Post by Carter Bane on Jul 11, 2020 11:51:08 GMT -8
Name: Carter Bane
Species: Cyborg
Age: 17
Gender: Male
Skills & Statistics
Fighting: 5 + 10 (Potential Mastery 2)
Energy Control: 10 + 5 (Focus Mastery Lvl 1) + 10 (Potential Mastery)
Reflexes: 10 + 15 (Focus Mastery Lvl 2-4) + 10 (Potential Mastery)
Resilience: 5 + 10 (Potential Mastery)
Accuracy:
Melee: (1d100 +15)
Ranged: (1d100 +25)
Defense: 50 +40 (+0)
HP: 50 +15 (-15)
KI: 100
DR: 0 -0
Damage Modifier +1
Class: Strategist Level 0
Racial Trait: Infinite-Core type
Effort Points: 9,606
Zeni: 101, 000
Mastery Points: 22
Focus Mastery: Level 4
Traits:
Momentum
Requirements: Reflexes Skill of 35
Activation: None (Passive) / At-Will
Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
Improved Initiative
Activation: Passive
Effect: When rolling to determine turn order, you may add or subtract up to 30 from your turn order roll. Additionally, increase your Accuracy with all attacks by +10 for the first three (3) rounds of battle.
Limit: --
PL: 3222
Class Features:
Stratagem - At the beginning of each thread, you may select up to 3 Utility or Defensive techniques that you know. You may use each of those techniques one additional time during that thread.
Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type.
Appearance: Carter has white hair and pale skin. He has different colored eyes one grey and the other red with a black sclera. Carter is usually seen wearing dark clothing.
Personality: Carter is open minded and good at processing situations.He can get nervous with casual situations when talking to others (but still tries his best).He has a tendency to say unnecessary stuff which usually causes trouble for him. Carter has become less and less empathetic as his system slowly develops.
History: Carter was sure he was a pretty normal kid and he was sure nothing would change that.His phone rang and when he picked up all he could hear was panting. "You need to run Carter"his father's voice said over the phone "What's going on?! Dad are you ok?" He didn't know what would happen next and he certainly wasn't expecting what happened next as his Dad said over the phone " Axel you have my permission...protect Carter" What was his father even saying? A sharp ringing filled Carter's ears and his head felt like it was splitting in two.Then he heard "Hello I am Accel" Carter looked around the room his head still hurting from before. "Wha-Where?" He heard the voice again. "You will need time for the system to properly integrate since it has been dormant so long" Carter was now breathing heavily "Wh- What are you even talking about" He said softly,his breath escaping him. "I am Accel, the system that's keeping you alive" Carter's vision got blurry before everything seemed to slow down. "Woah" "Though I am not aware what has your father in such a state I am however able to say that you may be in danger"Carter could hear footsteps approaching,in fact he could tell they were 4 heavily armed men."4 men are approaching" Accel's voice said in his head. "I know but I cant go anywhere"For a second all Carter could hear were the heavy boots of the men approaching. "You could jump out the window" Carter almost laughed at Accel's suggestion but then looked out the window."Am I able to?" Accel only replied with "Yes" As he crawled out the window listening to a voice in his head that's telling him to jump out a window he didn't feel as scared as he should have. As he fell down, down, down, a single thought came to mind "Is this normal?"
Rp Sample: Carter ran as fast as his legs could carry him "How are my legs not broken?" He thought to himself and was only a little stunned as Accel replied "Because like most of your body they are bionic" Carter ducked through alleyways and bumped into someone and fell to the ground. He looked up at the man who's large coat covered most of his body."Be careful Carter.Arcosians aren't the most friendly" Many would have understood and walked away but Carter could swear he heard a sign of some sort echo in is mind as he said out loud "What's an Arcosian?"
And so Carter was off running again using Accel's instructions. "Though I do commend your father in being able to save your life using bionic parts I believe you would have been safer without alien tech in you" No words were spoken out loud but inside Carter's head floated a million questions which Accel would have to answer. Maybe Carter survived long enough to find his father and figure what to do as a cyborg
Referred by: Funatic
Starting Non-Basic Technique Chosen: WILD ATTACK
Techniques
WILD ATTACK
You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents.
Type: Utility
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 accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct.
Duration: N/A
Cost: 2 ki per Instinct generated.
Limit: Once per battle.
Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE
You swiftly blink in and out of your opponent's attacks using your powerful natural instincts.
Type: Defense
Action: At-Will
Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.
Duration: N/A
Cost: 2 ki per Instinct generated.
Limit: Once per battle.
Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
SONIC SWAY
You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills.
Type: Defense
Action: Standard 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.
Special Techniques
Volt Cannon
Shoots a large bolt of lightning at a target
Type: (Energy,Ranged,Finisher)
Action: Standard Action
Base Damage: 5d8+ 10
Major Effect: Charging
Minor Effect: Shocking
Cost: 35 ki
Learn: 5 weeks
Technique Slots: 2/5
Accounting:
Disboard bumps : 4
10MP → Focus Mastery (August 29)
10MP → Ability Mastery (August 29)
2MP → Technique Speed (August 29)
6MP → Potential Mastery (August 29)
Mission Rewards:
+ 11 384 EP, 1709 PL
+ 2500 EP, 375 PL
+ Ritual Dagger
+ Obi
+ Fresh Vegetable Patch
+ 100k Zeni
+ 4200 EP, 300 PL, Mushroom of might
+ 15,334 EP, 800 PL (August 30)
+ Tranquilizer Dart (August 30)
+ Scrying Staff (August 30)
+ Knife (August 30)
+ Bio-suit (August 30)
+ 2 Training gears (August 30)
+ Ritual Dagger (August 30)
Inventory
-Blaster Carbine (EQUIPPED)
Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets.
Type: Weapon - Assault
Zeni Value: 10000
Zeni Cost: 40000
Activation: Bonus Action
Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage.
Limit: 3 uses per thread.
-Ritual Dagger (EQUIPPED)
This dagger is long and broad at its base, narrowing to a deadly tip with a wave-like edge throughout its length and has been used in countless sacrificial rituals- enough to imbue its blade with an Enchantment that saps the life force of its victims.
Type: Weapon - Knife
Zeni Value: 40000
Zeni Cost: 120000
Activation: Bonus Action
Effect: Strikes you perform on this turn deal an additional 2 damage to their targets; this damage is applied even if your strikes would not hit and ignores all DR and Temporary HP possessed by the target. You regain 2 HP for each Strike performed on this turn that successfully hits its target.
Limit: 3 uses per thread.
-Bio-suit (EQUIPPED)
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: --
-Scrying Staff
Across the ages, those with aptitudes for the various Arcane Arts have been known to employ various means of divination through crystal balls, pools of water, or magical mirrors. The Scrying Staff is an enchanted staff with a divination tool located at its tip, used by the chosen champions of Wizards to assist in enacting their wills from afar.
Type: Weapon - Staff
Zeni Value: 40000
Zeni Cost: 120000
Activation: Bonus Action
Effect: Your Sense technique may be used as a Reactive At-Will action on your next turn. For each Strike you perform on this turn that successfully hits its target, you may use Sense 1 additional time on your next turn; the Effects of multiple Sense uses through this Effect stack.
Limit: 3 uses per thread.
-Obi (EQUIPPED)
A belt worn by martial artists, often designating their rank within a particular school.
Type: Supplementary - Martial
Zeni Value: 10000
Zeni Cost: 40000
Activation: Passive
Effect: Decrease the cost of all your Techniques by 2 ki.
Limit: --
-Tranquilizer Dart
Typically used for capture missions, this dart floods a target's body with a mild but effective sedative.
Type: Grenade
Zeni Value: 10000
Zeni Cost: 40000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Stun status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
-Vegetable Patch
-Mushroom of Might
Species: Cyborg
Age: 17
Gender: Male
Skills & Statistics
Fighting: 5 + 10 (Potential Mastery 2)
Energy Control: 10 + 5 (Focus Mastery Lvl 1) + 10 (Potential Mastery)
Reflexes: 10 + 15 (Focus Mastery Lvl 2-4) + 10 (Potential Mastery)
Resilience: 5 + 10 (Potential Mastery)
Accuracy:
Melee: (1d100 +15)
Ranged: (1d100 +25)
Defense: 50 +40 (+0)
HP: 50 +15 (-15)
KI: 100
DR: 0 -0
Damage Modifier +1
Class: Strategist Level 0
Racial Trait: Infinite-Core type
Effort Points: 9,606
Zeni: 101, 000
Mastery Points: 22
Focus Mastery: Level 4
Traits:
Momentum
Requirements: Reflexes Skill of 35
Activation: None (Passive) / At-Will
Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
Improved Initiative
Activation: Passive
Effect: When rolling to determine turn order, you may add or subtract up to 30 from your turn order roll. Additionally, increase your Accuracy with all attacks by +10 for the first three (3) rounds of battle.
Limit: --
PL: 3222
Class Features:
Stratagem - At the beginning of each thread, you may select up to 3 Utility or Defensive techniques that you know. You may use each of those techniques one additional time during that thread.
Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type.
Appearance: Carter has white hair and pale skin. He has different colored eyes one grey and the other red with a black sclera. Carter is usually seen wearing dark clothing.
Personality: Carter is open minded and good at processing situations.He can get nervous with casual situations when talking to others (but still tries his best).He has a tendency to say unnecessary stuff which usually causes trouble for him. Carter has become less and less empathetic as his system slowly develops.
History: Carter was sure he was a pretty normal kid and he was sure nothing would change that.His phone rang and when he picked up all he could hear was panting. "You need to run Carter"his father's voice said over the phone "What's going on?! Dad are you ok?" He didn't know what would happen next and he certainly wasn't expecting what happened next as his Dad said over the phone " Axel you have my permission...protect Carter" What was his father even saying? A sharp ringing filled Carter's ears and his head felt like it was splitting in two.Then he heard "Hello I am Accel" Carter looked around the room his head still hurting from before. "Wha-Where?" He heard the voice again. "You will need time for the system to properly integrate since it has been dormant so long" Carter was now breathing heavily "Wh- What are you even talking about" He said softly,his breath escaping him. "I am Accel, the system that's keeping you alive" Carter's vision got blurry before everything seemed to slow down. "Woah" "Though I am not aware what has your father in such a state I am however able to say that you may be in danger"Carter could hear footsteps approaching,in fact he could tell they were 4 heavily armed men."4 men are approaching" Accel's voice said in his head. "I know but I cant go anywhere"For a second all Carter could hear were the heavy boots of the men approaching. "You could jump out the window" Carter almost laughed at Accel's suggestion but then looked out the window."Am I able to?" Accel only replied with "Yes" As he crawled out the window listening to a voice in his head that's telling him to jump out a window he didn't feel as scared as he should have. As he fell down, down, down, a single thought came to mind "Is this normal?"
Rp Sample: Carter ran as fast as his legs could carry him "How are my legs not broken?" He thought to himself and was only a little stunned as Accel replied "Because like most of your body they are bionic" Carter ducked through alleyways and bumped into someone and fell to the ground. He looked up at the man who's large coat covered most of his body."Be careful Carter.Arcosians aren't the most friendly" Many would have understood and walked away but Carter could swear he heard a sign of some sort echo in is mind as he said out loud "What's an Arcosian?"
And so Carter was off running again using Accel's instructions. "Though I do commend your father in being able to save your life using bionic parts I believe you would have been safer without alien tech in you" No words were spoken out loud but inside Carter's head floated a million questions which Accel would have to answer. Maybe Carter survived long enough to find his father and figure what to do as a cyborg
Referred by: Funatic
Starting Non-Basic Technique Chosen: WILD ATTACK
Techniques
WILD ATTACK
You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents.
Type: Utility
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 accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct.
Duration: N/A
Cost: 2 ki per Instinct generated.
Limit: Once per battle.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE
You swiftly blink in and out of your opponent's attacks using your powerful natural instincts.
Type: Defense
Action: At-Will
Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.
Duration: N/A
Cost: 2 ki per Instinct generated.
Limit: Once per battle.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
SONIC SWAY
You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills.
Type: Defense
Action: Standard 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.
Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
Special Techniques
Volt Cannon
Shoots a large bolt of lightning at a target
Type: (Energy,Ranged,Finisher)
Action: Standard Action
Base Damage: 5d8+ 10
Major Effect: Charging
Minor Effect: Shocking
Cost: 35 ki
Learn: 5 weeks
Technique Slots: 2/5
Accounting:
Disboard bumps : 4
10MP → Focus Mastery (August 29)
10MP → Ability Mastery (August 29)
2MP → Technique Speed (August 29)
6MP → Potential Mastery (August 29)
Mission Rewards:
+ 11 384 EP, 1709 PL
+ 2500 EP, 375 PL
+ Ritual Dagger
+ Obi
+ Fresh Vegetable Patch
+ 100k Zeni
+ 4200 EP, 300 PL, Mushroom of might
+ 15,334 EP, 800 PL (August 30)
+ Tranquilizer Dart (August 30)
+ Scrying Staff (August 30)
+ Knife (August 30)
+ Bio-suit (August 30)
+ 2 Training gears (August 30)
+ Ritual Dagger (August 30)
Inventory
-Blaster Carbine (EQUIPPED)
Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets.
Type: Weapon - Assault
Zeni Value: 10000
Zeni Cost: 40000
Activation: Bonus Action
Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage.
Limit: 3 uses per thread.
This dagger is long and broad at its base, narrowing to a deadly tip with a wave-like edge throughout its length and has been used in countless sacrificial rituals- enough to imbue its blade with an Enchantment that saps the life force of its victims.
Type: Weapon - Knife
Zeni Value: 40000
Zeni Cost: 120000
Activation: Bonus Action
Effect: Strikes you perform on this turn deal an additional 2 damage to their targets; this damage is applied even if your strikes would not hit and ignores all DR and Temporary HP possessed by the target. You regain 2 HP for each Strike performed on this turn that successfully hits its target.
Limit: 3 uses per thread.
-Bio-suit (EQUIPPED)
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: --
-Scrying Staff
Across the ages, those with aptitudes for the various Arcane Arts have been known to employ various means of divination through crystal balls, pools of water, or magical mirrors. The Scrying Staff is an enchanted staff with a divination tool located at its tip, used by the chosen champions of Wizards to assist in enacting their wills from afar.
Type: Weapon - Staff
Zeni Value: 40000
Zeni Cost: 120000
Activation: Bonus Action
Effect: Your Sense technique may be used as a Reactive At-Will action on your next turn. For each Strike you perform on this turn that successfully hits its target, you may use Sense 1 additional time on your next turn; the Effects of multiple Sense uses through this Effect stack.
Limit: 3 uses per thread.
-Obi (EQUIPPED)
A belt worn by martial artists, often designating their rank within a particular school.
Type: Supplementary - Martial
Zeni Value: 10000
Zeni Cost: 40000
Activation: Passive
Effect: Decrease the cost of all your Techniques by 2 ki.
Limit: --
-Tranquilizer Dart
Typically used for capture missions, this dart floods a target's body with a mild but effective sedative.
Type: Grenade
Zeni Value: 10000
Zeni Cost: 40000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Stun status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
-Vegetable Patch
-Mushroom of Might