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Amara
Aug 19, 2020 11:54:22 GMT -8
Post by zer0gravitea on Aug 19, 2020 11:54:22 GMT -8
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Amara
Aug 19, 2020 11:59:03 GMT -8
Post by zer0gravitea on Aug 19, 2020 11:59:03 GMT -8
General Information Name: Amara Species: Saiyan-Human Hybrid Age: 24 Gender: Female Height: 5'7 Weight: 133 lbs Personality: Amara has two polarities to her personality that surface based on whether or not she is actively undergoing a task given to her by her handlers. While not on-mission, she is generally a friendly and happy-go-lucky sort of person, though her humor lands quite firmly on the sarcastic side. Often, her cavalier attitude and sarcastic nature mingle together to diminish the severity of any particular situation- in fact, she has a rather pervasive habit of treating scenarios more and more jovially in reverse proportion to their actual severity. This and her general openness can make her come across as quite fearless, though that is certainly not the case. While on a handler-given mission, her affable presentation fades entirely away, leaving just a woman focused entirely on her goal; she executes her tasks with ruthless efficiency and seems to give no regard for anyone who impedes her given mission. She does not actively enjoy this side of herself, nor does she care for the missions she is given either- but this chilling shift of personality has been developed as a defense mechanism to shield her from any guilt or meddlesome morality that might inhibit her ability to perform. At the end of it all, she knows that the completion of her missions effectively is the only thing allowing her to enjoy this… less dire time.
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Amara
Aug 19, 2020 12:01:43 GMT -8
Post by zer0gravitea on Aug 19, 2020 12:01:43 GMT -8
History Born in a possible future, Amara was orphaned early due to the circumstances of her world. She knows little of how they came to be in the position they were in- only that Capsule Corporation, specifically Gero Enterprises, devised a new bio-weapon to combat the appearance of a threat to their world. Their weapon was successful in defeating the new threat- and then in dismantling Piccolo Daimyo’s rule once and for all. It turned on its creators thereafter and started a vicious campaign for domination. Unlike its predecessors in the “evil ruler” category, the rogue weapon had a singular goal in its rule: to forge the most powerful warriors and then to kill them in single combat. Much of Amara’s world is thus driven by conflict; strength is held above all other qualities, and most attempts at re-establishing civilization are quashed by upstart warriors who want to prove themselves to their world’s new ruler. Amara herself was fortunate in that she was adopted into a monastery of Crane warriors, who taught her technique as much as discipline. They were a bulwark against the chaos, but… were ultimately ineffectual in returning any order to the world at large. Her monastery was particularly reclusive; they took in all who were willing to learn, but did not enact their will on the surrounding areas- the Cranes were strong, but stagnant. Amara departed from her monastery with hopes of using her skills for the betterment of the world, to grow yet stronger and carve out a sanctuary for those who had been disheveled by their new world order. Her attempts were… unsuccessful, with her dreams of a unified community slowly twisting into little more than maintaining a gang of some minor infamy. It was the best she could manage- until an offer from the underground remnants of Capsule Corporation gave her the opportunity to change everything. Though the original creators of their new ruler were slaughtered promptly after it rose to power, they had several other creations that had managed to survive the weapon’s purge of Capsule Corp and its subsidiaries. The group was quick to reform in secret and leveraged their innate stealth as androids to avoid being targeted by their new ruler’s quest to prove himself the strongest. They salvaged Capsule Corp technology and devised a means of traveling to the past- before the weapon was dreamed up, before the world could be plunged into such chaos. Several potent warriors who longed for change were recruited into their project, Amara included, and were allowed to return to the past-- if they agreed to conduct the collective’s missions with unflinching loyalty, even when their goals required the termination of otherwise innocent individuals. The past is a web of unfathomable complexity, and unfortunately, some innocents did contribute to the technology that birthed the future’s terrible warrior-king.
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Amara
Aug 19, 2020 12:09:23 GMT -8
Post by zer0gravitea on Aug 19, 2020 12:09:23 GMT -8
Statistical InformationSkills and Statistics Power Level: 35,811 Effort Points: 10,237 Fighting: 45 Energy Control: 40 Reflexes: 50 Resilience: 25 HP: 65 Ki: 135 Ki Cost Reduction: -4 (+ Efficiency)
Defense: 130 Damage Reduction: -4 Bonus Damage: +5 Melee Accuracy: 1d100 + 65 Ranged Accuracy: 1d100 + 60 Class InformationClass: Strategist Class Level: 3 Class Features: Opportunist - Increase your critical strike range by 10 with all attacks(95+ would instead be 85+.) If your target is currently suffering from a Status Effect, increase this to 15(95+ would instead be 80+.)
Stratagem - At the beginning of each thread, you may select up to 3 Utility or Defensive techniques that you know. You may use each of those techniques one additional time during that thread.
Reformulate - Twice per thread, you may use a Utility technique as if it were At-Will.
Playbook - You may purchase any Skill Trait regardless of its Skill Requirements. Additionally, you gain a Bonus Trait slot that may be filled at no MP cost by any Skill Trait or General Trait; this Bonus Trait is not active at the start of each thread and must be activated as a Bonus Action. Activating your Bonus Trait disables one Class Trait for the remainder of the current thread, chosen by you at the time of activation.
Preparation - You begin each battle with 4 stacks of “Preparation”. Stacks of Preparation may be spent as either an At-Will or Reactive At-Will action and reduce or increase the duration of any single positive or negative effect, active on you during that turn, by 1 turn. (IE, may reduce Wound from 3 turns to 2 turns, or increase Power Up from 2 turns to 3 turns.)
Mysticism - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies. Masteries Mastery Points: 0/178 (unspent / spent)
Focus Master Rank: 5 Potential Mastery Rank: 5 Ability Mastery Rank: 1 Technique Mastery Rank: 4 Class Mastery Rank: 3 Transformation Mastery: Level 0 Transformation Secrets Stage 0: 1 TraitsStudent of a Thousand Arts Requirements: Beastman, Human, or Monster Effect: When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced basic technique at the start of play. Mug (Class Level 1) Activation: Passive Effect: Whenever you critically hit with a Melee Attack, you may select 1 item from the critically hit target’s inventory on your next turn. For the duration of that turn, you may treat that item as though it were equipped(by you), even if you would not have slots to equip it. Other standard Item Rules apply. Limit: -- Classes: Bandit, Prodigy, Strategist Precision Performance (Class Level 2) Activation: At-Will Effect: You may activate Precision Performance whenever you perform a Special Technique. Special Techniques performed on the same turn no longer roll damage dice, but instead deal base damage equal to half of that technique’s combined dice value. (A technique that did 3d10 damage would have a combined value of 30 and would deal 15 base damage with this trait.) Limit: 2 times per thread. Classes: Conqueror, Strategist, Witch/Wizard 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. Telekinetic Activation: Passive Effect: You immediately gain the utility technique “Psychic Powers” and it does not take up a technique slot. Once your Psychic Powers reaches rank 3, ranged: Strikes, Grapples, and Projectile Special Techniques deal an additional +3 damage. Limit: -- Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10. Willpower Requirements: Resilience Skill of 50 Activation: Reactive At-Will Effect: When you activate Willpower, reduce all damage you would have taken on your turn to 0. Limit: 1 time per thread. Efficiency (Playbook) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki. Limit: --
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Amara
Aug 19, 2020 12:12:11 GMT -8
Post by zer0gravitea on Aug 19, 2020 12:12:11 GMT -8
TechniquesTechnique Slots: 0/9 ENHANCED SUPPRESSIONYou compress your ki down inside of you and lower your power level.Type: Utility Action: At-Will / Reactive At-Will to Release Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn. Cost: None Limit: None Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed. ENHANCED RAPID MOVEMENTYou 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. Kikōken | Spirit Cultivation SwordUsing her ki to gather and strengthen wind around a weapon(or her hand), Amara slashes multiple times at a target.Type: Single Energy Melee Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Salving, Imbued Cost: 15 Ki Learn: 2 Weeks Kikōtsuchi | Spirit Cultivation HammerAmara gathers a super-condensed mass of wind with her ki, then launches it at a target; the violent nature of this wind makes it both sharp and impressively concussiveType: Single Physical Ranged Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Immobilize, Projectile Cost: 15 Ki Learn: 2 Weeks SOLAR FLAREYou 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. COUNTERMEASURES(Rank 3)Predicting your enemy's attacks, you ready yourself to respond to incoming attacks.Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. KIAI(Rank 3)You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack.Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. 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: 4 ki per Melee Energy Blast(Replaces Energy Blast’s Cost) 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. TELEPORTYou 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. ENERGY CONSTRUCTS(Rank 3)You form constructs of pure energy that help you fight in various ways.Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below. You may use at-wills from this technique more than once in a given turn. --Give +10 to a single Accuracy roll on your turn. One per attack. --Gain +2 bonus damage for a single attack you make. Two per attack max. --Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack. --As a reaction you gain +5 Defense against all attacks. One per turn. --As a reaction you gain 2 DR against all attacks during turn. One per turn. Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP. SONIC SWAYYou rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills.Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
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Amara
Aug 19, 2020 12:15:54 GMT -8
Post by zer0gravitea on Aug 19, 2020 12:15:54 GMT -8
InventoryZeni: 121,000 Equipment Slots: 4 Equipped ItemsTime-lost Prayer Beads A simple set of prayer beads blessed by the head of the Crane Monastery in Amara's timeline. The beads' blessing allows Amara the ability to pull from the Cranes' more esoteric techniques without full knowledge of their workings.Type: Crafted Artifact - Beads Zeni Value: 600,000 Zeni Cost: 120,000 Activation: Passive Effect: While equipped, you gain access to a Level 0 Mystic Class Feature, chosen at the time of acquisition; if you are already of the Mystic Class, you may gain an additional Mystic class feature of any level. Increase your Defense by 5 and your critical strike range by 5. Additionally, while equipped, you regenerate an additional 3 Ki per turn. Limit: May not be equipped at the same time as "Lucky Trinket". Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of.Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: -- Amara's Tail (Companion) Prehensile and quite dexterous, Amara has adapted to using her halfbreed's tail as an additional limb and commonly uses it for a variety of purposes in battle.ZENI VALUE: 40,000 ZENI COST: 120,000 RARITY: MYTHIC -This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and it’s HP is 20. -A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both.As an at-will (free) action during battle you may have your side-kick take an action to help you fight. The action can be from the following options:-Make a Physical or Energy Attack with an accuracy modifier and damage determined by the rank of the follower used. -Use a common recovery item or grenade. If this is a recovery item may be used on you or your allies. -Lend you Ki for a finisher attack. (Reducing the cost by 5 Ki.) -Go into defensive mode. In defensive mode they may use one of your reactions to take a hit for you. Their HP is dependant on the rank of the Sidekick. IF a sidekick’s HP is brought to negative -5, it is considered dead and may only be brought back with the wish of a Dragon Ball, or a quest to bring them back/heal their body. There may be items to replace a dead Sidekick for free, but that exact sidekick remains dead until you save them/heal them.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: -- InventoryBlaster Pistol Tech Blade Master Belt Katchin Sword Demon Ring x2 Lucky Trinket Elder Student's Gi Expert Training Gear x2 Recovery Package AI Assistant Guardian Staff Pomegranate Power Armor Grav Bomb Tuffle Bunker Remnants(Blueprint) Investments Roasted Turkeysaurus Rex (+5% EP/PL Rewards; Requires 500 words celebrating holidays) x1 Dragon Ball Candy (+20% Gains in a thread) x1 Minor Panacea First Aid Kit Flashbang Capture Net Tranquilizer Dart Stronghold--
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Amara
Aug 19, 2020 12:17:55 GMT -8
Post by zer0gravitea on Aug 19, 2020 12:17:55 GMT -8
LogsReputation LogGlobal Reputation: 3 Northernlands: 2 Central Lands: 3 Southlands: 2 Pilafland: 2 Southern Islands: 2 Eastlands: 2 Westlands: 2 Effort Point Logs+ 410, RP Sample + 5000, Staff Salary(October 2019)
+3617, Spar vs Atalan(Victory)
+ 6000, Staff Salary (January 2020) - 7000 EP to 7 MP - 10000 EP to 10 MP - 5000 EP to Hunt Black Water Mist - 750 EP to travel to Central Lands from Southern Lands - 20000 to 20 MP - 16000 EP to 16 MP - 44000 EP to 44 MP - 5000 EP to quest for Blutz Generator - 50000 EP for 50 MP - 2000 Respeced Blutz Generator to Time-Lost Prayer Beads - 2000 EP for 2 MP Power Level Logs+ 41, RP Sample
+ 2328, Mulching Tap Brief +4000, Staff Salary Feb 2020 +6000, Staff Salary March 2020 +3080, West City Blues +4000, 4 Months Staff Salary +2000, Time Skip +5723, Mulching Aisling - Example Mastery Point Logs+2 Creation +4 from EP Conversion +10 from EP Conversion +20 from EP Conversion +16 from EP Conversion +48 from EP Conversion +50 from EP Conversion +10 from Time Skip +16 from mulching Aisling +2 from EP Conversion - 30 from Potential Mastery Ranks 1-5 - 15 from Focus Mastery Ranks 1-5 - 60 from Class Mastery 1-3 - 5 from Ability Mastery 1 - 30 from Technique Mastery 1-4 - 2 from Ki Blade Rank 2-3 - 2 from Energy Constructs Rank 2-3 - 2 from Countermeasures Rank 2-3 - 2 from Kiai Rank 2-3 - 8 from expediting 2 techniques Zeni/Item Logs+ 1000, Starting
+ Tech Blade, Master Belt + 80,000 Zeni
+ Katchin Sword, Flexmetal Staff, Tranquilizer Dart from Tap Brief + Elder Student's Gi (Super Santa) + 100,000 Zeni and Grav Bomb (West City Blues)+ Demon Ring, Lucky Trinket (Yearbook Voting) + 50,000 Zeni, - Flexmetal Staff+100,000 Zeni and Grav Bomb, West City Blues+300,000 Zeni from Time Skip + Expert Training Gear, Recovery Package, AI Assistant, Guardian Staff, Demon Ring, Pomegranate Power Armor, Tuffle Bunker Remnants(Blueprint), Investments from mulching Aisling - 120,000 Zeni, +Black Water Mist
- 120,000 Zeni, +Blutz Generator - Blutz Generator, +Time-lost Prayer Beads - 360,000 Zeni, +Companion, Kai Robes, Minor Panacea, First Aid Kit, Flashbang, Capture Net - Example
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Amara
Aug 19, 2020 12:19:55 GMT -8
Post by zer0gravitea on Aug 19, 2020 12:19:55 GMT -8
MiscellaneousReferred by: -- Amara's font color is 0baa0b RP SampleN/A
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Amara
Aug 19, 2020 12:20:35 GMT -8
Post by zer0gravitea on Aug 19, 2020 12:20:35 GMT -8
TransformationsPotential UnlockTier Level: 0 Amara taps into her hidden potential, releasing a significant amount of dormant power; this causes little aesthetic change, save for her ki aura shifting to a white hue.Effect: At Tier 0, your Transformation boosts your base PL by 1.5 and costs 2 ki per turn to maintain. In addition you gain the bonuses provided by the transformation form you chose when purchasing Tier 0. You may use the 'Tier 0' transformation trait you have purchased. This transformation does not have a turn limit by default. It requires a 3 turn reset before being used again. Form: Cerebral - Gain 1 additional use of a trait you have already used and gain 1 additional use of a technique have already used. Transformation Trait Slots: 2 Ace in the Hole Requirements: Effect: You may pay 5 Ki as an at-will action to extend the critical strike range of your attacks by 5 (a roll of 95+ to crit would instead become 90+) for this turn. Additionally, increase the damage of your critical strikes by +2. General Mountain Requirements: Telekinetic trait Effect: Gain one extra standard action while transformed. This action may only be used on a telekinetic strike, grapple, or projectile special attack.
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Amara
Aug 19, 2020 12:22:02 GMT -8
Post by zer0gravitea on Aug 19, 2020 12:22:02 GMT -8
BATTLE TRACKER{Spoiler}DEFENSE PHASE
Attack 1: Amara 130 vs Opponent (Acc) = Result Attack 2: Amara 130 vs Opponent (Acc) = Result Total damage: - 4 =
OFFENSE PHASE
At-Will:
Bonus Action: --
Standard Action 1: -
Standard Action 2: -
Regen: +3 Ki | Time-lost Prayer Beads, +3 | Kai Robes
EFFECTS. -
TRAITS.
Student of a Thousand Arts Requirements: Beastman, Human, or Monster Effect: When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced basic technique at the start of play.
Mug (Class Level 1) Activation: Passive Effect: Whenever you critically hit with a Melee Attack, you may select 1 item from the critically hit target’s inventory on your next turn. For the duration of that turn, you may treat that item as though it were equipped(by you), even if you would not have slots to equip it. Other standard Item Rules apply. Limit: -- Classes: Bandit, Prodigy, Strategist
Precision Performance (Class Level 2) Activation: At-Will Effect: You may activate Precision Performance whenever you perform a Special Technique. Special Techniques performed on the same turn no longer roll damage dice, but instead deal base damage equal to half of that technique’s combined dice value. (A technique that did 3d10 damage would have a combined value of 30 and would deal 15 base damage with this trait.) Limit: 2 times per thread. Classes: Conqueror, Strategist, Witch/Wizard
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.
Telekinetic Activation: Passive Effect: You immediately gain the utility technique “Psychic Powers” and it does not take up a technique slot. Once your Psychic Powers reaches rank 3, ranged: Strikes, Grapples, and Projectile Special Techniques deal an additional +3 damage. Limit: --
Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
Willpower Requirements: Resilience Skill of 50 Activation: Reactive At-Will Effect: When you activate Willpower, reduce all damage you would have taken on your turn to 0. Limit: 1 time per thread.
Efficiency (Playbook) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki. Limit: -- EQUIPMENT. Kai Robes | Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. AI Assistant | Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Amara's Tail(Companion) | This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and it’s HP is 20. Obi | Decrease the cost of all your Techniques by 2 ki. Time-lost Prayer Beads | While equipped, you gain access to a Level 0 Mystic Class Feature, chosen at the time of acquisition; if you are already of the Mystic Class, you may gain an additional Mystic class feature of any level. Increase your Defense by 5 and your critical strike range by 5. Additionally, while equipped, you regenerate an additional 3 Ki per turn. DEFENSE/UTILITY TECHS.
ATTACK TECHS. -
HP: 65/65 | KI: 135/135 PL: 35,811 Melee Acc: 65 | Ranged Acc: 60 | DEF: 130 DR: +4 | DMG MODIFIER: +5 | KI COST: -4
@ taghere
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Amara
Aug 19, 2020 16:44:09 GMT -8
Post by Cayle Pota on Aug 19, 2020 16:44:09 GMT -8
Approved.
We'll discuss privately or in staff the method in which she was sent across time and space.
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