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Post by Tolvur-Q12 on Aug 24, 2020 9:25:39 GMT -8
It hadn't been much of a lengthy travel, seeing as nothing of importance had happened as he flew into the territories he started this new life of his in. But things were different this time; he was different. Noting everything from up above meant that he was able to discern all the different places he had been before.. being turned off. He obviously didn't actually remember those place, but even with just a few minutes of soaring around and looking at locations in the distance he felt his memories slowly returning. Like with that one demon, and that other one, and that samurai and how hanging out around them lead to him figuring out something about his 'family' he didn't enjoy.
But then again, everyone had demons when it came to family, right? Except his weren't demons as much as other androids.
Then suddenly he picked up a nearby power. It was big enough to get him to focus on it and draw a smile from him; he got this feeling only one time before from that Misaki thing. So his experience told him that a power of this magnitude was held by something worth investigating. Maybe he'd find someone to spar in his first few minutes back in this land; maybe he found someone worthy to call his friend like he had attempted to do in the Western lands. Either way it would be a positive surprise holding this kind of power.
Pinpointing power signatures was still a hassle though, especially when they felt like the covered a wide area. He could narrow the area down to a small area, but it would still be too big to just walk around in and hope to bump into whoever he was looking for. Flying was his best option here; as it was in almost every situation these days.
Looking around as he slowly made his way forward he would find the source of the power, looking at it and expecting an action to be made.
''Hello! My name is Bryce, and who might you be?''
======================= WC: 345
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Post by zer0gravitea on Aug 25, 2020 13:07:52 GMT -8
Amara was to be found in the middle of… a saiyan’s version of a picnic. Despite being only a halfbreed, her appetite was every bit as massive as those pureblooded hooligans and what she brought with her on a picnic was absolutely no exception. Her “basket” was really more of a catering tub and it had been filled to the brim with all sorts of savory delights from a variety of restaurants in Central City. She had meat dishes, vegetable dishes, rice dishes-- the whole gamut was there and she was set to enjoy it all entirely by her lonesome. Sure enough, some might consider it a bit sad to be having a picnic all by one’s self, but Amara had no reservations about it. Where she came from, food like this was reserved for only the most brutal of warlords- if it existed at all; culinary arts were not particularly valued in her time, what with their relative inability to provide a combative edge. Naturally, she wasted no time in digging in, demolishing several bowls of food in a frighteningly little amount of time. Despite the haste with which she ate, every bite was savored to its fullest; she had never had such delightful things before and each bowl was a new first-time experience. Of course, her distraction by her food meant that the little Crane was caught by surprise when Bryce suddenly appeared before her and introduced himself. Amara quickly slurped up the remaining mouthful of noodles she had been working on and chewed it quickly down while giving the newcomer a rather peculiar look. “ I’m Amara, and this is my picnic,” she replied after swallowing down her mouthful of food. With her mood so elevated by the deliciousness surrounding her, she gestured toward an unopened bowl of steamed pork buns. “ Want some? I brought plenty!” 319 | 319 Tolvur-Q12
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Post by Tolvur-Q12 on Aug 25, 2020 19:34:12 GMT -8
This was.. a lot of food for just one person. Maybe it had been for multiple people and the others had all left, or maybe this was some kind of demon like Nal. This one didn't have the right skin tone for that though, so he just assumed it was the first option since he had no real concept of how much a saiyan could eat, he'd met a few but had never seen one eat. So for now, this girl, Amara as she introduced herself, was human and nothing but that.
There was of course the off chance she was an android like him and was therefore able to mulch down this much food, but if that was the case food wouldn't be a requirement in the first place. It confused him to say the least, and it showed as he oggled the sheer amount of food.
Quickly Bryce focused on the girl though, since just concentrating on the food could definitely be seen as rude even if he was offered some. Besides, the food wasn't why he had come here. The power Amara let out did.
''No, thank you.'' He said when he was asked if he wanted some. Well, he did want some, but not food. ''I'm here for a different reason.''
He paused a moment and then quickly clarified. ''You seem to hold a great deal of power, and I am looking for people with power.'' He explained. ''I want to test my own strength against them.'' What he didn't tell her, was that he was also trying to see if he could fight without losing track of the situation yet.
''So, if you're okay with it, I would like to train with you.'' Then his eyes fell upon the food again and there was a raise of his brow. ''When.. you're done eating, that is.''
============= WC: 655
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Post by zer0gravitea on Aug 27, 2020 11:59:11 GMT -8
The food certainly did seem to actually disappear down Amara’s maw. She was no android, but the incredible appetite of a fit Saiyan was quite remarkable- and quite expensive. Fortunately, being from the future allowed Amara and her fellow operatives certain privileges in terms of money acquisition. Gambling on things with determined outcomes, for instance, had a much higher probability of turning out favorably. The success rate wasn’t perfect, as their presence in the past did have something of a ripple effect-- but it was enough to keep Amara and the apparent army in her stomach fed for quite some time. When Bryce turned down her offer of food, she frowned. The monastery had taught her that it was improper to eat in front of others if they were not themselves eating, and such actions in her time were generally seen as flexes of power. Those tinges of guilt overcame her remaining appetite and drove her to quietly seal up her opened bowls before packing them away. What the strange man wanted instead of her food, however, was a training session- and that was something that she could do! “ I was starting to reach my limit anyways,” she lied, springing to her feet and making a show of stretching her arms out in wide circles, “ ... so I could go for some exercise to work my appetite back up! We’ll have to be careful of my spread, though- I wouldn’t want to accidentally waste good food by destroying it in the middle of a spar. Maybe you’ll have an appetite to share with me after, too!” 276 | 595 Tolvur-Q12
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Post by Tolvur-Q12 on Aug 28, 2020 4:16:12 GMT -8
Although Bryce came here for the power he felt he couldn't help but be intrigued by how she reacted to him turning down food. Her face.. looked sad, almost, and it was quickly followed up by her closing the lids on all the food bowls around her. Maybe it wasn't so much her reacting to him saying no, but realizing she was asked to stop eating, because Bryce did ask for a fight.
She hopped up, being obviously chipper about getting to fight and said something about needing to work up an appetite, but she then also said that maybe the mandroid had one to share with her. As much as he didn't need food and was ready to turn it down he also figured that maybe it was her being nice. Besides, she had too much for one person, or so Bryce figured. Maybe he'd indulge her and eat with her, get to know the person behind the power.
But first, it was time for the fight. And Bryce was quite nervous for it, though happy at the same time. It wasn't often he got to fight, let alone with someone holding this much power.. Maybe the feeling was the same from this Amara, though he had the suspicion all that was on her mind was food. Must be a nice life, to have food be the driving force behind everything you do.
''I'll try my best to help you build up one.'' Bryce told her when she mentioned her appetite, getting into a fighting stance.
====================== WC: 912 40LArLFF1d1001d100
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Post by zer0gravitea on Sept 1, 2020 12:46:49 GMT -8
If only it were the case that Amara simply had too much food to eat on her own-- the truth of the matter was that she was only eating out here in the near-wilderness because she was getting embarrassed by the strange looks she consistently received while eating at restaurants in town. If she were any other full blooded Saiyan, ignoring the staring eyes and simply focusing on her food might have been easy enough, but… it wasn’t just a purebred’s focus that she was lacking. Having grown up in a rather tumultuous time meant that people watching her eat were actually looking for an opportunity to steal some food of their own. Otherwise, everyone was too focused on their own nutrition to really care about everyone else. If she could get this stranger to eat with her afterward, too, then she wouldn’t have to worry too much about him potentially judging her for her voracious appetite either. She didn’t realize that the damage had already been done there, though.
Amara stepped away from her food and finished out her casual stretches; she lowered herself into a readied stance, lifting her hands up ‘til one was just below the line of her gaze and the other was just above it. If Bryce was familiar with the world’s variety of martial arts, he might even recognize her stance as a signature form of the Crane School.
“I’m ready when you are!”
wc: 247 / 842
Initiative Roll: DpEcBhTF1d1001d100
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Post by Tolvur-Q12 on Sept 1, 2020 19:30:26 GMT -8
Ready when he was, huh? Bryce liked the sound of that as it implied that he would get the first move, and he would grin widely then thinking about it as he watched Amara slip into a stance he knew froom his early days. He couldn't give it a name but he recognized it, or maybe he was very able to give it a name and just didn't care anymore. It was a fighting stance, nothing more and nothing less. He knew it was going to be a friendly spar, but that would not stop him from giving it his all. Besides, if the past was any indicator he was sure that this girl would be able to put up a decent fight, same with that Misaki girl from before who also held a 'fun' amount of power. However, the difference here was that the power he sensed right now didn't really outrank his own. But what it did succeed in doing was give Bryce a feeling he failed to have with other people, and it was that feeling that urged him not to prepare anything and just go for the first few strikes to see what her defenses were, if he had to step it up a few notches or if he was fine with his game the way it was. In a way, he figured, that was a preperation in its own right. He stretched out his arm without dropping himself into any sort of fighting stance, and pointed his index finger along with his middle finger at the girl with a grin. ''Here's to fun.'' He urged as red energy began to gather at his fingertips, swirling around for a moment before a flurry of eight different beams sprung from it, all aiming for his opponent with the intent to hit as hard as possible; even if this was just a spar. ======================== TWC: 1227 Defensive Phase Bryce is hit 0 time(s) for 0 damage!
Battle effects Power up 25% [1/2] Morph +5 energy control
Edge Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will: Champion gi: +15 accuracy 1 special
BONUS ACTION: Focus energy -3 ki STANDARD ACTION 1: Judgement blast -11 ki [warning shot, lowers defense instead of doing damage] STANDARD ACTION 2: Judgement blast -11 ki [dynamic entry]
ROLLS
STANDARD ACTION 1: lO8|G9SW1d100+105 Damage: 4d6+10 Blinding 50%: 1d100
STANDARD ACTION 2: 1d100+90 Damage: 4d6+10 Blinding 50%: 1d100
Morph 50% chance to lose a bonus action: 1d100
Stats: Powerlevel: 36,487 [51,081] [63,851] Health Points; 130/130 Ki; 80/100 [0/100 regained] Defense; 105 Accuracy melee; 35 Damage modifier melee: 5 Accuracy ranged; 60 Damage modifier ranged: 5 Damage reduction: 5
Transformation forms Form: Durable Stage: 0(Memory trigger) (Pl multiplier - 1,5) Trait(s): Overwhelm - Whenever you use Power-Up(or a technique that treats itself as Power-Up), decrease your opponents’ Defense by 5 and DR by 2 on their next turn. Surge of emotion - You may activate this as a bonus action to add the 'ultra-destructive' signature technique modifier to any special or finishing techniques used this turn. You may activate this up to three (3) times per thread.
Techniques
Morph [2/2] -0 ki 50% chance for the opponent to lose a bonus action, +5 to any one stat.
Clash [1/1] -13 ki + cost of attack When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused.
Enhanced focus energy ∞ - 3 ki Increase your Accuracy with Energy Attacks on this turn by +15. Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
Enhanced rapid movement ∞ - 8 ki 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. 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.
Energy constructs [1/1] - 8 ki 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 +10 Defense against all attacks. One per turn. --As a reaction you gain 4 DR against all attacks during turn. One per turn.
Feint [2/2] -8 ki You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Judgement blast -11 ki Damage: 4d6+4 Effect: Charging - Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy. Effect: Blinding - This technique has a 30% chance to inflict Blind on hit.
Revenger charge [0/3] [0/3] -0 ki You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect.
Items
R.A.D - Rapid Adaptive Defensive When in a fight, any non-basic technique being used in successive turns will lose 20 accuracy. This is lost however, if the opponent ceases to use this move in any given turn. As an item of great power this boosts your PL by 30%.
Auxiliary core 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. [2/2]
Bio suit You heal 3 HP at the end of each turn.
Champion's gi At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. 1 bonus per turn At-will
Obi Decrease the cost of all your Techniques by 2 ki.
Traits Class feature Solid foundation - rapid movement You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Class feature Combo attack Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target.
Class feature Flexible technician Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
Class feature Practice makes perfect You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage.
Class feature Genius Technician You may learn one additional Legendary Technique without it taking up any Technique Slots, though it takes twice as long to learn.
Class trait Flawless counter On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Class trait Dynamic entry You may perform 1 Attack on your first combat turn of a thread.
Racial Infinite core type You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Surge Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit.
Efficiency 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.
Warning shot You may perform 1 ranged attack on your first turn of combat. It deals no damage, but reduces its target’s Defense by an amount equal to the damage it would have dealt for 3 turns if it “hits”.
Endure Increases your HP by +25.
1d100+105·4d6+10·1d100·1d100+90·4d6+10·1d100·1d100
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Post by zer0gravitea on Sept 3, 2020 10:10:16 GMT -8
Amara certainly didn’t expect him to throw them into battle quite so quickly, but the gathering of energy within his hand gave her enough time to prepare herself for the onslaught of beams that came thereafter. She twisted, ducked, and weaved between the blasts, dancing deftly away from each of their searing tips. The power she sensed from them meant that even a glancing blow would prove pretty damn painful-- this guy wasn’t playing around at all. If most of her missions to date hadn’t been exercises in stealth and guile, Amara might have been disappointed that Bryce came at her so brazenly… but this meant that she could let herself loose and not worry too much about the consequences. The Crane exhaled a long, concentrated breath after Bryce’s barrage of beams had concluded. She mentally reached into her core and coaxed up the power that lazed about within her body- then forced it all out at once with a loud kiai. An aura of white ki surrounded Amara’s body as her power noticeably spiked. She was ready to play the Android’s dangerous game. Amara formed her hands into the shape of an empty triangle and concentrated her ki around them; her energy gathered air and fortified it, shaping the wind into nearly invisible blades that protruded from the edges of her hands. The girl launched herself suddenly forward-- but twisted at the last second to reveal her previously hidden saiyan tail and a temporary surge of blinding ki at its tip. Her rotation completed a full circle, allowing her hands to come back around to slash several times toward Bryce’s torso. Regardless of the slashes’ successes, Amara’s hands reformed their triangle shape and shifted her concentrated wind into its center; the air became a hammer and launched outward, aiming to smash painfully into her opponent’s stomach. wc: 310 | 1152 BATTLE TRACKER{Spoiler}DEFENSE PHASE
Attack 1: Amara 130 vs Bryce (112) = Miss! Attack 2: Amara 130 vs Bryce (104) = Miss! Total damage: - 4 =
OFFENSE PHASE
At-Will 1: Activated HASTE to gain +1 Bonus Action
At-Will 2: ACE IN THE HOLE | -5 Ki | +5 To Crit Range on Attacks made this turn
At-Will 3: COMPANION(Amara's Tail) Used FLASHBANG
50% Blind Chance: ICCn2VnV1d100
At-Will 4: MYSTICISM | -1 AP | DENIAL -- BRYCE Cannot use JUDGEMENT BLAST for 3 Turns
Bonus Action 1: Activated PLAYBOOK to replace PRECISION PERFORMANCE with EFFICIENCY.
Bonus Action 2: Activated Transformation Tier 0- Potential Unlock! | -1 Ki
Standard Action 1: KIKOKEN | -5 Ki | Slashing, Salving, Imbued | Crit Range = 55+
To-Hit: 1d100+65
Damage: 3d10+5(CRIT +5)
Standard Action 2: KIKOKEN | -5 Ki | Slashing, Salving, Imbued | Crit Range = 55+
To-Hit: 1d100+65
Damage: 3d10+5
Standard Action 3(General Mountain): KIKOTSUCHI | -6 Ki | Slashing, Immobilize, Projectile | Crit Range = 55+
To-hit: 1d100+65
Damage: 3d10+8
Immobilize 40%: 1d100
Regen: +3 Ki | Time-lost Prayer Beads, +3 | Kai Robes
EFFECTS. TIER 0 TRANSFORM - x1.5 PL Flashbang 1/2 Used Haste 1/3 Used Preparation: 4 Remaining Stratagem: Kiai, Teleport, Sonic Sway MYSTICISM: 4/5 AP
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: --
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. 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.
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.
ATTACK TECHS. Kikōken | Spirit Cultivation Sword Using 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 Hammer Amara 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 concussive Type: Single Physical Ranged Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Immobilize, Projectile Cost: 15 Ki Learn: 2 Weeks
HP: 65/65 | KI: 119/135 PL: 53,717 (35,811) Melee Acc: 65 | Ranged Acc: 60 | DEF: 130 DR: +4 | DMG MODIFIER: +5 | KI COST: -4
@ taghere 1d100·1d100+65·3d10+5·1d100+65·3d10+5·1d100+65·3d10+8·1d100
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Post by Tolvur-Q12 on Sept 3, 2020 11:57:34 GMT -8
As expected, none of his attacks hit and were all deftly dodged. Well, he would tell you it went as expected but in all reality he was quite surprised by just how smoothly this girl seemed to dance through his energy attacks. But.. that meant this was going to be a spar, or even a battle, in which he had to try to actually hit his opponent. It had been such a long time since he had this, and as such he held a grin despite his attacks being dodged. But there was no real time to mull it over and prepare further attacks as Amara went in for her own turn, an offensive turn at that. And what was worse; the edge Bryce had over her in terms of power was overcome just by looking at her, almost as if she had done all of this before. Unfrotunately Bryce hadn't and it all came as a surprise to him, from his eyes widening at the sudden power increase to him not being able to react to the blinding light that flashed before him momentarily. It didn't do much, but it did leave this annoying glare in his vision, almost as if it messed up his ocular systems or something. And as if that wasn't enough there were wind-imbued attacks made by Amara. Swipes, and they hurt due to being unable to dodge them; he wasn't even able to respond to them or cushion the hits. But being hit like that did get a rise out of the mandroid though, and while there was a tinge of pain he would smile at Amara; a sign that he was becoming more and more focused on this fight. Like before, but somehow more in control this time around. What that lead to though was that his body was able to respond to the next batch of attacks, and he was able to just sidestep the first onslaught yet decided to act as if the hammer of wind behind it hit him hard enough to knock him back a bit; if only to give him more space for a moment. ''You're fun.'' Bryce said as he straightened out his stance, using the small frame of time to prepare himself for the next round, as well as trying to overcome the lost lead in energy he had. ========================= TWC: 1,545 Defensive Phase Bryce is hit 1 time(s) for 28 damage! 28 damage - 5 damage reduction = 23 damage!
Battle effects Power up 25% [2/2] Power up 25% [1/2] Morph +5 defense Denial [no judgement blast] [1/3]
Edge
Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will: Champion gi: +10 defense
BONUS ACTION: Rapid movement -8 ki STANDARD ACTION 1: bonus action: energy constructs -8 ki STANDARD ACTION 2: bonus action: focus energy -3 ki
ROLLS
STANDARD ACTION 1: Damage: Blinding 50%:
STANDARD ACTION 2: Damage: Blinding 50%:
Morph 50% chance to lose a bonus action: WvQGeAMX1d100
Stats: Powerlevel: 36,487 [51,081] [79,813] Health Points; 110/130 Ki; 98/100 [35/100 regained] Defense; 105 Accuracy melee; 35 Damage modifier melee: 5 Accuracy ranged; 60 Damage modifier ranged: 5 Damage reduction: 5
Transformation forms Form: Durable Stage: 0(Memory trigger) (Pl multiplier - 1,5) Trait(s): Overwhelm - Whenever you use Power-Up(or a technique that treats itself as Power-Up), decrease your opponents’ Defense by 5 and DR by 2 on their next turn. Surge of emotion - You may activate this as a bonus action to add the 'ultra-destructive' signature technique modifier to any special or finishing techniques used this turn. You may activate this up to three (3) times per thread.
Techniques
Morph -0 ki 50% chance for the opponent to lose a bonus action, +5 to any one stat.
Clash [1/1] -13 ki + cost of attack When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused.
Enhanced focus energy ∞ - 3 ki Increase your Accuracy with Energy Attacks on this turn by +15. Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
Enhanced rapid movement ∞ - 8 ki 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. 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.
Energy constructs [0/1] - 8 ki 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 +10 Defense against all attacks. One per turn. --As a reaction you gain 4 DR against all attacks during turn. One per turn.
Feint [2/2] -8 ki You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Judgement blast -11 ki Damage: 4d6+4 Effect: Charging - Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy. Effect: Blinding - This technique has a 30% chance to inflict Blind on hit.
Revenger charge [3/3] [0/3] -0 ki You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect.
Items
R.A.D - Rapid Adaptive Defensive When in a fight, any non-basic technique being used in successive turns will lose 20 accuracy. This is lost however, if the opponent ceases to use this move in any given turn. As an item of great power this boosts your PL by 30%.
Auxiliary core 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. [2/2]
Bio suit You heal 3 HP at the end of each turn.
Champion's gi At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. 1 bonus per turn At-will
Obi Decrease the cost of all your Techniques by 2 ki.
Traits Class feature Solid foundation - rapid movement You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Class feature Combo attack Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target.
Class feature Flexible technician Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
Class feature Practice makes perfect You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage.
Class feature Genius Technician You may learn one additional Legendary Technique without it taking up any Technique Slots, though it takes twice as long to learn.
Class trait Flawless counter On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Class trait Dynamic entry You may perform 1 Attack on your first combat turn of a thread.
Racial Infinite core type You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Surge Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit.
Efficiency 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.
Warning shot You may perform 1 ranged attack on your first turn of combat. It deals no damage, but reduces its target’s Defense by an amount equal to the damage it would have dealt for 3 turns if it “hits”.
Endure Increases your HP by +25.
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Post by zer0gravitea on Sept 10, 2020 10:57:49 GMT -8
“ I’d like to think so!” Amara replied smoothly as she bounced backward to reorient herself after that barrage of hers. She looked her opponent over and half frowned when she saw that the damage done to him had been minimal- at least, compared to what it could have been. Though this was just a spar, her combat technique had been forged around ending an encounter as quickly as possible; the longer that things went on, the more likely she was to suffer retribution at the hands of her opponent. To make matters worse, his power level kept climbing. Her hands came together to once again form a triangle of steepled fingers. This time, however, the air that concentrated within the triangle’s center floated out in the form of six barely visible spheres, each coming to float behind Amara in a semi-circular arrangement. As soon as their formation completed, the halfbreed charged forward again; she leapt into the air just before Bryce’s position and flipped over head, slashing downward with several wind-augmented strikes as she spun past. When she landed, Amara thrust both fists forward, intending to smash into her opponent’s back and to knock him severely off balance. wc: 205 | 1357 BATTLE TRACKER{Spoiler}DEFENSE PHASE
Attack 1: Amara 130 vs Bryce (--) = --! Attack 2: Amara 130 vs Bryce (--) = --! Total damage: - 4 =
OFFENSE PHASE
At-Will 1: Used ENERGY CONSTRUCTS via REFORMULATE | -8 Ki | +6 Energy Constructs
At-Will 2: ACE IN THE HOLE | -5 Ki | +5 To Crit Range on Attacks made this turn
Bonus Action 1: Used POWER UP | +25 Ki / +25% PL
Standard Action 1: KIKOKEN | -5 Ki | Slashing, Salving, Imbued | Crit Range = 55+
To-Hit: eI9getK_1d100+65
Damage: 3d10+5(CRIT +9)
Standard Action 2: KIKOKEN | -5 Ki | Slashing, Salving, Imbued | Crit Range = 55+
To-Hit: 1d100+65
Damage: 3d10+5
Standard Action 3(General Mountain): KIKOTSUCHI | -6 Ki | Slashing, Immobilize, Projectile | Crit Range = 55+
To-hit: 1d100+65
Damage: 3d10+8
Immobilize 40%: 1d100
Regen: +3 Ki | Time-lost Prayer Beads, +3 | Kai Robes
EFFECTS. TIER 0 TRANSFORM - x1.5 PL Power Up - +25% PL, 2 Turns Remaining
Flashbang 1/2 Remaining Haste 2/3 Remaining Preparation: 4 Remaining Stratagem: Kiai, Teleport, Sonic Sway MYSTICISM: 4/5 AP Power Up 25/100 Ki Restored Constructs 6/6 Remaining Reformulate 1/2 Remaining
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: --
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. 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.
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.
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.
ATTACK TECHS. Kikōken | Spirit Cultivation Sword Using 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 Hammer Amara 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 concussive Type: Single Physical Ranged Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Immobilize, Projectile Cost: 15 Ki Learn: 2 Weeks
HP: 65/65 | KI: 121/135 PL: 67,147 [53,717] (35,811) Melee Acc: 65 | Ranged Acc: 60 | DEF: 130 DR: +4 | DMG MODIFIER: +5 | KI COST: -4
@ taghere 1d100+65·3d10+5·1d100+65·3d10+5·1d100+65·3d10+8·1d100
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Post by Tolvur-Q12 on Sept 10, 2020 12:00:19 GMT -8
Bryce knew it was coming. He just knew. Even without feeling out the gathered energy, or seeinng the barely visible orbs hovering around Amara, he knew the intention behind them. His body reacted to the very production of these orbs as the mandroid's hands moved without him willing to do so, and even as the girl then rushed at him. She kind of reminded Bryce of a miffed Deva at this point, those things he had been taught about in 'monk school'. He smriked as Amara leapt over him, using the accumulated energy around her to pummel Bryce with, or try to, because he deftly reduced every blow thrown at him by gathering a minor amount of energy in his own fists and catching, not hitting, every thrown fist with his own, guiding it just enough to miss him. ''Predictable, but fun.'' Bryce was able to say without skipping a bit, feeling only minor gusts of wind slam against his face as Amara passed overhead. Then, like before, when the girl tried to slam into him with quite a bit of power behind it he was able to dodge it by only a hairs width, still allowing the wind to push him back a bit. He made sure to dig his feet firmly into the ground though so he would leave two giant marks as he was pushed back, seemingly unharmed. He grinned and raised his arm, this time opening his hand and aiming at Amara with his palm. ''I might not hit you, but it's more like a game of dodging back and forth.'' He said as energy with a red hue began twirling around his hand as he cocked his head to the side. ''You don't hit me either.'' And with that, the energy in his hand subsided, leaving nothing but a trace for Amara to sense for a fleeting moment, almost as if he had realized that it had no use to attack yet. ================================= TWC: 1,872 Defensive Phase Bryce is hit 0 time(s) for 0 damage!
Battle effects Power up 25% [2/2] Power up 25% [1/2] Morph +5 defense Denial [no judgement blast] [2/3]
Edge
Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will: Champion gi: +10 defense
BONUS ACTION: Rapid movement -8 ki STANDARD ACTION 1: bonus action: focus energy -3 ki STANDARD ACTION 2:
ROLLS
STANDARD ACTION 1: Damage: Blinding 50%:
STANDARD ACTION 2: Damage: Blinding 50%:
Morph 50% chance to lose a bonus action: LiYANccH1d100
Stats: Powerlevel: 36,487 [51,081] [79,813] Health Points; 113/130 Ki; 99/100 [45/100 regained] Defense; 105 Accuracy melee; 35 Damage modifier melee: 5 Accuracy ranged; 60 Damage modifier ranged: 5 Damage reduction: 5
Transformation forms Form: Durable Stage: 0(Memory trigger) (Pl multiplier - 1,5) Trait(s): Overwhelm - Whenever you use Power-Up(or a technique that treats itself as Power-Up), decrease your opponents’ Defense by 5 and DR by 2 on their next turn. Surge of emotion - You may activate this as a bonus action to add the 'ultra-destructive' signature technique modifier to any special or finishing techniques used this turn. You may activate this up to three (3) times per thread.
Techniques
Morph -0 ki 50% chance for the opponent to lose a bonus action, +5 to any one stat.
Clash [1/1] -13 ki + cost of attack When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused.
Enhanced focus energy ∞ - 3 ki Increase your Accuracy with Energy Attacks on this turn by +15. Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
Enhanced rapid movement ∞ - 8 ki 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. 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.
Energy constructs [0/1] - 8 ki 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 +10 Defense against all attacks. One per turn. --As a reaction you gain 4 DR against all attacks during turn. One per turn.
Feint [2/2] -8 ki You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Judgement blast -11 ki Damage: 4d6+4 Effect: Charging - Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy. Effect: Blinding - This technique has a 30% chance to inflict Blind on hit.
Revenger charge [3/3] [0/3] -0 ki You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect.
Items
R.A.D - Rapid Adaptive Defensive When in a fight, any non-basic technique being used in successive turns will lose 20 accuracy. This is lost however, if the opponent ceases to use this move in any given turn. As an item of great power this boosts your PL by 30%.
Auxiliary core 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. [2/2]
Bio suit You heal 3 HP at the end of each turn.
Champion's gi At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. 1 bonus per turn At-will
Obi Decrease the cost of all your Techniques by 2 ki.
Traits Class feature Solid foundation - rapid movement You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Class feature Combo attack Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target.
Class feature Flexible technician Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
Class feature Practice makes perfect You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage.
Class feature Genius Technician You may learn one additional Legendary Technique without it taking up any Technique Slots, though it takes twice as long to learn.
Class trait Flawless counter On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Class trait Dynamic entry You may perform 1 Attack on your first combat turn of a thread.
Racial Infinite core type You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Surge Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit.
Efficiency 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.
Warning shot You may perform 1 ranged attack on your first turn of combat. It deals no damage, but reduces its target’s Defense by an amount equal to the damage it would have dealt for 3 turns if it “hits”.
Endure Increases your HP by +25.
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