 TWC: 255 | 4507 {CELERAI'S BATTLE TRACKER} SUMMARY
Enhanced Suppression | +3 Ki Per Turn Drunken Fist | 0/4 Sips
Attack 1: Will's Strike. Miss! Attack 2: Will's Strike. Hit! 11 Dmg. Attack 3: N/A
Dmg from Will O. Wisp's attacks: 11 - 0 DR = 11 Dmg.
Damage taken in total this turn- 11 Dmg
At-Will Action: Suppression Suppressing PL to 101
At-Will Action:
Bonus Action: Dragon Dash | +10 Acc, +5 Dmg | -6 ki
Standard Action: Ki Blade | -1 ki To hit: OIVQwEuv1d100+45 Crits on a roll of 85 or above. (82 with Lucky Trinket)
Damage: 2d6+7
Standard Action: Ki Blade | -1 ki To hit: 1d100+45 Crits on a roll of 85 or above. (82 with Lucky Trinket)
Damage: 2d6+7
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: -- | Disabling this trait for the spar. Classes: Martial Artist, Mystic, Prodigy, Protector
BEND THE LIMITS Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
SPECIES TRAITS
ZENKAI Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS
BLITZ Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
INSTINCT Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
MIGHT [AI Assistant] Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Melee attacks deal +3 bonus damage.
QUICK-DRAW [AI Assistant] Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
ITEMS
Slot 1: Flexmetal Staff (Bonus Action At-Will) | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread.
Slot 2: AI Assistant (Passive) | Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Slot 3: Lucky Trinket (Passive) | Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) | Only one Lucky Trinket may be equipped at a time.
Slot 4: Expert Training Gear (Passive) | You gain an additional 50% PL from thread rewards while wearing this outfit. | May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
TECHNIQUES
PUNISHMENT OF A THOUSAND BLOWS Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5HP Learn: 2 weeks
FEINT I Celerai makes a deceptive motion that throws off his enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FIST I Celerai adopts a clumsy fighting style fueled by him, playing around, that makes him unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. | Used! Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE I Celerai uses his ki to amplify the light around him into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE II Celerai swiftly blinks in and out of his opponent's attacks using his powerful natural instincts. Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per thread Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM III Celerai takes a giant form. He uses his superior size and strength to attack his opponent. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE II Combining martial prowess with ki manipulation, Celerai forms a weapon out of his ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT III Celerai deftly parries or knocks aside an attack headed towards him. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION I Whether through intuition or psychic potential, Celeraj glimpses a moment into the future and sees what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki Learn: 2 weeks
Fighting: 75 | Energy Control: 30 | Reflexes: 45 | Resilience: 30 Natural Power Level: 19,118 | Base Power Level: 101 | Current Power Level: 101 HP: 55/95 | Ki: 47/100 | DEF: 110 (75) | Melee Accuracy: d100+90 (35) | Ranged Accuracy: d100+45 (35) Damage Reduction: 4 (0) | Melee Damage Modifier: 9 (0) | Energy Damage Modifier: 6 (0) | Ki Cost: 1 Power Up Ki Regen: 0/100
1d100+45·2d6+7·1d100+45·2d6+7
|
|
|
Post by Will O. Wisp on Aug 1, 2020 17:46:37 GMT -8
While his tail wasn't able to hit Celerai in the face, his foot did, but now he ends fighting himself caught in Celerai's grip. As his left fist comes Will is too close and unable to get away in time so he has no other choice but to put his arm to guard the attack. It becomes very so but luckily since it was coated with aura it mitigated the damage enough so that it wouldn't do major damage if he didn't block the attack. Then when Celerai let go of his leg, Will saw another attack coming, he manages to dodge out of the way just in time, with his head narrowly dodging the first with Celerai's arm going past him. He then flies back and makes some distance to him, Celerai looks worn down, but so far he has only got some hits in and been mostly dodging for the rest of the fight. "You've been doing well even if you've been holding back, even while equally matched though you still seem to have some trouble hitting me. Either you have frustration clouding your judgment or something else. If you can be able to hit me twice in succession, or even dodge both of my next attacks, then we can get serious," Will said. Will then goes to attempt two palm strikes to Celerai's stomachs. Word Count: 227 Total Word Count: 3,471 BATTLE TRACKER SUMMARY
Celerai Attack: 93 Acc vs 75 Defense: Hit. 13 damage - 10 DR = 3 damage.
Celerai Attack: 70 Acc vs 75 Defense: Miss.
At-Will:
Bonus Action 1: Guard - You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) |-5 Ki
Standard Action 1: Strike
Accuracy - 2bZaqvHK1d100+35
Damage - 1d8
Standard Action 2: Strike
Accuracy - 1d100+35
Damage - 1d8
Status
Powered Up - 0/2 Turns
Countermeasures - 2/2 Stacks
CLASS FEATURES Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Flexible Technician - Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
Practice Makes Perfect - You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS
Canon Descendant (Korin)
Flurry of Blows - You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn.
Flawless Counter - 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.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Efficiency - Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Haste - When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. 3/3 Uses
ITEMS
Champion Gi
Scrying Staff
Field Responder Kit 1/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 2/2 uses
Kiai 1/1 use
Instinctual Defense 1/1 use
Enhanced Focus Energy
Sonic Sway 1/1 use
Clash 1/1 use
Countermeasures 0/1 use
Wild Attack 1/1 Use
Base PL: 14,400 | Current PL: 101 | CURRENT Edge: 0 HP: 64/90 | Ki: 57/100 | DEF: (75)100 | DR: (+0)+3 | Melee Accuracy: d100+50(35) | Ranged Accuracy: d100+40(35) Damage: (+0)+5 | Ki Cost: -2 Ki | Bonus Acc: (+0)+10
1d100+35·1d8·1d100+35·1d8
|
|
Celerai
Prospect
Hey, wanna spar?
Posts: 303
|
Post by Celerai on Aug 2, 2020 23:48:36 GMT -8
It wasn't the best idea, but it.. worked. Well, slightly. He only managed to land one single blow, even after he managed to grab his leg. The Saiyan was indeed beginning to become frustrated, yes. The feline was definitely correct. Celerai, not being able to hit Will O. Wisp twice in succession was a slight bother, but he tried not to show it. He would nod to what his opponent was saying and found interest in the last part of his statement. He has been waiting for this moment for a long time. He wasn't about to blow it. When Will O. Wisp rushed in at Celerai, the Saiyan did the same, literally trying the same thing he did the last, because he really wanted to land those two blows. He just wanted to see the feline fight at his full potential. He would shift his torso, narrowly avoiding the first palm strike. As for the second one, things didn't go too well for that. It hit him head on, but to the Saiyan's surprise, it didn't hurt as much as he expected it to. Not that it was a bad thing on his part. With his fists still coated in his neon green energy, he would attempt to strike his opponent in the stomach, after which, following up with uppercut, which was aimed right under the feline's jaw. WC: 229 TWC: 229 | 4736 {CELERAI'S BATTLE TRACKER} SUMMARY
Enhanced Suppression | +3 Ki Per Turn Drunken Fist | 0/4 Sips
Attack 1: Will's Strike. Miss! Attack 2: Will's Strike. Hit! 2 Dmg. Attack 3: N/A
Dmg from Will O. Wisp's attacks: 2 - 0 DR = 2 Dmg.
Damage taken in total this turn- 2 Dmg
At-Will Action: Suppression Suppressing PL to 101
At-Will Action:
Bonus Action: Dragon Dash | +10 Acc, +5 Dmg | -6 ki
Standard Action: Ki Blade | -1 ki To hit: SgWsnETT1d100+45 Crits on a roll of 85 or above. (82 with Lucky Trinket)
Damage: 2d6+7
Standard Action: Ki Blade | -1 ki To hit: 1d100+45 Crits on a roll of 85 or above. (82 with Lucky Trinket)
Damage: 2d6+7
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: -- | Disabling this trait for the spar. Classes: Martial Artist, Mystic, Prodigy, Protector
BEND THE LIMITS Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
SPECIES TRAITS
ZENKAI Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS
BLITZ Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
INSTINCT Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
MIGHT [AI Assistant] Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Melee attacks deal +3 bonus damage.
QUICK-DRAW [AI Assistant] Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
ITEMS
Slot 1: Flexmetal Staff (Bonus Action At-Will) | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread.
Slot 2: AI Assistant (Passive) | Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Slot 3: Lucky Trinket (Passive) | Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) | Only one Lucky Trinket may be equipped at a time.
Slot 4: Expert Training Gear (Passive) | You gain an additional 50% PL from thread rewards while wearing this outfit. | May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
TECHNIQUES
PUNISHMENT OF A THOUSAND BLOWS Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5HP Learn: 2 weeks
FEINT I Celerai makes a deceptive motion that throws off his enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FIST I Celerai adopts a clumsy fighting style fueled by him, playing around, that makes him unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. | Used! Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE I Celerai uses his ki to amplify the light around him into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE II Celerai swiftly blinks in and out of his opponent's attacks using his powerful natural instincts. Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per thread Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM III Celerai takes a giant form. He uses his superior size and strength to attack his opponent. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE II Combining martial prowess with ki manipulation, Celerai forms a weapon out of his ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT III Celerai deftly parries or knocks aside an attack headed towards him. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION I Whether through intuition or psychic potential, Celeraj glimpses a moment into the future and sees what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki Learn: 2 weeks
Fighting: 75 | Energy Control: 30 | Reflexes: 45 | Resilience: 30 Natural Power Level: 19,118 | Base Power Level: 101 | Current Power Level: 101 HP: 53/95 | Ki: 42/100 | DEF: 110 (75) | Melee Accuracy: d100+90 (35) | Ranged Accuracy: d100+45 (35) Damage Reduction: 4 (0) | Melee Damage Modifier: 9 (0) | Energy Damage Modifier: 6 (0) | Ki Cost: 1 Power Up Ki Regen: 0/100
1d100+45·2d6+7·1d100+45·2d6+7
|
|
|
Post by Will O. Wisp on Aug 5, 2020 10:28:33 GMT -8
Will managed to get them on of his palm strikes in, though since he didn't enhance it in any way. Plus he was still holding back, it was then that he saw another punch coming his way to his stomach. He blocked it with his arm and felt the pain, and noted it was a lot more devastating than before. As the second punch was about to uppercut his chin. It seemed like there was no way for him to dodge it. Then as soon as it touched his fur and skin, in the blink of an eye, he was gone. Celerai would most likely be confused until he felt a large power behind him as well as a voice saying "Hey, it still touched me so it technically counts as a second hit." That voice coming from Will who is not fighting at full strength. He then charges forward to let loose a barrage of powerful strikes at Celerai. At his stomach, face, arms, legs, face, basically whatever place Will can hit he will hit as lets loose hundreds of punches at once in quick succession in a way that make his tiny fists look like blurs. Word Count: 198 Total Word Count: 3,669 BATTLE TRACKER SUMMARY
Celerai Attack: 122 Acc vs 100 Defense: Hit. 14 damage - 13 DR = 3 damage.
Celerai Attack: 91 Acc vs 100 Defense: Miss.
At-Will: Releases Suppression
At-Will: Haste - One addition bonus action
Bonus Action 1: Guard - You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) |-5 Ki
Bonus Action 2: Flurry of Blows
Accuracy: Gad0|r1f1d100+60
Damage: [4d4+5]
Standard Action 1: Strike
Accuracy - 1d100+60
Damage - 1d8+5
Blitz At-Will: Strike
Accuracy - 1d100+60
Damage - 1d8+5
Standard Action 2: Strike
Accuracy - 1d100+60
Damage - 1d8+5
Blitz At-Will: Strike
Accuracy - 1d100+60
Damage - 1d8+5
Status
Powered Up - 0/2 Turns
Countermeasures - 2/2 Stacks
CLASS FEATURES Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Flexible Technician - Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
Practice Makes Perfect - You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS
Canon Descendant (Korin)
Flurry of Blows - You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn.
Flawless Counter - 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.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Efficiency - Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Haste - When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. 2/3 Uses
ITEMS
Champion Gi
Scrying Staff
Field Responder Kit 1/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 2/2 uses
Kiai 1/1 use
Instinctual Defense 1/1 use
Enhanced Focus Energy
Sonic Sway 1/1 use
Clash 1/1 use
Countermeasures 0/1 use
Wild Attack 1/1 Use
Base PL: 14,400 | Current PL: 14,400 | CURRENT Edge: 0 HP: 63/90 | Ki: 57/100 | DEF: 100 | DR: +3 | Melee Accuracy: d100+50 | Ranged Accuracy: d100+40 Damage: +5 | Ki Cost: -2 Ki | Bonus Acc: +10
1d100+60·1d100+60·1d8+5·1d100+60·1d8+5·1d100+60·1d8+5·1d100+60·1d8+5
|
|
Celerai
Prospect
Hey, wanna spar?
Posts: 303
|
Post by Celerai on Aug 7, 2020 9:19:52 GMT -8
Finally, the moment Celerai has been waiting for has finally arrived. As be brought his fist towards his opponent's chin, he realized that he was gone once his fist barely touched his fur. "Aw man! I missed again! Grr!" He said, as he cried out in frustration. He knew what that meant. He would still have to hold back. At this point, ideas were flooding through his mind. He really wanted to show the feline just how much he has improved, but still.. nothing. He was desperate enough to think about cheating. Raising his power in a split second, without Will O Wisp detecting in order to land two devastating blows, which would in turn, force the cat to go all out. But suddenly, he could feel the large energy emitting behind him and it was no other than Will O. Wisp himself. This caused the Saiyan to smirk. "Finally.." He said in a very low tone of voice. He would suddenly release his suppression. His ki began to rise slowly. He still had his bad habit of not going all out and teasing his opponents, which is why he didn't actually power up to full power. But now, he could finally punch his opponent as hard as he wanted to, which meant that he could still pull them a little, but only slightly. He could already tell that he has surpassed Will O. Wisp, but that's not a problem. He was supposedly experienced. As his opponent lunged forward, Celerai immediately began to focus on the fight even more than usual, letting his body loose and he quickly dodged and weaved his way through almost every strike that was thrown at him, with a few of them grazing his skin. Celerai would then dash backwards, as he tried to keep his distance away from Will O. Wisp. "Hey, no fair! I should be able to show off too." He said, as a sly grin crossed his features. His neon green aura would suddenly reveal itself, as Celerai's ki began to rise, but this time, at a more rapid rate. "HYAHHHH!!" He would make a loud outburst, as his power skyrocketed, even past the level of Will O. Wisp, currently. He realized this and then began to look at his opponent. "Hm, you're out of shape, Will. I guess I'll just have to give you a really good fight." The Saiyan said to the feline. He remembered what he said about not calling him 'Master', so he decided not to because it seems Will O. Wisp gets a little agitated when he does this. There was only one way to get him back into shape. He had a plan. The Saiyan would dash towards his opponent, with his neon green aura exploding around his form at an incredible speed. The Saiyan would disappear and reappear from time to time, as he began to use that same after image trick he used against Zam. Once he got close enough, he would launch his right fist, as he tried to punch Will O. Wisp in the stomach. At least, that's what he wanted him to think. Once his fist barely touches his arm, if he guards, or the fur of his stomach, the Saiyan would then disappear from the feline's sight and reappear behind his opponent. "Hmph!" His leg was in s ready position. He spun around and swung his leg at the cat, which was aimed at the side of his head. If this should land, it has the potential to send the cat flying across the water, but the Saiyan wasn't done there. He wasn't intending to give his opponent any breathing space or anytime to catch his breath. He would continue his assault with a barrage of punches, even if he had to chase Will O. Wisp across the water. He wasn't paying much attention to where he was hitting, because this wasn't a clear sequence. WC: 656 TWC: 656 | 5392 {CELERAI'S BATTLE TRACKER} SUMMARY
Drunken Fist | 0/4 Sips Instinctual Defense | 0/5 Stacks | +12 Def | 1/3 Turns
Attack 1: Will's Flurry of Blows. Miss! Attack 2: Will's Strike. Miss! Attack 3: Will's Strike. Miss! Attack 4: Will's Strike. Hit! 9 Dmg. Attack 5: Will's Strike. Miss!
Dmg from Will O. Wisp's attacks: 9 - 4 DR = 5 Dmg.
Damage taken in total this turn- 5 Dmg
At-Will Action: Blitz Strike | -0 ki To hit: vM5Oy0tu1d100+60
Damage: 1d12+10
At-Will Action: Blitz Strike | -0 ki To hit: 1d100+60
Damage: 1d12+10
At-Will Action: Suppression Releasing Suppression
At-Will Action: Instinctual Defence Spending 5 ki for 5 Stacks of Instinct.
Bonus Action: Dragon Dash | +10 Acc, +5 Dmg | -6 ki
Standard Action: Strike | -0 ki To hit: 1d100+60
Damage: 1d12+10
Standard Action: Strike | -0 ki To hit: 1d100+60
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: -- | Disabling this trait for the spar. Classes: Martial Artist, Mystic, Prodigy, Protector
BEND THE LIMITS Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
SPECIES TRAITS
ZENKAI Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS
BLITZ Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
INSTINCT Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
MIGHT [AI Assistant] Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Melee attacks deal +3 bonus damage.
QUICK-DRAW [AI Assistant] Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
ITEMS
Slot 1: Flexmetal Staff (Bonus Action At-Will) | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread.
Slot 2: AI Assistant (Passive) | Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Slot 3: Lucky Trinket (Passive) | Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) | Only one Lucky Trinket may be equipped at a time.
Slot 4: Expert Training Gear (Passive) | You gain an additional 50% PL from thread rewards while wearing this outfit. | May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
TECHNIQUES
PUNISHMENT OF A THOUSAND BLOWS Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5HP Learn: 2 weeks
FEINT I Celerai makes a deceptive motion that throws off his enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FIST I Celerai adopts a clumsy fighting style fueled by him, playing around, that makes him unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. | Used! Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE I Celerai uses his ki to amplify the light around him into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE II Celerai swiftly blinks in and out of his opponent's attacks using his powerful natural instincts. Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per thread Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM III Celerai takes a giant form. He uses his superior size and strength to attack his opponent. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE II Combining martial prowess with ki manipulation, Celerai forms a weapon out of his ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT III Celerai deftly parries or knocks aside an attack headed towards him. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION I Whether through intuition or psychic potential, Celeraj glimpses a moment into the future and sees what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki Learn: 2 weeks
Fighting: 75 | Energy Control: 30 | Reflexes: 45 | Resilience: 30 Natural Power Level: 19,118 | Base Power Level: 19,118 | Current Power Level: 19,118 HP: 48/95 | Ki: 36/100 | DEF: 110 (122) | Melee Accuracy: d100+90 (50) | Ranged Accuracy: d100+45 Damage Reduction: 4 | Melee Damage Modifier: 9 (5) | Energy Damage Modifier: 6 (5) | Ki Cost: 1 Power Up Ki Regen: 0/100
1d100+60·1d12+10·1d100+60·1d12+10·1d100+60·1d12+10·1d100+60·1d12+10
|
|