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Post by Zaru on Jun 27, 2020 13:54:22 GMT -8
Zaru stretched as he walked out of the little house he’d been staying in; it was designed to look like Kame House, in its own way, like so many of the other ones his family built were. This was Uncle Amon’s place originally, but he was away in the North right now, so Zaru had been given permission to crash there while he was home. He could’ve just gotten a hotel or something on one of the other islands, but Amon and his cousins had insisted. Still, he couldn’t help but notice the way some of the other relatives looked at him, even after all of this time. There were scowls and glares, even if they were hidden underneath other expressions, cast his way whenever he walked past. Who cared what they thought, right? At least, that’s what he said to anyone who ever brought it up. It didn’t matter to him, it didn’t. If it did, he couldn’t show that, not to anybody, or it would just get worse. The worst part about it were the people coming around to him. There were some that got they’d just been harsh, but others were only just now realising the growing power, or whatever it was that Uncle Amon had noted about him. He didn’t feel particularly ‘powerful’ or however people tried to explain away the strength of ki user’s energy, and that shouldn’t have mattered, anyway. When he trained and put in effort, when he worked himself to exhaustion, it wasn’t for some arbitrary level of ‘power’ or whatever they were saying. He was a martial artist, and he was always going to be. He worked hard to perfect his skill and master techniques of the various arts he’d discovered across the world so far. It infuriated him, to think that people descended from that old geezer would see a big number rather than having any care for martial arts. On top of all of that, Zaru knew he’d been neglecting his training. How much progress had he really made in the time he’d been staying in the islands? He’d travelled in the deserts and across the great plains, fighting and dealing with some of the worst people he had ever met. Even now, he still had scars from his fights, the one that stuck with him still being the demon lord. After all, Atalan was the reason he was here.The sight of the demon’s broken body, knowing that the blood was on his hands was what had made him decide to come home, to try and find ‘himself’, whatever that meant. Sitting down on the porch of the house and staring out towards the nice view, he could tell that whoever he was, it certainly wasn’t someone that was content to sit around and mow their lawn. What had he been doing? He had to train or he was going to go nuts here. Zaru sighed, and decided to do something about it. He cleared up anything that needed done, went out and scouted out a spot. Yet, he wasn’t just going to throw out shadow punches and hope that he was doing things right. He needed a real trial by fire again, taking on somebody similar in ability and skill, and hopefully somebody with a similar style. He’d recalled that tournament that Kiryu held; that was someone else he needed to call, too. There were fighters there with fighting styles that seemed to originate with the arts in the South Islands, and he had someone in mind. The Serujin guy, Celerai. He had a pretty tough style to overcome as Zaru last remembered; he was pretty sure that the girl, Ty, being in the fight was part of the reason he’d even won. Besides, the other two options were guys with metal sticking out of ‘em, and Zaru wanted a more….natural martial artist for this. Maybe he was being judgemental. Whatever. He sent a message to Celerai, giving him directions of where to come meet him, a large clearing on one of the larger islands, far enough away from people and distractions, and enough open ground that a fight between people using Ki wouldn’t cause any environmental damage he’d get yelled at about. All he needed to do now was sit and wait.
WC: 715
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Jun 28, 2020 6:47:27 GMT -8
Celerai has been looking for Shinryu for a few weeks now and well, nothing. He only managed to get himself into a huge fight with Zam which was broadcasted all over the media for everyone to see. He wouldn't be surprised if everyone saw him and said 'Oh, you're that martial artist that saved Central City from that pink blob/majin'. Even Will O. Wisp, Celerai's temporary Master, in which he also got some training in, found out about it. There he stood, in his green and black gi with white baggy pants, waiting at the hotdog stand for twenty hotdogs, as he was starving after the session of training he had. Sweat ran down his face, as he did the slightest of panting.We went to a nearby bench that pretty much out in the open and began to ponder. He started to think that his dear friend was ok. Even Will O. Wisp hasn't seen him lately. He later thought to himself that he was overreacting and that Shinryu can take care of himself, hopefully. But, at the same time, he really wanted to find him because he needed a training partner. Although.. he could just go again with Will O. Wisp, but he's probably resting. Maybe Bass, that really really strong namekian with a power that matched Kiryu, but he's probably busy, now that he thought about it. The hotdog stand owner was constantly calling Celerai about five times, until the Saiyan came back to reality and collected the twenty hotdogs that he ordered. Then, he continued to ponder, as he devoured the hotdogs one by one. Who else was there? He has no clue at all. Maybe.. Cade? But, he might be someone that is hard to find too. He's always travelling, plus he promised to fight Celerai someday. No one else came to mind after that. Absolutely no one. In the one and a half minutes time span, the Saiyan finished a whole bag filled with twenty hotdogs and he disposed of it. As he was about to leave the seating area, a sudden boop from his phone broke the silence. He was curious as to who this was, because normally, the only person that normally sends him an SMS is his boss, but at the same time, not at this time of day. Once he checked the notification, he couldn't believe his eyes. "Wait, what? Zaru?! This was so random. I didn't expect to hear from him anytime soon. It's kinda weird how I didn't think of him to be a potential training partner."What also had the Saiyan stunned is the fact that he was requesting that they'd meet at this secluded place, somewhere that there wasn't exactly anything to be harmed, because he wanted to.. train? Celerai would never decline an offer like that. He remembered the exact moment at that tournament when Celerai asked the Martial Artist for a rematch, but at this point, he didn't imagine that he would remember. It's been so long since that tournament has passed and who knows what Zaru could've been doing the whole time. Celerai began to think about the many possibilities. Maybe he's putting in some intense training and is now as strong as Kiryu or even stronger. Who knows? He was planning to go to his apartment and probably do two hundred to five hundred push ups or something before going to rest, but no. Change of plans. He almost forgot to pay the hotdog stand owner. He was literally about to fly away to the exact location given to him by Zaru. He was already in his gi, no need to get changed. He reached in his pocket and paid for the food that he ate and blasted off somewhat immediately at the fastest speed he has ever travelled, with his neon green aura exploding around his form. It took him about fifteen minutes to get to his destination. It was an open area. Celerai even thought to himself that this could be his new training spot. But, maybe Zaru used this for himself. He landed gracefully unto the ground and saw Zaru waiting for him some metres away. The Saiyan was actually behind him. "Hey Zaru! Long time no see! So, what have you been up to lately? I didn't expect to see you so soon." The Saiyan said, with a smirk visible on his face. "So, you called me here. What now?"[743 | 743]
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Post by Zaru on Jun 29, 2020 13:45:30 GMT -8
Zaru sat in place, cross-legged with his head resting on the palm of his hand, his elbow gently leaning on one of his legs. He wasn’t sure exactly how long he’d be waiting, and even then, if Celerai was going to turn up at all. From the impression he’d got of the guy, he was pretty sure that he wouldn’t turn down a challenge, even if it wasn’t life or death. Serujin in general were kind of like that - just over the top. Once they got into something, they were super into it, maybe more than most people really expected; the ones that had come here to learn quickly taught his family all about it. After all, hadn’t one come here a long time ago? He remembered stories of the geezer having a close Serujin friend, but maybe those were just stories - he hardly paid attention to them as a kid. He’d caught sight of Celerai recently, anyway. The guy had managed to get himself on TV for some fight that he got into with some kind of pink person? Something like that. Admittedly, all Zaru had noticed from the broadcast was that the guy had definitely improved, and seemed like the kind of person he needed for a wakeup call. Zaru felt like he’d made so little progress compared to not long ago, back when he turned up at that tournament Kiryu was hosting. Figured that was how things worked out; he hadn’t heard from that goof in ages, either. Perhaps he’d given up on the training thing, or something more important came up. Zaru tried not to grit his teeth in frustration. How’d he manage to get so lost along the way? He should have been training. It wouldn’t be that long until another big martial arts tournament, so if he didn’t master himself by then, he may as well go in trying to compete for third place at best. Yeah, the bronze medal. That was what people competed in a world tournament for, right? He had to get a grip of himself, and he couldn’t rely on someone else to teach him; what he could count on were training partners at his own level. As if on cue, he felt Celerai’s energy approach and softly land behind him. The bald man glanced back and stood from his sitting position as the other guy asked his questions, addressing the first one. ”I haven’t been doing much, which is the problem. It’s why I called you here, actually.” Living here had made him realise that people really didn’t like how unfriendly his blank stare looked; not that he was changing it, it was just the way his face looked. Still, he was surprised guys like this even answered calls. ”I’m rusty, need to get back into practice. You always seemed eager for a fight, so I figured you’d be up for...helping with that.” It was almost difficult to spit out the words, acknowledging out loud that he felt rusty. He really had slipped, huh? Zaru crossed his arms over, his energy already healthily looping through his body as his ki flow came easier than usual. He supposed he was relaxed and well-rested, so at the very least he had that to thank this whole trip for. Something told him that a more….clean fight was what he needed, with a more honest opponent. Not necessarily gentle or anything, but somebody he knew that he could fight with, and have neither of them trying to kill each other. ”So, you up for it, or what? No sense wasting time.” He was already taking a battle stance, just assuming his opponent’s acceptance. WC: 612 TWC: 1,327 INITIATIVE - 32OvgTfb1d100{BATTLE INFO: ZARU} DEFENSE PHASE.[Opponent] Attack #1: [Opponent] Attack #2: 0 DMG - 0DR = 0 DMG OFFENSE PHASE. Bonus Action: N/A Action 1:
Action 2:TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Blitz Requirements: Fighting Skill of 50 Activation: None (Passive) Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Flawless Counter Requirements: N/A Activation: None (Passive) Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Bend The Limits Requirements: N/A Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Unmatched Skill - Focus Mastery Level 3 now instead increases your chosen skill by +10. Overqualified - Potential Mastery Level 5 now instead increases all of your skills by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. Lifedrinker (from Black Water Mist) Effect: Your every successful attack heals you 2 Health Points. ITEMS.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: 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. Limit: 1 bonus applied per turn. Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Sword Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. Katchin Sword Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 Uses per thread. Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- Black Water Mist A vial of a mist most foul. This mist is rumoured to have been distilled from the darkness of the Dead Zone itself and has properties that naturally enhance the aggressive, if not outright evil, tendencies of those who are exposed to it. Though time has diluted its effect somewhat, it is still potent when regularly exposed to an individual and can cause them to eventually turn into something more demonic. Type: Lost Artifact - Supplementary Zeni Value: N/A Zeni Cost: 120000 Activation: Passive Effect: While Black Water Mist is equipped, you may gain 1 Demon Racial Trait of your choice in addition to your current racial trait. Additionally, increase your Base Power Level by 40% while this artifact is equipped. If you participate in a battle wherein an opponent possesses the Sacred Water of Korin artifact, both Back Water Mist and Sacred Water of Korin are considered unequipped for the duration of the battle. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 3) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less.
Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. 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.
OCTOPUS STLYE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
MODIFIED JAGA BURST (TELEPORT RANK 3)An alteration of a technique of the Jaguar Style, Zaru is able to make himself explode into light and reappear elsewhere, using his Ki to essentially slingshot himself over great distances or even through solid matter.Type: Defensive Action: Standard Action Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 Ki Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE RANK 1 You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 Ki Limit: Twice per battle. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KIAI RANK 3 You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 Ki Limit: Once per thread Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 60 ENERGY CONTROL: 40 REFLEXES: 30 RESILIENCE: 60 NATURAL PL: 28,015 | BASE PL: 39,221 | CURRENT PL: 39,221 HP: 125/125 | KI: 100/100 | DEF: 80 | ENG ATK: 55 | PHY ATK: 75 | DR: 10 | DMG MOD: 6 | KI DISCOUNT: -2 | POWER UP KI REGEN: 0/100 1d100
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Jul 4, 2020 13:12:04 GMT -8
Rusty, huh? Celerai was surprised when Zaru said that he was out of shape and was pretty rusty. The Saiyan would think that he would be training, but he wasn't. Although Celerai could feel the crazy energy being emitted from his body. Celerai wasn't even close to having that much power, at least not yet. He was pretty sure that the results from all those fights must've been good and should be evident pretty soon. His muscles weren't exactly in tip top shape. He has been engaging in combat for a while now, non stop. Obviously, Celerai wasn't going to refuse and plus.. he'd be technically helping out a friend they needed a training partner. It's not like he wasn't searching for one, himself. It was all he was thinking about the whole day. The Martial Artist seemed to be in a huge hurry to start the fight, which was surprising. "Woah! Easy there, bud! Aren't you gonna warm up first? Just give me a minute." He said, after seeing Zaru entering his fighting stance. Immediately, the Saiyan began to do some quick stretches. He ate something before getting here and it wouldn't hurt to burn off all those calories. [200 | 943] Initiative Roll: wRGZ8YEt1d100 1d100
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Jul 4, 2020 16:08:34 GMT -8
He went down with both hands and began to do some pushups. Hopefully, Zaru wasn't impatient. Finishing up to 100 of those in a minute, he got up and proceeded to run around the area as fast as he possibly could, with the dust trailing behind him as he did so. Finally, he finished that all in about two minutes and he was sweating profusely. He went to the place he was once standing before he began to 'warm-up' and cracked his knuckles and his neck. "Ah, I think that's about it. I feel great now! Now, I'm ready!" He said. Most people would see this as unnecessary, because if he just began the fight then and there, that would've been warm up for him, totally. But, Celerai liked doing it the original way. There's nothing wrong with that, is there? He began to raise his ki, trying to see if he could possibly match up to Zaru in terms of power. "HYAAAAA!!" His neon green aura flared up around his form. His ki rose as seconds passed, but it wasn't enough to match Zaru's. Not a problem. Celerai likes a challenge. It's truly remarkable how Zaru has become this strong in such a short amount of time. The Saiyan could remember vividly, the Inheritors Tournament. Celerai was twice as strong as Zaru was at the time, but now.. he has surpassed him. "Ok, let's go!" He said, entering his fighting stance. [242 | 1185] {CELERAI'S BATTLE TRACKER} SUMMARY
Attack 1: N/A Attack 2: N/A Attack 3: N/A
Dmg from Zaru's attacks: 0 - 4 DR = 0 Dmg.
Damage taken in total this turn- 0 Dmg
At-Will Action:
Bonus Action: Power Up | +25% PL | -0 ki
Standard Action:
Standard Action:
CLASS FEATURES
Unrivalled Potential- You begin play with all enhanced basic techs
Genius- Your stats are no longer restricted by the natural 50 cap.
Skillful- Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill- Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified- Potential Mastery Level 5 now instead increases all of your skills by +10.
CLASS TRAITS
FLAWLESS COUNTER Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
BEND THE LIMITS Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
SPECIES TRAITS
ZENKAI Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS
BLITZ Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
INSTINCT Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
MIGHT [AI Assistant] Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Melee attacks deal +3 bonus damage.
QUICK-DRAW [AI Assistant] Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
ITEMS
Slot 1: Flexmetal Staff (Bonus Action At-Will) | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread.
Slot 2: AI Assistant (Passive) | Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Slot 3: Lucky Trinket (Passive) | Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) | Only one Lucky Trinket may be equipped at a time.
Slot 4: Expert Training Gear (Passive) | You gain an additional 50% PL from thread rewards while wearing this outfit. | May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
TECHNIQUES
PUNISHMENT OF A THOUSAND BLOWS Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5HP Learn: 2 weeks
FEINT I Celerai makes a deceptive motion that throws off his enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FIST I Celerai adopts a clumsy fighting style fueled by him, playing around, that makes him unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. | Used! Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE I Celerai uses his ki to amplify the light around him into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE II Celerai swiftly blinks in and out of his opponent's attacks using his powerful natural instincts. Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per thread | Used! Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM III Celerai takes a giant form. He uses his superior size and strength to attack his opponent. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. | Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE II Combining martial prowess with ki manipulation, Celerai forms a weapon out of his ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT III Celerai deftly parries or knocks aside an attack headed towards him. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. | Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION I Whether through intuition or psychic potential, Celeraj glimpses a moment into the future and sees what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki Learn: 2 weeks
Fighting: 75 | Energy Control: 30 | Reflexes: 45 | Resilience: 30 Natural Power Level: 20,009 | Base Power Level: 20,009 | Current Power Level: 25,011 HP: 95/95 | Ki: 100/100 | DEF: 110 | Melee Accuracy: d100+90 | Ranged Accuracy: d100+45 Damage Reduction: 4 | Melee Damage Modifier: 9 | Energy Damage Modifier: 6 | Ki Cost: 1 Power Up Ki Regen: 0/100
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Post by Zaru on Jul 5, 2020 1:51:07 GMT -8
Zaru chuckled as Celerai asked for him to give it a minute, clearly wanting to warm up first. ”Fine, you go ahead. I’m just feeling eager.” That was an understatement and a half; he had been without any combat in so long, he felt like he was starting to forget what it actually felt like. He made small motions with his arms, adjusting his stance as he seemed to begin to control his breathing, his ki flowing with at first unnatural motions that suddenly almost seemed to adjust and ‘lock’ in. Zaru had been trying to figure out this new technique; he just needed to find a way to use his Ki in the exact way that he wanted, and he would have it. The problem was his human anatomy, more than anything else. His feet stomped into the ground as he once again reverted through fighting stances, almost seeming to use that as his warm-up. Zaru motioned through from an orthodox turtle style form to various others, including more obscure arts, and finally taking the stance of the self-developed style he was focusing on. He adjusted his core of gravity back, standing straight-backed with one hand outstretched towards Celerai, opened with his palm facing him. His other hand was cocked back, held down near his stomach in a tightened, upwards-facing fist. ”You know, I never really got many chances to fight Serujin. You’re the only one I know of so far, and even then, wasn’t exactly a one on one.” Zaru’s aura suddenly burst from around him, his energy pulsating and struggling as though it was attempting to break free of him, like his physical form was something that trapped it, rather than channeled it. His eyes stared intensely towards Celerai, not moving an inch as he waited for the other man to make the first move. Zaru’s stance tightened as he prepared himself, and it appeared more that he was looking forward to this, rather than anything else. ”Rusty or not, you come at me full force or don’t come at me at all.” There was almost a threatening aura to his demand; Zaru was going to be more than upset if he found out that this guy had held back, at any point, no matter how their spar went. He wanted to experience combat again after so long, he wasn’t about to accept a half hearted effort. WC: 400 TWC: 1,727 {BATTLE INFO: ZARU} DEFENSE PHASE.Edge 1 on Celerai: +2 Damage, +2 DR [Opponent] Attack #1: [Opponent] Attack #2: 0 DMG - 0DR = 0 DMG OFFENSE PHASE. Bonus Action: Power Up | +25% PL Action 1:
Action 2:TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Blitz Requirements: Fighting Skill of 50 Activation: None (Passive) Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Flawless Counter Requirements: N/A Activation: None (Passive) Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Bend The Limits Requirements: N/A Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Unmatched Skill - Focus Mastery Level 3 now instead increases your chosen skill by +10. Overqualified - Potential Mastery Level 5 now instead increases all of your skills by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. Lifedrinker (from Black Water Mist) Effect: Your every successful attack heals you 2 Health Points. ITEMS.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: 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. Limit: 1 bonus applied per turn. Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Sword Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. Katchin Sword Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 Uses per thread. Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- Black Water Mist A vial of a mist most foul. This mist is rumoured to have been distilled from the darkness of the Dead Zone itself and has properties that naturally enhance the aggressive, if not outright evil, tendencies of those who are exposed to it. Though time has diluted its effect somewhat, it is still potent when regularly exposed to an individual and can cause them to eventually turn into something more demonic. Type: Lost Artifact - Supplementary Zeni Value: N/A Zeni Cost: 120000 Activation: Passive Effect: While Black Water Mist is equipped, you may gain 1 Demon Racial Trait of your choice in addition to your current racial trait. Additionally, increase your Base Power Level by 40% while this artifact is equipped. If you participate in a battle wherein an opponent possesses the Sacred Water of Korin artifact, both Back Water Mist and Sacred Water of Korin are considered unequipped for the duration of the battle. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 3) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less.
Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. 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.
OCTOPUS STLYE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
MODIFIED JAGA BURST (TELEPORT RANK 3)An alteration of a technique of the Jaguar Style, Zaru is able to make himself explode into light and reappear elsewhere, using his Ki to essentially slingshot himself over great distances or even through solid matter.Type: Defensive Action: Standard Action Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 Ki Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE RANK 1 You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 Ki Limit: Twice per battle. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KIAI RANK 3 You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 Ki Limit: Once per thread Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 60 ENERGY CONTROL: 40 REFLEXES: 30 RESILIENCE: 60 NATURAL PL: 28,015 | BASE PL: 39,221 | CURRENT PL: 49,026 HP: 125/125 | KI: 100/100 | DEF: 80 | ENG ATK: 55 | PHY ATK: 75 | DR: 10 | DMG MOD: 6 | KI DISCOUNT: -2 | POWER UP KI REGEN: 0/100
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Jul 5, 2020 10:44:16 GMT -8
When Celerai heard what Zaru said about being eager, he chuckled. Normally, Celerai would be the one that's eager, but the roles are swapped now, apparently. He was switching through fighting stances, which had Celerai a bit confused at first, but got what he was doing after looking at him for a good few seconds. Celerai didn't know about any of those stances, but instead had this one standard fighting stance. One where he would place his right hand with a balled fist in front and his left arm is brought back slightly. His legs followed that pattern somewhat, simply having the right leg in front and left leg slightly behind. "Oh? Well, now you'll get to see the true power of a Saiyan. In all of my fights, I realize that I've been adapting to my opponents moves pretty quickly and my attacks are really powerful. I.. don't think you're ready for me going all out yet, but.. we'll get there soon enough." He said, cockily, with a smirk visible in his features. Assuming that exact fighting stance, he stood off for a few moments before dashing towards Zaru. Pulling back his fist, his neon green aura exploded around his form. Upon closing in on his opponent, he launched his fist at the martial artist, attempting to punch him in the chest, testing his guard to see if he could put it up fast enough to avoid the total impact of his punch. Whether or not he did, Celerai would continue by throwing a barrage of punches to test Zaru's skills in terms of avoiding an attack. After finishing his assault, he would leap backwards and enter a defensive fighting stance and watch Zaru's moves to see what he would do. Celerai was holding back, regardless of Zaru telling him not to. That's just how Celerai liked to fight. He would compare his strength to his opponents and in doing so, he would use the amount of force that he needed to. For example, the fight with Zam. She managed to bring down his power level overtime and he had no choice but to go all out near the end of the fight. That was one of the most instructive fights that he has participated in. At least, after Kiryu's. That happened a long time ago, he was indeed more powerful than Celerai. In this case, Celerai is basically almost as strong as Zaru, but he just likes playing around with his opponents until he goes all out. [419 | 1604] {CELERAI'S BATTLE TRACKER} SUMMARY
Attack 1: N/A Attack 2: N/A Attack 3: N/A
Dmg from Zaru's attacks: 0 - 4 DR = 0 Dmg.
Damage taken in total this turn- 0 Dmg
At-Will Action: Blitz Strike | -0 ki To hit: DYUAVKQT1d100+60
Damage: 1d12+6
At-Will Action: Blitz Strike | -0 ki To hit: 1d100+60
Damage: 1d12+6
Bonus Action: Power Up | +25% PL | -0 ki
Standard Action: Strike | -0 ki To hit: 1d100+60
Damage: 1d12+6
Standard Action: Strike | -0 ki To hit: 1d100+60
Damage: 1d12+6
CLASS FEATURES
Unrivalled Potential- You begin play with all enhanced basic techs
Genius- Your stats are no longer restricted by the natural 50 cap.
Skillful- Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill- Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified- Potential Mastery Level 5 now instead increases all of your skills by +10.
CLASS TRAITS
FLAWLESS COUNTER Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
BEND THE LIMITS Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
SPECIES TRAITS
ZENKAI Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS
BLITZ Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
INSTINCT Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
MIGHT [AI Assistant] Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Melee attacks deal +3 bonus damage.
QUICK-DRAW [AI Assistant] Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
ITEMS
Slot 1: Flexmetal Staff (Bonus Action At-Will) | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread.
Slot 2: AI Assistant (Passive) | Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Slot 3: Lucky Trinket (Passive) | Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) | Only one Lucky Trinket may be equipped at a time.
Slot 4: Expert Training Gear (Passive) | You gain an additional 50% PL from thread rewards while wearing this outfit. | May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
TECHNIQUES
PUNISHMENT OF A THOUSAND BLOWS Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5HP Learn: 2 weeks
FEINT I Celerai makes a deceptive motion that throws off his enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FIST I Celerai adopts a clumsy fighting style fueled by him, playing around, that makes him unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. | Used! Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE I Celerai uses his ki to amplify the light around him into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE II Celerai swiftly blinks in and out of his opponent's attacks using his powerful natural instincts. Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per thread | Used! Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM III Celerai takes a giant form. He uses his superior size and strength to attack his opponent. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. | Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE II Combining martial prowess with ki manipulation, Celerai forms a weapon out of his ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT III Celerai deftly parries or knocks aside an attack headed towards him. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. | Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION I Whether through intuition or psychic potential, Celeraj glimpses a moment into the future and sees what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki Learn: 2 weeks
Fighting: 75 | Energy Control: 30 | Reflexes: 45 | Resilience: 30 Natural Power Level: 20,009 | Base Power Level: 20,009 | Current Power Level: 30,013 HP: 95/95 | Ki: 100/100 | DEF: 110 | Melee Accuracy: d100+90 (60) | Ranged Accuracy: d100+45 Damage Reduction: 4 | Melee Damage Modifier: 9 (6) | Energy Damage Modifier: 6 | Ki Cost: 1 Power Up Ki Regen: 0/100
1d100+60·1d12+6·1d100+60·1d12+6·1d100+60·1d12+6·1d100+60·1d12+6
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Post by Zaru on Jul 5, 2020 11:48:13 GMT -8
Zaru raised an eyebrow, his face now looking blank as usual as he stared across at Celerai. That wasn’t entirely what he was expecting, but it wasn’t a bad thing. ”Your ego’s grown since last time. I’ll shrink that down a bit for you.” Despite how that came across, pride was one of the things that he felt was most important to a martial artist, despite what some other masters and creeds taught. If they were all that good of a philosophy, then maybe they wouldn’t be rapidly falling behind every other group. Demons were stronger, there were still androids about far more advanced than the old lady, not to mention the Serujins and whatever else might crawl out the woodwork. Even Kiryu, one of the few humans that Zaru knew who’d reached a real, intense level of strength, used some kind of sorcery in his art. Sitting on this island, he’d allowed himself to wither and slow, and it wasn’t like there was a lot of other human martial artists out there really pushing it to the next level. He wasn’t going to stand by and wait for the next demon incursion, for something to happen and they had to rely on beastmen, monsters and automatons. Thinking too hard on the subject had gotten him distracted, though; as he tore himself out of his thoughts, Celerai was already rushing towards him, aiming a forward punch. There was a meaty-sounding impact as Zaru’s open palm caught the punch that had been rocketing towards his chest, holding it as still in place as he could. Suddenly, his head darted to the right to avoid a follow-up strike, and he was on the defensive. Celerai began throwing a furious barrage of punches in his direction, forcing the bald martial artist to rapidly dodge and weave. He was using a similar technique to what he had during their last match, utilising aspects of the old Viper Style. Zaru was going to have to keep count of how many old, dead martial arts styles there were out there that he was the only one practicing these days. One of the punches came upwards, at an angle he didn’t expect, that for once he hadn’t predicted. He forced his neck into a fast motion to barely tilt his head and avoid the impact of the punch, instead feeling the burning heat of Celerai’s ki, the green flames of his aura licking at Zaru’s cheek. There was a small mark where the aura had crossed his cheekbone, and he reached up to feel it as the Serujin leaped back, taking his defensive stance. He really had improved, then. From the ki that Zaru was feeling, by a lot. ”Alright, then.” Even though he’d asked real nicely, he could tell Celerai was taking this easy, which was forcing his hand. ”If you’re just gonna play footsies, I’ll come to you.” Zaru leaned forward before he suddenly began rushing forward through the air, his silhouette rapidly changing location as his afterimage was left in his wake. He reappeared behind Celerai, aiming low with a punch to try and crack him in the side, aiming to strike at as his ribs as he circled around the other man towards his front, lifting his leg unusually high to try and land a standing knee strike to the jaw. Zaru spun in place, aiming a kick towards Celerai’s abdomen. His intent was to try and send the other fighter flying back and reappear once more to his side, aiming a back elbow towards the other side of his ribs and attempting to send him flying into one of the trees around him with the force of his strike. Regardless of how his attack sequence went, Zaru stayed close to Celerai, refusing to make distance and preparing to dodge or parry whatever attacks were thrown in his face. He was immediately trying to up the intensity of the fight, not wanting to let there be any breathing room. WC: 666 TWC: 2,393 {BATTLE INFO: ZARU} DEFENSE PHASE.Active EffectsEdge 1 on Celerai: +2 Damage, +2 DR Bio Suit: +3 HP Regen Champion’s Gi: +15 Accuracy with Basic Attacks Power Up: 2/2 Sense: +5 Defense and Acc, +1 DM and DR Bonus Action: Sense | -0 Ki | +5 Defense and Acc, +1 DM and DR [Celerai] Strike 1: Hits for 7 Damage [Celerai] Strike 2: Missed [Celerai] Strike 3: Missed [Celerai] Strike 4: Hits for 10 Damage 17 DMG - 13DR = 4 DMG OFFENSE PHASE. Action 1: Strike | - 0 Ki Attack Bonus +95 | Damage Bonus +12 | Inflict Bonus: N/A Q590Rikg1d100+95 - TO HIT 1d12+12 - DAMAGE
At-Will: Blitz Strike | - 0 Ki Attack Bonus +95 | Damage Bonus +12 | Inflict Bonus: N/A 1d100+95 - TO HIT 1d12+12 - DAMAGE
Action 2: Strike | - 0 Ki Attack Bonus +95 | Damage Bonus +12 | Inflict Bonus: N/A 1d100+95 - TO HIT 1d12+12 - DAMAGE At-Will: Blitz Strike | - 0 Ki Attack Bonus +95 | Damage Bonus +12 | Inflict Bonus: N/A 1d100+95 - TO HIT 1d12+12 - DAMAGE TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Blitz Requirements: Fighting Skill of 50 Activation: None (Passive) Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Flawless Counter Requirements: N/A Activation: None (Passive) Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Bend The Limits Requirements: N/A Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Unmatched Skill - Focus Mastery Level 3 now instead increases your chosen skill by +10. Overqualified - Potential Mastery Level 5 now instead increases all of your skills by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. Lifedrinker (from Black Water Mist) Effect: Your every successful attack heals you 2 Health Points. ITEMS.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: 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. Limit: 1 bonus applied per turn. Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Sword Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. Katchin Sword Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional comparison. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 Uses per thread. Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- Black Water Mist A vial of a mist most foul. This mist is rumoured to have been distilled from the darkness of the Dead Zone itself and has properties that naturally enhance the aggressive, if not outright evil, tendencies of those who are exposed to it. Though time has diluted its effect somewhat, it is still potent when regularly exposed to an individual and can cause them to eventually turn into something more demonic. Type: Lost Artifact - Supplementary Zeni Value: N/A Zeni Cost: 120000 Activation: Passive Effect: While Black Water Mist is equipped, you may gain 1 Demon Racial Trait of your choice in addition to your current racial trait. Additionally, increase your Base Power Level by 40% while this artifact is equipped. If you participate in a battle wherein an opponent possesses the Sacred Water of Korin artifact, both Back Water Mist and Sacred Water of Korin are considered unequipped for the duration of the battle. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 3) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less.
Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. 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.
OCTOPUS STYLE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
MODIFIED JAGA BURST (TELEPORT RANK 3)An alteration of a technique of the Jaguar Style, Zaru is able to make himself explode into light and reappear elsewhere, using his Ki to essentially slingshot himself over great distances or even through solid matter.Type: Defensive Action: Standard Action Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 Ki Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE RANK 1 You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 Ki Limit: Twice per battle. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KIAI RANK 3 You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 Ki Limit: Once per thread Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 60 ENERGY CONTROL: 40 REFLEXES: 30 RESILIENCE: 60 NATURAL PL: 28,015 | BASE PL: 39,221 | CURRENT PL: 49,026 HP: 124/125 | KI: 100/100 | DEF: 80 | ENG ATK: 55 | PHY ATK: 75 | DR: 10 | DMG MOD: 6 | KI DISCOUNT: -2 | POWER UP KI REGEN: 0/100 1d100+95·1d12+12·1d100+95·1d12+12·1d100+95·1d12+12·1d100+95·1d12+12
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Jul 6, 2020 2:57:27 GMT -8
Celerai wasn't the one to talk about Saiyans like that, but it just slipped. It was just some line stuck in the back of his head for a while. The whole 'true power of a Saiyan' part. He was actually planning to say that once he finds his master's killer. That's if he doesn't lose his cool, which he probably would. About him not going all out. He just said that in a dramatic manner. "My ego? Haha! Nah, I'm just excited! Don't mind me, hehe. Let's just begin. I'll.. explain that later." There, the Saiyan darted towards the martial artist and to his surprise, Zaru managed to catch his fist. He shouldn't have underestimated him. Celerai thought that he was really rusty, but no. He was pretty good. Good enough for Celerai to go all out. It's been awhile since Celerai had had the chance to do this. He always had to hold back, even when he didn't want to. Why? Just because he wanted to get a little training in. All Celerai could think about is there someone that can challenge him and push him to his limit. He realized that Zaru was dodging all of his attacks, so he leaped back and entered a defensive fighting stance. "Oh, maybe I shouldn't hold back. It's just that I've been doing that for a while now. I just got used to the whole holding back thing, but you're the real deal! You're on!" He said, excitedly. The Saiyan watched as Zaru's afterimage vanished and became visible at certain intervals. Now, that was what it would look like if they both went all out. The constant afterimages. The first blow which was aimed at Celerai's rib cage was blocked with his arm. He could feel the force coming from the punch and it was at that point that Celerai realised Zaru wasn't joking. Just thinking about it, he was caught off guard and his opponent's knee connected with his chin. He gritted his teeth and groaned as he could feel the power behind that blow, full force. There was no reason to hold back at that point. Yet another blow was landed, as Zaru managed to kick Celerai in the abdomen which sent him flying in the other direction. Weirdly, Celerai began to smile even though he just got kicked in one of the most painful places possible. He waited for the moment when he could finally sense Zaru's ki signature appear behind him, so that he could finally make his move. He realized that Zaru wasn't going to give him space like he did, so he had to get out of this stock situation himself. Once Zaru attempted to strike Celerai with his elbow, he would instead strike through air, as Celerai quickly managed to get behind the martial artist and an afterimage was left in front of him to deceive him. That should give Celerai enough time to land a blow. Reappearing behind the martial artist, he was right above him. Swinging his leg, he attempted to kick Zaru in the arm. His image would then flash for the moment he was behind the bald headed martial artist, before it would quickly disappear. Not even a second after, Celerai would reappear in front of his opponent, sending his fist straight into his abdomen. After which, spinning in an unusual manner, he would then swing his leg at Zaru's head. Not caring that it would hit, be guarded or miss, he would regain his balance and quickly finish his assault with a barrage of punches aimed at his torso and his head. [601 | 2205] {CELERAI'S BATTLE TRACKER} SUMMARY
Power Up! | 25% | 2/2 Instinctual Defence | Stack of Instincts | 0/5 (+12 Def | 1/3) Flawless Counter | +20 Acc
Attack 1: Zaru's Strike. Miss! Attack 2: Zaru's Strike. Hit! 21 Dmg. Attack 3: Zaru's Strike. Miss! Attack 4: Zaru's Strike. Hit! 13 Dmg.
Dmg from Zaru's attacks: 34 - 4 DR = 30 Dmg.
Damage taken in total this turn- 0 Dmg
At-Will Action: Flexmetal Staff Strike | -0 ki To hit: U88KeTPf1d100+120
Damage: 1d6+7
At-Will Action: Blitz Strike | -0 ki To hit: 1d100+120
Damage: 1d6+7
At-Will Action: Flexmetal Staff Strike | -0 ki To hit: 1d100+120
Damage: 1d6+7
At-Will Action: Activating Flexmetal Staff
At-Will Action: Instinctual Defense Spending 5 ki for 5 Instincts Spending 5 Instincts for +12 Defence
Bonus Action: Dragon Dash | +10 Acc, +5 Dmg | -6 ki
Bonus Action: Rapid Movement | -14 ki
Standard Action: Strike | -0 ki To hit: 1d100+120
Damage: 1d6+7
Standard Action: Sacrificed for Bonus Action
CLASS FEATURES
Unrivalled Potential- You begin play with all enhanced basic techs
Genius- Your stats are no longer restricted by the natural 50 cap.
Skillful- Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill- Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified- Potential Mastery Level 5 now instead increases all of your skills by +10.
CLASS TRAITS
FLAWLESS COUNTER Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
BEND THE LIMITS Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
SPECIES TRAITS
ZENKAI Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS
BLITZ Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
INSTINCT Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
MIGHT [AI Assistant] Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Melee attacks deal +3 bonus damage.
QUICK-DRAW [AI Assistant] Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
ITEMS
Slot 1: Flexmetal Staff (Bonus Action At-Will) | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread. (2/3)
Slot 2: AI Assistant (Passive) | Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Slot 3: Lucky Trinket (Passive) | Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) | Only one Lucky Trinket may be equipped at a time.
Slot 4: Expert Training Gear (Passive) | You gain an additional 50% PL from thread rewards while wearing this outfit. | May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
TECHNIQUES
PUNISHMENT OF A THOUSAND BLOWS Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5HP Learn: 2 weeks
FEINT I Celerai makes a deceptive motion that throws off his enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FIST I Celerai adopts a clumsy fighting style fueled by him, playing around, that makes him unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. | Used! Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE I Celerai uses his ki to amplify the light around him into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE II Celerai swiftly blinks in and out of his opponent's attacks using his powerful natural instincts. Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per thread | Used! Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM III Celerai takes a giant form. He uses his superior size and strength to attack his opponent. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE II Combining martial prowess with ki manipulation, Celerai forms a weapon out of his ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT III Celerai deftly parries or knocks aside an attack headed towards him. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. | Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION I Whether through intuition or psychic potential, Celeraj glimpses a moment into the future and sees what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki Learn: 2 weeks
Fighting: 75 | Energy Control: 30 | Reflexes: 45 | Resilience: 30 Natural Power Level: 20,009 | Base Power Level: 20,009 | Current Power Level: 30,013 HP: 65/95 | Ki: 75/100 | DEF: 122 | Melee Accuracy: d100+90 | Ranged Accuracy: d100+45 Damage Reduction: 4 | Melee Damage Modifier: 9 | Energy Damage Modifier: 6 | Ki Cost: 1 Power Up Ki Regen: 0/100
1d100+120·1d6+7·1d100+120·1d6+7·1d100+120·1d6+7·1d100+120·1d6+7
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Post by Zaru on Jul 6, 2020 8:00:20 GMT -8
Zaru realised almost a moment too late that when he had thrust his elbow out, he had only sent it jabbing into thin air. Celerai had disappeared, much quicker than he’d anticipated. His eyes widened for a second as he realised what was happening, able to feel the Ki of the other fighter reappearing near him. He had to focus his body and bring up his arm, the ki stiffening through it to try and block the force of the kick that came for it. Even then, all he really did was cushion the blow, unable to fully bat it aside. When did this guy start hitting so hard? He didn’t remember individual blows stinging like this the last time. He was kept on his toes as Celerai’s afterimage appeared behind him, then reappeared in front. Zaru hadn’t been expecting the speed, and at first, it was hard to keep up without focus. How long had it been since he’d had a training partner he actually needed to keep an eye on, or at least try to? When the punch came up, Zaru brought his arms low to block it, but even though they cushioned some of the force, they were forced back into his stomach, and he felt the rest of it striking his abdomen. It hurt like hell, and caused his eyes to widen again for a moment. He grit his teeth in pain, and couldn’t remember the last time he’d taken a gut punch that had made him want to puke up all over the grass. Some spittle leaked from his mouth as he held his stomach, his eyes twitching in pain as he tried to force himself to stand up, seeing Celerai spinning. He knew what that meant, and yet he couldn’t react fast enough, the pain shooting through his body again. ”Son of a-” He was cut off as the high kick struck his temple, sending him flying to the side. Zaru rocketed through the air before he began to lose some momentum, hitting the grassy ground and rolling, tumbling and finally recovering as he began to regain some sense of where he was. He turned as he rolled on the ground, getting his footing even if he was in a crouching position, just long enough to see the Serujin rush up on him again. Zaru couldn’t really dodge in this position, especially as it seemed like Celerai was putting a lot more into his speed, or at least, like his actions weren’t being consciously directed. While watching his movements, he thought they almost seemed like they came to him naturally - like it was just instinct. He began using subtle blocks of his wrist and elbow, as well as small strikes of his own to bat away the attacks, and rather than dodging, he began standing to meet the barrage, facing down Celerai as he did so. At least, that was the impression he wanted to give. Suddenly, he spun, his leg sticking out as he attempted to sweep Celerai’s legs out from under him and then turn again, hoping to use his momentum to send an upward kick into the other man’s chest, with the objective of sending him flying upwards into the sky, making some distance and allowing the bald martial artist to focus on making an assault of his own. He had no idea whether or not this would work; it had caught experienced martial artists plenty of times, sure, and if Celerai was acting on instinct, it should hopefully work. Zaru took off from the ground, his aura surrounding him as he launched himself towards Celerai like a missile, clenching his fist and cocking it back. The intent was to make it look like a punch was coming, and as he rushed towards Celerai, no matter whether he had ended up in the air or not, he instead thrust out a straight kick towards the other man’s abdomen, hoping to drive the air out of him and catch him in the same place again. He had focused on the abdomen and ribs so far, attempting to throw off his opponent’s balance and ki flow. Like with every fight, he saw no point going in without a plan. WC: 707 TWC: 3,100 {BATTLE INFO: ZARU} DEFENSE PHASE.Active EffectsBio Suit: +3 HP Regen Lifedrinker: +4 HP Regen from Strikes Champion’s Gi: +15 Accuracy with Basic Attacks Flawless Counter: +20 to Accuracy Bonus Action: Enhanced Guard | -5 Ki | +10 DR [Celerai] Strike 1: Hits for 10 Damage [Celerai] Strike 2: Hits for 10 Damage [Celerai] Strike 3: Hits for 12 Damage [Celerai] Strike 4: Hits for 11 Damage 42 DMG - 20DR = 22 DMG OFFENSE PHASE. Action 1: Strike | - 0 Ki Attack Bonus +110 | Damage Bonus +9 | Inflict Bonus: N/A ovKzdvVJ1d100+110 - TO HIT 1d12+9 - DAMAGE At-Will: Blitz Strike | - 0 Ki Attack Bonus +110 | Damage Bonus +9 | Inflict Bonus: N/A 1d100+110 - TO HIT 1d12+9 - DAMAGE Action 2: Strike | - 0 Ki Attack Bonus +110 | Damage Bonus +9 | Inflict Bonus: N/A 1d100+110 - TO HIT 1d12+9 - DAMAGE At-Will: Blitz Strike | - 0 Ki Attack Bonus +110 | Damage Bonus +9 | Inflict Bonus: N/A 1d100+110 - TO HIT 1d12+9 - DAMAGE TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Blitz Requirements: Fighting Skill of 50 Activation: None (Passive) Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Flawless Counter Requirements: N/A Activation: None (Passive) Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Bend The Limits Requirements: N/A Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Unmatched Skill - Focus Mastery Level 3 now instead increases your chosen skill by +10. Overqualified - Potential Mastery Level 5 now instead increases all of your skills by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. Lifedrinker (from Black Water Mist) Effect: Your every successful attack heals you 2 Health Points. ITEMS.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: 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. Limit: 1 bonus applied per turn. Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Sword Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. Katchin Sword Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional comparison. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 Uses per thread. Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- Black Water Mist A vial of a mist most foul. This mist is rumoured to have been distilled from the darkness of the Dead Zone itself and has properties that naturally enhance the aggressive, if not outright evil, tendencies of those who are exposed to it. Though time has diluted its effect somewhat, it is still potent when regularly exposed to an individual and can cause them to eventually turn into something more demonic. Type: Lost Artifact - Supplementary Zeni Value: N/A Zeni Cost: 120000 Activation: Passive Effect: While Black Water Mist is equipped, you may gain 1 Demon Racial Trait of your choice in addition to your current racial trait. Additionally, increase your Base Power Level by 40% while this artifact is equipped. If you participate in a battle wherein an opponent possesses the Sacred Water of Korin artifact, both Back Water Mist and Sacred Water of Korin are considered unequipped for the duration of the battle. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 3) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less.
Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. 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.
OCTOPUS STYLE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
MODIFIED JAGA BURST (TELEPORT RANK 3)An alteration of a technique of the Jaguar Style, Zaru is able to make himself explode into light and reappear elsewhere, using his Ki to essentially slingshot himself over great distances or even through solid matter.Type: Defensive Action: Standard Action Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 Ki Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE RANK 1 You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 Ki Limit: Twice per battle. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KIAI RANK 3 You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 Ki Limit: Once per thread Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 60 ENERGY CONTROL: 40 REFLEXES: 30 RESILIENCE: 60 NATURAL PL: 28,015 | BASE PL: 39,221 | CURRENT PL: 39,221 HP: 109/125 | KI: 95/100 | DEF: 80 | ENG ATK: 55 | PHY ATK: 75 | DR: 10 | DMG MOD: 6 | KI DISCOUNT: -2 | POWER UP KI REGEN: 0/100 1d100+110·1d12+9·1d100+110·1d12+9·1d100+110·1d12+9·1d100+110·1d12+9
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Jul 6, 2020 16:18:54 GMT -8
Yes, finally! Somebody to finally spar with at full power! That's all that went through Celerai's mind, as his fist connected with the martial artist's arms, when he attempted to punch Zaru in the stomach. He wasn't going to let him off that easy though. Overwhelming the bald headed fighter, he dug his fist through his defence nevertheless. Quickly, he leaped upwards and swung his leg at his opponent's head, his temple to be specific, which sent him flying. Celerai wasn't done yet. He had to keep the intensity up. Flaring up his aura, he charged at the martial artist at full speed, continuing his chain of attacks with a barrage of punches. He just aimed for a general part of Zaru's body and not any specific part. As Celerai's fists connected with Zaru's fists, elbows and arms, he could feel them tingling. Not surprised by the fact that Zaru managed to get out of his range of his attacks, once he got ready for Zaru's attacks, no matter what in what manner it was executed. Celerai's senses were sharpened as he began the fight. He began to read his opponent's moves, just like he explained. But, in a very weird manner. When Zaru attempted to sweep Celerai off his feet, the Saiyan immediately did a backflip, landing on both his arms, but in the process, attempted to kick him in the chin. He wasn't going to let him have the slightest breathing space. At least, not for now. There's going to be a point where Celerai's going to have to resort to the slow and tiring Giant Form. It was one of his forms that packed a punch but slowed him down the process. Zaru's attacks actually stinger, so Celerai had to try his best to avoid them, but make sure to land his. Whether or not his leg connected with his chin or not, he could land on both his legs and charge at Zaru once more to try and attack him once more. His eyes widened as he realized that he simply leaped into another attack. As soon as he could even realize, he could feel a sharp pain in his abdomen and when he looked at it, he finally realized that Zaru managed to break through his defences and land a devastating blow. all because he was deceived by that dummy fist he had up. Celerai realized that the bald headed martial artist had a habit of aiming for one's vitals, which explains why Celerai has been taking so much damage. He even coughed up some blood. As Zaru began to do it repeatedly, the Saiyan brought his arms low, in front of his stomach, in order to guard his attacks. Celerai wasn't exactly holding back in terms of his punches, but he had an attack that he used to use before his punches became this powerful. He felt the need to use it now, because if he kept up what he was currently doing, the spar would definitely be in Zaru's favour. "Alright, no more holding back!" He shouted, after lifting his leg to guard the third attack that Zaru aimed at Celerai with his leg. After which, he attempted to punch Zaru in the face as hard as he possibly could. After which, launching his other fist at his opponent's abdomen. Not wasting a single second, he immediately disappeared from Zaru's sight and reappeared behind the martial artist. Once he did, Celerai was in a ready position to hit Zaru in the back, the spine to be specific. Not to actually break, but to deal a great amount of damage to his opponent as possible. With his arm over his face, he swung as hard as possible, attempting to hit Zaru in his back, which could potentially send him flying to the ground or even into the ground. [644 | 2849] {CELERAI'S BATTLE TRACKER} SUMMARY
Instinctual Defence | Stack of Instincts | 0/5 (+12 Def | 2/3) Flawless Counter | +20 Acc
Attack 1: Zaru's Strike. Miss! Attack 2: Zaru's Strike. Miss! Attack 3: Zaru's Strike. Miss! Attack 4: Zaru's Strike. Hit! 13 Dmg.
Dmg from Zaru's attacks: 13 - 4 DR = 9 Dmg.
Damage taken in total this turn- 9 Dmg
At-Will Action: Flexmetal Staff Strike | -0 ki To hit: x5SwSBge1d100+110
Damage: 1d6+4
At-Will Action: Blitz Strike | -0 ki To hit: 1d100+110
Damage: 1d6+4
At-Will Action: Flexmetal Staff Strike | -0 ki To hit: 1d100+110
Damage: 1d6+4
At-Will Action: Activating Flexmetal Staff
Bonus Action: Divinition | +35 Def | -0 ki
Standard Action: Strike | -0 ki To hit: 1d100+110
Damage: 1d6+4
Standard Action: Cutting Edge | Slashing | Crippling | -14 ki To hit: 1d100+110
Damage: 3d10+9
Crippling: 1d100 40% Chance.
CLASS FEATURES
Unrivalled Potential- You begin play with all enhanced basic techs
Genius- Your stats are no longer restricted by the natural 50 cap.
Skillful- Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill- Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified- Potential Mastery Level 5 now instead increases all of your skills by +10.
CLASS TRAITS
FLAWLESS COUNTER Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
BEND THE LIMITS Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
SPECIES TRAITS
ZENKAI Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS
BLITZ Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
INSTINCT Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
MIGHT [AI Assistant] Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Melee attacks deal +3 bonus damage.
QUICK-DRAW [AI Assistant] Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
ITEMS
Slot 1: Flexmetal Staff (Bonus Action At-Will) | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread. (1/3)
Slot 2: AI Assistant (Passive) | Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Slot 3: Lucky Trinket (Passive) | Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) | Only one Lucky Trinket may be equipped at a time.
Slot 4: Expert Training Gear (Passive) | You gain an additional 50% PL from thread rewards while wearing this outfit. | May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
TECHNIQUES
PUNISHMENT OF A THOUSAND BLOWS Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5HP Learn: 2 weeks
FEINT I Celerai makes a deceptive motion that throws off his enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FIST I Celerai adopts a clumsy fighting style fueled by him, playing around, that makes him unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. | Used! Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE I Celerai uses his ki to amplify the light around him into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE II Celerai swiftly blinks in and out of his opponent's attacks using his powerful natural instincts. Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per thread | Used! Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM III Celerai takes a giant form. He uses his superior size and strength to attack his opponent. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE II Combining martial prowess with ki manipulation, Celerai forms a weapon out of his ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT III Celerai deftly parries or knocks aside an attack headed towards him. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. | Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION I Whether through intuition or psychic potential, Celeraj glimpses a moment into the future and sees what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki Learn: 2 weeks
Fighting: 75 | Energy Control: 30 | Reflexes: 45 | Resilience: 30 Natural Power Level: 20,009 | Base Power Level: 20,009 | Current Power Level: 20,009 HP: 56/95 | Ki: 61/100 | DEF: 105 (122) | Melee Accuracy: d100+90 | Ranged Accuracy: d100+45 Damage Reduction: 4 | Melee Damage Modifier: 9 | Energy Damage Modifier: 6 | Ki Cost: 1 Power Up Ki Regen: 0/100
1d100+110·1d6+4·1d100+110·1d6+4·1d100+110·1d6+4·1d100+110·1d6+4·1d100+110·3d10+9·1d100
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Post by Zaru on Jul 10, 2020 4:39:12 GMT -8
Zaru was starting to realise that, even as he struck Celerai with extreme force, he was just going to keep coming at full tilt. It wasn’t like with human opponents, which was part of why he found fighting Serujin so irritating. They had this odd set of failsafes, or whatever it was, that just kept them going all the time during a fight, and were eager to never stop it. They seemed to ignore the fact that fighting was for the most part, violent and nasty, with blood and bruises. It was like they relished in it. Hell, he was positive he’d even seen Serujin come back from a fight even stronger even though they’d just lost. How did that happen? It wasn’t like they all had this intrinsic quick learning. He saw the punch coming at him, the reply from Celerai’s own offense. Even he could see that he wasn’t going to be quick enough to dodge that - instead, he coiled his ki around him, which then began to rapidly vibrate as he took another stance in the air, his body tensing as his face hardened. The punch struck him, but it was like striking solid rock, and he simply took the blow, the most serious force of it being diffused as Zaru’s ki seemed to disperse his opponent’s, only the raw blow of the attack itself seeming to reach through to him. The same went for the attempted punch to his abdomen. Though Zaru would have liked to say his abs were just hard enough to take anyone’s punch, he was pretty sure that one would’ve made him puke if he wasn’t focusing so hard on the diffusion. It was strange to think that such a useful technique came from an art as obscure and poorly-named as the ‘Worm Style’, which was probably why it died out so fast. Nobody ever wanted to be a student to some guy named the worm hermit, did they? Zaru’s focus was so great, he couldn’t have even turned around to try and counter Celerai’s attack to his flank if he had wanted to. The Serujin was already moving far too fast, and he had noticed how the guy would be able to slip in a quick strike or two that was unorthodox in a sequence, just to catch him somewhere soft. It wasn’t a pleasant experience, to put it mildly, and neither was the strike he felt hitting his spine. Despite all his focus, it still stung like shit. The human martial artist broke out of his focus as soon as the blow landed, unable to diffuse anymore. He was sent flying downwards, tumbling over in a cartwheel. He felt turned around and upside down as his ki tried to return to its normal state, and it prevented him from stopping, or flying up normally. Instead, he decided to try something he was only half-sure would work. Rather than coming from his feet, the trail of ki shot from where his head was, and he rapidly flew upwards through the air, feet-first as he rocketed back up towards Celerai. The bald martial artist slowed only for a moment as he crossed past Celerai, enough for the time to try and grab his head and yank it downward, hoping to throw his upside-down knee straight into the bridge of his opponent’s nose. Whether or not it had landed, he followed as he flipped over and turned around, trying to end up behind his opponent and locking him in a chokehold at the same time. If Zaru got a hold of the other man, he didn’t squeeze hard, instead rocketing them both downwards towards the ground as he began to spin rapidly. Suddenly, he let go of Celerai and stopped dead, hoping to end up with himself still hanging upside down in the air, and his opponent crashing into the ground at full speed. WC: 652 TWC: 3,752 {BATTLE INFO: ZARU} DEFENSE PHASE.Active EffectsBio Suit: +3 HP Regen Lifedrinker: +2 HP Regen from Strikes Champion’s Gi: +15 Accuracy with Basic Attacks Flawless Counter: +20 to Accuracy Edge 1: +2 Damage, +2 DR Bonus Action: Aura Guard | -13 Ki | Reduces critical hits, ignores damage modifiers [Celerai] Strike 1: Hits for 1 Damage [Celerai] Strike 2: Hits for 5 Damage [Celerai] Strike 3: Hits for 5 Damage [Celerai] Strike 4: Hits for 3 Damage [Celerai] Cutting Edge: Hits for 7 Damage 21 DMG - 12DR = 9 DMG OFFENSE PHASE. Action 1: Strike | - 0 Ki Attack Bonus +110 | Damage Bonus +11 | Inflict Bonus: N/A P9Ry86t61d100+110 - TO HIT 1d12+11 - DAMAGE At-Will: Blitz Strike | - 0 Ki Attack Bonus +110 | Damage Bonus +11 | Inflict Bonus: N/A 1d100+110 - TO HIT 1d12+11 - DAMAGE Action 2: Strike | - 0 Ki Attack Bonus +110 | Damage Bonus +11 | Inflict Bonus: N/A 1d100+110 - TO HIT 1d12+11 - DAMAGE At-Will: Blitz Strike | - 0 Ki Attack Bonus +110 | Damage Bonus +11 | Inflict Bonus: N/A 1d100+110 - TO HIT 1d12+11 - DAMAGE TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Blitz Requirements: Fighting Skill of 50 Activation: None (Passive) Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Flawless Counter Requirements: N/A Activation: None (Passive) Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Bend The Limits Requirements: N/A Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Unmatched Skill - Focus Mastery Level 3 now instead increases your chosen skill by +10. Overqualified - Potential Mastery Level 5 now instead increases all of your skills by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. Lifedrinker (from Black Water Mist) Effect: Your every successful attack heals you 2 Health Points. ITEMS.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: 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. Limit: 1 bonus applied per turn. Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Sword Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. Katchin Sword Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional comparison. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 Uses per thread. Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- Black Water Mist A vial of a mist most foul. This mist is rumoured to have been distilled from the darkness of the Dead Zone itself and has properties that naturally enhance the aggressive, if not outright evil, tendencies of those who are exposed to it. Though time has diluted its effect somewhat, it is still potent when regularly exposed to an individual and can cause them to eventually turn into something more demonic. Type: Lost Artifact - Supplementary Zeni Value: N/A Zeni Cost: 120000 Activation: Passive Effect: While Black Water Mist is equipped, you may gain 1 Demon Racial Trait of your choice in addition to your current racial trait. Additionally, increase your Base Power Level by 40% while this artifact is equipped. If you participate in a battle wherein an opponent possesses the Sacred Water of Korin artifact, both Back Water Mist and Sacred Water of Korin are considered unequipped for the duration of the battle. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 3) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less.
Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. 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.
OCTOPUS STYLE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
MODIFIED JAGA BURST (TELEPORT RANK 3)An alteration of a technique of the Jaguar Style, Zaru is able to make himself explode into light and reappear elsewhere, using his Ki to essentially slingshot himself over great distances or even through solid matter.Type: Defensive Action: Standard Action Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 Ki Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE RANK 1 You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 Ki Limit: Twice per battle. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KIAI RANK 3 You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 Ki Limit: Once per thread Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 60 ENERGY CONTROL: 40 REFLEXES: 30 RESILIENCE: 60 NATURAL PL: 28,015 | BASE PL: 39,221 | CURRENT PL: 39,221 HP: 105/125 | KI: 82/100 | DEF: 80 | ENG ATK: 55 | PHY ATK: 75 | DR: 10 | DMG MOD: 6 | KI DISCOUNT: -2 | POWER UP KI REGEN: 0/100 1d100+110·1d12+11·1d100+110·1d12+11·1d100+110·1d12+11·1d100+110·1d12+11
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Jul 12, 2020 12:03:49 GMT -8
Celerai was already starting to wear out. The fight wasn't even far in, but it was already intense and there was a very big chance of Celerai giving up after a few more rounds, he just.. wasn't showing it. After he landed the last hit, he knew that last attack must've done something. But, by the looks of it, Zaru took it like a regular hit. All of them. But, why? Celerai was smirking, but in his head, he was slightly confused. Seeing the martial artist upside down had the Saiyan thinking to himself as to how exactly he was doing that. Celerai still had a lot to learn while Zaru seemed to know what he was doing. Celerai raised his eyebrow as he looked at his opponent, but he didn't even get the chance to ask how exactly he was doing that, as he found himself in quite the pickle. Having his head grabbed and his face smashed in his opponent's knee, he knew that Zaru was being serious about this fight. This is what he called rusty?! He was genuinely too much for Celerai to handle at the moment. He had a lot of experience, that's for sure. He came out on top in the Inheritor's Tournament even though it was highly unlikely because of his level of power at the time. But, with that much experience and this much power, which Celerai had trouble keeping up with, Zaru's win was guaranteed, in Celerai's opinion. As much as Celerai thought that Zaru was finished, he wasn't. As soon as he could tend to his nose, which was slightly bleeding, he was caught in a chokehold. "Huh?" He said. What happened after that was even worse. Not the fact that he was spinning the Saiyan, but the fact that he was doing so towards the ground. He didn't have much to do at that point. But, he got an idea. "HYAAAAA!!" He exclaimed. It might seem to a few people that he was powering up, but he wasn't. Instead, his muscles were bulking up. His whole body was bulking up. Yes, it was time to rely on that sluggish Giant Form. The force of his energy should push Zaru away and that should allow Celerai to break free from the chokehold in mid air. The Saiyan would then somersault, in order to land on the ground safely on both legs and his left palm, with his aura emitting from his form and his body slightly bulked up. He slid for a few moments, before standing upright and flaring up his aura around his form. The area around him began to tremble, but only small tremors. He then proceeded to tear his shirt off. He gritted his teeth, as he began to exert a lot of energy just to perform this one little technique. Veins popped up on his forehead too. His whole body began to grow and bulk up, just like all the other times he did it. Also growing in height, he slightly towered the martial artist. Suddenly, his aura dissipated and he began to pant heavily as he fell to his knees simply because he became exhausted from all that. "Oh.. my.. god.. happens all the time, just give me a second to c-catch my breath, Zaru." He didn't want to hold up the fight, so he quickly got himself together. "Alright. Now, I'm ready." He said. He proceeded to dash towards his opponent, a bit slower than he normally used to, but that didn't matter to him at all. As he closed in on Zaru, his figure quickly disappeared and reappeared behind the bald headed martial artist, attempting to damage Zaru by swinging his leg at his opponent's back. If this goes according to plan, it should send him flying towards a tree, unless he somehow finds a way to stop himself. [646 | 3495] {CELERAI'S BATTLE TRACKER} SUMMARY
Instinctual Defence | Stack of Instincts | 0/5 (+12 Def | 3/3) Flawless Counter | +20 Acc Giant Form | +35 Temp HP, -15 Def | 35/35
Attack 1: Zaru's Strike. Hit! 19 Dmg. Attack 2: Zaru's Strike. Miss! Attack 3: Zaru's Strike. Miss! Attack 4: Zaru's Strike. Miss!
Dmg from Zaru's attacks: 19 Dmg.
Damage taken in total this turn- 19 - 4 DR = 15 Dmg.
At-Will Action:
At-Will Action: Activating Flexmetal Staff
Bonus Action: Rapid Movement | +25 Def | -14 ki
Bonus Action: Giant Form | +35 Temp HP, -15 Def | -14 ki
Standard Action: Cutting Edge | -0 ki To hit: ToeQeVEA1d100+110
Damage: 3d10+9
Giant Form Bonus: 1d6
Crippling: 1d100 40% Chance
Standard Action: Sacrificed for Bonus Action.
CLASS FEATURES
Unrivalled Potential- You begin play with all enhanced basic techs
Genius- Your stats are no longer restricted by the natural 50 cap.
Skillful- Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill- Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified- Potential Mastery Level 5 now instead increases all of your skills by +10.
CLASS TRAITS
FLAWLESS COUNTER Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
BEND THE LIMITS Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
SPECIES TRAITS
ZENKAI Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS
BLITZ Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
INSTINCT Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
MIGHT [AI Assistant] Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Melee attacks deal +3 bonus damage.
QUICK-DRAW [AI Assistant] Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
ITEMS
Slot 1: Flexmetal Staff (Bonus Action At-Will) | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread. (1/3)
Slot 2: AI Assistant (Passive) | Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Slot 3: Lucky Trinket (Passive) | Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) | Only one Lucky Trinket may be equipped at a time.
Slot 4: Expert Training Gear (Passive) | You gain an additional 50% PL from thread rewards while wearing this outfit. | May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
TECHNIQUES
PUNISHMENT OF A THOUSAND BLOWS Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5HP Learn: 2 weeks
FEINT I Celerai makes a deceptive motion that throws off his enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FIST I Celerai adopts a clumsy fighting style fueled by him, playing around, that makes him unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. | Used! Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE I Celerai uses his ki to amplify the light around him into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE II Celerai swiftly blinks in and out of his opponent's attacks using his powerful natural instincts. Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per thread | Used! Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM III Celerai takes a giant form. He uses his superior size and strength to attack his opponent. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. | Used! Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE II Combining martial prowess with ki manipulation, Celerai forms a weapon out of his ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT III Celerai deftly parries or knocks aside an attack headed towards him. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. | Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION I Whether through intuition or psychic potential, Celeraj glimpses a moment into the future and sees what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki Learn: 2 weeks
Fighting: 75 | Energy Control: 30 | Reflexes: 45 | Resilience: 30 Natural Power Level: 20,009 | Base Power Level: 20,009 | Current Power Level: 20,009 HP: 41/95 (35/35) | Ki: 46/100 | DEF: 95 (122) | Melee Accuracy: d100+90 | Ranged Accuracy: d100+45 Damage Reduction: 4 | Melee Damage Modifier: 9 | Energy Damage Modifier: 6 | Ki Cost: 1 Power Up Ki Regen: 0/100
1d100+110·1d6+4·1d100+110·3d10+9·1d6
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Post by Zaru on Jul 12, 2020 13:05:20 GMT -8
Zaru was caught a bit off-guard as he rocketed towards the ground with Celerai, and felt the Serujin almost seem to burst outwards against him, forcing him off. If it had just been his opponent’s ki, he could’ve expected that, and honestly, it wouldn’t have been that much of a problem. He had countermeasures planned around the types who just blew their ki all over the place without much thought - it was the ones with a plan, even if they themselves didn’t know what it was, that were the problem. However, Celerai wasn’t doing that, or anything even close to that. Instead of his blowing outwards, he was bringing it inwards, using it to expand himself. Zaru actually stood there, his arms crossed when Celerai asked him to wait. Usually, he wouldn’t have, but the guy had accepted his request for a spar, and really, it was just practice. It wasn’t like he should get so worked up about it, right? The human martial artist stood there and waited, stretching a bit as he tried to keep his tension going, his ki still running smoothly through his body. ”How do you even manage to move in that form? Doesn’t look all that healthy to maintain, either.” He couldn’t imagine so. He knew that most beastmen, Serujin included, tended to be more resilient than humans, but with his human mind, he could only imagine a ki boost like that popping a blood vessel or just causing your muscles to tear from the sheer force of the ki forcing them to bulk. The problem was, he wasn’t paying attention, too busy thinking over the form. He hadn’t heard Celerai, and that had allowed the Serujin to rather easily get the drop on him. By the time he looked up, his opponent was already behind him. Pain shot through his body, and he felt almost like he wasn’t there at all. The searing heat of the pain came from his back, and he felt his ki churn inside him, as though it was writhing in pain as much as he was. For a few moments, Zaru completely blacked out, his mind flickering out before his face-first impact with a tree brought him back. At least, the second tree after he had simply smashed through the first one. Zaru fumbled about, staring upwards and only able to see the sky. He rolled over onto his side, feeling the pain again as it forced its way up from his back. He felt like he was going to be sick, the usual feeling of queasiness spreading to his entire body. His ki was disrupted from the blow, and there was no way that could be on accident. Nobody could land a strike that precise without meaning to, and nobody who came across as inexperienced, like Celerai could, was able to land an attack that accurately, surely. No way. The martial artist began to force his way up, struggling a bit as he did so, but even as he climbed, using the tree for support, his body trembled in sheer fury. Finally, he turned back around to look towards his opponent. His eyes were, for just a moment, filled with sheer anger. It wasn’t meant for Celerai, but there was no way that the other man could know that, could he? No, all the rage was directed inwards, Zaru cursing himself for being so ridiculous. So stupid and careless that he was able to be caught like that, for getting so rusty that he could have been killed in a moment if his opponent had done his worst. Finally, Zaru stood up, and felt blood trickling down from the corner of his mouth. That only angered him more, and even as his face glazed over to a usual, blank expression, there was an unusual coldness to it, as though it was a mask. ”So that’s how we’re doing this, then.” Zaru felt his ki scream in resistance, but he forced it through himself anyway. He began pushing it more and more tightly, like the technique he’d been trying to practice. He was nowhere near close to it yet, but if he could pull it off, he could maintain this kind of offense, rather than just doing it in spurts. Zaru’s ki almost became like a spear, and forged him into one, tightening around his body as his eyes widened for a moment. He disappeared entirely from view, only reappearing as he closed right into Celerai’s guard, not a hint of hesitation in his movement. He didn’t go for a flurry or a complicated sequence; instead, he simply went low, going for a rising punch to Celerai’s abdomen. It was a precise attack, designed to try and snuff out his opponent’s ki flow instantly, to drop someone as soon as he could. He’d used the prototype of this back on the Baron, when he hadn’t figured out how to make it non-lethal yet. Even if that was the case, there was still a killer intent about Zaru’s moves, an aura that he couldn’t really help. He was more grateful to Celerai than he’d probably ever tell the kid; there was an edge he’d been missing, and that kick had unstuck it from wherever it was hiding. WC: 879 TWC: 4,631 {BATTLE INFO: ZARU} DEFENSE PHASE.Active EffectsBio Suit: +3 HP Regen Lifedrinker: +2 HP Regen from Strikes Crippled(1/2): Ki/HP Regen halved Champion’s Gi: +15 Accuracy with Basic Attacks Edge 1: +2 Damage, +2 DR [Celerai] Cutting Edge: Hits for 39 Damage 39 DMG - 12DR = 27 DMG OFFENSE PHASE. Bonus Action: Dragon Dash | -5 Ki | +10 Attack, +5 Damage Action 1: Strike | - 0 Ki Attack Bonus +100 | Damage Bonus +16 | Inflict Bonus: N/A l8vGaeb31d100+100 - TO HIT 1d12+16 - DAMAGE CRITICAL! +5 DamageAt-Will: Blitz Strike | - 0 Ki Attack Bonus +100 | Damage Bonus +16 | Inflict Bonus: N/A 1d100+100 - TO HIT 1d12+16 - DAMAGE CRITICAL! +5 DamageAction 2: Strike | - 0 Ki Attack Bonus +100 | Damage Bonus +16 | Inflict Bonus: N/A 1d100+100 - TO HIT 1d12+16 - DAMAGE At-Will: Blitz Strike | - 0 Ki Attack Bonus +100 | Damage Bonus +16 | Inflict Bonus: N/A 1d100+100 - TO HIT 1d12+16 - DAMAGE TRAITS. MightRequirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Blitz Requirements: Fighting Skill of 50 Activation: None (Passive) Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Willpower Requirements: Resilence Skill of 50
Activation: Reactive At-Will Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0. Limit: Once per thread.
Flawless Counter Requirements: N/A Activation: None (Passive) Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Bend The Limits Requirements: N/A Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Unrivaled Potential: You begin play with all Enhanced Basic Techniques. Genius: Your Skills are no longer restricted by the natural 50 cap. Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. Unmatched Skill - Focus Mastery Level 3 now instead increases your chosen skill by +10. Overqualified - Potential Mastery Level 5 now instead increases all of your skills by +10. Race: Human 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. Lifedrinker (from Black Water Mist) Effect: Your every successful attack heals you 2 Health Points. ITEMS.Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: 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. Limit: 1 bonus applied per turn. Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Sword Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. Katchin Sword Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional comparison. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 Uses per thread. Bio-Suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: -- Black Water Mist A vial of a mist most foul. This mist is rumoured to have been distilled from the darkness of the Dead Zone itself and has properties that naturally enhance the aggressive, if not outright evil, tendencies of those who are exposed to it. Though time has diluted its effect somewhat, it is still potent when regularly exposed to an individual and can cause them to eventually turn into something more demonic. Type: Lost Artifact - Supplementary Zeni Value: N/A Zeni Cost: 120000 Activation: Passive Effect: While Black Water Mist is equipped, you may gain 1 Demon Racial Trait of your choice in addition to your current racial trait. Additionally, increase your Base Power Level by 40% while this artifact is equipped. If you participate in a battle wherein an opponent possesses the Sacred Water of Korin artifact, both Back Water Mist and Sacred Water of Korin are considered unequipped for the duration of the battle. Limit: -- DEFENSE/UTILITY TECHS.VIPER STYLE (SONIC SWAY RANK 3) Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions. Type: Defensive Action: Bonus Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 Ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less.
Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
WORM STYLE (AURA GUARD RANK 1) The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 15 Ki Limit: Once per battle. 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.
OCTOPUS STYLE (EIGHT ARMS RANK 1) Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows. Type: Utility Action: Bonus Action Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 Ki Limit: Twice per battle. Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
MODIFIED JAGA BURST (TELEPORT RANK 3)An alteration of a technique of the Jaguar Style, Zaru is able to make himself explode into light and reappear elsewhere, using his Ki to essentially slingshot himself over great distances or even through solid matter.Type: Defensive Action: Standard Action Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 Ki Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE RANK 1 You use your ki to amplify the light around you into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 Ki Limit: Twice per battle. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KIAI RANK 3 You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 Ki Limit: Once per thread Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. ATTACK TECHS.BULL STYLE - GORE STRIKE Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Embolden Minor Effect: Wounding Cost: 15 Ki
Skills and StatisticsFIGHTING: 60 ENERGY CONTROL: 40 REFLEXES: 30 RESILIENCE: 60 NATURAL PL: 28,015 | BASE PL: 39,221 | CURRENT PL: 39,221 HP: 81/125 | KI: 82/100 | DEF: 80 | ENG ATK: 55 | PHY ATK: 75 | DR: 10 | DMG MOD: 6 | KI DISCOUNT: -2 | POWER UP KI REGEN: 0/100 1d100+100·1d12+16·1d100+100·1d12+16·1d100+100·1d12+16·1d100+100·1d12+16
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Jul 13, 2020 16:41:17 GMT -8
"I.. I don't know to be honest. I just happened to see the main try this technique a few months ago, she wasn't pink. She was.. gray. Hm, enough about that. It peaked my interest and well, I just started using it when I'm almost finished during a fight. I guess I gave myself away right there, huh? Hehe." He saw Majin Nal, to be specific. He definitely told Zaru directly that he was about to give up if he was supposed to be hit by more of those powerful barrage of punches. Celerai seemed to land a devastating blow, as his strike sent the martial artist flying towards one of the many trees surrounding them. Celerai began to walk towards his opponent which was struggling to get up and Celerai realized that he was angry. As much as it would be unlikely in Zaru's eyes that Celerai knows his reason for anger, he actually did. He just didn't expect him to use the anger as fuel. "Hey now, you don't have to be mad at yourself, this is why we are training in the first place." The Saiyan said, trying to comfort the martial artist, although, if it was him, he wouldn't want anyone to say that. All Celerai cares about is becoming stronger and being a challenge to everyone. He wasn't satisfied with his current level of power, which is why he was thinking about training while he was eating his hotdogs. Once he saw the bald headed martial artist disappear before his eyes, it quickly widened as he felt the sharp pain in his stomach. His literally couldn't feel his limbs after that one punch for a split second. He could actually feel the coldness and bloodthirst emitting from his aura. It was a bit weird in Celerai's opinion. He knew that Zaru didn't want to kill him or anything, based on their friendship, so that could mean one thing.. he just wanted to fight for real. No holding back, just fight until about to become unconscious or possibly near death. At least, that's what Celerai thought. Honestly, Celerai was ok with that. From his past fights, he would know that this would indeed benefit him a lot. Being on the verge of being unconscious just has something about it, for Saiyans. He wasn't sure about others, but he always got way stronger than he expected to. He had many examples of that. One of them was that encounter he had with Duke Satan. Speaking of which, Celerai hasn't seen that guy in a while. At least, not after the whole Satan City construction. The Saiyan staggered and struggled to stand after taking that blow head on. It was a good thing he tensed his muscles in time or else he would have surely been unconscious. He fell to his knees and he began to pant heavily as both his palms were flat in the grass and he was sweating profusely. He was simply trying to sustain the form that he was currently in, but failed. His body began to shrink, reverting back to how it was before. The downfall of that form was him suffering from exhaustion. It took a good amount of energy to sustain that form and taking a blow like that.. he would need some time to recover, but he didn't have any, unfortunately. "Hm, so you want to fight seriously, huh? Well, I guess it's my turn n-not to 'hold back'." He said, as he struggled to get back on his feet. He held his stomach for a few moments before finally standing upright. The shirtless Saiyan began to charge up a neon green ki blast in his right palm, after which, making that same ki blast into a melee weapon in which he would normally use during a fight. A ki blade. He then began to walk towards his opponent slowly, before he began to pick up his pace and soon enough, dash towards his opponent, with his neon green aura explaining around his form. With his blade in a swinging position, he uses it as bait in order for Zaru to let his guard down. Once Celerai would close in on the martial artist, he would swing the arm at his opponent's face and as soon as the blade would strike his opponent's arm, if he guards, or almost strikes his face, he would then disappear. After which, reappearing behind his opponent once more. The ki blade would then dissipate, and Celerai would swing that same hand towards Zaru's back to land one solid strike. [765 | 4260] {CELERAI'S BATTLE TRACKER} SUMMARY
Flawless Counter | +20 Acc Giant Form has been lost. No longer has -15 Defence. Zenkai! | +5 Energy Control and Fighting
Attack 1: Zaru's Strike. Critical Hit! 26 Dmg. Attack 2: Zaru's Strike. Critical Hit! 24 Dmg. Attack 3: Zaru's Strike. Hit! 18 Dmg. Attack 4: Zaru's Strike. Hit! 24 Dmg.
Dmg from Zaru's attacks: 46 (92/2) Dmg.
Damage taken in total this turn- 46 - 4 DR = 42 Dmg.
At-Will Action:
Bonus Action:
Bonus Action: Deflect | Negates 50% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. | -14 ki
Standard Action: Cutting Edge | -14 ki To hit: vOzTnikz1d100+115
Damage: 3d10+10
Crippling: 1d100 40% Chance.
Standard Action: Cutting Edge | -14 ki To hit: 1d100+115
Damage: 3d10+10
Crippling: 1d100 40% Chance.
CLASS FEATURES
Unrivalled Potential- You begin play with all enhanced basic techs
Genius- Your stats are no longer restricted by the natural 50 cap.
Skillful- Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill- Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified- Potential Mastery Level 5 now instead increases all of your skills by +10.
CLASS TRAITS
FLAWLESS COUNTER Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
BEND THE LIMITS Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
SPECIES TRAITS
ZENKAI Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS
BLITZ Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
INSTINCT Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
MIGHT [AI Assistant] Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Melee attacks deal +3 bonus damage.
QUICK-DRAW [AI Assistant] Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
ITEMS
Slot 1: Flexmetal Staff (Bonus Action At-Will) | You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. | 3 uses per thread. (1/3)
Slot 2: AI Assistant (Passive) | Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Slot 3: Lucky Trinket (Passive) | Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) | Only one Lucky Trinket may be equipped at a time.
Slot 4: Expert Training Gear (Passive) | You gain an additional 50% PL from thread rewards while wearing this outfit. | May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
TECHNIQUES
PUNISHMENT OF A THOUSAND BLOWS Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face. Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5HP Learn: 2 weeks
^^^For some reason, I had this as an energy tech. Fixed it.
FEINT I Celerai makes a deceptive motion that throws off his enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FIST I Celerai adopts a clumsy fighting style fueled by him, playing around, that makes him unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. | Used! Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE I Celerai uses his ki to amplify the light around him into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE II Celerai swiftly blinks in and out of his opponent's attacks using his powerful natural instincts. Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per thread | Used! Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM III Celerai takes a giant form. He uses his superior size and strength to attack his opponent. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE II Combining martial prowess with ki manipulation, Celerai forms a weapon out of his ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT III Celerai deftly parries or knocks aside an attack headed towards him. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. | Used! Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION I Whether through intuition or psychic potential, Celeraj glimpses a moment into the future and sees what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki Learn: 2 weeks
^^^For some reason, I had this as an energy tech. Fixed it.
Fighting: 75 (80) | Energy Control: 30 (35) | Reflexes: 45 | Resilience: 30 Natural Power Level: 20,009 | Base Power Level: 20,009 | Current Power Level: 20,009 HP: 34/95 | Ki: 4/100 | DEF: 110 | Melee Accuracy: d100+90 | Ranged Accuracy: d100+45 Damage Reduction: 4 | Melee Damage Modifier: 9 (10) | Energy Damage Modifier: 6 | Ki Cost: 1 Power Up Ki Regen: 0/100
1d100+115·3d10+10·1d100·1d100+115·3d10+10·1d100
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