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Post by Will O. Wisp on Aug 7, 2020 18:50:41 GMT -8
Will was honestly surprised to see how much Celerai has vastly improved since he met him last. He clearly has surpassed him already, he's probably closer to Will's former strength then Will is to getting there himself. Perhaps it is as Celerai said and he is out of shape. It was then Will kept his eyes peeled for where he was going to hit him. Carefully scanning where he will strike as he is moving quickly enough to appear as if he is blinking in and out of reality. The punch was going to come but Will figured this would be a feint as he then dodges the kick aimed at the side of his head by ducking under. It was then various punches were coming his way. Quickly sidestepping in the air he manages to dodge each and every single one of Celerai's punches. While it is a good tactic to not allow your opponent any wiggle room to escape getting hit or to tire them out. Will is not your average fighter. As soon as Celerai would be done punching, Will would unleash another barrage of his own, starting with a high kick to Celerai's stomach before unleashing his own barrage of punches. With him in such close range to be able to do all of those hits should increase his chances of actually hitting them.
Word Count: 228 Total Word Count: 3,897
BATTLE TRACKER SUMMARY
Celerai Attack: 122 Acc vs 100 Defense:
Celerai Attack: 91 Acc vs 100 Defense: Miss.
At-Will: Champion Gi - +15 Accuracy to all basic techniques.
At-Will: Haste - One addition bonus action
At-Will: Spend 1 Countermeasures to reduce Sonic Sway to a Reactive Bonus Action
Bonus Action 1: Sonic Sway - You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) | -8 Ki
Bonus Action 2: Flurry of Blows
Accuracy: kNaT7lMN1d100+95 (Flawless Counter + Champion Gi)
Damage: 4d4+5
Standard Action 1: Strike
Accuracy - 1d100+95 (Flawless Count + Champion Gi)
Damage - 1d8+5
Blitz At-Will: Strike
Accuracy - 1d100+95 (Flawless Counter + Champion Gi)
Damage - 1d8+5
Standard Action 2: Strike
Accuracy - 1d100+95 (Flawless Counter + Champion Gi)
Damage - 1d8+5
Blitz At-Will: Strike
Accuracy - 1d100+95 (Flawless Counter + Champion Gi)
Damage - 1d8+5
Status
Powered Up - 0/2 Turns
Countermeasures - 1/2 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. 1/3 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 0/1 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: 49/100 | DEF: 100 | DR: +3 | Melee Accuracy: d100+50 | Ranged Accuracy: d100+40 Damage: +5 | Ki Cost: -2 Ki | Bonus Acc: +10
1d100+95·4d4+5·1d100+95·1d8+5·1d100+95·1d8+5·1d100+95·1d8+5·1d100+95·1d8+5
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Aug 10, 2020 8:59:05 GMT -8
Celerai's attempt to kick Will O. Wisp across the water failed, which was somewhat not surprising, at least, for Celerai. But as he tried to hit him the barrage of punches he originally planned to throw, they also missed. Again, it wasn't a surprise. Celerai expected nothing less from the feline. He was.. experienced, right? At least, that's what the Saiyan understood from what Will O. Wisp said when they first met. Celerai was so focused on the offensive side of the fight, he was caught in quite the pickle when Will O. Wisp began to attack. With no hopes of dodging, Celerai would raise his right leg, cushioning the first blow that Will O. Wisp threw at him. That is, the high kick. Celerai would then cross his arms, cushioning the other attacks that were thrown at him. These attacks definitely put him on the defensive and they weren't weak. These were some powerful punches. He was trying to force Will O. Wisp, but apparently he underestimated his opponent.. again. Once the feline was finished with his attacks, Celerai wouldn't waste a second, going in for the powerful attacks once more. Celerai would go for a more complex sequence. Starting off with an overhead slam, lifting both arms in the air, and swinging them both at the same time to hit him in the shoulder. The Saiyan would attempt to force Will O. Wisp into the water, before following him into the water, if necessary, to deliver his own barrage of punches, but this time.. he didn't pull his punches. Not one bit. Although he still was holding back his full power, Will O. Wisp would now have to face Celerai's punches coming at him with full force. WC: 269 TWC: 260 | 5661 {CELERAI'S BATTLE TRACKER} SUMMARY
Drunken Fist | 0/4 Sips Instinctual Defense | 0/5 Stacks | +12 Def | 2/3 Turns Flawless Counter | +20 Acc
Attack 1: Will's Flurry of Blows. Miss! Attack 2: Will's Strike. Hit! 11 Dmg. Attack 3: Will's Strike. Hit! 7 Dmg. Attack 4: Will's Strike. Hit! 11 Dmg. Attack 5: Will's Strike. Hit! 11 Dmg.
Dmg from Will O. Wisp's attacks: 20 (40/2) - 4 DR = 16 Dmg.
Damage taken in total this turn- 16 Dmg
At-Will Action: Blitz Strike | -0 ki To hit: XJWA1aOG1d100+110
Damage: 1d12+9
At-Will Action: Blitz Strike | -0 ki To hit: 1d100+110
Damage: 1d12+9
At-Will Action:
Bonus Action: Deflect | Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. | -14 ki
Standard Action: Strike | -0 ki To hit: 1d100+90
Damage: 1d12+9
Standard Action: Strike | -0 ki To hit: 1d100+90
Damage: 1d12+9
CLASS FEATURES
Unrivalled Potential- You begin play with all enhanced basic techs
Genius- Your stats are no longer restricted by the natural 50 cap.
Skillful- Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill- Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified- Potential Mastery Level 5 now instead increases all of your skills by +10.
CLASS TRAITS
FLAWLESS COUNTER Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- 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: 34/95 | Ki: 22/100 | DEF: 110 (122) | Melee Accuracy: d100+90 | Ranged Accuracy: d100+45 Damage Reduction: 4 | Melee Damage Modifier: 9 | Energy Damage Modifier: 6 | Ki Cost: 1 Power Up Ki Regen: 0/100
1d100+110·1d12+9·1d100+110·1d12+9·1d100+90·1d12+9·1d100+90·1d12+9
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Post by Will O. Wisp on Aug 14, 2020 14:17:58 GMT -8
Will's attacks seemed to have hit a lot harder than his last onslaught. While he was able to land more hits than before, Celerai managed to deflect Will's hits with his own. However, doing so only mitigated some of the damage he received. A clever tactic, though Celerai is starting to look more beat up or worn down that Will is right about now. Though that's soon about to change. As Celerai was charging towards Will, he unleashed a loud shout that would push Celerai back disrupting his attacks. As Celerai continued to rush towards Will, Will would be flying away from Celerai to be dodging the attacks coming his way. Though one punch manages to hit Will square in the jaw as he sent back in the a few feet. He wipes the blood off of his cheek and whiskers as he gets into a fighting stance. Celerai's punches are no joke, if Will is not careful this spar could be over too soon. He then appeared right in front of Celerai in a flash, and started to go for a kick to the stomach, a punch to the gut, a knee strike, and finish it all of with an uppercut.
Word Count: 202 Total Word Count: 4,099 BATTLE TRACKERSUMMARYCelerai Attack: 130 Acc vs 100 Defense: Dodges with Kiai Celerai Attack: 177 Acc vs 100 Defense: Dodges with Flight. Celerai Attack: 128 Acc vs 100 Defense: Dodges with Kiai
Celerai Attack: 148 Acc vs 100 Defense: Hit.12 damage - 3 DR = 9
At-Will: Champion Gi - +15 Accuracy to all basic techniques.
At-Will: Haste - One additional bonus action
At-Will: Spend 1 Countermeasures to reduce Kiai to a Reactive Bonus Action
Bonus Action 1: Kiai -Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. | -8 Ki
Bonus Action 2: Flight - Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. | -8 Ki
Standard Action 1: Strike
Accuracy - K52ovmkd1d100+95 (Flawless Count + Champion Gi)
Damage - 1d8+5
Blitz At-Will: Strike
Accuracy - 1d100+95 (Flawless Counter + Champion Gi)
Damage - 1d8+5
Standard Action 2: Strike
Accuracy - 1d100+95 (Flawless Counter + Champion Gi)
Damage - 1d8+5
Blitz At-Will: Strike
Accuracy - 1d100+95 (Flawless Counter + Champion Gi)
Damage - 1d8+5
Status
Powered Up - 0/2 Turns
Countermeasures - 0/2 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. 0/3 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 0/1 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: 54/90 | Ki: 33/100 | DEF: 100 | DR: +3 | Melee Accuracy: d100+50 | Ranged Accuracy: d100+40 Damage: +5 | Ki Cost: -2 Ki | Bonus Acc: +10
1d100+95·1d8+5·1d100+95·1d8+5·1d100+95·1d8+5·1d100+95·1d8+5
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Aug 17, 2020 1:58:37 GMT -8
The loud shout threw Celerai off quite a bit and his concentration was soon broken. If he was holding back, he would surely be frustrated, because he wasn't able to connect, again. But, then again.. this was just a friendly little spar between pals, right? Celerai found himself chasing the feline across the water, as he tried to hit his opponent at least once. Will O. Wisp was fast, but the Saiyan still managed to catch up to the feline and hit him in the jaw, which he was satisfied with. He realized that he managed to draw blood from his opponent, which also made him realize how.. powerful his attacks were and how much he has improved. The Saiyan stop abruptly, once he landed a solid punch, although his original plan was to keep on his opponent's tail and to not give him space. Little did he know, that was a bad idea. He would look up, not to see Will O. Wisp a few meters away from him, but right in front of him. The Saiyan's eyes widened as he saw the feline closing in. The first attack struck dead on and the Saiyan was not able to dodge or guard. It's a good thing he was able to channel some in his ki through his body near his abdomen to cushion at least the raw damage of that blow. The Saiyan couldn't allow him to land anymore blows. He quickly twisted his torso to the side, dodging the punch to the gut and leaped a few meters away from the feline, preparing to do something. Something that he would use when 5he is almost out of options or beaten down. He went into a familiar stance and began to raise his ki. His power level skyrocketed once more. Now, this would give the Saiyan a but of advantage, but he decided not to use the speed and power advantage he had. That wasn't the exact reason why he powered up. He was actually using his ki to enter this Giant Form, that super slow form that sacrificed speed for power. The area around him began to tremble, but only small tremors. He gritted his teeth, as he began to exert a lot of energy just to perform this one little technique. Veins popped up on his forehead too. His whole body began to grow and bulk up causing him to tower over Will O. Wisp even more. His aura was still evident, but he was exhausted, which was a bit annoying. This happened all the time. After standing there for a few moments to catch his breath, he would look at Will O. Wisp. "The real fight starts now!" He said, clenching his fist. WC: 457 TWC: 457 | 6118 {CELERAI'S BATTLE TRACKER} SUMMARY
Drunken Fist | 0/4 Sips Instinctual Defense | 0/5 Stacks | +12 Def | 3/3 Turns Giant Form | +35 Temp HP, -15 Def | 35/35 Temp HP Zenkai | +5 Fighting, +5 Energy Control (This was in effect last turn, but I will not be using this for the current thread.) Celerai has Edge 1, but I will not be using its effects in this thread. Power Up | +25% PL | 1/2 Turns
Attack 1: Will's Strike. Hit! 10 Dmg. Attack 2: Will's Strike. Miss! Attack 3: Will's Strike. Miss! Attack 4: Will's Strike. Miss!
Dmg from Will O. Wisp's attacks: 10 - 4 (5) DR = 5 Dmg.
Damage taken in total this turn- 5 Dmg
At-Will Action:
Bonus Action: Sense | +5 Def, +5 Acc, +1 DR, +1 Dmg | -0 ki
Bonus Action: Power Up | +50 Ki, +25% PL | -0 ki
Bonus Action: Giant Form | +35 Temp HP, -15 Def | -14 ki
Standard Action: Sacrificed for Bonus Action.
Standard Action: Sacrificed for Bonus Action.
CLASS FEATURES
Unrivalled Potential- You begin play with all enhanced basic techs
Genius- Your stats are no longer restricted by the natural 50 cap.
Skillful- Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill- Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified- Potential Mastery Level 5 now instead increases all of your skills by +10.
CLASS TRAITS
FLAWLESS COUNTER Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- 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: Physical, Melee, 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: 23,897 HP: 29/95 (35/35) | Ki: 57/100 | DEF: 110 (122) | Melee Accuracy: d100+90 | Ranged Accuracy: d100+45 Damage Reduction: 4 | Melee Damage Modifier: 9 | Energy Damage Modifier: 6 | Ki Cost: 1 Power Up Ki Regen: 50/100
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Post by Will O. Wisp on Aug 18, 2020 13:57:36 GMT -8
The young man did a great job at dodging most of Will's attacks. It seems after being on the receiving end of most of Will's attack Celerai has begun to be used to Will's onslaughts and was able to dodge most of Will's barrage of strikes. It seems he is improving in the midst of battle. Somehow become more and more skillful at dodging as the battle goes on. Or it could be Will is running low on steam and he is starting to slow down. Will then sees Celerai begins to power up. Will does as well but after he is then he notices Celerai begins to change. Apparently sacrificing speed for power to try to get an upper hand on Will. A common error most people do when facing an opponent, especially one that is extremely fast. Not to mention how long that it seems to be taking for Celerai to bulk up. Giving Will the time to use one of his medkits to heal himself while waiting on Celerai. He whistles while doing so, to peeve Celerai off on purpose and to throw him off his game, but he's mostly doing this to show how flawed this form is cause it allows his opponent all the time they need to heal themselves. When he was done Celerai was finished but still out of breath. As Celerai claims "The real fight starts now!". Will gives a smug smirk and goes "Agreed." Before Celerai had the chance to throw the first punch Will rushes right in front of Celerai. Sending not one, but two punches in his midsections right into Celerai's enlarged abs. Hoping to knock some of the wind out of his gullet. Word Count: 285 Total Word Count: 4,384 BATTLE TRACKER SUMMARY
Celerai Attack:
Celerai Attack:
Celerai Attack:
Celerai Attack:
At-Will: Champion Gi - +15 Accuracy to all basic techniques.
Bonus Action: Power Up - You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. 25/100 Ki Restored
Standard Action 1: Field Responder Kit - Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately.
Standard Action 2: Strike
Accuracy - gZc83c631d100+75 (Champion Gi)
Damage - 1d8+5
Blitz At-Will: Strike
Accuracy - 1d100+75 (Champion Gi)
Damage - 1d8+5
Status
Powered Up - 2/2 Turns
Countermeasures - 0/2 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. 0/3 Uses
ITEMS
Champion Gi
Scrying Staff
Field Responder Kit 0/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 2/2 uses
Kiai 0/1 use
Instinctual Defense 1/1 use
Enhanced Focus Energy
Sonic Sway 0/1 use
Clash 1/1 use
Countermeasures 0/1 use
Wild Attack 1/1 Use
[/div][/spoiler] Base PL: 14,400 | Current PL: 18,000 | CURRENT Edge: 0 HP: 90/90 | Ki: 58/100 | DEF: 100 | DR: +3 | Melee Accuracy: d100+50 | Ranged Accuracy: d100+40 Damage: +5 | Ki Cost: -2 Ki | Bonus Acc: +10
1d100+75·1d8+5·1d100+75·1d8+5
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Aug 20, 2020 19:53:03 GMT -8
Celerai watched as Will O. Wisp pulled out a first aid kit mid-battle and taunted him while he used it. Celerai was a bit irritated by this, but not by the fact that he was taunting him. But, by the fact that he literally gave him the chance to. He couldn't stop powering up, because all of that effort he had exerted would all be for nothing. Now, thus meant one thing. Celerai could actually start going all out, which meant no more pulling punches for the Saiyan. He smirked. As Celerai was about to charge at the feline, he would suddenly appear right in front of the saiyan. There it was, Will O. Wisp began to show up the disadvantages of the form that Celerai has taken. With no time to move, Celerai was forced to take the two blows head on, gritting his teeth as he tried to endure the pain. But, this was actually a good thing. Why? Because it allowed him to execute his previous approach for this fight. When he started the fight, while he was holding back, he was forced to let Will O. Wisp hit him, so that the Saiyan could have more time to go on the offensive. That's exactly what he did. "Gotcha! You fell for it, again!" The smirk was still visible on his face. Now, he began his onslaught of attacks. His aura exploded around his form, as began his combo with a simple gut punch. After which, throwing a flurry of blows at his opponent, now showing Will O. Wisp the advantages of this form. It was slow, but it definitely packed a punch. WC: 276 TWC: 276 | 6394 {CELERAI'S BATTLE TRACKER} SUMMARY
Drunken Fist | 0/4 Sips Giant Form | +35 Temp HP, -15 Def | 35/35 Temp HP Zenkai | +5 Fighting, +5 Energy Control (This was in effect last turn, but I will not be using this for the current thread.) Power Up | +25% PL | 2/2 Turns
Attack 1: Will's Strike. Hit! 10 Dmg. Attack 2: Will's Strike. Hit! 13 Dmg. Attack 3: Will's Strike. Miss! Attack 4: Will's Strike. Miss!
Dmg from Will O. Wisp's attacks: 23 - 4 DR = 19 Dmg.
Damage taken in total this turn- 19 Dmg
At-Will Action: Flexmetal Staff Strike | -0 ki To hit: KDeMzCZ01d100+100
Damage: 1d6+7
Giant Form Bonus: 1d3
At-Will Action: Flexmetal Staff Strike | -0 ki To hit: 1d100+100
Damage: 1d6+7
Giant Form Bonus: 1d3
At-Will Action: Flexmetal Staff Strike | -0 ki To hit: 1d100+100
Damage: 1d6+7
Giant Form Bonus: 1d3
At-Will Action: Flexmetal Staff Strike | -0 ki To hit: 1d100+100
Damage: 1d6+7
Giant Form Bonus: 1d3
At-Will Action: Blitz Strike | -0 ki To hit: 1d100+100
Damage: 1d6+7
Giant Form Bonus: 1d3
At-Will Action: Blitz Strike | -0 ki To hit: 1d100+100
Damage: 1d6+7
Giant Form Bonus: 1d3
At-Will Action: Activating Flexmetal Staff
Bonus Action: Dragon Dash | +10 Acc, +5 Dmg | -6 ki
Standard Action: Strike | -0 ki To hit: 1d100+100
Damage: 1d6+7
Giant Form Bonus: 1d3
Standard Action: Strike | -0 ki To hit: 1d100+100
Damage: 1d6+7
Giant Form Bonus: 1d3
CLASS FEATURES
Unrivalled Potential- You begin play with all enhanced basic techs
Genius- Your stats are no longer restricted by the natural 50 cap.
Skillful- Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill- Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified- Potential Mastery Level 5 now instead increases all of your skills by +10.
CLASS TRAITS
FLAWLESS COUNTER Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
BEND THE LIMITS Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
SPECIES TRAITS
ZENKAI Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS
BLITZ Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
INSTINCT Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
MIGHT [AI Assistant] Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Melee attacks deal +3 bonus damage.
QUICK-DRAW [AI Assistant] Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
ITEMS
Slot 1: Flexmetal Staff (Bonus Action At-Will) | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread. (2 uses left)
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: Physical, Melee, 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: 23,897 HP: 29/95 (16/35) | Ki: 51/100 | DEF: 110 (95) | Melee Accuracy: d100+90 | Ranged Accuracy: d100+45 Damage Reduction: 4 | Melee Damage Modifier: 9 | Energy Damage Modifier: 6 | Ki Cost: 1 Power Up Ki Regen: 50/100
1d100+100·1d6+7·1d3·1d100+100·1d6+7·1d3·1d100+100·1d6+7·1d3·1d100+100·1d6+7·1d3·1d100+100·1d6+7·1d3·1d100+100·1d6+7·1d3·1d100+100·1d6+7·1d3·1d100+100·1d6+7·1d3
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Post by Will O. Wisp on Aug 23, 2020 17:16:53 GMT -8
It was as if time started to move slowly, not just for Will but for Celerai too. This is a phenomenon that is common among strong martial artists when facing each other. Or when someone is about to be in an accident. As Will is about to be hit by Celerai's gut punch, he was able to step out of the way at normal speed. And was beginning to dodge several of Celerai's punches as he was moving at incredible speeds that only someone like Celerai could be able to follow. However, Will was unable to dodge every single attack, after suffering about four blows he was looking worse for wear. Even worse than before he took the first aid earlier. Will had no other option but to end this fight here and now. And the only opportunity he can do so is while Celerai is stuck in this state while his speed is down. Will then flies forward into action. First, he would his combo off with an elbow strike to his rib, a kick to the gut, a palm strike to his massive chest, and finally, to top it off Will would finish this combo with a rising flip kick right at Celerai's chin/lower jaw. Word Count: 208 Total Word Count: 4,592 Tag: CeleraiBATTLE TRACKER SUMMARY
Celerai Attack: 110 acc vs. 125 Def. Miss.
Celerai Attack: 116 acc vs. 125 Def. Miss.
Celerai Attack: 104 acc vs. 125 Def. Critical miss.
Celerai Attack: 155 acc vs. 125 def. Hit. 11 damage -3 DR = 8 damage.
Celerai Attack: 150 acc vs. 125 Def. Hit. 9 damage.
Celerai Attack: 123 acc vs. 125 def. Miss.
Celerai Attack: 171 acc vs. 125 def. Hit.
Celerai Attack: 150 acc vs. 125 def. Hit.
At-Will: Champion Gi - +15 Accuracy to all basic techniques.
Bonus Action: Rapid Movement - You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type.
Standard Action 1: Strike
Accuracy - xQZ0talW1d100+95 (Flawless Counter + Champion Gi)
Damage - 1d8+5
Blitz At-Will: Strike
Accuracy - 1d100+95 (Flawless Counter + Champion Gi)
Damage - 1d8+5
Standard Action 2: Strike
Accuracy - 1d100+95 (Flawless Counter + Champion Gi)
Damage - 1d8+5
Blitz At-Will: Strike
Accuracy - 1d100+95 (Flawless Counter + Champion Gi)
Damage - 1d8+5
Status
Powered Up - 2/2 Turns
Countermeasures - 0/2 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. 0/3 Uses
ITEMS
Champion Gi
Scrying Staff
Field Responder Kit 0/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 2/2 uses
Kiai 0/1 use
Instinctual Defense 1/1 use
Enhanced Focus Energy
Sonic Sway 0/1 use
Clash 1/1 use
Countermeasures 0/1 use
Wild Attack 1/1 Use
[/quote][/div][/spoiler] Base PL: 14,400 | Current PL: 18,000 | CURRENT Edge: 0 HP: 49/90 | Ki: 50/100 | DEF: 100 | DR: +3 | Melee Accuracy: d100+50 | Ranged Accuracy: d100+40 Damage: +5 | Ki Cost: -2 Ki | Bonus Acc: +10
1d100+95·1d8+5·1d100+95·1d8+5·1d100+95·1d8+5·1d100+95·1d8+5
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Aug 25, 2020 2:34:37 GMT -8
Celerai didn't really know what he could do when going all out, because he was never forced to. This was his advantage in most of his fights, but he was always vulnerable. It was easy to hit his opponents, but to dodge? It was.. relatively challenging, especially if his opponent was extremely powerful, or just as powerful as he was. He let himself go, letting out all the strength he had into those punches. It definitely did the job. He managed to land enough hits to make Will O. Wisp look worse than before. This just showed how much he improved. But, this was just a friendly spar. Will O. Wisp used to be a master and Celerai just wanted to.. show him what it would feel like to.. retain the power he once had and more, although he wasn't sure his much power he had before, but that didn't matter. Once Will O. Wisp began to charge at Celerai, he knew that he wouldn't be able to dodge the feline's attacks, so he crossed his arms in front of him as fast as he possibly could, to cushion the raw force of his blows. After which, dashing backwards. He panted in exhaustion for a few moments, before standing upright and facing his opponent. "Hah.. hah.. You're pretty good. Say, how close are you to attaining your former strength? How close am I?" He asked in curiosity. Even if he didn't answer the Saiyan's questions, Celerai would get into a familiar stance, spreading his fingers apart and placing them in front of his forehead. "Ha!" Without calling the feline to get his attention, a blinding bright light suddenly emitted from the Saiyan's forehead, as he attempted to blind his opponent, just for a few moments. At this point, one could say that Celerai was simply trying to draw out the spar. WC: 311 TWC: 311 | 6705 {CELERAI'S BATTLE TRACKER} SUMMARY
Drunken Fist | 0/4 Sips Giant Form | +35 Temp HP, -15 Def | 3/35 Temp HP Zenkai | +5 Fighting, +5 Energy Control (This was in effect last turn, but I will not be using this for the current thread.) Power Up | +25% PL | 2/2 Turns
Attack 1: Will's Strike. Hit! 9 Dmg. Attack 2: Will's Strike. Hit! 6 Dmg. Attack 3: Will's Strike. Hit! 12 Dmg. Attack 4: Will's Strike. Miss!
Dmg from Will O. Wisp's attacks: 27 - 14 DR = 13 Dmg.
Damage taken in total this turn- 13 Dmg
At-Will Action:
Bonus Action: Guard | +10 DR | -6 ki
Bonus Action: Solar Flare | -4 ki Blinding: EAPg2sq41d100 70% Chance
Standard Action:
Standard Action:
CLASS FEATURES
Unrivalled Potential- You begin play with all enhanced basic techs
Genius- Your stats are no longer restricted by the natural 50 cap.
Skillful- Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill- Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified- Potential Mastery Level 5 now instead increases all of your skills by +10.
CLASS TRAITS
FLAWLESS COUNTER Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
BEND THE LIMITS Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
SPECIES TRAITS
ZENKAI Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS
BLITZ Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
INSTINCT Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
MIGHT [AI Assistant] Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Melee attacks deal +3 bonus damage.
QUICK-DRAW [AI Assistant] Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
ITEMS
Slot 1: Flexmetal Staff (Bonus Action At-Will) | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread. (2 uses left)
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: Physical, Melee, 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: 23,897 HP: 29/95 (3/35) | Ki: 41/100 | DEF: 110 (95) | Melee Accuracy: d100+90 | Ranged Accuracy: d100+45 Damage Reduction: 4 | Melee Damage Modifier: 9 | Energy Damage Modifier: 6 | Ki Cost: 1 Power Up Ki Regen: 50/100
1d100
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Post by Will O. Wisp on Aug 25, 2020 8:43:53 GMT -8
Will managed to get three of his four strikes in. And Celerai guarded the attacks with his large muscular. Though he is looking worse for wear. Even if Celerai had Shinryu with him and they were holding back at first, they are both doing better then in their last spar together. This is just what Will needed after having a well-deserved rest. "No I am not even close to how strong I was before, you're a bit closer but nowhere near it yet. Though thank you for the idea of this spar, this will certainly help me a lot getting closer to that point. Though power doesn't always matter of course. Skill, strategy, many other factors are factored when it comes to winning or losing a battle. Even someone stronger then you could be beaten if caught by surprise or when they highly underestimate their opponent," Will explained. Celerai then uses a move Will is familiar with. Quickly covering his eyes at the last second. Will quickly realized that Celerai is not attacking and instead hoped his Solar Flare would hit to disorient Will just to drag this battle out. Though Will also realized something else, with the power he had earlier and the despite being slower and a bigger target. He was almost able to take Will down. If Will didn't exert himself to move fast enough to dodge most of his attacks, he would be close to going down. And if Celerai does that long barrage of attacks again, Will probably won't be able to dodge them like last time. It seems that this little spar has gone on quite long enough. Now it was truly time to finish it. Will then rushed forward surrounded by aura and in a burst of speed went to give Celerai his own barrage of punches, his fists surrounded by large amounts of aura than usual. Enhanced to be able to give Celerai even more damage then before if they hit, that perhaps not even guarding would be able to help with. Word Count: 340 Total Word Count: 4,932 Tag: CeleraiBATTLE TRACKER SUMMARY
Celerai Attack: Celerai Attack:
Celerai Attack:
Celerai Attack:
Celerai Attack:
Celerai Attack:
Celerai Attack:
Celerai Attack:
At-Will: Champion Gi - +15 Accuracy to all basic techniques.
Bonus Action: Dragon Dash - Increase your Damage with Melee Attacks used on this turn by +3. | -2 Ki
Standard Action 1: Strike
Accuracy - xOu1BJsN1d100+75 (Champion Gi)
Damage - 1d8+8
Blitz At-Will: Strike
Accuracy - 1d100+75 (Champion Gi)
Damage - 1d8+8
Standard Action 2: Strike
Accuracy - 1d100+75 (Champion Gi)
Damage - 1d8+8
Blitz At-Will: Strike
Accuracy - 1d100+75 (Champion Gi)
Damage - 1d8+8
Status
Powered Up - 0/2 Turns
Countermeasures - 0/2 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. 0/3 Uses
ITEMS
Champion Gi
Scrying Staff
Field Responder Kit 0/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 2/2 uses
Kiai 0/1 use
Instinctual Defense 1/1 use
Enhanced Focus Energy
Sonic Sway 0/1 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: 49/90 | Ki: 48/100 | DEF: 100 | DR: +3 | Melee Accuracy: d100+50 | Ranged Accuracy: d100+40 Damage: +5 | Ki Cost: -2 Ki | Bonus Acc: +10
1d100+75·1d8+8·1d100+75·1d8+8·1d100+75·1d8+8·1d100+75·1d8+8
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Aug 25, 2020 10:32:59 GMT -8
That was one major flaw that Celerai had. Underestimating his opponent. It happens all the time. The Saiyan kept his eyes closed, but tried to sense if the feline was moving towards him. As soon as he opened his eyes to look at his opponent, hoping that he managed to blind him, he realized that it didn't work. That wasn't good, on his part. His body was on the verge of giving out, especially since he was trying to maintain his Giant Form. The bright light hasn't even dissipated yet, but Will O. Wisp was already throwing a barrage of punches at Celerai. The Saiyan was in a bad spot at this point. He wasn't able to dodge any of his opponent's punches, especially because he was in this sluggish form. But, he tried to negate some of his punches, by colliding his punches with Will O. Wisp's punches. The Saiyan's fists tingled. A few of his opponent's strikes managed to hit him, which caused Celerai to take a lot of damage on his body. He would immediately dash backwards, panting even heavier than before. He could feel his whole body shrinking, which he tried to stop, but he simply couldn't maintain the form he took. He stood upright, still trying to catch his breath. He looked at himself, realizing that his clothing had multiple rips and holes in it. He was tired. There was a lot of energy flowing through his body, but his body took a lot of damage, which was rather visible. "Phew! That was a close one." He said, before ripping his shirt off his chest. "Alright, let's give this spar a spectacular ending!" After saying this, he would close his eyes and take a deep breath. Letting out a huge sigh, he 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. Once he closed in, he would then disappear from the feline's sight and reappear behind his opponent, spinning around, attempting to hit him in the back. WC: 351 TWC: 351 | 7056 {CELERAI'S BATTLE TRACKER} SUMMARY
Drunken Fist | 0/4 Sips Zenkai | +5 Fighting, +5 Energy Control Forgot to note that I used 'Deflect' already. Sorry. Celerai releases all Suppression, whatsoever.
Attack 1: Will's Strike. Hit! 16 Dmg. Attack 2: Will's Strike. Hit! 15 Dmg. Attack 3: Will's Strike. Hit! 16 Dmg. Attack 4: Will's Strike. Hit! 15 Dmg.
Dmg from Will O. Wisp's attacks: 31 (62/2) - 14 DR = 13 Dmg.
Damage taken in total this turn- 13 Dmg
At-Will Action: Bend the Limits | Deflect
Bonus Action: Deflect | Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. | -14 ki
Bonus Action: Dragon Dash | +10 Acc, +5 Dmg | -6 ki
Standard Action: Cutting Edge | Slashing | Crippling | -14 ki To hit: Va9JIoNn1d100+125
Damage: 3d10+15
Crippling: 1d100 40% Chance.
Standard Action: Sacrificed for Bonus Action
CLASS FEATURES
Unrivalled Potential- You begin play with all enhanced basic techs
Genius- Your stats are no longer restricted by the natural 50 cap.
Skillful- Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill- Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified- Potential Mastery Level 5 now instead increases all of your skills by +10.
CLASS TRAITS
FLAWLESS COUNTER Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
BEND THE LIMITS Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
SPECIES TRAITS
ZENKAI Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS
BLITZ Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
INSTINCT Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
MIGHT [AI Assistant] Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Melee attacks deal +3 bonus damage.
QUICK-DRAW [AI Assistant] Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
ITEMS
Slot 1: Flexmetal Staff (Bonus Action At-Will) | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread. (2 uses left)
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: Physical, Melee, 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. | Used! Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION I Whether through intuition or psychic potential, Celeraj glimpses a moment into the future and sees what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki Learn: 2 weeks
Fighting: 75 (80) | Energy Control: 30 (35) | Reflexes: 45 | Resilience: 30 Natural Power Level: 19,118 | Base Power Level: 19,118 | Current Power Level: 19,118 HP: 15/95 | Ki: 17/100 | DEF: 110 | Melee Accuracy: d100+90 (95) | Ranged Accuracy: d100+45 (50) Damage Reduction: 4 | Melee Damage Modifier: 9 (10) | Energy Damage Modifier: 6 | Ki Cost: 1 Power Up Ki Regen: 50/100
1d100+125·3d10+15·1d100
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Post by Will O. Wisp on Aug 25, 2020 13:03:38 GMT -8
It seems all of Will's attacks missed as they collided with Celerai's strikes, this reminds Will of what happened earlier in the spar. Only this time it seems Celerai has taken a lot more damage from it. As he is unable to stay in his enlarged form anymore as he shrinks back to normal. This means he will be faster and harder to it but it looks like he is close to running out of steam. It seems this spar has reached its climax after all. "You could have ended this fight had you used your punches before, despite being slower you almost got the better of me had I not been able to dodge in time. Yet you thought by blinding me you aimed to prolong this fight but you didn't expect me to be able to resist the attack. If this were an actual battle against an evil opponent that grave error would have cost you a life. You mustn't underestimate their opponents. No matter how small, old, or cute they are, nya ha ha ha!" Will explained. Celerai would then use his move like earlier, it seemed like it was going to hit, but Will remembers that technique well. In a blink of an eye, Will is gone from Celerai's field of vision after he swipes the air. As Celerai no doubt would be searching for him he would hear a voice behind him. "So you want to give this spar a grand finale, alright then, let's finish it with a bang," Will declared. It may be a bit overboard what Will is about to do, but the young Celerai needs to be disciplined, and he still has some supplies left in his med kit left to heal him. First Will went to give Celerai a kick to the back, then he would do another kick, and if the kicks connect or not sending him flying off Will would begin to form a ball of energy into his hands. Celerai probably remembers this technique well from their last spar. And Will is focusing a lot of energy on it for it to make sure it will hit. "Kamehameha!" Will shouted as he released a large blue beam of light towards Celerai. Word Count: 374 Total Word Count: 5,306 Tag: CeleraiBATTLE TRACKER SUMMARY
Celerai Attack: Cutting Edge 129 acc vs. 90 def. CRITICAL MISS! Celerai Attack:
Celerai Attack:
Celerai Attack:
Celerai Attack:
Celerai Attack:
Celerai Attack:
Celerai Attack:
At-Will: Champion Gi - +15 Accuracy to all basic techniques.
Bonus Action: Focus Energy - Increase your Accuracy with Energy Attacks on this turn by +15. Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn. |-5 Ki
Standard Action 1: Strike
Accuracy - GQrogdqe1d100+75 (Champion Gi)
Damage - 1d8+5
Blitz At-Will: Strike
Accuracy - 1d100+75 (Champion Gi)
Damage - 1d8+5
Standard Action 2: Kamehameha - Ranged Energy Barrage | Major: Charging | Minor: Shocking | -11 Ki
Accuracy - 1d100+75 (Charging)
Damage - 4d6+7
Shocking (%55) - 1d100
Status
Powered Up - 0/2 Turns
Countermeasures - 0/2 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. 0/3 Uses
ITEMS
Champion Gi
Scrying Staff
Field Responder Kit 0/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 2/2 uses
Kiai 0/1 use
Instinctual Defense 1/1 use
Enhanced Focus Energy
Sonic Sway 0/1 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: 49/90 | Ki: 32/100 | DEF: 100 | DR: +3 | Melee Accuracy: d100+50 | Ranged Accuracy: d100+40 Damage: +5 | Ki Cost: -2 Ki | Bonus Acc: +10
1d100+75·1d8+5·1d100+75·1d8+5·1d100+75·4d6+7·1d100
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Aug 25, 2020 21:52:55 GMT -8
He knew that he used this trick on Will O. Wisp once, but he still went for it. He wasn't trying to land any norman hit, but he was trying to hit his opponent in the spine, hoping to inflict some devastating damage to him, possibly ending the fight. Once he got behind the cat, he swung his arm, as he attempted to strike Will O. Wisp in the back, only to realize that he struck through air.
"What?!" He asked himself. He didn't understand what just happened at all. He was pretty sure that Will O. Wisp was at that exact spot. But, once he looked around for him, he was nowhere to be seen. It was at that point where the Saiyan picked up the feline's ki signature, after hearing his voice. But, he wasn't quick enough to even turn around to face his opponent. His opponent's first attempt to hit him succeeded, as his leg stuck dead on, inflicting damage that nearly caused his body to give out on him.
When the second kick landed, the Saiyan found himself flying across the water, spinning around as he did so. He would try to regain his balance, which wasn't easy, but he still managed to pull it off. At this point, the Saiyan was pretty much out of steam. One more hit and this spar would be over for sure and.. that last hit came. Celerai looked up, only to see the cat charging up an attack that looked very much familiar. He remembered him using this very technique in their previous spar with Shinryu.
He was definitely ending the fight with a bang, Celerai couldn't say anything about that part. The blue beam headed straight for Celerai, which was pretty much unable to dodge this attack, so found himself crossing his arms in front of him as quickly as possible, in order to cushion the raw force this attack was about to basically finish the fight. It clashed with his arms. He could feel it pushing him back, which he tried to stop, but his effort was futile.
The blast forced the Saiyan straight into the water. He gritted his teeth, as he tried to get away from the blast, but.. nothing worked. Soon, the beam would dissipate and a beaten Saiyan would emerge from the water, soaked. "Heh.. you're right. I could've ended this fight if I wanted to. I guess I underestimated you. Hehe!!" He said, scratching his head and laughing at the thought. He would hover over to the feline with the little energy he had left in his reserves, to shake hands with his ol' friend. "That was a good spar. Also, if you don't mind, that first aid kit you had.. I think I might need some patching up, heh." He admitted.
WC: 470 TWC: 470 | 7526
Celerai hits 0 HP!
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Post by Will O. Wisp on Aug 26, 2020 8:48:22 GMT -8
The Kamehameha that Will used, was the first time he managed to defeat someone with it. Of course, it's not the "True" Kamehameha but Will hasn't figured out that the move he has been using was something else entirely. In any case, he managed to win, but it was a hollow victory as Celerai still was close to beating him, but at the very least it seemed Celerai learned his lesson. At the very least the boy now can grow from this experience. However there is something else Will can teach the boy, especially since it's getting close to sunset. "Alright then, you're lucky I didn't need to use the full medkit," Will said. Will would pick up Celerai over his head and flew back onto the beach of the island Celerai found him relaxing on earlier. There were still some bandages left as well as a disinfectant and other helpful medical supplies that he administered. It stings for sure but shouldn't be that bad for someone as tough as Celerai. As Will put Celerai down on a beach towel he put next to the lawn chair he set up, he administered the last of med-kit onto Celerai. After which Will then takes a seat on the lawn chair next to him. It is then that the animals, who were silent and in hiding from the fight that was happening a safe distance from the island, but they still could feel the danger of with their animal instincts, start to come out of their hiding places and the island is once again filled with the sounds of nature. The tropical birds singing their jubilee as various mammals skittered across the forest floor and from tree to tree. The waves hit the shore as the sea breeze came in. All coming together to make a relaxing symphony that can not be found anywhere else. Will then starts to make himself comfortable as he turns his head to Celerai. "I can understand the appeal of fighting, but while I do want to get stronger I don't fight so I can have a good battle or find a worthy opponent or anything of the sort. This sight, this experience, this world in which we live in is what I am fighting for. There are so many things we take for granted that I don't want them taken away from other people to experience. And when I take a rest I take that time to enjoy that which life can give. Even small moments can give people so much joy," Will said. He then got out a little bag he kept beside his lawn chair and started spreading seeds on the ground. It was then that many curious birds saw this sight and started to peck at the ground. Will held a bit of birdseed in his left paw. As one of the colorful birds then saw the food being offered, staring for a bit it hesitantly flies up and begins pecking the birdseed off of his paw. Will then strokes the bird on its chin and gently pets it before he lets it fly off. "You are free to stay and rest with me if you like, or you can go and rest somewhere else or go heal up somewhere else before having another fight with some other strong person. Although if you stay here long enough, you're going to miss something really special. It's your choice that I do admit you'll be missing something really spectacular nya ha ha ha," Will said. As Will stared out in the distance, across the horizon the sun began to slowly descend down. If Celerai waited long enough with Will he would be witnessing a beautiful tropical sunset as he would get another surprise. Out of the water, various dolphins emerge and jump across the water. They usually migrate across the sea past this island at this time of day which is why Will picked this place as a nice resting spot but of course, he wanted Celerai to be surprised and experience it himself. Will remembered the first time he came upon the island and got surprised by such a beautiful sight "All journeys and adventures have breaks in them, moments of calm to relax in before going off to face whatever obstacle ahead. It's important to take these breaks and enjoy the detours. Not just to let your body rest and adjust after intense training, but so you can truly appreciate life. It may sound like something from a fortune cookie but it's still good advice to be had," Will said. Word Count: 767 Total Word Count: 6,073 Tag: Celerai
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Aug 28, 2020 6:25:16 GMT -8
Celerai had quite a few injuries. They weren't serious, but they managed to make the Saiyan's body ache. A few bruises here and there. That's it really. Celerai wasn't really in need of Will O. Wisp's assistance to get to the island, but eh. It didn't really matter. It didn't take much time for the feline to get Celerai in good shape. Once Will O. Wisp was finished, the Saiyan just laid there, on the beach towel, enjoying the sounds of nature.
"You're right. It's almost.. calming to just relax.. and just take a break. I never actually thought of it. I must say, this is a nice area." While the feline was busy feeding the birds, Celerai was lost in his thoughts, staring into the sky. He was thinking about what Will O. Wisp said. Celerai would like to protect others, yes, but all he did was mostly fight to become stronger. But, for what? He just did it because it satisfies him.
"Don't worry, I think I'll be staying here for now." He assured his friend. Time would pass, as the sun began to set. The view was amazing, with the dolphins emerging from the water and all. "You know what.. you're right." He said, after hearing Will O. Wisp last words. A sudden smile appeared on the Saiyan's face, as he felt the breeze brushing against his chest. This was definitely a day to remember. An exciting fight and a relaxing evening with an old friend? Now, that was nice.
WC: 253 TWC: 253 | 7779
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