Post by darthlunchbox on Sept 17, 2019 10:20:37 GMT -8
Name: Cade Kendrick
Species: Human
Age: 25
Gender: Male
Referred by: Warr (If any. Your referrer and yourself gain bonuses in threads together when it comes to Gains (a 15% static bonus together) and also are given a 2000 Effort Point bonus for being recruited/recruiting.)
Appearance:
Personality:
Naïve bandit who desires to fight the good fight and do good.
Cade is very excitable, but he tries to play it cool, sometimes unsuccessfully. He doesn't like a bully and will go out of his way to put one in his or her place. He has a decent sense of humor but hasn't had a lot of time to laugh lately. Also since he is from a rural community, certain jokes and things can whoosh over his head. He is basically good at heart although he is technically a thief. He is not above taking something from someone if they have a lot and someone else needs it more.
Cade is a bit of a fight nerd and will gladly study and compare techniques with anyone willing to share. He sometimes gets tunnel vision due to adrenaline in battle and will fight past the time he should think about fleeing. Some of his heroes are Krillin, companion of Goku who was a normal human doing his best to defend the earth and Yamcha since he was a bandit who reformed himself into a protector. His fighting style is based around speed and landing several blows over time instead of one telling blow.
As far as his temper goes, he gets mad somewhat easily, but it takes a lot to make him lose control. He tends to have a cold, tightly controlled anger unless something REALLY gets to him and makes him lose control. That is not pretty, but it has only happened a handful of times in his life.
Outside of combat, he is fairly easygoing and up for meeting new people and trying new things. He doesn't understand technology that well and is curious about it, mostly only being familiar with farming equipment. Due to the fact that he didn't have a lot of food growing up, he tends to wolf down his food quickly and is always ready to try something new to eat. He has a huge sweet tooth since he did not get many sweets growing up.
History:
The town of Burgamont is a farming village within the bounds of the southern Demonlands. The people scratch by with whatever they can hide or whatever the demons decide to leave when they come demanding their tribute. The small tight-knit community gets by, mostly sharing what they have together... but no one lives in much comfort. This is the life Cade Kendrick was born into.
Cade grew up working in the fields with his parents Ferd and Asa, and in the evenings his mother entertained him with tales of his grandfather Morita, a great martial artist who had resisted the demons when they took over their village. Cade daydreamed about meeting his grandfather, who was still fighting against the demons one day and joining his resistance movement. He begged his mom to show him the basics from when she trained as a child and she finally caved in and taught him what she knew. He began training to add to what little she knew whenever and however he could in his own way - running and punching and kicking on the scarecrows in the fields, lifting grain sacks and doing push ups and pull ups until he could barely move his arms.
When he turned 16, his mother died during the winter, Cade and his family didn't have enough money to get her treated and her body was weak from not eating quite enough. He left his village and went searching for the resistance. He eventually got jumped in a village and brought to a cloaked man. The man asked a lot of questions about why Cade was looking for the resistance before finally asking his name. Cade told him and the old man pulled his hood back to reveal a greying mane of black hair and an impressive mustache.
That was how he met Morita, his grandfather. The old man gave him a piece of candy to welcome his to the resistance and began his martial arts training in earnest. Cade became a student of the Jaguar School - focusing on speed and multiple quick punishing attacks. Cade became the old man's star student and began going on raids a few months after joining with the resistance. He has been going on raids for 6 months and has started to realize that he needs to gain more power if he is going to make a real difference in this struggle. With his grandfather's blessing, he is preparing to go out into the world and learn more about fighting and gain more power so one day he can come back and smash the demons hold on his home.
RP Sample:
The late summer sun danced off of the wheat stalks as they swayed in the wind. Cade dashed sweat off of his forehead and then continued to idly swing his scythe on the edge of the field nearest the road. A caravan was passing by and he leaned against his scythe handle and waved at them as they passed. The demons mostly ignored him except for one who spit on the earth towards him. The sight of all the contents of this villages grain silo was infuriating... He resisted the urge to release his power level and charge them, but continued to hold it in. His fists cracked as he made a fist with his free hand. They'll pay for it soon enough.
As the caravan was nearly all the way on the other side of him, a cloaked figure stepped into the road and spoke, "I don't think that belongs to you, demons. You should go ahead and give it up easy, like, before I make you do it the hard way."
The demon just laughed and went to grab Morita... who seemed to blur for a moment and then was connecting his foot to the demon's face. Cade leapt into action, throwing the scythe into the midst of the demons and launching an flurry of punches at the demon. The demon staggered back and laughed, Is that all you have puny human? No wonder your kind grows food for US." The demon launched into an attack of it's own.
Cade managed to deflect or dodge all but one punch that caught him in the stomach and almost knocked the air from his lungs. He grinned at the demon, "Not bad. Let me show you how it's really done." He released his power level and charged in, his fist flashing and striking the demon, 1,2,3, 4 times before he spun and kicked him right in the gut, taking him down.
Smiling at the others nearby that had started backing away, he charged into the fray. Today would be a good day, and these people would get some of their food back.
Fighting: 50
Energy Control: 25
Reflexes: 50
Resilience: 30
Power Level: 20,189 Natural | 22,208 Base w/Power Pole
Accuracy: 1d100+50 / 1d100+35
Defense: 125 (50+50 reflexes +15 from Bandit +10 from Instinct)
HP: 70 (50+30 Resilience -10 for bandit)
KI: 100
DR: 3
Class: Bandit
Racial Trait: 9001 Lives
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.
Class Features:
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Burgle - Once per turn, as a Bonus Action, you may add the following effect to any damage-dealing techniques you perform: “This technique reduces the target’s Accuracy or Defense modifiers(chosen when performing a technique) by -5 for 1 turn; increase your own Attack or Defense modifier(mirroring which was chosen previously) by +5 for 1 turn.”
Prey on the Weak - Your attacks targeting an opponent currently suffering from the “Wound” or “Cripple” status effects reduce their target’s Ki by 5 if they hit. If your attacks are benefiting from the “Burgle” class feature, you gain Ki equal to the amount this ability caused an opponent to lose; this ki is gained on your next turn and may not cause you to exceed your maximum Ki.
Sneakier Attack - Your Sneak Attack feature is now triggered by suppressing to 70% or less and increases damage by 1d6+1 per whole turn suppressed. Additionally, your Sneak Attacks inflict “Cripple” on their target(s).
Starting Non-Basic Technique Chosen: Sonic Sway
Technique Slots: 1/7 available
Jaga Burst
Cade screams and then explodes into blue light; he soon reappears near his opponent and flickers around them, delivering a flurry of punches that explode in small novas of light as he delivers them
Type: Physical/Melee/Barrage
Action: Standard Action
Base Damage: 4d6+4
Major Effect: Slashing
Minor Effect: Blinding
Cost: 20 Ki
Learn: 2 Weeks
SONIC SWAY[Rank 3]
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.) Considered a Movement technique.
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.
INSTINCTUAL DEFENSE (Rank 3)
You swiftly blink in and out of your opponent's attacks using your powerful natural instincts.
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 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.
DRUNKEN FIST[Rank 3]
You adopt a fighting style fueled by booze that makes you 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.
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.
COUNTERMEASURES
Predicting your enemy's attacks, you ready yourself to respond to incoming attacks.
Type: Defense
Action: Bonus Action
Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure".
Cost: 15 Ki
Limit: Once per thread.
Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
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.
TELEPORT
You vanish--moving immediately through space and time by some unnatural means.
Type: Defense
Action: Standard Action - Reactive
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.
Enhanced Basic Tech: Strike
Effect: d12 for damage with Strike.
Cryo-Bomb
A grenade containing a complex compound that causes an immediate chain reaction upon being detonated- this compound quickly freezes the area around its detonation.
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 Freeze status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Katchin Armor
Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7.
Type: Outfit - Armor
Zeni Value: 40000
Zeni Cost: 120000
Activation: Passive
Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit.
Training Gear
Designed with a small volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike.
Type: Outfit - Training
Zeni Value: 10000
Zeni Cost: 40000
Activation: Passive
Effect: You gain an additional 30% PL from thread rewards while wearing this outfit.
Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Poison Bomb
A small bomb that releases a plume of poisonous smoke upon detonation.
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 Poison status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Lucky Trinket
Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reaosn.
Type: Supplementary - Magic
Zeni Value: 10000
Zeni Cost: 40000
Activation: Passive
Effect: 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.)
Limit: Only one Lucky Trinket may be equipped at a time.
Totem
A hand-carved totem that's said to ward against certain malicious energies.
Type: Supplementary - Magic
Zeni Value: 10000
Zeni Cost: 40000
Activation: Bonus Action
Effect: When you use this item, you gain Immunity to the Freeze, Stun, Burn, Poison, Chill, and Shock status effects for 3 turns.
Limit: Once per thread.
Regenerative Infusion
While more advanced forms of this temporary nanite injection are not readily available, basic ‘kits’ can be purchased in specialty stores; the nanites contained therein work within the injected’s body to gradually replenish their health.
Type: Restorative - Infusion
Zeni Value: 10000
Zeni Cost: 40000
Activation: Bonus Action
Effect: The target of this item restores +5 HP and +3 Ki per turn, at the end of each turn, for 5 of their turns.
Limit: 1 use per thread.
Field Responder Pack
More robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field.
Type: Restorative - Medical
Zeni Value: 20000
Zeni Cost: 80000
Activation: Standard Action
Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately.
Limit: 1 use per thread.
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.
Power Pole
A legendary weapon once used by the warrior Son Goku of Mount Paozu. This weapon is known for its ability to extend immense distances at a simple command word and for its seeming unending durability.
Type: Lost Artifact - Staff
Zeni Value: 600,000
Zeni Cost: 120,000 (This must be paid to quest for it, to gain information)
Activation: Bonus Action
Effect: When utilizing this weapon you may increase your Defense stat by half of your Fighting skill. You may make melee attacks from range, once per battle. When you do, your attack has a +10 accuracy modifier. As an item of great power simply possessing the power pole generates an increase of 10% to the user's power level.
Questing Word Requirement: 5,000 words.
Limit: Three times per thread.