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Post by Clove on Jul 25, 2020 14:07:39 GMT -8
After the energy drink advertisement was over, Clove kept her promise of allowing Zam to fight, and the tea princess felt it was only fair to involve herself to train the majin and Baccer in martial arts. “Alright, now that we are done. We will head over to my condo and use the training facility there so you can fight without limit and sort your feelings. Follow me.”The warehouse district was next to the West City Port, Clove’s condo was at the epicenter of the city, on the same street as Capsule Corp Headquarters, and she took flight leaving Baccer to remain on the ground running. After being around each other for a while, the teen would be able to lock in on either her ki signature, or Zam’s since her power level since she was strong enough to be able to fly. The condo in question was located in a glass skyrise building, Clove owned the condo on the top floor, and she landed gracefully by the outdoor swimming pool. The tea princess waited a few minutes for Baccer to arrive, either by scaling up the entire building, or taking the elevator inside the lobby. As soon as the teen made his appearance she turned to face a large set of double metal doors that led into the building, the lights inside lit the training room, which had red cushioned flooring, and entirely metal walls with a controlled air system. It was frigid inside, perfect for anyone building a sweat from training, and the air properly flowed as if it was outdoors. “This entire room is made from spiritual ore. It was discovered that trees, which naturally have a life force, can pass on their own ki energy into any ore that is found near their roots underground. As a result the metal alloys get turned into spiritual ore and can absorb physical and ki based attacks taking minimal damage compared to most structures.” Clove drew out her sword from a tear into another dimension, “Well, let’s see how much you both have grown if you manage to evade my sword”Initiative qYZ2jjxQ1d100 [353] Skills & Statistics Fighting: 45 Energy Control: 30 Reflexes: 40 Resilience: 40
Accuracy: 1d100+45 (Fighting)+15 (Conqueror Level 2)/ 1d100+30(Energy Control)+15 (Conqueror Level 2) Defense: 50+40 (Reflexes)= 90 +5 (Conqueror Level 2)= 95 HP: 50+ 40(Resilience)= 90-10(Conqueror Level 2)= 80 +40 (Chichi's Battle Armor)= 120 HP KI: 100 KCR: -1 + -2 (Obi Belt) DM: +2 Fighting + 4 (Conqueror Level 2) DR: -6 + -4 (ChiChi's Battle Armor)
Class: Conqueror Racial Trait: Lucky Dog
Traits: Momentary Ascension Activation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector
Rend Activation: Passive Effect: Whenever you use Dragon Dash, your physical melee attacks have a 50% chance to apply 1 turn of “Wound” to their target; this is added to and rolled separately from any other effects. Limit: -- Classes: Conqueror, Ravager, Witch/Wizard
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Quick-Draw 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.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread.
Class Features:
Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn.
Final Word- You gain 1 additional use of every Finisher-Type special technique that you know, per thread.
Reverberation - Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique.
Destruction Unbound - Twice per thread, as an At-Will Action, you may select a single Special Technique used on the same turn. Reactive Defensive Techniques used by the target of your chosen Special Technique are only half as effective(Rapid Movement would grant only +12 Defense, Energy Shield would only grant 15 DR, etc.) Destruction Unbound has no effect on Techniques that would cause you to fail to hit through means that are not Defense increases.
Equipped items:
Katchin Sword ōdachi (大太刀) 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.
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time.
Obi 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: --
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: --
Artifact Equipment: Chichi's Battle Armor Long ago, when the Ox-king wanted to protect his beautiful daughter, he commissioned a beautiful protective set of armor with a third of his massive treasury. They say this armor was engineered with state-of-the-art laser cannons, a virtually unbreakable metal alloy known only to the ancient smiths of old, and a magically enchanted cutting saw. Needless to say, the Ox-princess got tired of it in a few years and threw it away to her Dad's heartbreak. Still, some say that the lost armor has passed through different hands as the years went on, growing and shrinking to fit it's new wearer. The ancient armor still has a lot of power left in it... for the price of showing off your goods to everyone who wants to see. Type: Lost Artifact - Outfit Zeni Value: N/A – NPC Merchants will not buy an artifact from you. Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: This armor is surprisingly useful for its purpose of defense, even if most would not believe it to be capable of such. The user of this armor is considered to have 4 additional DR and 40 additional HP. In addition, the user is considered to possess an additional Protector class feature. Those who do not possess the Protector Class may only pick from the level 0 features of Protector. Those who do possess the Protector class may pick from any feature from the levels they have unlocked, and when they unlock a new level they may switch out the artifact unlocked feature chosen. As an item of great power simply possessing the Battle Armor of Chichi generates an increase of 10% to the user's power level. Questing EP Cost: 5,000 EP. Limit: N/A
Techniques
Enhanced Basic Technique after unlocking Potential Mastery:
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
Starting Non-Basic Technique Chosen:
Heart Stroke A slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki
Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only.
Techniques: Crescendo A deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki
Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only.
DEFLECT RANK 3 You deftly parry or knock aside an attack headed towards you. 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.
LIGHTNING AURA RANK 3 A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE RANK 3 Combining martial prowess with ki manipulation, you form a weapon out of your 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.
GIANT FORM Rank 2 You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. 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.
Technique Slots: 6/7
Clove Tea HP: 120 | Ki: 100 | PL: 26,542 | x | ♥ | Ac 60 | Defense 95 | DM +5 | DR: -9 | KCR: -3 |
1d100
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Post by Majin Zam on Jul 25, 2020 23:52:52 GMT -8
Excitement and jubilant squealing followed the promise of fighting without limits. “Yaaaaaaay~!” Now there was one thing the pink powerhouse understood. She wasted no time following after the woman leading the way. While flight was a pretty new trick to her, she had already gotten the hang of it. She easily kept pace and even found time for trickery. Dips, dives, loops and more, she giggled while zipping between buildings. Being wasteful and careless with movements was no problem for someone with nearly infinite energy. Downing all those energy drinks seemed to only accentuate the problem. Even after reaching the apartment, she refused to sit still and kept running circles around the adult. Soooo maybe this was a clever ploy by Clove to direct all that energy into something useful.
Upon entering the training room, Zam dashed around in circles to take in all there was to see. ...Which wasn’t much. Nothing to snoop, poke or break. So her attention was drawn to Clove. She tilted her head when the woman started explaining the wonders of the room. A wisp of steam formed a small question mark above her head. Despite the difficult concept being presented with strange words, she tried her very best to listen and understand. A poor choice, really. By the end of the explanation, her eyes were spinning. Literally. They resembled golden spirals twirling in black pools. A steady stream of steam rose from her head, overheating from thinking too hard. She just stood there, wobbling in place.
Eventually the dizzy girl shook off the confusion. Gripping her head, she vented her frustration by shouting. “Aaaaah, too much talky! Head hurts!” Gouts of hot steam rustled her hair as their shrill whistling underlined her words. Her hands balled into fists and she flailed her arms impatiently. “Can we just fight now?!” Despite demanding it, she didn’t seem exactly prepared. In fact, her strange power level had dropped to miniscule numbers, dancing somewhere between one and one hundred. Needless to say, she was completely missing the real goal of this training exercise. She just wanted to punch someone. Preferably him.
[353/353]
InitiativeEKgFw6rR1d100BATTLE TRACKER{Click me!}DEFENSE PHASE. Opponent Attack 1: Zam 60 vs Opponent (Acc) = Result Attack 2: Zam 60 vs Opponent (Acc) = Result Total damage: - 5 =
OFFENSE PHASE.
At-Will: - Bonus Action: -
Standard Action 1: -
Standard Action 2: -
EFFECTS. -
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 2 uses. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. Unstoppable Force | On a turn which Power Up is used, ignore 2 of target’s DR. Regeneration | Power Up grants 1 stack of Salve. Additionally, all Salve stacks heal extra +1 HP and last +1 turn longer. | 3 uses. Efficiency | Basic Techniques cost 1 less ki, Utility and Defense Techniques cost 3 less ki, and Special Techniques cost 5 less ki. Can’t reduce the cost below 1 ki. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform a Ranged Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 4 uses per thread. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 2 uses. Bio-suit | Regain +3 HP at the end of every turn.
DEFENSE/UTILITY TECHS. Countermeasures | Gain 2 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -10 ki | 1 use. Clash | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Also roll for accuracy and if the clash attack's total damage exceeds the incoming damage, the opponent must respond to the clash as if it was a normal attack. Deals additional damage equal to the damage roll(s) of your opponent’s attack. If Clash would reduce an attack's damage to 0, also nullify any effects it would have caused. | 2 Standard Actions - Reactive | -(15+Attack cost) ki | 1 use. Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | Standard Action - Reactive | -10 ki | 1 use. Power Up (Enhanced) | Power Up recovers double the ki amount. | 1 use. Flight (Class Lvl 2) | Avoid a non-critical attack automatically or turn a critical hit into a normal hit. | -12 ki | 1 use.
ATTACK TECHS. Bright Burst Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -8 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: Searing - This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -28 ki and -5 HP Limit: 1 use per thread.
Emotion Overflow Type: Energy, Ranged, Area Action: Standard Action Base Damage: Deals 15 Damage to up to 3 Targets and has +20 Accuracy. Signature Effect: Ultra-destructive: Your technique is so destructive to the area around it that it causes debris in the area and other obstacles. For the next two turns, increase your Edge by X, where X is your class level plus one. If you already have edge 4, double the effects of edge 4 for 2 turns. Major Effect: Rejuvenate: For the next two turns yourself or a target of your choice regenerates 3HP and 3Ki per turn. Two stacks of rejuvenate may be active at a time. Minor Effect: Salving - Apply a stack of Salve automatically to yourself or have a 40% chance of applying Salve to a target of your choice. Salve heals 3 HP per turn for 3 turns. Cost: -16 Ki
HP: 115/115 | KI: 155/155 PL: 14,362 (natural) -> Somewhere between 1 and 100. FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2 1d100
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Baccer
Arcosians
"Ohh, so that's what "beating someone down" is"
Posts: 168
Power Level: 48984
Effort Points: 15710
Reputation: 4
Faction: The Southern Demon Kingdoms
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Post by Baccer on Aug 6, 2020 7:23:06 GMT -8
Baccer was quite excited about this day himself. Clove had agreed to train him, that would definitely help him with the whole "getting stronger" Business. However, the Bugman had a few tricks up his sleeve. Turned out Majins were not the only ones good at copying other people. Well, it was more like he was programmed with a vast amount of techniques already in his subconscious. So it was rather a process of recollection rather than mimicry... Well, that wasn't important now. What WAS important was that he'd actually figured out how to Fly. Now, he could just demonstrate it right now and follow them into the training room, but what fun would that be. Better surprise them with it once the battle was on. Yeah, that would definitely be the coolest intro But all this planning had the unwanted side-effect of him lagging behind, eventually having to lock in on their energy signatures since visual contact had been lost. For Zam that was nigh-impossible, given her power level hovered in just a little above a normal human's when she wasn't fighting. Luckily, clove had power level in spades, allowing him to follow them. He looked up towards the condo, deciding to have some fun, jumping up and trying to land on the correct floor with one leap, which he barely accomplished "Heh, sorry I'm late..." he said, rubbing the back of his head nervously. Despite his seemingly carefree demeanour, the apology was sincere. the last thing the Bugman wanted was to screw this up. Well. Hopefully, it wouldn't be that easy to screw up. Like, if clove accounted for Zam training here, there's little he could do to be more destructive than her, even if he tried. Eventually, he got the memo that everyone was ready for combat. Now wasn't the time to stand around and look like an idiot. While his power level had increased exponentially during the past few days, he still had very little grasp on what the practical applications of this power could be. Thus, the results of him trying to go all out now might not really be favourable. Thus, he tried to remain at a comfortable level of power, using Zam as a benchmark... which didn't help at all, since her Power level was shifting like crazy
Initiative: rvKSukb|1-100[384] {Spoiler} COMBAT SHEET
Skills & Statistics Fighting: 40 Energy Control: 25 Reflexes: 25 Resilience: 40
HP: 70+ 30 (Kachin armour) KI: 100 Accuracy: 1d100+50 (fighting) / 1d100+30 (energy control) Damage Modifier: +5 (+8 for physical attacks) Ki cost modifier: -1 Defense: 80 DR: -2 -3(Kachin Armour)
Class: Ravager: -20 HP, +10 ACC, +5 Def, +3 DMG, +0 DR
Racial Trait: 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. 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. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: Canon descendant: Cell Masteries: Potential mastery level 5. Class mastery 2, Ability mastery 2, Transformation mastery 0, Transformation secrets 0
Class Features: Rushing - Your attacks deal 15% of their total damage to their targets if they fail to hit. This damage ignores DR. Dragon’s Frenzy - Your Dragon Dash Basic Technique may now be used At-Will once per turn; on a turn in which you use Dragon Dash, increase the damage dealt by Rushing to 25%. Pummel - Your Strike, Energy Blast, and Grapple Basic Techniques deal an additional +1d4 damage. Your Single and Barrage Special Techniques deal an additional +2d5 damage; your Finisher Special Techniques deal an additional +3d6 damage. Stolen Impetus - Whenever the target of one of your attacks performs a Defensive technique in response to that attack, you gain an additional action on your next turn; this action’s type is determined by which action the opponent used to react to your attack. (Bonus Action grants you a Bonus Action, Standard Action grants you a Standard Action.)
Abilities/Traits: Regeneration Requirements: Resilience Skill of 40 Activation: Passive Effect: When you use the 'Power Up' technique or a technique which counts as it, you gain 1 stack of the status effect 'Salve'. In addition, Salve heals for an additional +1 HP per turn and its duration is extended by 1 turn when applied to you. Limit: Power Up may only apply Salve up to 3 times per thread. - Might Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage.
Transformations: Level 0: Omen of Perfection Baccer Technical specs: Bonus action to activate, Infinite duration, 1.5 Base PL increase, 2 Ki of upkeep per Turn (1 counting Ki control bonus) Savage Transformation: Gain +10 accuracy and +1 dmg on all non-finisher attacks, and +10 accuracy and +3 dmg on Finishers. Transformation Traits: Violent aura Effect: You cause 1d4 bonus damage to each enemy opponent while transformed at the end of each of your turns. This counts as status damage and ignores DR. Fighting Spirit Effect: Once per thread, you may nullify the damage of any incoming attack that would reduce you to 0 HP or lower. That attack’s other effects still apply. This may not be activated in the same battle as any other similar effects.
TECHNIQUES
Starting Non-Basic Technique Chosen: ABSORB You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread. Ranks: Rank 2 can regain 30 ki. Rank 3 can regain 40 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE 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 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.
Evolution's Requiem There is no knowledge anymore, no discipline, just raw power. The user of this technique Unleashes an absurd amount of energy all at once without holding back. It usually takes the form of an unstable white beam that turns red and crackling like lightning on the edges. The secret behind the power of this technique is relinquishing control, throwing all you have into an attack without bothering about restraint, form or efficiency. The way by which such an attack holds it's shape lies in the inaudible, low-frequency sounds the uer creates during launching the beam that keep it stable enough by coating it's exterior. However, despite all that, a power this great and uncontrolled will always leave the user injured after being fired Type: Energy, Ranged, Finisher Action: Standard action Base Damage: 5d8+10 Major Effect: Draining: This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: Imbued: This technique is now a Melee Energy attack and uses the Fighting Skill to determine its Accuracy, but increases its Ki cost by 2. This may be added alongside another Minor Effect, but may not be taken with Projectile. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only. Cost: 37 Ki Learn: 2 weeks
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.
Ultrasonic Barrage The user gathers sound energy in their body by producing small, low-frequency sounds. After a small charge-up time they concentrate the energy on their fists and unleash a torrent of punches, each of them carrying the devastating power of a sonic boom in them Type: Physical, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Temper: If this technique is the only Special Technique used on your turn, decrease the cost of the first Special Technique used on your next turn by 5 ki. Minor Effect: Salving: heals 3 HP per turn for 3 turns. (4 hp per turn for 4 turns due to regeneration) Cost: 20 Ki Learn: 2 weeks
Technique Slots: 0/5
EQUIPMENT
Guardian Staff
This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm.
Type: Weapon - Staff Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit: 3 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. Limit: None.
Master Belt
A belt worn by master martial artists and enthusiasts, indicating rank within a particular school.
Type: Supplementary - Belt Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4. Limit: Only one Belt may be equipped at a time.
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: --
(4/4) (0/1 Artifacts)
COMBAT TRACKER
Baccer Basic PL: 17565 (Adjusted for when the spar was taking place) Current PL: Matching Zam's HP: 100/100 (0/0 Temp) Ki: 100 Accuracy: 1d100+45 (Fighting) / 1d100+30 Defense: 75 Damage Modifier: +5 Ki Cost Modifier: -1 DR: -5 to Incoming Damage Item Effects: Kachin Armour (passive), Bio-suit (passive), Guardian staff (3 uses remaining) Master belt (No limit) Ongoing effects: Damage Taken: 1-100
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Post by Majin Zam on Aug 6, 2020 23:35:40 GMT -8
In typical Zam fashion, the impatient girl rushed the situation with gleeful disregard for any rules or consequences. Her lips curled into a mischievous grin as she directed her attention onto the bug boy. “Nyeh hee~ I’m gonna blow you up~!” The playful tone was a poor fit for the ominous claim. She made it sound like a game of tag. Much like the time the Majin and the Android first met... Her eyes were gleaming with that peculiar madness again. Though to be fair, fighting really was just a game to her. A child with too much power was a dangerous thing...
While the pink powerhouse giggled and bounced in giddy anticipation, her body was preparing for the imminent brawl on its own. The odd, wishy washy power level was rising... Strange sparks crawled across her skin for a moment, glimmering with mysterious power. Knowledgeable and savvy people could probably recognize the telltale twinkle of magic in her aura. But for the uninitiated it might as well be a brief buzz of static before it vanished. Suddenly her smile vanished and brow furrowed. “But this time...” She aimed an accusing point at the boy. “No cheating!” ...Yup, she still held a grudge. She even turned to the only adult in the room for help. You see, she needed the mythical power only grown-ups possessed... Authority.
“Miss T, make him promise he won’t cheat! Pleaaaaase!”
[235/588]
BATTLE TRACKER{Click me!}DEFENSE PHASE. Attack 1: Zam 60 vs Opponent (Acc) = Result Attack 2: Zam 60 vs Opponent (Acc) = Result Total damage: - 5 =
OFFENSE PHASE.
At-Will: Suppression Strange Power Level | PL set to 1,000 Bonus Action: Countermeasures Majin Magic | Gain 2 stacks of Countermeasures. | -10 ki
Standard Action 1: -
Standard Action 2: -
Passive Kai Robes Endless Energy | +3 ki
EFFECTS. Strange Power Level | PL set to 1,000 Countermeasures | Stacks left: 2
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 2 uses. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. Unstoppable Force | On a turn which Power Up is used, ignore 2 of target’s DR. Regeneration | Power Up grants 1 stack of Salve. Additionally, all Salve stacks heal extra +1 HP and last +1 turn longer. | 3 uses. Efficiency | Basic Techniques cost 1 less ki, Utility and Defense Techniques cost 3 less ki, and Special Techniques cost 5 less ki. Can’t reduce the cost below 1 ki. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform a Ranged Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 4 uses per thread. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 2 uses. Bio-suit | Regain +3 HP at the end of every turn.
DEFENSE/UTILITY TECHS.
Countermeasures | Gain 2 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -10 ki | 1 use. Clash | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Also roll for accuracy and if the clash attack's total damage exceeds the incoming damage, the opponent must respond to the clash as if it was a normal attack. Deals additional damage equal to the damage roll(s) of your opponent’s attack. If Clash would reduce an attack's damage to 0, also nullify any effects it would have caused. | 2 Standard Actions - Reactive | -(15+Attack cost) ki | 1 use. Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | Standard Action - Reactive | -10 ki | 1 use. Power Up (Enhanced) | Power Up recovers double the ki amount. | 1 use. Flight (Class Lvl 2) | Avoid a non-critical attack automatically or turn a critical hit into a normal hit. | -12 ki | 1 use.
ATTACK TECHS. Bright Burst Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -8 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: Searing - This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -28 ki and -5 HP Limit: 1 use per thread.
Emotion Overflow Type: Energy, Ranged, Area Action: Standard Action Base Damage: Deals 15 Damage to up to 3 Targets and has +20 Accuracy. Signature Effect: Ultra-destructive: Your technique is so destructive to the area around it that it causes debris in the area and other obstacles. For the next two turns, increase your Edge by X, where X is your class level plus one. If you already have edge 4, double the effects of edge 4 for 2 turns. Major Effect: Rejuvenate: For the next two turns yourself or a target of your choice regenerates 3HP and 3Ki per turn. Two stacks of rejuvenate may be active at a time. Minor Effect: Salving - Apply a stack of Salve automatically to yourself or have a 40% chance of applying Salve to a target of your choice. Salve heals 3 HP per turn for 3 turns. Cost: -16 Ki
HP: 115/115 | KI: 148/155 PL: 14,362 (natural) -> 1,000 (suppressed) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2
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Post by Clove on Aug 7, 2020 0:40:37 GMT -8
Clove observed when Baccer followed them into the training room, she could not detect his ki when he made the leap to her condo, and apologized for falling behind. After meeting Vidar, Luther, and Nase they all had something in common. All of them lacked a ki signature, it was obvious that they were capable of ki manipulation, and being able to leap up here required some kind of control. Was this the reason Zam kept calling him a cheater? There was no explanation from either of them and were quick to react to each other like a pair of rivals.
“Zam-chan, I believe Baccer is an android.” Clove explained, “I cannot detect his use of ki either, so I understand why you would accuse him of cheating, it’s normal for us not to be able to detect him. I promise he cannot help it, he was born this way, and I will make sure he does not cheat in our training session.”
The tea princess was further from the truth in her hypothesis, Zam was in a position where she would suspect people without a ki signature to be like Baccer who she perceived were prone to cheat, because Androids were calculative there were social cues that would be misinterpreted. Baccer choose not to express himself apart from asking questions, it was the same if Clove did not ask him the right questions to solve the mystery behind being accused of being cheater, and the next course of action was to ask the right questions to discern their problems.
“Baccer-kun, what did you do that upset Zam?” After waiting for an answer she issued her instructions, “I need to change into my battle armor, it’s something I cannot wear under my clothes, so I will be right back. In the meantime, go ahead and start without me.”
The sword in her hand was then leaned against a nearby wall and Clove opened a hidden compartment revealing a locker room. After a few minutes she returned to the training room, wearing a pink helmet with a blade at the top, a blue green cape, pink gloves and boots, and a blue armored bikini. It was the same outfit she wore at the West City’s Women’s World Martial Arts Tournament that she promised Zam to be able to wear. A pair of red translucent giant wings sprouted from her back, as she focused her ki, and positioned herself in a martial artist stance with complete focus.
[415] [768] {Actions} DEFENSE PHASE.
Damage Total HP: 120 +35 Giant Form -- OFFENSE PHASE.
Power Level: 26,542 x 1.1 Auxiliary Core x 1.1 ChiChi’s Battle Armor= 32,116
At-Will:
Passive: Bio Suit, Chichi’s Battle Armor
Bonus Action: Giant Form -12 ki
Standard Action 1: Standard Action 2:
EFFECTS. Bio Suit +3 HP every turn
Total Ki Spent: -12ki= 88ki Ki cost reduction: Powering-Up: 0/2 Power-Up ki bonus: N/A
~ {Statistics}
Skills & Statistics Fighting: 45 Energy Control: 30 Reflexes: 40 Resilience: 40
Accuracy: 1d100+45 (Fighting)+15 (Conqueror Level 2)/ 1d100+30(Energy Control)+15 (Conqueror Level 2) Defense: 50+40 (Reflexes)= 90 +5 (Conqueror Level 2)= 95 HP: 50+ 40(Resilience)= 90-10(Conqueror Level 2)= 80 +40 (Chichi's Battle Armor)= 120 HP KI: 100 KCR: -1 + -2 (Obi Belt) DM: +2 Fighting + 4 (Conqueror Level 2) DR: -6 + -4 (ChiChi's Battle Armor)
Class: Conqueror Racial Trait: Lucky Dog
Traits: Momentary Ascension Activation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector
Rend Activation: Passive Effect: Whenever you use Dragon Dash, your physical melee attacks have a 50% chance to apply 1 turn of “Wound” to their target; this is added to and rolled separately from any other effects. Limit: -- Classes: Conqueror, Ravager, Witch/Wizard
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Quick-Draw 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.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread.
Class Features:
Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn.
Final Word- You gain 1 additional use of every Finisher-Type special technique that you know, per thread.
Reverberation - Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique.
Destruction Unbound - Twice per thread, as an At-Will Action, you may select a single Special Technique used on the same turn. Reactive Defensive Techniques used by the target of your chosen Special Technique are only half as effective(Rapid Movement would grant only +12 Defense, Energy Shield would only grant 15 DR, etc.) Destruction Unbound has no effect on Techniques that would cause you to fail to hit through means that are not Defense increases.
Equipped items:
Katchin Sword ōdachi (大太刀) 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.
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time.
Obi 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: --
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: --
Artifact Equipment: Chichi's Battle Armor Long ago, when the Ox-king wanted to protect his beautiful daughter, he commissioned a beautiful protective set of armor with a third of his massive treasury. They say this armor was engineered with state-of-the-art laser cannons, a virtually unbreakable metal alloy known only to the ancient smiths of old, and a magically enchanted cutting saw. Needless to say, the Ox-princess got tired of it in a few years and threw it away to her Dad's heartbreak. Still, some say that the lost armor has passed through different hands as the years went on, growing and shrinking to fit it's new wearer. The ancient armor still has a lot of power left in it... for the price of showing off your goods to everyone who wants to see. Type: Lost Artifact - Outfit Zeni Value: N/A – NPC Merchants will not buy an artifact from you. Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: This armor is surprisingly useful for its purpose of defense, even if most would not believe it to be capable of such. The user of this armor is considered to have 4 additional DR and 40 additional HP. In addition, the user is considered to possess an additional Protector class feature. Those who do not possess the Protector Class may only pick from the level 0 features of Protector. Those who do possess the Protector class may pick from any feature from the levels they have unlocked, and when they unlock a new level they may switch out the artifact unlocked feature chosen. As an item of great power simply possessing the Battle Armor of Chichi generates an increase of 10% to the user's power level. Questing EP Cost: 5,000 EP. Limit: N/A
Techniques
Enhanced Basic Technique after unlocking Potential Mastery:
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
Starting Non-Basic Technique Chosen:
Heart Stroke A slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki
Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only.
Techniques: Crescendo A deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki
Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only.
DEFLECT RANK 3 You deftly parry or knock aside an attack headed towards you. 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.
LIGHTNING AURA RANK 3 A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE RANK 3 Combining martial prowess with ki manipulation, you form a weapon out of your 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.
GIANT FORM Rank 2 You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. 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.
Technique Slots: 6/7
Clove Tea HP:
| Ki:
| PL:
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| 120 (35) | 100 | 26,542
| x | ♥
| AC: 60|45 | DEF: 70 | DM: +5 | DR: -9 | KCR: -3 |
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Baccer
Arcosians
"Ohh, so that's what "beating someone down" is"
Posts: 168
Power Level: 48984
Effort Points: 15710
Reputation: 4
Faction: The Southern Demon Kingdoms
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Post by Baccer on Aug 9, 2020 7:14:11 GMT -8
In reality, Baccer was quite annoyed at the majin's constant accusations. Having a grudge held against you for following the rules of a game was not the best situation. Luckily, Clove seemed eager to hear his own side of the story. Come to think of it, maybe the fact he doesn't talk that much may be part of the reason why his social interactions went south that often "Well, I believe Zam is referring to a game of tag we played in satan city. I set the time limit to one minute, and when the time ran out she was it. Meaning, I won. Despite that, she tagged me after the fact and then got mad when I told her this isn't how the game is played. This is why she believes I'm a "cheater"" he explained, beginning to stretch and get into position. Rather than trying to blow the situation out of proportion, he decided to just state his side of the events. Besides, they'd both get their chance to get back at each other with this sparring match
As he finally got a read on Zam's current power level, he decided to try and match it. Besides, having a match where one combatant was clearly superior was... honestly, kinda boring. Despite that, his unreadable power level would remain as is for outsiders, the Bio android wishing to play his cards close to home... at least for now
[239/623]
Defence: N/A
At-will actions: supression: PL set to 1.000
Bonus action:
Standard action 1:
Standard action 2:
COMBAT TRACKER
Baccer Basic PL: 17565 (Adjusted for when the spar was taking place) Current PL: 1.000
HP: 100/100 (0/0 Temp) Ki: 100 Accuracy: 1d100+50 (Fighting) / 1d100+35 Defense: 80 Damage Modifier: +5 (+8 for physical attacks) Ki Cost Modifier: -1 DR: -5 to Incoming Damage
Item Effects: Kachin Armour (passive), Bio-suit (passive), Guardian staff (3 uses remaining) Master belt (No limit) Ongoing effects: Damage Taken:
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Post by Majin Zam on Aug 10, 2020 4:52:20 GMT -8
Clove’s explanation was met with a blank stare. And-whaaaa...? Then... A dramatic gasp! Imagine Zam’s shock when instead of simply telling the cheater no cheating, the adult actually defended him. And what was this ki anyway?! It sounded like something she just made up... “But but...!” The confused girl started to protest, but the promise was enough to silence her. Mostly. She still folded her arms and grumbled about it though. “Hmph.” Why did people always treat her like she was the one doing something wrong...? It made no sense...
Hearing the bug boy ramble total lies was the famous last straw. The small Majin’s arms fell to her sides and fingers squeezed into trembling fists. “Hnnngh...” A faint whistling sound started creeping through the air, like someone had forgotten a tea kettle on the stove. With every word she heard, the strange sound slowly rose in pitch. A dark, frustrated mutter suddenly exploded into a shout. “Too... much... talky!” Likewise, her aura erupted into a burning blaze. All these lies and difficult words were making her blood boil! But... She had an idea... See, one of her demon friends had told her that ‘everybody has a plan until they get punched in the face’. Now that was an idea she liked.
Without wasting a moment, Zam launched herself towards Baccer like an out-of-control firework. Fist drawn back, she intended to do the exact thing she had been wanting all this time. Running away wouldn’t help. She was going to stubbornly chase him. As soon as she closed the distance, she drew a heavy punch at the android. And another for good measure! Despite the small, rubbery frame, the two attacks packed a dangerous amount of power. A regular human would’ve gotten launched through the nearest wall from that. Luckily, there were no humans here today... Only monsters.
[306/894]
BATTLE TRACKER{Click me!}DEFENSE PHASE. Attack 1: Zam 60 vs Opponent (Acc) = Result Attack 2: Zam 60 vs Opponent (Acc) = Result Total damage: - 5 =
OFFENSE PHASE.
Passive Powerful Ki | +3 ki
At-Will: Suppression Power rising... | PL set to 5,000 Bonus Action: Dragon Dash | Melee attacks gain +3 dmg this turn. | -4 ki
Standard Action 1: Strike Punch in the face! (Aimed at Baccer) Accuracy: Jo6JXyVz1d100+35 Damage: 1d8+6
Standard Action 2: Strike And another for good measure! (Aimed at Baccer) Accuracy: 1d100+35 Damage: 1d8+6
Passive Kai Robes Endless Energy | +3 ki
EFFECTS. Strange Power Level | PL set to 5,000 Countermeasures | Stacks left: 2
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 2 uses. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. Unstoppable Force | On a turn which Power Up is used, ignore 2 of target’s DR. Regeneration | Power Up grants 1 stack of Salve. Additionally, all Salve stacks heal extra +1 HP and last +1 turn longer. | 3 uses. Efficiency | Basic Techniques cost 1 less ki, Utility and Defense Techniques cost 3 less ki, and Special Techniques cost 5 less ki. Can’t reduce the cost below 1 ki. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform a Ranged Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 4 uses per thread. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 2 uses. Bio-suit | Regain +3 HP at the end of every turn.
DEFENSE/UTILITY TECHS.
Countermeasures | Gain 2 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -10 ki | 1 use. Clash | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Also roll for accuracy and if the clash attack's total damage exceeds the incoming damage, the opponent must respond to the clash as if it was a normal attack. Deals additional damage equal to the damage roll(s) of your opponent’s attack. If Clash would reduce an attack's damage to 0, also nullify any effects it would have caused. | 2 Standard Actions - Reactive | -(15+Attack cost) ki | 1 use. Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | Standard Action - Reactive | -10 ki | 1 use. Power Up (Enhanced) | Power Up recovers double the ki amount. | 1 use. Flight (Class Lvl 2) | Avoid a non-critical attack automatically or turn a critical hit into a normal hit. | -12 ki | 1 use.
ATTACK TECHS. Bright Burst Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -8 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: Searing - This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -28 ki and -5 HP Limit: 1 use per thread.
Emotion Overflow Type: Energy, Ranged, Area Action: Standard Action Base Damage: Deals 15 Damage to up to 3 Targets and has +20 Accuracy. Signature Effect: Ultra-destructive: Your technique is so destructive to the area around it that it causes debris in the area and other obstacles. For the next two turns, increase your Edge by X, where X is your class level plus one. If you already have edge 4, double the effects of edge 4 for 2 turns. Major Effect: Rejuvenate: For the next two turns yourself or a target of your choice regenerates 3HP and 3Ki per turn. Two stacks of rejuvenate may be active at a time. Minor Effect: Salving - Apply a stack of Salve automatically to yourself or have a 40% chance of applying Salve to a target of your choice. Salve heals 3 HP per turn for 3 turns. Cost: -16 Ki
HP: 115/115 | KI: 150/155 PL: 14,362 (natural) -> 5,000 (suppressed) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2 1d100+35·1d8+6·1d100+35·1d8+6
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Post by Clove on Aug 11, 2020 1:23:35 GMT -8
Zam seemed to have more to say while Baccer explained, she still had her doubts, and Clove was curious what the problem actually was. As she put some thought in the locker room, she emerged to witness the majin be the one to punch the bug boy, and they both left themselves open for an attack which she did not hesitate to deliver. This was a training session after all, it would prepare them to face their enemies, and protect themselves from danger. “Satan City? Sounds familiar. One minute game of tag? That’s a pretty fast game. Did you stop to show Zam a timer of some kind or a clock before it began? I know androids have their clocks internally built while the rest of us need a watch or clock to tell the time. There is an issue with deixis when trying to memorize the flow of time, people tend to drift from the initial countdown because it requires so much focus. Perhaps counting a rested heart beat would help, figuring out how many seconds it takes for Zam’s heart to beat or singing a song that is under a minute by the beats per minute. Well, we can always explore time after this training session.”The tea princess grabbed the hilt of her sword leaning against the wall and held a martial arts position in her chichi battle armor. With a quick swipe of her odachi red blade, a red streak sliced through both the majin and the bio android. “Don’t leave yourself open, Zam! I am sure you remember our fight in the Tournament. Now is your chance to shine.” Clove aimed at the pinkette first followed by Baccer, “Come on! Show me your skills.”The sword was swung with so much force it vibrated an echoing sound in the air as she infused her own ki into it. [313] [801]
{ Actions} DEFENSE PHASE. Damage Total: None HP: 120 +35 Giant Form -- OFFENSE PHASE.Power Level: 26,542 x 1.1 Auxiliary Core x 1.1 ChiChi’s Battle Armor= 32,116 Zam: 5,000 PL [Edge 4] Baccer: 1,000 PL [Edge 4] At-Will: Rend Passive: Bio Suit, Chichi’s Battle Armor Bonus Action: Dragon Dash -4ki +3 Damage to all attacks. Standard Action 1: Ki Blade -1ki Majin Zam To Hit: DlgOcF_Q1d100+7560 Accuracy + 15 Edge 4 Damage: 2d6+15+2 from EB +5 DM + 3 Dragon Dash + 5 Edge 4 Rend: 1d10050% chance for 1 round of wound Standard Action 2: Ki Blade -1ki BaccerTo Hit: 1d100+7560 Accuracy + 15 Edge 4 Damage: 2d6+15+2 from EB +5 DM + 3 Dragon Dash + 5 Edge 4 Rend: 1d10050% chance for 1 round of wound EFFECTS.Bio Suit +3 HP every turn Total Ki Spent: 88ki -6 = 82ki Powering-Up: 0/2 Power-Up ki bonus: N/A ~ {Statistics}
Skills & Statistics Fighting: 45 Energy Control: 30 Reflexes: 40 Resilience: 40
Accuracy: 1d100+45 (Fighting)+15 (Conqueror Level 2)/ 1d100+30(Energy Control)+15 (Conqueror Level 2) Defense: 50+40 (Reflexes)= 90 +5 (Conqueror Level 2)= 95 HP: 50+ 40(Resilience)= 90-10(Conqueror Level 2)= 80 +40 (Chichi's Battle Armor)= 120 HP KI: 100 KCR: -1 + -2 (Obi Belt) DM: +2 Fighting + 4 (Conqueror Level 2) DR: -6 + -4 (ChiChi's Battle Armor)
Class: Conqueror Racial Trait: Lucky Dog
Traits: Momentary Ascension Activation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector
Rend Activation: Passive Effect: Whenever you use Dragon Dash, your physical melee attacks have a 50% chance to apply 1 turn of “Wound” to their target; this is added to and rolled separately from any other effects. Limit: -- Classes: Conqueror, Ravager, Witch/Wizard
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Quick-Draw 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.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread.
Class Features:
Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn.
Final Word- You gain 1 additional use of every Finisher-Type special technique that you know, per thread.
Reverberation - Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique.
Destruction Unbound - Twice per thread, as an At-Will Action, you may select a single Special Technique used on the same turn. Reactive Defensive Techniques used by the target of your chosen Special Technique are only half as effective(Rapid Movement would grant only +12 Defense, Energy Shield would only grant 15 DR, etc.) Destruction Unbound has no effect on Techniques that would cause you to fail to hit through means that are not Defense increases.
Equipped items:
Katchin Sword ōdachi (大太刀) 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.
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time.
Obi 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: --
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: --
Artifact Equipment: Chichi's Battle Armor Long ago, when the Ox-king wanted to protect his beautiful daughter, he commissioned a beautiful protective set of armor with a third of his massive treasury. They say this armor was engineered with state-of-the-art laser cannons, a virtually unbreakable metal alloy known only to the ancient smiths of old, and a magically enchanted cutting saw. Needless to say, the Ox-princess got tired of it in a few years and threw it away to her Dad's heartbreak. Still, some say that the lost armor has passed through different hands as the years went on, growing and shrinking to fit it's new wearer. The ancient armor still has a lot of power left in it... for the price of showing off your goods to everyone who wants to see. Type: Lost Artifact - Outfit Zeni Value: N/A – NPC Merchants will not buy an artifact from you. Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: This armor is surprisingly useful for its purpose of defense, even if most would not believe it to be capable of such. The user of this armor is considered to have 4 additional DR and 40 additional HP. In addition, the user is considered to possess an additional Protector class feature. Those who do not possess the Protector Class may only pick from the level 0 features of Protector. Those who do possess the Protector class may pick from any feature from the levels they have unlocked, and when they unlock a new level they may switch out the artifact unlocked feature chosen. As an item of great power simply possessing the Battle Armor of Chichi generates an increase of 10% to the user's power level. Questing EP Cost: 5,000 EP. Limit: N/A
Techniques
Enhanced Basic Technique after unlocking Potential Mastery:
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
Starting Non-Basic Technique Chosen:
Heart Stroke A slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki
Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only.
Techniques: Crescendo A deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki
Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only.
DEFLECT RANK 3 You deftly parry or knock aside an attack headed towards you. 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.
LIGHTNING AURA RANK 3 A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE RANK 3 Combining martial prowess with ki manipulation, you form a weapon out of your 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.
GIANT FORM Rank 2 You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. 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.
Technique Slots: 6/7
Clove Tea HP:
| Ki:
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| 120 (35) | 82 | 26,542
| x | ♥
| AC: 60|45 | DEF: 70 | DM: +5 | DR: -9 | KCR: -3 |
1d100+75·2d6+15·1d100·1d100+75·2d6+15·1d100
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Baccer
Arcosians
"Ohh, so that's what "beating someone down" is"
Posts: 168
Power Level: 48984
Effort Points: 15710
Reputation: 4
Faction: The Southern Demon Kingdoms
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Post by Baccer on Aug 11, 2020 2:59:22 GMT -8
Baccer Seemed to think about what clove said, internal clock?. But it was just counting down the seconds. That wasn't complex at all. Then again, if what she did say was true, perhaps Zam did genuinely have no way of knowing that time had actually run out. While that did make him feel kinda guilty, the fact she held such a grudge against him after so long was rather irritating. And combined with the fact the started swinging at him, he seemed more than willing to return the favour As Zam swung her first punch, Baccer grinned. She was supressing her power level to quite low levels. While they were both in this state, he should be- Gah. The second punch landed and sent him reeling. It seemed the whole notion of holding back was not exactly known to her, quintupling her power level at a moment's notice. While the punch did hurt, the sudden jolt of adrenaline was enough to make Baccer hyper-aware of his surroundings, realising clove was about to swing her sword in a wide arc towards them, he leaned back just in time to find himself below the arc of the blade "Phew, that was close" he sighed in relief. But now was not the time to take a breather. There were two enemies in front of him. The bio-android's mind began calculating the possibilities at massive speeds. Clove was definitely the more dangerous of the two opponents, but Zam's sheer tenacity could prove fatal if underestimated. There was also the problem of their disposition. With a normal foe, he could perhaps convince them to team up against the greater threat... he had a hunch that wasn't gonna quite pan out with Zam. At the end, he would probably be forced to divert all his attnetion towards the pink majin, and just accept clove as an opponent he could only guard agains. If he managed to get Zam out of the way, then he could tackle their mentor... somehow [333/956] Action phase:Reactive Bonus action: Rapid movement: Defense raises to 105, -15 Ki (-1 KCR)
Defense phase: 87 vs 105: Miss 106 vs 105: Hit: 9 DMG vs -5 DR = 4 DMG Critical fail: Miss
Offense phase:
At-Will actions: Dragon dash: Increase the damage with melee attacks on this turn by 3: -7 Ki (-1 KCR ) Re-calculating power to 5.000
Bonus Actions: Rapid movement
Standard Actions: Standard action 1: Strike 1 (to zam):
Accuracy: HvDkNNFi1d100+50
Damage: 1d8+11 Pummeling Damage 1d4
Standard action 2: Strike 2 Barrage (to zam):
Accuracy: 1d100+50
Damage: 1d8+11 Pummeling Damage 1d4
Passive effects: Bio-Suit: +3 HP
Rushing Damage goes here: 5 DMG if only hit 1 is avoided, 8 damage if both hits are avoided
Combat sheet
Skills & Statistics Fighting: 40 Energy Control: 25 Reflexes: 25 Resilience: 40
HP: 70+ 30 (Kachin armour) KI: 100 Accuracy: 1d100+50 (fighting) / 1d100+30 (energy control) Damage Modifier: +5 (+8 for physical attacks) Ki cost modifier: -1 Defense: 80 DR: -2 -3(Kachin Armour)
Class: Ravager: -20 HP, +10 ACC, +5 Def, +3 DMG, +0 DR
Racial Trait: 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. 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. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: Canon descendant: Cell Masteries: Potential mastery level 5. Class mastery 2, Ability mastery 2, Transformation mastery 0, Transformation secrets 0
Class Features: Rushing - Your attacks deal 15% of their total damage to their targets if they fail to hit. This damage ignores DR. Dragon’s Frenzy - Your Dragon Dash Basic Technique may now be used At-Will once per turn; on a turn in which you use Dragon Dash, increase the damage dealt by Rushing to 25%. Pummel - Your Strike, Energy Blast, and Grapple Basic Techniques deal an additional +1d4 damage. Your Single and Barrage Special Techniques deal an additional +2d5 damage; your Finisher Special Techniques deal an additional +3d6 damage. Stolen Impetus - Whenever the target of one of your attacks performs a Defensive technique in response to that attack, you gain an additional action on your next turn; this action’s type is determined by which action the opponent used to react to your attack. (Bonus Action grants you a Bonus Action, Standard Action grants you a Standard Action.)
Abilities/Traits: Regeneration Requirements: Resilience Skill of 40 Activation: Passive Effect: When you use the 'Power Up' technique or a technique which counts as it, you gain 1 stack of the status effect 'Salve'. In addition, Salve heals for an additional +1 HP per turn and its duration is extended by 1 turn when applied to you. Limit: Power Up may only apply Salve up to 3 times per thread. - Might Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage.
Transformations: Level 0: Omen of Perfection Baccer Technical specs: Bonus action to activate, Infinite duration, 1.5 Base PL increase, 2 Ki of upkeep per Turn (1 counting Ki control bonus) Savage Transformation: Gain +10 accuracy and +1 dmg on all non-finisher attacks, and +10 accuracy and +3 dmg on Finishers. Transformation Traits: Violent aura Effect: You cause 1d4 bonus damage to each enemy opponent while transformed at the end of each of your turns. This counts as status damage and ignores DR. Fighting Spirit Effect: Once per thread, you may nullify the damage of any incoming attack that would reduce you to 0 HP or lower. That attack’s other effects still apply. This may not be activated in the same battle as any other similar effects.
TECHNIQUES
Starting Non-Basic Technique Chosen: ABSORB You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread. Ranks: Rank 2 can regain 30 ki. Rank 3 can regain 40 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE 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 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.
Evolution's Requiem There is no knowledge anymore, no discipline, just raw power. The user of this technique Unleashes an absurd amount of energy all at once without holding back. It usually takes the form of an unstable white beam that turns red and crackling like lightning on the edges. The secret behind the power of this technique is relinquishing control, throwing all you have into an attack without bothering about restraint, form or efficiency. The way by which such an attack holds it's shape lies in the inaudible, low-frequency sounds the uer creates during launching the beam that keep it stable enough by coating it's exterior. However, despite all that, a power this great and uncontrolled will always leave the user injured after being fired Type: Energy, Ranged, Finisher Action: Standard action Base Damage: 5d8+10 Major Effect: Draining: This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: Imbued: This technique is now a Melee Energy attack and uses the Fighting Skill to determine its Accuracy, but increases its Ki cost by 2. This may be added alongside another Minor Effect, but may not be taken with Projectile. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only. Cost: 37 Ki Learn: 2 weeks
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.
Ultrasonic Barrage The user gathers sound energy in their body by producing small, low-frequency sounds. After a small charge-up time they concentrate the energy on their fists and unleash a torrent of punches, each of them carrying the devastating power of a sonic boom in them Type: Physical, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Temper: If this technique is the only Special Technique used on your turn, decrease the cost of the first Special Technique used on your next turn by 5 ki. Minor Effect: Salving: heals 3 HP per turn for 3 turns. (4 hp per turn for 4 turns due to regeneration) Cost: 20 Ki Learn: 2 weeks
Technique Slots: 0/5
EQUIPMENT
Guardian Staff
This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm.
Type: Weapon - Staff Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit: 3 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. Limit: None.
Master Belt
A belt worn by master martial artists and enthusiasts, indicating rank within a particular school.
Type: Supplementary - Belt Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4. Limit: Only one Belt may be equipped at a time.
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: --
(4/4) (0/1 Artifacts)
COMBAT TRACKER
Baccer Basic PL: 17565 (Adjusted for when the spar was taking place) Current PL: 5.000 HP: 99/100 =-4 (Attacks), +3(Bio-suit) Ki: 80 = 100 - 14 (Rapid movement) -6 (Dragon dash) Accuracy: 1d100+50 (Fighting) / 1d100+35 Defense: 80 Damage Modifier: +5 (+8 for physical attacks) Ki Cost Modifier: -1 DR: -5 to Incoming Damage Item Effects: Kachin Armour (passive), Bio-suit (passive), Guardian staff (3 uses remaining) Master belt (No limit) Ongoing effects: Supression, less than 50% of the original PL Damage Taken: 1 1-100+50·1d8+11·1d4·1-100+50·1d8+11·1d4
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Post by Majin Zam on Aug 12, 2020 8:50:29 GMT -8
While the first attack was a swing and a miss, the second one landed. It got the Majin grinning gleefully. “Nyeh hee~! Serves you r-ow!” Her celebration was cut short by a familiar blade. It sliced through her torso with startling ease, like a hot knife through... um... bubblegum? She didn’t have the reflexes to dodge any of the incoming attacks. Even the ones that went wide on their own still managed to scrape against her painfully. Her wobbly frame staggered back from the combined assault. Only a thin section was keeping her hips and chest together anymore. Luckily her attire survived unscathed. Otherwise she would’ve been awfully upset.
As Clove probably already knew and Baccer was about to learn, Majins were far sturdier than they looked. The rubbery flesh started wiggling like it had a mind of its own. Within seconds she literally pulled herself back together. The teacher’s instructions were met with an eager nod. Of course she remembered. “Yup yup! I’m not open anymore! See?” She patted her toned tummy to prove her point. Pat pat pat. What should have been a life-threatening cut vanished without a trace. Someone with such absurd regeneration could afford to be so carefree. ...And careless.
Zam was never one to sit still. She raised her arms, aiming one at each opponent. As usual, her tactics started and ended with ‘attack all the things!’ Raw energy crackled within her palms, gathering into small orbs. “Dodge these!” The playful tone was fitting enough for the sparkling attack that followed. She fired a barrage of teeny-tiny sparks at her foes. It was almost like she was throwing glitter at them. ...Explosive glitter. Each spark would detonate on contact with anything. Power was traded for sheer numbers. For people as strong as them, getting caught in the attack would probably be more annoying than painful.
[310/1204]
BATTLE TRACKER{Click me!}DEFENSE PHASE. Bonus Action - Reactive: Guard Majin Malleability | Gain +10 DR | -7 ki Attack 1: Zam 60 vs Clove 109 = Hit! +Wound! 21 dmg! Attack 2: Zam 60 vs Baccer 52 = Crit miss! 5 dmg! (Rushing) Attack 3: Zam 60 vs Baccer 78 = Hit! 15 dmg! Damage from Clove: 21 - 15 + 3 (Wound) = 9 Damage from Baccer: 15 - 15 + 5 (Rushing) = 5 Total damage = 14
OFFENSE PHASE.
Passive Powerful Ki | +3 ki
Lifedrinker Majin Regeneration | +2 hp
At-Will: Suppression Power rising... | PL set to 10,000
Standard Action 1: Energy Blast (Aimed at Baccer) | -1 ki Accuracy: 7gI3ZfUC1d100+50 Damage: 2d6+5
Standard Action 2: Energy Blast (Aimed at Clove) | -1 ki Accuracy: 1d100+50 Damage: 2d6+5
Passive Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 hp
EFFECTS. Strange Power Level | PL set to 10,000 Countermeasures | Stacks left: 2 Wounded | -3 HP per turn | 1/2
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 2 uses. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. Unstoppable Force | On a turn which Power Up is used, ignore 2 of target’s DR. Regeneration | Power Up grants 1 stack of Salve. Additionally, all Salve stacks heal extra +1 HP and last +1 turn longer. | 3 uses. Efficiency | Basic Techniques cost 1 less ki, Utility and Defense Techniques cost 3 less ki, and Special Techniques cost 5 less ki. Can’t reduce the cost below 1 ki. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform a Ranged Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 4 uses per thread. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 2 uses. Bio-suit | Regain +3 HP at the end of every turn.
DEFENSE/UTILITY TECHS.
Countermeasures | Gain 2 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -10 ki | 1 use. Clash | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Also roll for accuracy and if the clash attack's total damage exceeds the incoming damage, the opponent must respond to the clash as if it was a normal attack. Deals additional damage equal to the damage roll(s) of your opponent’s attack. If Clash would reduce an attack's damage to 0, also nullify any effects it would have caused. | 2 Standard Actions - Reactive | -(15+Attack cost) ki | 1 use. Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | Standard Action - Reactive | -10 ki | 1 use. Power Up (Enhanced) | Power Up recovers double the ki amount. | 1 use. Flight (Class Lvl 2) | Avoid a non-critical attack automatically or turn a critical hit into a normal hit. | -12 ki | 1 use.
ATTACK TECHS. Bright Burst Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -8 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: Searing - This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -28 ki and -5 HP Limit: 1 use per thread.
Emotion Overflow Type: Energy, Ranged, Area Action: Standard Action Base Damage: Deals 15 Damage to up to 3 Targets and has +20 Accuracy. Signature Effect: Ultra-destructive: Your technique is so destructive to the area around it that it causes debris in the area and other obstacles. For the next two turns, increase your Edge by X, where X is your class level plus one. If you already have edge 4, double the effects of edge 4 for 2 turns. Major Effect: Rejuvenate: For the next two turns yourself or a target of your choice regenerates 3HP and 3Ki per turn. Two stacks of rejuvenate may be active at a time. Minor Effect: Salving - Apply a stack of Salve automatically to yourself or have a 40% chance of applying Salve to a target of your choice. Salve heals 3 HP per turn for 3 turns. Cost: -16 Ki
HP: 106/115 | KI: 147/155 PL: 14,362 (natural) -> 5,000 (suppressed) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2 1d100+50·2d6+5·1d100+50·2d6+5
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Post by Clove on Aug 12, 2020 22:34:26 GMT -8
“Good.” Clove commended Zam, she managed to avoid one of the attacks to keep her on guard, but she still got hit with the other two one being her sword which was the point of their lesson. After taking a few hits, you learn to improve to avoid the next attack, and in a free-for-all spar anything was possible. Baccer was quick an avoided her sword entirely, so naturally, her next attempt was to hit him with the same amount of force she delivered to Zam, only this time both her attacks were aimed at him just in case he dodged again. “The armor I am wearing, is a prime example of where to aim a hit on your opponent’s body, you need to avoid the areas where my armor covers my skin, and this rule is true in the World Martial Arts Tournament.” The armored Tea princess explained. “The most important rule is that you cannot kill your opponent but that does not mean you cannot bring them near death, so you have to give it all you got.” [180] [981]
{ Actions} DEFENSE PHASE. Zam 111 vs 70= Hit Incoming Damage: 13 -9 DR - 4 DR from Edge 3 +4 Damage from Bristling defenses to @zam Damage Total: 0 Bristling Defenses: +4 bypassing DR HP: 120 +35 Giant Form -- OFFENSE PHASE.Power Level: 26,542 x 1.1 Auxiliary Core x 1.1 ChiChi’s Battle Armor= 32,116 Zam: 10,000 PL [Edge 3] Baccer: 1,000 PL [Edge 4] At-Will: Rend Passive: Bio Suit, Chichi’s Battle Armor Bonus Action: Dragon Dash -4ki +3 Damage to all attacks. Standard Action 1: Ki Blade -1ki Baccer To Hit: 5q2udvcg1d100+7560 Accuracy + 15 Edge 4 Damage: 2d6+15+2 from EB +5 DM + 3 Dragon Dash + 5 Edge 4 Rend: 1d10050% chance for 1 round of wound Standard Action 2: Ki Blade -1ki BaccerTo Hit: 1d100+7560 Accuracy + 15 Edge 4 Damage: 2d6+15+2 from EB +5 DM + 3 Dragon Dash + 5 Edge 4 Rend: 1d10050% chance for 1 round of wound EFFECTS.Bio Suit +3 HP every turn Total Ki Spent: 82ki -6 = 76ki Powering-Up: 0/2 Power-Up ki bonus: N/A ~ {Statistics}
Skills & Statistics Fighting: 45 Energy Control: 30 Reflexes: 40 Resilience: 40
Accuracy: 1d100+45 (Fighting)+15 (Conqueror Level 2)/ 1d100+30(Energy Control)+15 (Conqueror Level 2) Defense: 50+40 (Reflexes)= 90 +5 (Conqueror Level 2)= 95 HP: 50+ 40(Resilience)= 90-10(Conqueror Level 2)= 80 +40 (Chichi's Battle Armor)= 120 HP KI: 100 KCR: -1 + -2 (Obi Belt) DM: +2 Fighting + 4 (Conqueror Level 2) DR: -6 + -4 (ChiChi's Battle Armor)
Class: Conqueror Racial Trait: Lucky Dog
Traits: Momentary Ascension Activation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector
Rend Activation: Passive Effect: Whenever you use Dragon Dash, your physical melee attacks have a 50% chance to apply 1 turn of “Wound” to their target; this is added to and rolled separately from any other effects. Limit: -- Classes: Conqueror, Ravager, Witch/Wizard
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Quick-Draw 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.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread.
Class Features:
Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn.
Final Word- You gain 1 additional use of every Finisher-Type special technique that you know, per thread.
Reverberation - Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique.
Destruction Unbound - Twice per thread, as an At-Will Action, you may select a single Special Technique used on the same turn. Reactive Defensive Techniques used by the target of your chosen Special Technique are only half as effective(Rapid Movement would grant only +12 Defense, Energy Shield would only grant 15 DR, etc.) Destruction Unbound has no effect on Techniques that would cause you to fail to hit through means that are not Defense increases.
Equipped items:
Katchin Sword ōdachi (大太刀) 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.
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time.
Obi 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: --
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: --
Artifact Equipment: Chichi's Battle Armor Long ago, when the Ox-king wanted to protect his beautiful daughter, he commissioned a beautiful protective set of armor with a third of his massive treasury. They say this armor was engineered with state-of-the-art laser cannons, a virtually unbreakable metal alloy known only to the ancient smiths of old, and a magically enchanted cutting saw. Needless to say, the Ox-princess got tired of it in a few years and threw it away to her Dad's heartbreak. Still, some say that the lost armor has passed through different hands as the years went on, growing and shrinking to fit it's new wearer. The ancient armor still has a lot of power left in it... for the price of showing off your goods to everyone who wants to see. Type: Lost Artifact - Outfit Zeni Value: N/A – NPC Merchants will not buy an artifact from you. Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: This armor is surprisingly useful for its purpose of defense, even if most would not believe it to be capable of such. The user of this armor is considered to have 4 additional DR and 40 additional HP. In addition, the user is considered to possess an additional Protector class feature. Those who do not possess the Protector Class may only pick from the level 0 features of Protector. Those who do possess the Protector class may pick from any feature from the levels they have unlocked, and when they unlock a new level they may switch out the artifact unlocked feature chosen. As an item of great power simply possessing the Battle Armor of Chichi generates an increase of 10% to the user's power level. Questing EP Cost: 5,000 EP. Limit: N/A
Protector Class Feature: Bristling Defenses - Whenever a combatant deals damage to you with an attack, they receive damage equal to your class Damage Modifier; this damage bypasses Temporary HP and DR.
Techniques
Enhanced Basic Technique after unlocking Potential Mastery:
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
Starting Non-Basic Technique Chosen:
Heart Stroke A slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki
Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only.
Techniques: Crescendo A deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki
Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only.
DEFLECT RANK 3 You deftly parry or knock aside an attack headed towards you. 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.
LIGHTNING AURA RANK 3 A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE RANK 3 Combining martial prowess with ki manipulation, you form a weapon out of your 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.
GIANT FORM Rank 2 You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. 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.
Technique Slots: 6/7
Clove Tea HP:
| Ki:
| PL:
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| 120 (35) | 76 | 26,542
| x | ♥
| AC: 60|45 | DEF: 70 | DM: +5 | DR: -9 | KCR: -3 |
1d100+75·2d6+15·1d100·1d100+75·2d6+15·1d100
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Baccer
Arcosians
"Ohh, so that's what "beating someone down" is"
Posts: 168
Power Level: 48984
Effort Points: 15710
Reputation: 4
Faction: The Southern Demon Kingdoms
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Post by Baccer on Aug 14, 2020 3:16:46 GMT -8
well, this was a welcome surprise. Zam was not actually focusing her attention squarely at him. It seemed the pink Majin was spreading out her attacks, and now throwing Ki into the mix. If this kept up like that, maybe he could stop attacking her and start working on the more dangerous target... which was currently attacking her with everything she had. Between Clove's attacks and Zam's energy blast, baccer was pinned. He nevertheless concentrated and tried to avoid everything. Duck below the sword swing, avoid that blast, get hit square in the ribs... yeh, that last one wasn't part of the plan, but he did avoid a good number of the attacks, so at least that was something to be proud of Unfortunately, now wasn't really the time for celebration, if clove were to continue attacking him, he'd find himself in a precarious position. Plus, it seemed her swords cut quite deep, stunting his regeneration. Well, it seemed the time fr holding back was over. He grits his teeth and dashed towards Zam, Pulling back a fist and front-loading it with as much energy as he could. If he had any chance of fighting clove, he had to at least slow down or incapacitate his adversary. And the only way he knew how to do that was hit really.... really hard. Luckily, the Majin seemed to have guarded against Clove's attack, giving him time to dash behind her, hopefully catching her off guard. The keyword here was "Hopefully". Honestly, he was a little unnerved by Zam. He was taking this seriously, putting all of the power his DNA gave him to truly break his limits. However, this all seemed to be a game to Zam. She could laugh off the greatest hit, outrun him while running backwards. It honestly seemed like she'd never really tried against him, pushed herself to the limit. The Bugman grit his teeth, hoping this attack would change that [324/1280] Action phase: Reactive Bonus action: Sense: Defense and accuracy raise by 5 Defense phase: Zam: 79 vs 85: Miss Clove: 83 vs 85: Miss 110 vs: 85: Hit
23-5 DMG = 18 DMG. +3 Wound DMG = 21 DMG Offense phase:
At-Will actions: Dragon dash: Increase the damage with melee attacks on this turn by 3: -7 Ki (-1 KCR ) Re-calculating power to 10.000
Bonus Actions: Extra bonus action (Stolen inpetus due to Zam's guard) Dragon dash: Incrrease the damage with melee attacks on this turn by 3
Standard Actions: Standard action 1: Ultrasonic Barrage (-19 Ki) (to zam):
Accuracy: F6_m4Cj21d100+55
Damage: 4d6+18 5 Nomral, +3 Might, +6 dragon dashX2,+4 (Normal barrage bonus damage) Pummeling Damage 2d5
Standard action 2: Strike 2 Barrage (to zam):
Accuracy: 1d100+55
Damage: 1d8+18 8+ 6 Dragon dashx2 + 4 master's belt (-3 Ki) Pummeling Damage 1d4
Passive effects: Bio-Suit: +3 HP Salve (Ultrasonic barrage): +4 HP for 4 turns
Rushing Damage goes here: If only attack 2 is avoided, rushing damage is 6, if both attacks are avoided, rushing damage is 16
Combat sheet Skills & Statistics Fighting: 40 Energy Control: 25 Reflexes: 25 Resilience: 40
HP: 70+ 30 (Kachin armour) KI: 100 Accuracy: 1d100+50 (fighting) / 1d100+30 (energy control) Damage Modifier: +5 (+8 for physical attacks) Ki cost modifier: -1 Defense: 80 DR: -2 -3(Kachin Armour)
Class: Ravager: -20 HP, +10 ACC, +5 Def, +3 DMG, +0 DR
Racial Trait: 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. 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. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: Canon descendant: Cell Masteries: Potential mastery level 5. Class mastery 2, Ability mastery 2, Transformation mastery 0, Transformation secrets 0
Class Features: Rushing - Your attacks deal 15% of their total damage to their targets if they fail to hit. This damage ignores DR. Dragon’s Frenzy - Your Dragon Dash Basic Technique may now be used At-Will once per turn; on a turn in which you use Dragon Dash, increase the damage dealt by Rushing to 25%. Pummel - Your Strike, Energy Blast, and Grapple Basic Techniques deal an additional +1d4 damage. Your Single and Barrage Special Techniques deal an additional +2d5 damage; your Finisher Special Techniques deal an additional +3d6 damage. Stolen Impetus - Whenever the target of one of your attacks performs a Defensive technique in response to that attack, you gain an additional action on your next turn; this action’s type is determined by which action the opponent used to react to your attack. (Bonus Action grants you a Bonus Action, Standard Action grants you a Standard Action.)
Abilities/Traits: Regeneration Requirements: Resilience Skill of 40 Activation: Passive Effect: When you use the 'Power Up' technique or a technique which counts as it, you gain 1 stack of the status effect 'Salve'. In addition, Salve heals for an additional +1 HP per turn and its duration is extended by 1 turn when applied to you. Limit: Power Up may only apply Salve up to 3 times per thread. - Might Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage.
Transformations: Level 0: Omen of Perfection Baccer Technical specs: Bonus action to activate, Infinite duration, 1.5 Base PL increase, 2 Ki of upkeep per Turn (1 counting Ki control bonus) Savage Transformation: Gain +10 accuracy and +1 dmg on all non-finisher attacks, and +10 accuracy and +3 dmg on Finishers. Transformation Traits: Violent aura Effect: You cause 1d4 bonus damage to each enemy opponent while transformed at the end of each of your turns. This counts as status damage and ignores DR. Fighting Spirit Effect: Once per thread, you may nullify the damage of any incoming attack that would reduce you to 0 HP or lower. That attack’s other effects still apply. This may not be activated in the same battle as any other similar effects.
TECHNIQUES
Starting Non-Basic Technique Chosen: ABSORB You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread. Ranks: Rank 2 can regain 30 ki. Rank 3 can regain 40 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE 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 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.
Evolution's Requiem There is no knowledge anymore, no discipline, just raw power. The user of this technique Unleashes an absurd amount of energy all at once without holding back. It usually takes the form of an unstable white beam that turns red and crackling like lightning on the edges. The secret behind the power of this technique is relinquishing control, throwing all you have into an attack without bothering about restraint, form or efficiency. The way by which such an attack holds it's shape lies in the inaudible, low-frequency sounds the uer creates during launching the beam that keep it stable enough by coating it's exterior. However, despite all that, a power this great and uncontrolled will always leave the user injured after being fired Type: Energy, Ranged, Finisher Action: Standard action Base Damage: 5d8+10 Major Effect: Draining: This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: Imbued: This technique is now a Melee Energy attack and uses the Fighting Skill to determine its Accuracy, but increases its Ki cost by 2. This may be added alongside another Minor Effect, but may not be taken with Projectile. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only. Cost: 37 Ki Learn: 2 weeks
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.
Ultrasonic Barrage The user gathers sound energy in their body by producing small, low-frequency sounds. After a small charge-up time they concentrate the energy on their fists and unleash a torrent of punches, each of them carrying the devastating power of a sonic boom in them Type: Physical, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Temper: If this technique is the only Special Technique used on your turn, decrease the cost of the first Special Technique used on your next turn by 5 ki. Minor Effect: Salving: heals 3 HP per turn for 3 turns. (4 hp per turn for 4 turns due to regeneration) Cost: 20 Ki Learn: 2 weeks
Technique Slots: 0/5
EQUIPMENT
Guardian Staff
This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm.
Type: Weapon - Staff Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit: 3 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. Limit: None.
Master Belt
A belt worn by master martial artists and enthusiasts, indicating rank within a particular school.
Type: Supplementary - Belt Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4. Limit: Only one Belt may be equipped at a time.
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: --
(4/4) (0/1 Artifacts)
COMBAT TRACKER
Baccer Basic PL: 17565 (Adjusted for when the spar was taking place) Current PL: 10.000 HP: 85/100 = 99 -21 +3 +4 Ki: 46 = 80 - 19 Ultrasonic barrage) - 12 (Dragon dashX2) - 3 (Master belt) Accuracy: 1d100+50 (Fighting) / 1d100+35 +5 (sense) Defense: 80 +5 (sense) Damage Modifier: +5 (+8 for physical attacks) Ki Cost Modifier: -1 DR: -5 to Incoming Damage Item Effects: Kachin Armour (passive), Bio-suit (passive), Guardian staff (3 uses remaining) Master belt (No limit) Ongoing effects: Supression, Salve (4 turns) Damage Taken: 15 1d100+55·4d6+18·2d5·1d100+55·1d8+18·1d4
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Post by Majin Zam on Aug 15, 2020 3:06:58 GMT -8
The chaotic Majin was forced to end her barrage eventually. Some of the sparks got reflected back by the teacher’s fancy armor, harming her in return. She didn’t mind though. Her instincts were already cooking up the next mischievous move... Until she got punched in the face. Hard. She had been too distracted to dodge anything. And not even her malleable body could take the beating that ensued. Each hit deformed her body further, until she resembled a chewed up piece of bubblegum. Baccer had hoped that his attack would change the carefree girl’s attitude. To make her show her true power. Well... He should’ve been more careful what he wished for...
Because sometimes wishes came true.
By the end of the violent barrage, the small girl collapsed. Eerie silence followed, a stark contrast from the usual giggling and cheering coming from her. She didn’t move anymore. In fact, she didn’t even look like anything that could move. However, soon a shrill whistling sound pierced through the silence. Scalding steam started erupting from the beaten pink blob. It wiggled violently as the white haze spread. Suddenly it sprung upright, reshaping itself into a familiar girl. Legs, torso, arms, head... Aaand finally clothes too. “That... really... HUUUUUUUUUURT!!!” She let out an ear-splitting scream, venting her anger like hot air.
All of a sudden, Zam’s power level skyrocketed. It climbed far past Baccer’s natural limit and even beyond Clove’s current level. A wave of dreadful energy washed over the whole room. Fear. It came as creeping shivers, shaking the willpower of everyone nearby. Even the tiniest loss in fighting spirit took its toll, slowing their motions and dampening their attacks ever so slightly. She was a monster... And a pretty miffed one at that. She crossed her arms and gritted her teeth. Crackling bolts of energy snaked across her body. Her anger kept building up until... -BOOM!- A massive, pink explosion rocked the room. It left dust and debris in its wake, as the red cushioned floor was torn asunder. And in the middle of the chaos crimson eyes burned like embers...
[350/1554]
BATTLE TRACKER{Click me!}DEFENSE PHASE. Bonus Action 1 - Reactive: Guard Majin Malleability | Gain +10 DR | -7 ki Attack 1: Zam 60 vs Baccer 109 = Hit! 40 dmg! Attack 2: Zam 60 vs Baccer 107 = Hit! 25 dmg! Damage from Clove: 4 (Bristling Defenses) +3 (Wound) = 7 Damage from Baccer: 65 - 15 = 50 Total damage = 57
OFFENSE PHASE.
Passive Powerful Ki | +3 ki
Lifedrinker Majin Regeneration | +2 hp
At-Will: Release suppression ANGERY | PL rises to 21,543 (Power of Legends) Opponents may not use their Sense basic technique for 1 turn.
Standard Action 1 -> Bonus Action 2: Power Up | Gain +12 ki (ki goes to 155) and +25% PL. Intimidating Power | Enemies lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. Unstoppable Force | Attacks ignore 2 DR during this turn. Salving | Gain +4 HP for 4 turns. (Regeneration)
Standard Action 2: Emotion Overflow (massive explosion) | Signature Move | +20 Acc, deals flat 15 dmg | -16 ki Accuracy: JGHeHA2b1d100+70 Damage: 15+3 = 18 Ultra-Destructive: Increase Edge by 3 for the next two turns. Rejuvenate: Gain +3 HP and +3 ki per turn for two turns. Salving: Gain +4 HP for 4 turns. (Regeneration)
Passive Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 hp
Rejuvenate Empowered Majin Regeneration | +3 hp and +3 ki
Salving Empowered Majin Regeneration | +4 hp
EFFECTS. Strange Power Level | PL set to 10,000 Countermeasures | Stacks left: 2 Wounded | -3 HP per turn | 2/2 Ultra-destructive | Zam gains Edge 3 against all opponents next turn. Rejuvenate | +3 HP and +3 ki per turn | 1/2 Salving | +4 HP per turn | 1/8 Powered Up | +25% PL | 1/2 Power Up ki recovered | 12/100
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 2 uses. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. Unstoppable Force | On a turn which Power Up is used, ignore 2 of target’s DR. Regeneration | Power Up grants 1 stack of Salve. Additionally, all Salve stacks heal extra +1 HP and last +1 turn longer. | 3 uses. Efficiency | Basic Techniques cost 1 less ki, Utility and Defense Techniques cost 3 less ki, and Special Techniques cost 5 less ki. Can’t reduce the cost below 1 ki. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform a Ranged Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 4 uses per thread. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 2 uses. Bio-suit | Regain +3 HP at the end of every turn.
DEFENSE/UTILITY TECHS.
Countermeasures | Gain 2 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -10 ki | 1 use. Clash | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Also roll for accuracy and if the clash attack's total damage exceeds the incoming damage, the opponent must respond to the clash as if it was a normal attack. Deals additional damage equal to the damage roll(s) of your opponent’s attack. If Clash would reduce an attack's damage to 0, also nullify any effects it would have caused. | 2 Standard Actions - Reactive | -(15+Attack cost) ki | 1 use. Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | Standard Action - Reactive | -10 ki | 1 use. Power Up (Enhanced) | Power Up recovers double the ki amount. | 1 use. Flight (Class Lvl 2) | Avoid a non-critical attack automatically or turn a critical hit into a normal hit. | -12 ki | 1 use.
ATTACK TECHS. Bright Burst Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -8 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: Searing - This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -28 ki and -5 HP Limit: 1 use per thread.
Emotion Overflow Type: Energy, Ranged, Area Action: Standard Action Base Damage: Deals 15 Damage to up to 3 Targets and has +20 Accuracy. Signature Effect: Ultra-destructive: Your technique is so destructive to the area around it that it causes debris in the area and other obstacles. For the next two turns, increase your Edge by X, where X is your class level plus one. If you already have edge 4, double the effects of edge 4 for 2 turns. Major Effect: Rejuvenate: For the next two turns yourself or a target of your choice regenerates 3HP and 3Ki per turn. Two stacks of rejuvenate may be active at a time. Minor Effect: Salving - Apply a stack of Salve automatically to yourself or have a 40% chance of applying Salve to a target of your choice. Salve heals 3 HP per turn for 3 turns. Cost: -16 Ki
HP: 61/115 | KI: 145/155 PL: 21,543 (Power of Legends) -> 26,928 (Powered Up) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2 1d100+70
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Post by Clove on Aug 16, 2020 2:19:05 GMT -8
Even after aiming her focus on Baccer, the teenage insect kept his attention on Zam, they both allowed themselves to be hot headed in a fight like most teens their age. At some point Clove was equally as emotional when she was younger, she still was by avoiding her own family due to the internal conflict she was suffering from, and she understood that emotions that run high dictate the next course of action. The bio android was relentless, hitting Zam so hard she was turned into a pile of paste, the pink blob that remained reformed into a humanoid form in a whistling steam. The black sclera that were once Zam’s eyes were now a glowing red hue of rage, the training room buckled from the sheer force, the spiritual ore that formed the walls absorbed the impact of what took place seconds later, it was an explosion of power level, the soft padded floors were torn to pieces.
A sigh escaped her lips, she just finished explaining the rules of the tournament, and if Baccer pushed Zam to the edge they were both too young to understand that not having control over your emotions would eventually leave an internal scar. Any attempt to calm Zam now would fall on deaf ears, she was in some kind of berserker mode, her power level surpassed her own which was nearly double from what it was when she first met the pinkette at the west city tournament.
The only person who was able to take advice was Baccer, so all she could was warn him about the impending doom, and she extended her palm at him. “Since we’re enclosed in this space that last explosion was just the beginning. Be careful, I know you want to finish her, but she is going to hit you back twice as hard as that last explosion, take a defensive stance to withstand her attack, and hopefully after this is over she can get over her anger towards you.”
Clove moved in to strike Zam, she could already tell it would do less damage than before, she then shifted focus to Baccer, regardless of the situation this was still a training session delivering another cut towards him to keep him on edge. [378] [1,359] { Actions} DEFENSE PHASE. Zam has Edge 3: +10 to the value of your Accuracy dice roll, +4 bonus damage on all attacks, and +4 Damage Reduction on her next turn for 2 consecutive turns. Zam 112 vs 70= Hit Incoming Damage: 18 + -9 DR = 10 +4 Damage from Bristling defenses to @zam Damage Total: 10 Bristling Defenses: +4 bypassing DR HP: 120 +35 Giant Form -10 = 145 -- OFFENSE PHASE.Power Level: 26,542 x 1.1 Auxiliary Core x 1.1 ChiChi’s Battle Armor= 32,116 Zam: 26,928 PL [No edge] Baccer: 10,000 PL [Edge 3] At-Will: Rend Passive: Bio Suit, Chichi’s Battle Armor Bonus Action: Dragon Dash -4ki +3 Damage to all attacks. Standard Action 1: Ki Blade -1ki Baccer To Hit: ngUbjFYY1d100+7060 Accuracy + 10 Edge 3 Damage: 2d6+14+2 from EB +5 DM + 3 Dragon Dash + 4 Edge 3 Rend: 1d10050% chance for 1 round of wound Standard Action 2: Ki Blade -1ki @zam To Hit: 1d100+60Damage: 2d6+10+2 from EB +5 DM + 3 Dragon Dash Rend: 1d10050% chance for 1 round of wound EFFECTS.Bio Suit +3 HP every turn Total Ki Spent: 76ki -6 = 70ki Powering-Up: 0/2 Power-Up ki bonus: N/A ~ {Statistics}
Skills & Statistics Fighting: 45 Energy Control: 30 Reflexes: 40 Resilience: 40
Accuracy: 1d100+45 (Fighting)+15 (Conqueror Level 2)/ 1d100+30(Energy Control)+15 (Conqueror Level 2) Defense: 50+40 (Reflexes)= 90 +5 (Conqueror Level 2)= 95 HP: 50+ 40(Resilience)= 90-10(Conqueror Level 2)= 80 +40 (Chichi's Battle Armor)= 120 HP KI: 100 KCR: -1 + -2 (Obi Belt) DM: +2 Fighting + 4 (Conqueror Level 2) DR: -6 + -4 (ChiChi's Battle Armor)
Class: Conqueror Racial Trait: Lucky Dog
Traits: Momentary Ascension Activation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector
Rend Activation: Passive Effect: Whenever you use Dragon Dash, your physical melee attacks have a 50% chance to apply 1 turn of “Wound” to their target; this is added to and rolled separately from any other effects. Limit: -- Classes: Conqueror, Ravager, Witch/Wizard
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Quick-Draw 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.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread.
Class Features:
Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn.
Final Word- You gain 1 additional use of every Finisher-Type special technique that you know, per thread.
Reverberation - Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique.
Destruction Unbound - Twice per thread, as an At-Will Action, you may select a single Special Technique used on the same turn. Reactive Defensive Techniques used by the target of your chosen Special Technique are only half as effective(Rapid Movement would grant only +12 Defense, Energy Shield would only grant 15 DR, etc.) Destruction Unbound has no effect on Techniques that would cause you to fail to hit through means that are not Defense increases.
Equipped items:
Katchin Sword ōdachi (大太刀) 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.
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time.
Obi 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: --
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: --
Artifact Equipment: Chichi's Battle Armor Long ago, when the Ox-king wanted to protect his beautiful daughter, he commissioned a beautiful protective set of armor with a third of his massive treasury. They say this armor was engineered with state-of-the-art laser cannons, a virtually unbreakable metal alloy known only to the ancient smiths of old, and a magically enchanted cutting saw. Needless to say, the Ox-princess got tired of it in a few years and threw it away to her Dad's heartbreak. Still, some say that the lost armor has passed through different hands as the years went on, growing and shrinking to fit it's new wearer. The ancient armor still has a lot of power left in it... for the price of showing off your goods to everyone who wants to see. Type: Lost Artifact - Outfit Zeni Value: N/A – NPC Merchants will not buy an artifact from you. Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: This armor is surprisingly useful for its purpose of defense, even if most would not believe it to be capable of such. The user of this armor is considered to have 4 additional DR and 40 additional HP. In addition, the user is considered to possess an additional Protector class feature. Those who do not possess the Protector Class may only pick from the level 0 features of Protector. Those who do possess the Protector class may pick from any feature from the levels they have unlocked, and when they unlock a new level they may switch out the artifact unlocked feature chosen. As an item of great power simply possessing the Battle Armor of Chichi generates an increase of 10% to the user's power level. Questing EP Cost: 5,000 EP. Limit: N/A
Protector Class Feature: Bristling Defenses - Whenever a combatant deals damage to you with an attack, they receive damage equal to your class Damage Modifier; this damage bypasses Temporary HP and DR.
Techniques
Enhanced Basic Technique after unlocking Potential Mastery:
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
Starting Non-Basic Technique Chosen:
Heart Stroke A slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki
Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only.
Techniques: Crescendo A deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki
Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only.
DEFLECT RANK 3 You deftly parry or knock aside an attack headed towards you. 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.
LIGHTNING AURA RANK 3 A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE RANK 3 Combining martial prowess with ki manipulation, you form a weapon out of your 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.
GIANT FORM Rank 2 You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. 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.
Technique Slots: 6/7
Clove Tea HP:
| Ki:
| PL:
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| 120 (25) | 70 | 26,542
| x | ♥
| AC: 60|45 | DEF: 70 | DM: +5 | DR: -9 | KCR: -3 |
1d100+70·2d6+14·1d100·1d100+60·2d6+10·1d100
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Baccer
Arcosians
"Ohh, so that's what "beating someone down" is"
Posts: 168
Power Level: 48984
Effort Points: 15710
Reputation: 4
Faction: The Southern Demon Kingdoms
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Post by Baccer on Aug 19, 2020 2:23:37 GMT -8
It seemed that did the trick, Zam was not playing anymore. Sadly, this only served to show him just how big the difference between the two of them was. He'd been training and was sure he'd at least match her power level this time around, but she was even edging above clove slightly. Just how much power could a pink bubblegum monster generate? A lot, as it turned out. Well, at least it seemed his hit did actually put quite a dent in her if the reaction was anything to go off. However, he knew her regenerative properties would not allow him to keep this momentum going for too long. He had to attack now, hard and fast... So it came as a huge surprise to him when clove suggested the opposite, staying back and blocking. Wouldn't that only serve to give Zam time to regenerate?. Time to get adjusted to this raw amount of power?. Though to be fair, she seemed plenty adjusted as she was. In the end, he decided to heed his mentor's advice, in no small part because she decided to keep attacking him despite the fact zam seemed to have well and truly gone berserk. Baccer was not sure what clove hoped to teach her in this state but was quite irritated that she was giving him more to worry about besides the pink ball of fury that wanted nothing more than to kick his ass right now. Couldn't the lessons wait for later? Eh, that wasn't something he could remedy or change right now, so nothing left but to roll with the punches... Literally. The Bugman focused all his energy and focus on blocking and dodging the incoming hits, ducking and weaving between Clove's swings while guarding and tanking Zam's sheer explosion of anger... At the end of it, he stood there, his exoskeleton singed and cut up, but seems to have sustained minimal damage. And the damage he did sustain was rapidly regenerating. But that wasn't the strangest part, his face was hidden behind his arms, but it seemed like his power was fluctuating now, the adrenaline causing his body to operate in speed and ferocity he'd never even thought possible. While Zam's rage was explosive and destructive, his was focused and lethal. There was something there... a power that seemed like it could spring to life at any moment... But not this moment, the Bugman inhaled sharply and took a step back to inspect his trembling hands, seeming back to his old self in an instant "Ok... defense... got it..." he panted out, dreading the prospect of what could have happened if he didn't follow all these manoeuvres [446/1726] Action phase:
Reactive as will action: Unsupressing: Power Level set to normal levels Reactive Bonus action: Sense: Defense and accuracy raise by 5 Reactive Bonus Action 2 (Converted from standard): Rapid movement: Increase defense by 25 ( -14 Ki) Reactive Bonus Action 3 (Converted from Standard): Guard: DR+10 (-9 Ki) Defense phase: Zam: 112 vs 110: Hit= 18 DMG Clove: 106 vs 110: Miss
18 - 13 (DR- Unstoppable force) = 5 DMG
Combat sheet Skills & Statistics Fighting: 40 Energy Control: 25 Reflexes: 25 Resilience: 40
HP: 70+ 30 (Kachin armour) KI: 100 Accuracy: 1d100+50 (fighting) / 1d100+30 (energy control) Damage Modifier: +5 (+8 for physical attacks) Ki cost modifier: -1 Defense: 80 DR: -2 -3(Kachin Armour)
Class: Ravager: -20 HP, +10 ACC, +5 Def, +3 DMG, +0 DR
Racial Trait: 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. 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. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits: Canon descendant: Cell Masteries: Potential mastery level 5. Class mastery 2, Ability mastery 2, Transformation mastery 0, Transformation secrets 0
Class Features: Rushing - Your attacks deal 15% of their total damage to their targets if they fail to hit. This damage ignores DR. Dragon’s Frenzy - Your Dragon Dash Basic Technique may now be used At-Will once per turn; on a turn in which you use Dragon Dash, increase the damage dealt by Rushing to 25%. Pummel - Your Strike, Energy Blast, and Grapple Basic Techniques deal an additional +1d4 damage. Your Single and Barrage Special Techniques deal an additional +2d5 damage; your Finisher Special Techniques deal an additional +3d6 damage. Stolen Impetus - Whenever the target of one of your attacks performs a Defensive technique in response to that attack, you gain an additional action on your next turn; this action’s type is determined by which action the opponent used to react to your attack. (Bonus Action grants you a Bonus Action, Standard Action grants you a Standard Action.)
Abilities/Traits: Regeneration Requirements: Resilience Skill of 40 Activation: Passive Effect: When you use the 'Power Up' technique or a technique which counts as it, you gain 1 stack of the status effect 'Salve'. In addition, Salve heals for an additional +1 HP per turn and its duration is extended by 1 turn when applied to you. Limit: Power Up may only apply Salve up to 3 times per thread. - Might Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage.
Transformations: Level 0: Omen of Perfection Baccer Technical specs: Bonus action to activate, Infinite duration, 1.5 Base PL increase, 2 Ki of upkeep per Turn (1 counting Ki control bonus) Savage Transformation: Gain +10 accuracy and +1 dmg on all non-finisher attacks, and +10 accuracy and +3 dmg on Finishers. Transformation Traits: Violent aura Effect: You cause 1d4 bonus damage to each enemy opponent while transformed at the end of each of your turns. This counts as status damage and ignores DR. Fighting Spirit Effect: Once per thread, you may nullify the damage of any incoming attack that would reduce you to 0 HP or lower. That attack’s other effects still apply. This may not be activated in the same battle as any other similar effects.
TECHNIQUES
Starting Non-Basic Technique Chosen: ABSORB You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread. Ranks: Rank 2 can regain 30 ki. Rank 3 can regain 40 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE 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 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.
Evolution's Requiem There is no knowledge anymore, no discipline, just raw power. The user of this technique Unleashes an absurd amount of energy all at once without holding back. It usually takes the form of an unstable white beam that turns red and crackling like lightning on the edges. The secret behind the power of this technique is relinquishing control, throwing all you have into an attack without bothering about restraint, form or efficiency. The way by which such an attack holds it's shape lies in the inaudible, low-frequency sounds the uer creates during launching the beam that keep it stable enough by coating it's exterior. However, despite all that, a power this great and uncontrolled will always leave the user injured after being fired Type: Energy, Ranged, Finisher Action: Standard action Base Damage: 5d8+10 Major Effect: Draining: This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: Imbued: This technique is now a Melee Energy attack and uses the Fighting Skill to determine its Accuracy, but increases its Ki cost by 2. This may be added alongside another Minor Effect, but may not be taken with Projectile. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only. Cost: 37 Ki Learn: 2 weeks
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.
Ultrasonic Barrage The user gathers sound energy in their body by producing small, low-frequency sounds. After a small charge-up time they concentrate the energy on their fists and unleash a torrent of punches, each of them carrying the devastating power of a sonic boom in them Type: Physical, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Temper: If this technique is the only Special Technique used on your turn, decrease the cost of the first Special Technique used on your next turn by 5 ki. Minor Effect: Salving: heals 3 HP per turn for 3 turns. (4 hp per turn for 4 turns due to regeneration) Cost: 20 Ki Learn: 2 weeks
Technique Slots: 0/5
EQUIPMENT
Guardian Staff
This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm.
Type: Weapon - Staff Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit: 3 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. Limit: None.
Master Belt
A belt worn by master martial artists and enthusiasts, indicating rank within a particular school.
Type: Supplementary - Belt Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4. Limit: Only one Belt may be equipped at a time.
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: --
(4/4) (0/1 Artifacts)
COMBAT TRACKER
Baccer Basic PL: 17565 (Adjusted for when the spar was taking place) Current PL: 17.565 HP: 87/100 = 85- 5 +3+4 (Salve+bio-suit) Ki: 23 = 46 - 14- 9 Accuracy: 1d100+50 (Fighting) / 1d100+35 +5 (sense) Defense: 80 +5 (sense) +25 (Rapid Movement) Damage Modifier: +5 (+8 for physical attacks) Ki Cost Modifier: -1 DR: -5 to Incoming Damage +10 (Guard) Item Effects: Kachin Armour (passive), Bio-suit (passive), Guardian staff (3 uses remaining) Master belt (No limit) Ongoing effects: Supression, Salve (3 turns) Damage Taken: 20
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