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Post by Tolvur-Q12 on Jun 18, 2020 12:04:15 GMT -8
''Fucking.. troublesome..'' It had been quite some time since Bryce had been shut down, nobody knows why and the only one who knew was long dead. Left alone in some city, gathering dust in some basement as a lifesized statue was some scientist seeing that he was more than just a doll, and had struggled for a while to turn him back on if even possible..
Finally, after spending enough time trying to fix what he thought was broken, he managed to turn the rusting hulk back on. Eyes sprung back into life and focused on who turned him on instantly, and without a word there was a bright flash that eminated from the building he was in, along with a robot bursting from the ceiling into the streets. However, he crashed to the ground instantly, stumbling to keep his footing as he almost planted his face into the ground, barely able to keep himself from the ground by pushing his hands forward.
Cars beeped for him to get out of the way, and they all managed to succeed in grabbing unwanted attention from a pair of cybernetic eyes. Horns were applied several times, and eventually Bryce did not hear them anymore.
''Did I get new implants?'' He wondered as he got back up, though uneasy at first and more wobbly than he would have wanted. But eventually he got the hang of this standing thing again, and walked closer to the silent car with the horn still aplied. The man in it screamed something, which he heard and the beeping suddenly returned briefly before dying back down. He tilted his head at this new development and raised a finger, pointing at the engine of the car and shot a beam of energy straight through it as he moved his finger upward to vertically slice both the car and the man inside in half.
People screamed, but Bryce didn't care. Instead he just moved forward, breaking into infinite sprint to get away from the place he woke up. The only thing he remembered was numbers. He knew of people assigned numbers. He was one, and they all needed to die.
He knew what to do when his eye beeped at him with a shown number as well as a direction this number was in.
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Post by Jade on Jun 19, 2020 20:24:22 GMT -8
The pinkette found out something that could help her in terms of travelling and getting around the city pretty quickly. Finally, she has learnt the art of flying. It was a bit sudden, but it actually happened a few days after she fought Misaki and did some cleaning in her room. She decided to fly around the city just to get used to staying in the air, in other words, flying. She first went to the noodle shop, one of her favourites. She wore a gray tracksuit, which had a white stripe at each side of the sleeves and the leggings. Since she left the house without eating, she also went to get some rice cakes and tea. Not long after, she left and finally decided to scout out the streets, but once she got to a certain point, something made her a bit concerned. For some reason, there was a huge hole in a building and a crater, which was obviously caused by that clumsy man. He looked a bit dangerous. Seeing him shoot a literal beam at the car that could've potentially kill the man inside of the car, which it did had her a bit puzzled. She saw the bloody glass at the front of the car and heard everyone screaming. Some ran. Others looked in disbelief. Jade was just.. slightly concerned. The fact that she couldn't sense his ki signature was a bit disturbing. He could be suppressing because he wanted to hide because he committed murder, but this.. felt a bit different. She had a gut feeling that this wasn't the case. She remembered facing someone that was very familiar in terms of energy. She didn't remember his name, but what she did remember was that he was in a gym at the time when they did this and he was dark skinned. He had tattoos all over his body, he looked like a rapper and his name began with the letter 'L'. But, it just wasn't right. It just didn't add up. Why would somebody even do that? Especially without a reason to, unless.. he did. Jade took it upon herself to find out. It was a good thing that she was in the air, or else it would've been a problem finding him in the first place since he scurried off. Thankfully, she had him in her sight. She hoped that she could catch him before he kills someone else. If he realized that someone was following, she would actually expect it. She didn't exactly suppress her energy. But, who knows? Maybe he didn't know how to sense other ki signatures. But, if she realized that she was following him, she would slowly make her way to the ground and then address him. "Hello sir. I saw that you attacked the car and the man inside of it. Did he do something to you? Are you ok? You seemed lost. I realized that there was a huge hole in a building and a small crater where you were standing. Is there a problem?"
WC: 510 TWC: 510 | 510
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Post by Tolvur-Q12 on Jun 20, 2020 1:29:15 GMT -8
Bryce chuckled when he noticed that voice behind him, seemed like the thing he used to sense energy with had betrayed him and the signature in question was behind him, not in front of him. He turned around to face the girl who addressed him and crossed his arms over his chest when she asked the usual goody two-shoes things, like if he was okay, or if there was a problem, what happened between him and that man in the car. All so very obvious.. to Bryce, anyway, but in his current state he could not see how anyone would be unable to see things his way, especially with them being so obvious.
''I solved the problem.'' Bryce answered with a grin. ''So there is no more problem. Shouldn't have annoyed me if he wanted to live.'' He added as he continued to sense a great deal of energy from this person in front of him, it annoyed him quite a bit to be able to feel that there were so much more signatures he could feel stronger or close to his own level since the last time he was able to freely sense. But then again, this gave him so much more to do, so much more to gain and to get rid of. ''And I was lost, yes.'' He replied then when she asked if he was lost with a nod, and then a grin as he looked straight at her. ''I was lost but then I found my way.''
There was not really anything around aside from them two, and at the moment, that was enough. The wind blew gently across Bryce's chest, and it dictated the direction in which he would move, circling the girl as she landed on the ground as he widened his arms before suddenly standing still and grinning. ''I want to hurt you.'' He said plainly, getting into the right mindset.
It was time to get rid of some of his accumulated rust.
==================================== WC total: 715 ceSiJoYy1d1001d100
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Post by Jade on Jun 26, 2020 20:21:33 GMT -8
"You dealt with the problem? You dealt with the problem?! What problem?! He looked innocent to me. Clearly, you were standing in front of the car and he was telling you to get out of the way. But, you just ended his life like that.. " Jade said. Jade genuinely didn't know what to do. She was concerned because he seemed lost, but at the same time, he just killed someone. She realized that this world was filled with bad people after having that encounter with the Devil's Cookbook Gang, but not to this extent. She couldn't contain herself much longer. It was about time she reveal herself when she's angry, which has never really happened in a long time. "Hey! I'm pretty sure that he didn't do anything to you. He simply honked, but you didn't move. I saw it with my own eyes. Seems to me that you just wanna hurt people, well, I.. I won't allow you to." She said, stuttering on her last few words. She didn't know how strong he was, but she knew that he was a ki user. As much as she wanted to ask why she couldn't sense his energy, she couldn't find herself to. She always wanted to know why it was always like that for some people. It didn't feel like they were suppressing their energy. It felt.. different. She had a gut feeling that something else was up. Once he stated that he wanted to hurt her, she didn't know how to take that statement. It sounded bland.. and straight forward. It also had her puzzled for a good couple of seconds. "Huh? You wanna hurt me? Why? Maybe it's because I confronted you, but why did you say that so blandly. I don't know how I should interpret that statement. I don't know, do you want to fight me? Or, do you want to kill me or something?" She said, in a confused tone of voice. WC: 327 TWC: 327 | 837 Initiative Roll: s6IisnQu1d100 1d100
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Post by Tolvur-Q12 on Jun 27, 2020 5:58:57 GMT -8
''Kill..?'' He asked when the girl in front of him mentioned this. ''No, no killing yet.'' Bryce replied with a shake of his head, fully intending to just get up to normal speed himself again, and by the way this one sounded there was no real chance of her being one of those numbers he had to kill. As such, she would live a while longer. No, this wanting to hurt her thing was about him being annoyed, and someone butting in and thinking they could tell him what to do. He tilted his head and grinned. So many questions had been fired at him, and it was only now that they all registered. ''He did do something to me other than just honk.'' The mandroid began explaining. ''I'm lost, and that guy assumed I was just going to do as he said.'' Bryce went on to explicate. ''Just like you are starting to do right now.'' He laughed. ''But unlike that other guy, I can actually sense something worth preserving from you.'' He added as he began to explain using his hands. ''A target. Something to help me get back into shape.'' He delineated. ''Like a grinding stone, sharpen my blunt edges. You seem capable of doing that.'' With that, Bryce got into a fighting stance that didn't look all that different from the way he had been keeping himself this entire time, the only real change was that all the programs in his body began to respond to what was required. ''I just want to fight...'' He said, another grin adorning his face as he spoke, his body making 'safety nets' in his body to help him when in need. He remembered that much about fighting at least. If anyone was able to sense his type of robotic energy, they would surely be amazed right now at the sight of seeing it expand exponentially. ''And don't bother giving consent, my fingers don't need that.'' He then said with a grin. ================== WC: 1037 Defensive Phase Bryce is hit 0 time(s) for 0 damage!
Battle effects Energy constructs - 4
Edge
Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will:
BONUS ACTION: STANDARD ACTION 1: STANDARD ACTION 2:
ROLLS
STANDARD ACTION 1: Damage:
STANDARD ACTION 2: Damage:
Stats: Powerlevel: 17,743 [24,840] Health Points; 115/115 Ki; 92/100 [0/100 regained] Defense; 95 Accuracy melee; 25 Damage modifier melee: 3 Accuracy ranged; 50 Damage modifier ranged: 3 Damage reduction: 7
Techniques
Clash [1/1] -15 ki + cost of attack When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused.
Enhanced focus energy ∞ -5 ki Increase your Accuracy with Energy Attacks on this turn by +15. Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
Enhanced rapid movement ∞ - 10 ki 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. Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
Energy constructs [0/1] -10 ki Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below.You may use at-wills from this technique more than once in a given turn.
--Give +10 to a single Accuracy roll on your turn. One per attack. --Gain +2 bonus damage for a single attack you make. Two per attack max. --Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack. --As a reaction you gain +10 Defense against all attacks. One per turn. --As a reaction you gain 4 DR against all attacks during turn. One per turn.
Feint [2/2] -10 ki You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Judgement blast -13 ki Damage: 4d6+4 Effect: Charging - Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy. Effect: Blinding - This technique has a 30% chance to inflict Blind on hit.
Revenger charge [0/3] [0/3] -0 ki You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect.
Items
R.A.D - Rapid Adaptive Defensive When in a fight, any non-basic technique being used in successive turns will lose 20 accuracy. This is lost however, if the opponent ceases to use this move in any given turn. As an item of great power this boosts your PL by 30%.
Auxiliary core Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. [2/2]
Bio suit You heal 3 HP at the end of each turn.
Champion's gi At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. 1 bonus per turn At-will
AI assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Traits Class Solid foundation - rapid movement You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Class Combo attack Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target. Surge Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit. Racial Infinite core type You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. Efficiency - AI assistant 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. Indomitable - AI assistant Increases your DR by +4 Endure - AI assistant Increases your HP by +25. N/A
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Post by Jade on Jun 30, 2020 13:58:01 GMT -8
The good news is, he wasn't just on a killing spree. Not like he would get away easily trying to kill her. She has been against opponent's that were at least five times her power level and they both went all out, literally. But his sentences sounded poetic, which was kind of cute.. and funny, in Jade's opinion. Once he finally stated that he just wanted to fight her, she actually didn't decline the offer. It's been a while since she has loosen up her muscles to fight someone. Even though she barely ever punches her opponent. Jade's interpretation of all this was that he hasn't fought anyone for a while and would like to go a quick round with Jade. It's been awhile since Jade has done anything herself and Jade thought about it for a second. "Hm, ok! I'll spar with you. But promise that you won't hurt anyone else."She was about to add 'without a good reason' to that statement, but she decided not to because of obvious reasons. He agreed that he was lost, so there was no point in irritating him. Before she entered her fighting stance, she began to power up, showcasing her power to this mysterious man with a "HYAAAAA!!". Her jade green aura flared up around her body, as she proceeded to raise her ki. Her hair fluttered about as her power rose by as seconds passed. She was hoping to be stronger than she is currently, because she wanted to give this man something that he would never forget. He said that he was rusty, which meant only one thing. He had been in battles before, which means that he must be really skilled in battle. She wasn't planning to hold back, especially since she doesn't know how strong this guy is. Hell, he could be stronger than Misaki at this point, who knows? She just had to find out, which is why she decided to let him come at her first. "There, I'm not what one could describe as.. really strong, but I'm pretty quick on my feet, so get ready. Come at me." She said, with the jade green energy coating her body like a barrier to soften blows that she might sustain. This was her way of fighting. Reading her opponents moves by putting up a barrier so that she can see how fast her opponent was. WC: 400 TWC: 400 | 1237 {JADE'S BATTLE TRACKER} SUMMARY
Relentless deals 0 dmg that bypasses DR and Temp HP. Power Up! | +25% PL | 1/2 Turns Stacks of Ambient Ki | 1/6 Stacks Barrier | 15/15 Temp HP
Attack 1: Attack 2:
Dmg from Bryce's attacks:
Damage taken in total this turn-
At-Will Action: Revenger Charge | -0 ki
Bonus Action: Power Up | +25% PL | -0 ki
Bonus Action: Barrier | +15 Temp HP | -10 ki
Standard Action: Sacrificed for Bonus Action
Standard Action:
CLASS FEATURES
Rushing- Your attacks deal 15% of their total damage to their targets if they fail to hit. This damage ignores DR.
Relentless- Whenever you use at least two Standard Actions to attack an opponent, that opponent receives 2 damage that bypasses all DR and Temporary HP. Increase this value by +1 for each turn that you have used two Standard Actions to attack an opponent. This bonus returns to 0 if you do not attack an opponent on your turn and must be accumulated again.
Pummel- Your Strike, Energy Blast, and Grapple Basic Techniques deal an additional +1d4 damage. Your Single and Barrage Special Techniques deal an additional +2d5 damage; your Finisher Special Techniques deal an additional +3d6 damage.
Stolen Impetus- Whenever the target of one of your attacks performs a Defensive technique in response to that attack, you gain an additional action on your next turn; this action’s type is determined by which action the opponent used to react to your attack. (Bonus Action grants you a Bonus Action, Standard Action grants you a Standard Action.)
CLASS TRAITS
SADIST Activation: None (Passive) Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% chance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
RECKLESS POWER Activation: At-Will Effect: When you activate Reckless Power, you may spend 5 HP to use Power Up as an At-Will action on your turn. Limit: 2 times per thread. Classes: Conqueror, Powerhouse, Ravager
SPECIES TRAITS
Quick Learner | You automatically subtract one week from every technique you study’s learning time.
TRAITS
EFFICIENCY Requirements:[\b] Energy Control Skill of 40 Activation: None (Passive) Effect: 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.
INDOMITABLE Requirement: Resilience Skill of 40 Activation: None (Passive) Effect: Increase your DR by 4.
POWER [AI's Assistant] Requirements: Energy Control Skill of 30 Activation: None (Passive) Effect: Your Energy attacks deal +3 bonus damage.
INSTINCT [AI's Assistant] Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
ITEMS
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.
Dried Senzu Root | Restore +20 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. | 1 use per thread.
Expert Training Gear | 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.
Demon Ring | Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR.
TECHNIQUES
HEAL I You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Requirements: Requires an Energy Control skill of 25 or the Mystic class. Effect: You restore 15 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally. Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
REVENGER CHARGE I You recollect the ambient ki you left behind when you wasted your previous energy attacks. Type: Utility Action: At-Will Prerequisite: Requires Energy Control skill of 35. Effect: You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect. Cost: None Limit: Can spend total of 6 stacks of Ambient Ki per thread. | Used! Ranks: Rank 2 lets you spend 9 stacks of Ambient Ki per thread. Rank 3 lets you gain stacks of Ambient Ki when your Basic and Special Energy Techniques hit. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HYPNOSIS III Your opponent gazes into your eyes and is enthralled by telepathic power. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Immobilize status on your target and the effect lasts for +2 turn. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 is 80% chance to Immobilize. Rank 3 of the technique also inflicts the Special Status Effect “Heavy” on its target if it is successful. "Heavy" possesses the same duration as Immobilize inflicted by Hypnosis and may not stack with itself; while "Heavy", all actions taken by the target cost an additional -5 ki, even if that action would not usually cost ki. Learn: Rank 1 takes 1 week to learn. Additional ranks do not take time but cost 2 MP.
MAGIC MATERIALIZATION I You conjure or summon an object out of thin air using magic. Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT I You make a deceptive motion that throws off an 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.
BARRIER I Jade creates a shroud of protective ki around her body to soften blows and protect herself against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration. Until temp HP is gone. Cost: 15 ki Limit: Once per thread. | Used! Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE I You swiftly blink in and out of your opponent's attacks using your 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 battle. 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.
BURNING ATTACK Jade uses her tail to charge up a jade green ki blast, which is then fired at her opponent. This ki blast takes in the look of a burning fire ball. Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Searing Cost: 15 ki Learn: 'Technique Slots'
FINAL BOMB Jade charges a huge jade green orb of energy, which she then throws at her opponent. This ball of energy takes the form of a huge flaming ball. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Searing Cost: 35 ki Learn: 'Technique Slots'
PAPARAPAPA I You use magic to call forth a minion or ally to help you in your fight. Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. This technique may be used while a Sidekick equipped. As an At-Will Action your sidekick can take one action listed below:
--Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you.
Limit: One sidekick may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread. Cost: 15 ki Ranks: Rank 2 costs 10 ki and your sidekick has 20 HP. and Rank 3 costs 5 ki and your sidekick has 25 HP. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ENERGY CONSTRUCTS I You form constructs of pure energy that help you fight in various ways. Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below. You may use at-wills from this technique more than once in a given turn. --Give +10 to a single Accuracy roll on your turn. One per attack. --Gain +2 bonus damage for a single attack you make. Two per attack max. --Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack. --As a reaction you gain +5 Defense against all attacks. One per turn. --As a reaction you gain 2 DR against all attacks during turn. One per turn.
Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Fighting: 25 | Energy Control: 50 | Reflexes: 45 | Resilience: 40 Natural Power Level: 12,838 | Base Power Level: 12, 838 | Current Power Level: 16,047 HP: 70/70 (15/15) | Ki: 90/100 | DEF: 110 | Melee Accuracy: d100+35 | Ranged Accuracy: d100+60 Damage Reduction: 6 | Melee Damage Modifier: 4 | Energy Damage Modifier: 7 | Ki Cost: 2 Power Up Ki Regen: 0/100
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Post by Tolvur-Q12 on Jul 3, 2020 5:30:52 GMT -8
It was a spar, neat. Bryce knew these, remembered them and was instantly giddy at the mere thought of it. His body seemed to respond in true fashion as it had just been booting up just about every back up and fight program in his cyber parts. He was ready. And he was even more ready when this girl decided to scream, flaring up an aura around her. Bryce remembered those, they were an indication of power in some people, yet those who were like him never had one. So in a way, having an aura felt like a weakness. But this did prompt him to sense her energy rise a bit, and now it was close to his own. This seemed to awaken something in him that screamed out, it seemed, with an eternal urge to just hit, kill, maim and everything else that included violence. It seemed that fighting was a big thing for Bryce, who was forced to find out his own body for the third time right now, as well as finding his lost memories. But having this girl stand across from him there was a portion of memories already returned; namely how he loved to fight because he was somehow stronger than most. But now that was mixed in with curiousity; was he still? Would Jade prove too much, or would she eventually fall to him? Ready to find out, Bryce tilted his head and smiled. ''Try to make it worth my time.'' He commanded her, because he also remembered at the same time that he was not one to start slow, or keep anything back. What she saw was what she would get. She seemed to just keep standing and obviously allowed Bryce to make the first move, she even said so right after warning him. A warning at which the mandroid chuckled. She was either cocky, or fair. Not wasting any time after her telling him to come at her, he initiated a small part of his systems to help divert energy to his index finger. From a distance, he then raised his hand slowly and stood still for a moment. In a way, this was him finding out just how fast she was. As if pointing right at her, his index finger showed a small red glimmer and then shot out several red beams aimed right at her. ====================== WC: 1433 Defensive Phase Bryce is hit 0 time(s) for 0 damage!
Battle effects Energy constructs - 4 Power up [1/2]
Edge Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will:
BONUS ACTION: Enhanced focus energy -5 ki, +13 ki, +25% pl STANDARD ACTION 1: Judgement blast -13 ki STANDARD ACTION 2:
ROLLS
STANDARD ACTION 1: UYJwRIzU1d100+90 Damage: 4d6+9 Blinding: 1d00 [lower than 45 is a hit] Blinding: 1d100 [lower than 45 is a hit. Fudged the first roll, sorry]
STANDARD ACTION 2: Damage:
Stats: Powerlevel: 17,743 [24,840] [31,050] Health Points; 115/115 Ki; 89/100 [13/100 regained] Defense; 95 Accuracy melee; 25 Damage modifier melee: 3 Accuracy ranged; 50 Damage modifier ranged: 3 Damage reduction: 7
Techniques
Clash [1/1] -15 ki + cost of attack When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused.
Enhanced focus energy ∞ -5 ki Increase your Accuracy with Energy Attacks on this turn by +15. Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
Enhanced rapid movement ∞ - 10 ki 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. Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
Energy constructs [0/1] -10 ki Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below.You may use at-wills from this technique more than once in a given turn.
--Give +10 to a single Accuracy roll on your turn. One per attack. --Gain +2 bonus damage for a single attack you make. Two per attack max. --Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack. --As a reaction you gain +10 Defense against all attacks. One per turn. --As a reaction you gain 4 DR against all attacks during turn. One per turn.
Feint [2/2] -10 ki You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Judgement blast -13 ki Damage: 4d6+4 Effect: Charging - Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy. Effect: Blinding - This technique has a 30% chance to inflict Blind on hit.
Revenger charge [0/3] [0/3] -0 ki You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect.
Items
R.A.D - Rapid Adaptive Defensive When in a fight, any non-basic technique being used in successive turns will lose 20 accuracy. This is lost however, if the opponent ceases to use this move in any given turn. As an item of great power this boosts your PL by 30%.
Auxiliary core Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. [2/2]
Bio suit You heal 3 HP at the end of each turn.
Champion's gi At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. 1 bonus per turn At-will
AI assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Traits Class Solid foundation - rapid movement You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Class Combo attack Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target. Surge Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit. Racial Infinite core type You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. Efficiency - AI assistant 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. Indomitable - AI assistant Increases your DR by +4 Endure - AI assistant Increases your HP by +25. N/A
1d100+90·4d6+9·1d00·1d100
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Post by Jade on Jul 4, 2020 17:27:47 GMT -8
Well, he seemed happy about this spar. Jade was also excited. Her barrier was ready and she began to look at her opponent, thinking that he would charge at her trying to punch her, but she was mistaken. Once she saw him raising his finger and saw the beams shooting from it, her eyes widened and she immediately attempted to slap them away, because dodging could cause one of the many citizens to meet their end. She managed to slap them away with the back of her hand, but felt her barrier weaken. Was his attack that powerful? Well, she knew that at this point she had to take him seriously. "Hm, I'll try!" She said. She wasn't going to hold back in the first place, especially since he was really good with his aim. His attacks were definitely powerful too. Her hand even tingled because of those blasts. Not wasting a second, she charged up a jade green flaming orb of ki at the tip of her tail and fired it at the android, while dashing backwards. Not once, but twice. One of her most powerful attacks, which has a slight chance of leaving burn or scorch marks on his chest, in which she aimed for initially. Looking back at when she fought her first opponent that didn't have a ki signature that could be sensed, she didn't know what to expect. At this point, this fight might be filled with surprises. Just like how she didn't expect him to pull off such a powerful with ease. WC: 258 TWC: 258 | 1495 {JADE'S BATTLE TRACKER} SUMMARY
Relentless deals 2 dmg that bypasses DR and Temp HP. Power Up! | +25% PL | 2/2 Turns Stacks of Ambient Ki | 0/6 Stacks (For some reason, I had 1 stack here for the previous post. Typo.) Barrier | 2/15 Temp HP Stacks of Instinct | 5/5
Attack 1: Judgemental Blast. Hit! 29 Dmg. Attack 2:
Dmg from Bryce's attacks: 29 Dmg.
Damage taken in total this turn- 29 - 16 DR = 13 Dmg.
At-Will Action: Instinctual Defence Spending 10 ki for 5 Stacks of Instincts
Bonus Action: Guard | +10 DR | -7 ki
Standard Action: Burning Attack | Slashing | Searing | -8 ki To hit: 84Ko38wr1d100+60 SLASHING CRITICAL HIT! | +9 DMG!!
Damage: 3d10+7
Pummel: 2d5
Searing: 1d100 40% Chance
Due to the 'Demon Ring', if inflicted, this deals 4 dmg instead of 3 dmg, which bypasses DR.
Immobilizing (Sadist): 1d100 20% Chance
Due to the 'Demon Ring', if inflicted, this deals 1 dmg each turn which bypasses DR.
Crippling (Sadist): 1d100 20% Chance
Due to the 'Demon Ring', if inflicted, this deals 1 dmg each turn which bypasses DR.
Standard Action: Burning Attack | Slashing | Searing | -8 ki Rushing Dmg: 4 (If this fails to hit.) To hit: 1d100+60
Damage: 3d10+7
Pummel: 2d5
Searing: 1d100 40% Chance
Due to the 'Demon Ring', if inflicted, this deals 4 dmg instead of 3 dmg, which bypasses DR.
Immobilizing (Sadist): 1d100 20% Chance
Due to the 'Demon Ring', if inflicted, this deals 1 dmg each turn which bypasses DR.
Crippling (Sadist): 1d100 20% Chance
Due to the 'Demon Ring', if inflicted, this deals 1 dmg each turn which bypasses DR.
CLASS FEATURES
Rushing- Your attacks deal 15% of their total damage to their targets if they fail to hit. This damage ignores DR.
Relentless- Whenever you use at least two Standard Actions to attack an opponent, that opponent receives 2 damage that bypasses all DR and Temporary HP. Increase this value by +1 for each turn that you have used two Standard Actions to attack an opponent. This bonus returns to 0 if you do not attack an opponent on your turn and must be accumulated again.
Pummel- Your Strike, Energy Blast, and Grapple Basic Techniques deal an additional +1d4 damage. Your Single and Barrage Special Techniques deal an additional +2d5 damage; your Finisher Special Techniques deal an additional +3d6 damage.
Stolen Impetus- Whenever the target of one of your attacks performs a Defensive technique in response to that attack, you gain an additional action on your next turn; this action’s type is determined by which action the opponent used to react to your attack. (Bonus Action grants you a Bonus Action, Standard Action grants you a Standard Action.)
CLASS TRAITS
SADIST Activation: None (Passive) Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% chance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
RECKLESS POWER Activation: At-Will Effect: When you activate Reckless Power, you may spend 5 HP to use Power Up as an At-Will action on your turn. Limit: 2 times per thread. Classes: Conqueror, Powerhouse, Ravager
SPECIES TRAITS
Quick Learner | You automatically subtract one week from every technique you study’s learning time.
TRAITS
EFFICIENCY Requirements:[\b] Energy Control Skill of 40 Activation: None (Passive) Effect: 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.
INDOMITABLE Requirement: Resilience Skill of 40 Activation: None (Passive) Effect: Increase your DR by 4.
POWER [AI's Assistant] Requirements: Energy Control Skill of 30 Activation: None (Passive) Effect: Your Energy attacks deal +3 bonus damage.
INSTINCT [AI's Assistant] Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
ITEMS
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.
Dried Senzu Root | Restore +20 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. | 1 use per thread.
Expert Training Gear | 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.
Demon Ring | Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR.
TECHNIQUES
HEAL I You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Requirements: Requires an Energy Control skill of 25 or the Mystic class. Effect: You restore 15 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally. Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
REVENGER CHARGE I You recollect the ambient ki you left behind when you wasted your previous energy attacks. Type: Utility Action: At-Will Prerequisite: Requires Energy Control skill of 35. Effect: You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect. Cost: None Limit: Can spend total of 6 stacks of Ambient Ki per thread. | Used! Ranks: Rank 2 lets you spend 9 stacks of Ambient Ki per thread. Rank 3 lets you gain stacks of Ambient Ki when your Basic and Special Energy Techniques hit. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HYPNOSIS III Your opponent gazes into your eyes and is enthralled by telepathic power. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Immobilize status on your target and the effect lasts for +2 turn. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 is 80% chance to Immobilize. Rank 3 of the technique also inflicts the Special Status Effect “Heavy” on its target if it is successful. "Heavy" possesses the same duration as Immobilize inflicted by Hypnosis and may not stack with itself; while "Heavy", all actions taken by the target cost an additional -5 ki, even if that action would not usually cost ki. Learn: Rank 1 takes 1 week to learn. Additional ranks do not take time but cost 2 MP.
MAGIC MATERIALIZATION I You conjure or summon an object out of thin air using magic. Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT I You make a deceptive motion that throws off an 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.
BARRIER I Jade creates a shroud of protective ki around her body to soften blows and protect herself against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration. Until temp HP is gone. Cost: 15 ki Limit: Once per thread. | Used! Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE I You swiftly blink in and out of your opponent's attacks using your 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 battle. 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.
BURNING ATTACK Jade uses her tail to charge up a jade green ki blast, which is then fired at her opponent. This ki blast takes in the look of a burning fire ball. Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Searing Cost: 15 ki Learn: 'Technique Slots'
FINAL BOMB Jade charges a huge jade green orb of energy, which she then throws at her opponent. This ball of energy takes the form of a huge flaming ball. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Searing Cost: 35 ki Learn: 'Technique Slots'
PAPARAPAPA I You use magic to call forth a minion or ally to help you in your fight. Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. This technique may be used while a Sidekick equipped. As an At-Will Action your sidekick can take one action listed below:
--Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you.
Limit: One sidekick may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread. Cost: 15 ki Ranks: Rank 2 costs 10 ki and your sidekick has 20 HP. and Rank 3 costs 5 ki and your sidekick has 25 HP. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ENERGY CONSTRUCTS I You form constructs of pure energy that help you fight in various ways. Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below. You may use at-wills from this technique more than once in a given turn. --Give +10 to a single Accuracy roll on your turn. One per attack. --Gain +2 bonus damage for a single attack you make. Two per attack max. --Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack. --As a reaction you gain +5 Defense against all attacks. One per turn. --As a reaction you gain 2 DR against all attacks during turn. One per turn.
Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
ENHANCED BASIC TECHNIQUE
FOCUS ENERGY You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
Fighting: 25 | Energy Control: 50 | Reflexes: 45 | Resilience: 40 Natural Power Level: 12,838 | Base Power Level: 12,838 | Current Power Level: 16,047 HP: 70/70 (2/15) | Ki: 56/100 | DEF: 110 | Melee Accuracy: d100+35 | Ranged Accuracy: d100+60 Damage Reduction: 6 | Melee Damage Modifier: 4 | Energy Damage Modifier: 7 | Ki Cost: 2 Power Up Ki Regen: 0/100
1d100+60·3d10+7·2d5·1d100·1d100·1d100·1d100+60·3d10+7·2d5·1d100·1d100·1d100
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Post by Tolvur-Q12 on Jul 5, 2020 3:28:29 GMT -8
Seeing his attack hit, even if only barely, caused him to smile. This one wasn't so fast that she could dodge his attacks but at the same time not weak enough to fall to just one of them. This was going to be a fun spar, Bryce assumed. Even more so when the girl set in motion her own attacks, two of them to be exact, with the first one grazing his and the second one being dodged easily be stepping to the side. After all, he knew her attacks now and could more easily dodge them. ''Interesting..'' Bryce murmured as he looked down, his chest open slightly and a burn rushing through his system. It didn't hurt, but it was definitely enough to be annoying, but then again that was what marked a good fighter. One that the mandroid would want to match. Suffering the damage, and not really enjoying its aftermath, Bryce was able to ignore it long enough to step to the side for a moment; though it appeared more like he was teleporting than anything else due to the speed behind it. He repeated that a few times and finally appeared in an entirely different place, his hand rising once more with his index finger lazily pointing at the cat. This brought back an odd memory for a moment, one that he quickly shook as he grinned at her. ''Catch.'' He said as he fired four beams from a single finger, aiming straight at the chest of the girl. ======================== WC: 1686 Defensive Phase Bryce is hit 3 time(s) for 46 damage! 46 - 7 DR = 39 damage!
Battle effects Energy constructs - 3 Power up [1/2] Combo attack [+5 accuracy] Searing [1/2] 4 damage!
Edge Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will: Champion's gi - +15 accuracy with 1 special At will: Energy construct - +10 defense this turn
BONUS ACTION: Enhanced focus energy -5 ki, +13 ki, +25% pl STANDARD ACTION 1: Judgement blast -13 ki STANDARD ACTION 2:
ROLLS
STANDARD ACTION 1: QC3ugya31d100+95 Damage: 4d6+9 Blinding: 1d100 [lower than 45 is a hit]
STANDARD ACTION 2: Damage:
Stats: Powerlevel: 17,743 [24,840] [31,050] Health Points; 76/115 Ki; 87/100 [28/100 regained] Defense; 95 Accuracy melee; 25 Damage modifier melee: 3 Accuracy ranged; 50 Damage modifier ranged: 3 Damage reduction: 7
Techniques
Clash [1/1] -15 ki + cost of attack When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused.
Enhanced focus energy ∞ -5 ki Increase your Accuracy with Energy Attacks on this turn by +15. Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
Enhanced rapid movement ∞ - 10 ki 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. Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
Energy constructs [0/1] -10 ki Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below.You may use at-wills from this technique more than once in a given turn.
--Give +10 to a single Accuracy roll on your turn. One per attack. --Gain +2 bonus damage for a single attack you make. Two per attack max. --Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack. --As a reaction you gain +10 Defense against all attacks. One per turn. --As a reaction you gain 4 DR against all attacks during turn. One per turn.
Feint [2/2] -10 ki You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Judgement blast -13 ki Damage: 4d6+4 Effect: Charging - Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy. Effect: Blinding - This technique has a 30% chance to inflict Blind on hit.
Revenger charge [3/3] [0/3] -0 ki You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect.
Items
R.A.D - Rapid Adaptive Defensive When in a fight, any non-basic technique being used in successive turns will lose 20 accuracy. This is lost however, if the opponent ceases to use this move in any given turn. As an item of great power this boosts your PL by 30%.
Auxiliary core Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. [2/2]
Bio suit You heal 3 HP at the end of each turn.
Champion's gi At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. 1 bonus per turn At-will
AI assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Traits Class Solid foundation - rapid movement You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Class Combo attack Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target. Surge Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit. Racial Infinite core type You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. Efficiency - AI assistant 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. Indomitable - AI assistant Increases your DR by +4 Endure - AI assistant Increases your HP by +25. N/A
1d100+95·4d6+9·1d100
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Post by Jade on Jul 6, 2020 1:54:12 GMT -8
Jade knew that this spar would be a difficult one, in terms of avoiding these pin point attacks. They were so accurate. But, one thing that Jade was good at was to adapt. Soon enough, she'd be able to avoid the total impact of the attacks. Firing two of her frequently used attacks, she hoped for the best results and well.. they came. He somehow managed to avoid the attack, but left a huge burn mark in the middle of his chest. Must've grazed him while he tried to dodge. But, it's not like that was something bad on Jade's part. She expected him to respond with an attack as powerful as her first two and he did. Once he raised his finger and began to fire the beams in her direction, an unexpected smirk appeared on the feline's face. "Hm, I've got you all figured out." She said with her eyes closed The beams went straight through Jade, or well.. Jade's after image. She saw a lot of martial artists doing this and she finally figured it out. Smart move by the pinkette. But, it wasn't that hard after all. She just moved quick enough to actually trick the eye. "I'm here!" She said. If the android should follow her voice, he should realize that she was directly behind him, charging up jade green ki in her palm. She was ready to throw the blasts towards him at point blank range, but decided not to. Leaping backwards, she finally threw the regular ki blasts at her opponent. Normally, she would keep attacking with her tailed energy blast, but she decided to do something different today. Add some variety. These blasts should be weaker than the once she threw at him before. Less power, but the exact amount of accuracy. WC: 300 TWC: 300 | 1795 {JADE'S BATTLE TRACKER} SUMMARY
Relentless deals 2 dmg that bypasses DR and Temp HP. Power Up! | +25% PL | 1/2 Turns Stacks of Ambient Ki | 0/6 Stacks Barrier | 2/15 Temp HP Stacks of Instinct | 0/5 (+12 Def | 1/3)
Attack 1: Judgemental Blast. Miss! Attack 2:
Dmg from Bryce's attacks: 0 Dmg.
Damage taken in total this turn- 0 - 6 DR = 0 Dmg.
At-Will Action: Instinctual Defence Spending 10 ki for 5 Stacks of Instincts Spending 5 Instinct for +12 Defence
At-Will Action: Power Up (Reckless Power) | +25% PL, +25 Ki | -5 HP
Bonus Action: Rapid Movement | -12 ki
Bonus Action: Sense | +5 Def, +5 Acc | -0 ki
Standard Action: Energy Blast | -1 ki To hit: KVtcLEGo1d100+65
Damage: 2d6+9
Pummel: 1d4
Standard Action: Sacrificed for Bonus Action.
CLASS FEATURES
Rushing- Your attacks deal 15% of their total damage to their targets if they fail to hit. This damage ignores DR.
Relentless- Whenever you use at least two Standard Actions to attack an opponent, that opponent receives 2 damage that bypasses all DR and Temporary HP. Increase this value by +1 for each turn that you have used two Standard Actions to attack an opponent. This bonus returns to 0 if you do not attack an opponent on your turn and must be accumulated again.
Pummel- Your Strike, Energy Blast, and Grapple Basic Techniques deal an additional +1d4 damage. Your Single and Barrage Special Techniques deal an additional +2d5 damage; your Finisher Special Techniques deal an additional +3d6 damage.
Stolen Impetus- Whenever the target of one of your attacks performs a Defensive technique in response to that attack, you gain an additional action on your next turn; this action’s type is determined by which action the opponent used to react to your attack. (Bonus Action grants you a Bonus Action, Standard Action grants you a Standard Action.)
CLASS TRAITS
SADIST Activation: None (Passive) Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% chance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
RECKLESS POWER Activation: At-Will Effect: When you activate Reckless Power, you may spend 5 HP to use Power Up as an At-Will action on your turn. Limit: 2 times per thread. Classes: Conqueror, Powerhouse, Ravager
SPECIES TRAITS
Quick Learner | You automatically subtract one week from every technique you study’s learning time.
TRAITS
EFFICIENCY Requirements:[\b] Energy Control Skill of 40 Activation: None (Passive) Effect: 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.
INDOMITABLE Requirement: Resilience Skill of 40 Activation: None (Passive) Effect: Increase your DR by 4.
POWER [AI's Assistant] Requirements: Energy Control Skill of 30 Activation: None (Passive) Effect: Your Energy attacks deal +3 bonus damage.
INSTINCT [AI's Assistant] Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
ITEMS
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.
Dried Senzu Root | Restore +20 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. | 1 use per thread.
Expert Training Gear | 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.
Demon Ring | Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR.
TECHNIQUES
HEAL I You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Requirements: Requires an Energy Control skill of 25 or the Mystic class. Effect: You restore 15 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally. Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
REVENGER CHARGE I You recollect the ambient ki you left behind when you wasted your previous energy attacks. Type: Utility Action: At-Will Prerequisite: Requires Energy Control skill of 35. Effect: You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect. Cost: None Limit: Can spend total of 6 stacks of Ambient Ki per thread. | Used! Ranks: Rank 2 lets you spend 9 stacks of Ambient Ki per thread. Rank 3 lets you gain stacks of Ambient Ki when your Basic and Special Energy Techniques hit. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HYPNOSIS III Your opponent gazes into your eyes and is enthralled by telepathic power. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Immobilize status on your target and the effect lasts for +2 turn. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 is 80% chance to Immobilize. Rank 3 of the technique also inflicts the Special Status Effect “Heavy” on its target if it is successful. "Heavy" possesses the same duration as Immobilize inflicted by Hypnosis and may not stack with itself; while "Heavy", all actions taken by the target cost an additional -5 ki, even if that action would not usually cost ki. Learn: Rank 1 takes 1 week to learn. Additional ranks do not take time but cost 2 MP.
MAGIC MATERIALIZATION I You conjure or summon an object out of thin air using magic. Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT I You make a deceptive motion that throws off an 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.
BARRIER I Jade creates a shroud of protective ki around her body to soften blows and protect herself against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration. Until temp HP is gone. Cost: 15 ki Limit: Once per thread. | Used! Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE I You swiftly blink in and out of your opponent's attacks using your 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 battle. 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.
BURNING ATTACK Jade uses her tail to charge up a jade green ki blast, which is then fired at her opponent. This ki blast takes in the look of a burning fire ball. Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Searing Cost: 15 ki Learn: 'Technique Slots'
FINAL BOMB Jade charges a huge jade green orb of energy, which she then throws at her opponent. This ball of energy takes the form of a huge flaming ball. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Searing Cost: 35 ki Learn: 'Technique Slots'
PAPARAPAPA I You use magic to call forth a minion or ally to help you in your fight. Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. This technique may be used while a Sidekick equipped. As an At-Will Action your sidekick can take one action listed below:
--Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you.
Limit: One sidekick may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread. Cost: 15 ki Ranks: Rank 2 costs 10 ki and your sidekick has 20 HP. and Rank 3 costs 5 ki and your sidekick has 25 HP. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ENERGY CONSTRUCTS I You form constructs of pure energy that help you fight in various ways. Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below. You may use at-wills from this technique more than once in a given turn. --Give +10 to a single Accuracy roll on your turn. One per attack. --Gain +2 bonus damage for a single attack you make. Two per attack max. --Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack. --As a reaction you gain +5 Defense against all attacks. One per turn. --As a reaction you gain 2 DR against all attacks during turn. One per turn.
Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
ENHANCED BASIC TECHNIQUE
FOCUS ENERGY You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
Fighting: 25 | Energy Control: 50 | Reflexes: 45 | Resilience: 40 Natural Power Level: 12,838 | Base Power Level: 12,838 | Current Power Level: 16,047 HP: 65/70 (2/15) | Ki: 68/100 | DEF: 110 (122) | Melee Accuracy: d100+35 | Ranged Accuracy: d100+60 Damage Reduction: 6 | Melee Damage Modifier: 4 | Energy Damage Modifier: 7 | Ki Cost: 2 Power Up Ki Regen: 0/100
@player tag 1d100+65·2d6+9·1d4
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Post by Tolvur-Q12 on Jul 6, 2020 9:07:28 GMT -8
''I've got you all figured out.'' Those were the words he heard when.. the attack went straight through her and blew up a portion of an abandoned building. So much for no collateral damage. She seemed to be unfazed by it all, and, as Bryce followed her signature he would quickly turn around to find that the girl had appeared behind him, ready to launch an attack of her own. To be able to do this meant she possessed great speed, and while it did not exactly spelled death for the mandroid it did certainly surprise him. A blast of energy like before was thrown, and Bryce crossed his arms over his chest to negate it as best he could. But, the expected blast never came, and as he looked up to see what the neko was doing he felt a surge of energy. She decided to turn her attack in a lighter one it seemed, with less power behind it than before but more chance of behind a close-quarters hit. This was where Bryce had his turn to smirk though. ''You don't.'' He simply reacted, one of his fingertips beginning to glow as he lowered his other hand to his side, his glowing finger diving in to meet the attack of the girl. It blasted through her thrown attack while leaving him with minimal damage, and, if it hit it would send her flying back quite a bit. ================= WC: 1925 Defensive Phase Bryce is hit 0 time(s) for 6 damage! 0 - 7 DR = 6 damage!
Battle effects Energy constructs - 3 Power up [1/2] Searing [2/2] 4 damage!
Edge Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will: Champion's gi - +15 accuracy with 1 special
BONUS ACTION: Enhanced focus energy -5 ki, +13 ki, +25% pl STANDARD ACTION 1: Judgement blast -13 ki STANDARD ACTION 2:
ROLLS
STANDARD ACTION 1: VpBm0Cwi1d100+95 Crit! +5 damage! Damage: 4d6+9 Blinding: 1d100 [lower than 45 is a hit]
STANDARD ACTION 2: Damage:
Stats: Powerlevel: 17,743 [24,840] [31,050] Health Points; 73/115 Ki; 89/100 [46/100 regained] Defense; 95 Accuracy melee; 25 Damage modifier melee: 3 Accuracy ranged; 50 Damage modifier ranged: 3 Damage reduction: 7
Techniques
Clash [1/1] -15 ki + cost of attack When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused.
Enhanced focus energy ∞ -5 ki Increase your Accuracy with Energy Attacks on this turn by +15. Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
Enhanced rapid movement ∞ - 10 ki 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. Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
Energy constructs [0/1] -10 ki Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below.You may use at-wills from this technique more than once in a given turn.
--Give +10 to a single Accuracy roll on your turn. One per attack. --Gain +2 bonus damage for a single attack you make. Two per attack max. --Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack. --As a reaction you gain +10 Defense against all attacks. One per turn. --As a reaction you gain 4 DR against all attacks during turn. One per turn.
Feint [2/2] -10 ki You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Judgement blast -13 ki Damage: 4d6+4 Effect: Charging - Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy. Effect: Blinding - This technique has a 30% chance to inflict Blind on hit.
Revenger charge [3/3] [0/3] -0 ki You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect.
Items
R.A.D - Rapid Adaptive Defensive When in a fight, any non-basic technique being used in successive turns will lose 20 accuracy. This is lost however, if the opponent ceases to use this move in any given turn. As an item of great power this boosts your PL by 30%.
Auxiliary core Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. [2/2]
Bio suit You heal 3 HP at the end of each turn.
Champion's gi At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. 1 bonus per turn At-will
AI assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Traits Class Solid foundation - rapid movement You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Class Combo attack Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target. Surge Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit. Racial Infinite core type You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. Efficiency - AI assistant 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. Indomitable - AI assistant Increases your DR by +4 Endure - AI assistant Increases your HP by +25. N/A
[/quote] 1d100+95·4d6+9·1d100
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Post by Jade on Jul 7, 2020 19:22:16 GMT -8
She was simply trying to throw him off, but it didn't seem to work. Maybe it was the power of the blast that didn't do the job. Once he attempted to attack her once more with the same attack, she didn't think that she could pull off that afterimage thing again, so she decided to try a new trick of hers. It's something that she learnt while she was at the Diablo Desert, but never actually felt the need to use it. She has been experimenting with it recently. As the energy beam closed it, her eyes flashed in a bright pink colour and she created somewhat of a clone of someone she knew. Fenrir. It wasn't actually him, but a mere sidekick. She basically used her skills of manipulating ki and magic to create a sidekick in which she has command over. She can create this figure into anyone she pleases and have full control. He appeared beside her, before he jumped in front of her to take the hit. Smoke engulfed the two. To Jade's surprise, the mere impact of the small explosion broke her barrier. She knew that it was time to go all out. She was pretty good at dodging attacks instead of taking them head on, but this guy was really good with those beams, it was extremely hard to avoid it that one time. It actually took quite a bit of ki. Ki that she can't afford to waste at all. She didn't know how long the fight would go on for, but what she was sure of was the fact that she wanted to end this quickly. After all, he just wanted a small spar because he's rusty at fighting, right? "As I said, I've figured you out." She said. She didn't even wait for the dust to settle. She used the smoke screen to her advantage. As fast as she possibly could, she quickly outmaneuvered the android. Her goal was to simply get behind him so that she could attack him with full force. The feline didn't call him to grab his attention, no. But, there was a good that he saw here, if his senses were sharp enough. With her arms folded against her chest and her back turned to her opponent, she charged up, yet again, a ki blast at the tip of her tail. After which, firing two of the same blasts at him. WC: 405 TWC: 405 | 2200 {JADE'S BATTLE TRACKER} SUMMARY
Relentless deals 2 dmg that bypasses DR and Temp HP. Power Up! | +25% PL | 2/2 Turns Stacks of Ambient Ki | 0/6 Stacks Barrier | 0/15 Temp HP Stacks of Instinct | 0/5 (+12 Def | 2/3) Paparapapa! | Sidekick | 0/15 HP Blind! | -25 Acc, -25 Def | 1/2
Attack 1: Judgemental Blast. Critical Hit! 31 Dmg! Blinding! Sidekick intercepts! Attack 2:
Dmg from Bryce's attacks: 31 - 15 HP (Sidekick) = 16 Dmg.
Damage taken in total this turn- 16 - 6 DR = 10 Dmg.
At-Will Action:
At-Will Action: Paparapapa Commanding Sidekick: --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you.
Bonus Action: Paparapara | -10 ki
Standard Action: Burning Attack | Slashing | Searing | -8 ki To hit: Z7zYOgTj1d100+65 SLASHING CRITICAL HIT! | +9 DMG! 118 Accuracy Due to Blinding
Damage: 3d10+7
Pummel: 2d5
Searing: 1d100 40% Chance
Due to the 'Demon Ring', if inflicted, this deals 4 dmg instead of 3 dmg, which bypasses DR.
Immobilizing (Sadist): 1d100 20% Chance
Due to the 'Demon Ring', if inflicted, this deals 1 dmg each turn which bypasses DR.
Crippling (Sadist): 1d100 20% Chance
Due to the 'Demon Ring', if inflicted, this deals 1 dmg each turn which bypasses DR.
Standard Action: Standard Action: Burning Attack | Slashing | Searing | -8 ki To hit: 1d100+65 108 Accuracy Due to Blinding
Damage: 3d10+7
Pummel: 2d5
Searing: 1d100 40% Chance
Due to the 'Demon Ring', if inflicted, this deals 4 dmg instead of 3 dmg, which bypasses DR.
Immobilizing (Sadist): 1d100 20% Chance
Due to the 'Demon Ring', if inflicted, this deals 1 dmg each turn which bypasses DR.
Crippling (Sadist): 1d100 20% Chance
Due to the 'Demon Ring', if inflicted, this deals 1 dmg each turn which bypasses DR.
CLASS FEATURES
Rushing- Your attacks deal 15% of their total damage to their targets if they fail to hit. This damage ignores DR.
Relentless- Whenever you use at least two Standard Actions to attack an opponent, that opponent receives 2 damage that bypasses all DR and Temporary HP. Increase this value by +1 for each turn that you have used two Standard Actions to attack an opponent. This bonus returns to 0 if you do not attack an opponent on your turn and must be accumulated again.
Pummel- Your Strike, Energy Blast, and Grapple Basic Techniques deal an additional +1d4 damage. Your Single and Barrage Special Techniques deal an additional +2d5 damage; your Finisher Special Techniques deal an additional +3d6 damage.
Stolen Impetus- Whenever the target of one of your attacks performs a Defensive technique in response to that attack, you gain an additional action on your next turn; this action’s type is determined by which action the opponent used to react to your attack. (Bonus Action grants you a Bonus Action, Standard Action grants you a Standard Action.)
CLASS TRAITS
SADIST Activation: None (Passive) Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% chance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
RECKLESS POWER Activation: At-Will Effect: When you activate Reckless Power, you may spend 5 HP to use Power Up as an At-Will action on your turn. Limit: 2 times per thread. Classes: Conqueror, Powerhouse, Ravager
SPECIES TRAITS
Quick Learner | You automatically subtract one week from every technique you study’s learning time.
TRAITS
EFFICIENCY Requirements:[\b] Energy Control Skill of 40 Activation: None (Passive) Effect: 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.
INDOMITABLE Requirement: Resilience Skill of 40 Activation: None (Passive) Effect: Increase your DR by 4.
POWER [AI's Assistant] Requirements: Energy Control Skill of 30 Activation: None (Passive) Effect: Your Energy attacks deal +3 bonus damage.
INSTINCT [AI's Assistant] Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
ITEMS
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.
Dried Senzu Root | Restore +20 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. | 1 use per thread.
Expert Training Gear | 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.
Demon Ring | Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR.
TECHNIQUES
HEAL I You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Requirements: Requires an Energy Control skill of 25 or the Mystic class. Effect: You restore 15 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally. Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
REVENGER CHARGE I You recollect the ambient ki you left behind when you wasted your previous energy attacks. Type: Utility Action: At-Will Prerequisite: Requires Energy Control skill of 35. Effect: You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect. Cost: None Limit: Can spend total of 6 stacks of Ambient Ki per thread. | Used! Ranks: Rank 2 lets you spend 9 stacks of Ambient Ki per thread. Rank 3 lets you gain stacks of Ambient Ki when your Basic and Special Energy Techniques hit. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HYPNOSIS III Your opponent gazes into your eyes and is enthralled by telepathic power. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Immobilize status on your target and the effect lasts for +2 turn. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 is 80% chance to Immobilize. Rank 3 of the technique also inflicts the Special Status Effect “Heavy” on its target if it is successful. "Heavy" possesses the same duration as Immobilize inflicted by Hypnosis and may not stack with itself; while "Heavy", all actions taken by the target cost an additional -5 ki, even if that action would not usually cost ki. Learn: Rank 1 takes 1 week to learn. Additional ranks do not take time but cost 2 MP.
MAGIC MATERIALIZATION I You conjure or summon an object out of thin air using magic. Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT I You make a deceptive motion that throws off an 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.
BARRIER I Jade creates a shroud of protective ki around her body to soften blows and protect herself against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration. Until temp HP is gone. Cost: 15 ki Limit: Once per thread. | Used! Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE I You swiftly blink in and out of your opponent's attacks using your 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 battle. | Used! Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
BURNING ATTACK Jade uses her tail to charge up a jade green ki blast, which is then fired at her opponent. This ki blast takes in the look of a burning fire ball. Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Searing Cost: 15 ki Learn: 'Technique Slots'
FINAL BOMB Jade charges a huge jade green orb of energy, which she then throws at her opponent. This ball of energy takes the form of a huge flaming ball. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Searing Cost: 35 ki Learn: 'Technique Slots'
PAPARAPAPA I You use magic to call forth a minion or ally to help you in your fight. Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. This technique may be used while a Sidekick equipped. As an At-Will Action your sidekick can take one action listed below:
--Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you.
Limit: One sidekick may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread. | Used! Cost: 15 ki Ranks: Rank 2 costs 10 ki and your sidekick has 20 HP. and Rank 3 costs 5 ki and your sidekick has 25 HP. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ENERGY CONSTRUCTS I You form constructs of pure energy that help you fight in various ways. Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below. You may use at-wills from this technique more than once in a given turn. --Give +10 to a single Accuracy roll on your turn. One per attack. --Gain +2 bonus damage for a single attack you make. Two per attack max. --Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack. --As a reaction you gain +5 Defense against all attacks. One per turn. --As a reaction you gain 2 DR against all attacks during turn. One per turn.
Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
ENHANCED BASIC TECHNIQUE
FOCUS ENERGY You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
Fighting: 25 | Energy Control: 50 | Reflexes: 45 | Resilience: 40 Natural Power Level: 12,838 | Base Power Level: 12,838 | Current Power Level: 16,047 HP: 57/70 | Ki: 42/100 | DEF: 110 (97) | Melee Accuracy: d100+35 | Ranged Accuracy: d100+60 Damage Reduction: 6 | Melee Damage Modifier: 4 | Energy Damage Modifier: 7 | Ki Cost: 2 Power Up Ki Regen: 25/100
1d100+65·3d10+7·2d5·1d100·1d100·1d100·1d100+65·3d10+7·2d5·1d100·1d100·1d100
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