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Post by Cylie on Aug 28, 2020 18:17:44 GMT -8
It was as early as it could be on a ripe, weekday morning. The birds were chirping, flowers were blooming, the wind was blowing, the people were cursing their alarms and the city was as lively as ever. It was a beautiful day to go out for a little walk in the outside world according to the sole leader of the hardly known Crimson Wind Gang, who just so happened to be a young woman by the name of Cylie Chizu. It wasn't an honest life, but it helped them all get by each passing week. Today wasn't supposed to be any different, but Cylie wanted to earn a few extra bucks for herself before the regular wear and tear of the day took effect, and she wanted to have some fun doing so. But she was currently being prevented from leaving the shabby underground base they were situated in by her right hand man, a six footer that went by the name of Trev. It wasn't his real name of course. "Aw, c'mon. Only for like an hour!"Cylie was protesting against her own subordinate, a crafty smile plastered on her face as she did so. Both her arms were crossed as her evergreen pupils looked directly into the equally green eyes of the blonde giant in front of her. "I can't let you go, boss. Remember what happened the last time you 'went for a walk'?"Ah, right. How could either of them forget that? Cylie ended up escaping the authorities after being silly back in the East, which lead to her and what was left of her gang fleeing on a stolen boat all the way here, in the West. Practically the other side of the world. Good times. She still wished they didn't have to abandon the boat, though. Cylie brushed off what he said with a little chuckle. "Hey, you can't say that that wasn't at least a little fun.""Look, I don't mean anything by this, but I think it's for the benefit of everyone here that you stay away from the city.A bead of sweat made the perilous journey down the side of the man's leathery face. Trev fully knew that he was stepping a bit too far out of his boundaries by stopping Cylie from doing what she wanted. And he was right. In the span of a moment, the tip of a blade was piercing a centimetre of his neck. A trickle of blood raced downward to his collarbone. Obviously, the one holding the sword was Cylie, who had her head tilted in confusion. "Don't we make most of our deals in the city?"They were both used to random moments such as these, with Trev being seconds away from being culled in all of them. He replied gingerly, "Oh, stop it. You know what I mean."Cylie conceded after a few more seconds of silence, and withdrew her weapon. "Sad thing is I do."She returned to her usual loud and unpredictable attitude shortly after returning her sword to it's scabbard, smiling as she turned and walked away from Trev, and towards one of the other people sitting around. "Guess you're right, Trev! I need to learn how to fit in with the crowd in the city. Hika! You're the expert at being irrelevant and one dimensional, tell me your secret."A girl with amber eyes and light green hair turned away from the table she was sharpening knives at. "Well, I don't really have one. I usually just do whatever you tell me and say 'Yes, boss.' over and over again.""That is all you do, isn't it?""Yes, boss."Cylie almost crumbled with laughter in that moment, stifling it by covering her mouth for a brief moment. "That's hilarious! Too bad I'm considering docking your pay for the next job.""Yes boss.""Then you can say goodbye to your daily supply of throwing knives from our weapons dealer.""Jerk."The girl spoke under her breath as she turned back to sharpening her knives. Feeling rather accomplished, Cylie turned back to Trev, shoving him out of the way without remorse and heading up the stairs. She waved back at everyone as she made her exit. "Take care of the place while I'm gone, y'all. I'm going for a walk.".................... That was this morning. Now, she was wandering about the city, dressed in a casual white T-shirt and denim jeans, observing it from it's large, industrial buildings and it's cute little shops. Down the road she was currently walking on, there weren't that many people around, so she supposed it was time to get back to what she was doing then. She walked past a random man on the street, snatching his wallet from his back pocket as they tore away from one another. It all happened so quickly that the civilian was none the wiser. Cylie immediately began counting the zeni in the wallet, smirking solemnly as she found the catch acceptable.
Initiative: r_4BR5oy1-100Cilan Word Count: 834(800 awarded at max per post) 1-100
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Post by Cilan on Aug 30, 2020 7:07:39 GMT -8
"Come on, Cilan-chan! I've been waiting for over an hour." On the phone, Cilan listened to the distressed voice of her mother, asking of her, a simple task. Apparently the house ran out of groceries, again, which was rather bothersome. Not that she wouldn't want to go home to a nice hot meal or something delicious. "Alright mom. Fine. Just give me a minute." The teenager said, before letting out a soft sigh, after which, hanging up her C-phone. She was actually in the middle of her.. training. Her morning training, to be exact. She always liked to stay in shape. It was just a habit of hers. Not that her mother had a problem with it. She was with her brother, anyways. "Come on. Let's go." Grabbing onto her brother's shoulder, she began to search for her mother's ki signature, which was actually challenging, since her mother didn't have a high level of power. It's a good thing she wasn't that far from home. Placing two fingers in her forehead, both figures disappeared, leaving an after image where they once stood. Cilan hasn't quite mastered the technique she used, but luckily she ended up at the right place. She was right in front of her house. "I still don't get how you know how to do that." Her brother commented. Sighing, she looked at him. "It's.. complicated." Indeed, it was. It took her quite a bit of time to learn it, a month to be exact and she hasn't even mastered it yet. She opened the door, only to be met by the sweet aroma of her mother's cooking. It made her stomach grumble, but only slightly. Her brother thanked her for the training they did. He.. was the one that liked fighting. "I'm here, mom." Her mother turned to face her and a smile was visible on her features. "Oh, you're here. How did you-." She raised a brow, as she began to ponder how exactly Cilan got home so quickly. But, decided not to ask right now. It's not like she had a problem with her coming this quickly. "The uh, money and the list is on the table." She said, before turning away from the teenager, to focus on what she was doing. Cilan knew what her mother was about to ask and simply snickered by the thought. Grabbing the list and the money, she went upstairs to grab a sweater, before leaving the house, without her brother. Closing the door behind her, she immediately leaped off the ground, blasting off like a rocket, as she headed for the supermarket, which wasn't far from where she was and with the speed she's currently flying, it would take her about 5 minutes to get there. As she flew over the city, she could see the busy roads and hear the cars honking. West City was always like that. Since she was pretty close to her destination, she landed gracefully on the sidewalk. There weren't many people here, which Cilan found odd. But, she didn't pay much attention to it. As she walked along the road, she couldn't help but to look at the young lady carrying around.. seven swords? She raised a brow, just by the thought. If one should wield more than two swords, how exactly would that be possible? Cilan.. had absolutely no clue. Curiosity made her want to approach this long haired female. But, once she saw her pickpocketing this random guy, a look of concern was visible on Cilan's face. Well, what should she do now? Should she confront her? Should she just let her go? These questions flooded the teenager's mind. "Tch, damn it." She said, before placing two fingers on her forehead, performing the Instant Transmission technique, appearing right in front of the evergreen eyes individual. It might freak out a few passersby, others.. might just stare in awe. "Aw, c'mon. Stealing? Now, asking wouldn't hurt, would it?" She said sarcastically, before giving the sword wielder a serious look. "Now, hand it over." At this point, there was a small crowd watching them both.
Word Count: 683 Total Word Count: 683 CylieInitiative: tm7uzWRd1d1001d100
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Post by Cylie on Aug 30, 2020 9:43:27 GMT -8
"Twenty, thirty, forty, fif-"Cylie was just in the middle of counting up the amount of zeni she scored from a stolen wallet when a girl popped up in front of her out of nowhere. Literally out of nowhere. It looked as if she just phased into existence. Cylie stopped in her tracks, taking a few steps back reflexively as she took in the appearance of this woman, blinking multiple times in a questioning expression. Running into a teleporting jogger was not exactly what the tanned woman had expected to do today. Still, she found it impressive, even if she could also do something similar. The girl in front of her seemed to have spotted Cylie's petty theft, and immediately sprung into action to stop her. Unlucky, she had to admit. She didn't usually get caught on the first guy of the day. Maybe she was getting rusty? Nah, that couldn't be it. She didn't exactly look inconspicuous. Maybe walking around fully armed wasn't the best idea after all. Anyways, the girl demanded that Cylie hand over the wallet she had managed to catch. Pffft, like that's happening.Looks like it was time for the thief to bounce. She looked at her surroundings, noting the tiny gathering that had assembled around her and the pesky girl in front of her. There were maybe like, five of them. Cylie couldn't be too bothered to actually count, anyways. She grinned at the girl, closing the wallet and tucking it away in one of her own pockets. She could always finish counting it after she bounced away from this block. "Excellent work, Miss... uh, Detective. That's your name, right?"She did not await an answer, and instead continued speaking as she began to approach the vigilante. "You have quite the eye, for a little girl. Unfortunately though, I can't give you what you want. It's in my possession, and therefore, it is mine. Although, I can give you something else."Just at that moment, she heard the yells of a man just down the street, quickly approaching her. That was the same guy she'd just stolen from, right? Seems as if he'd only just now caught on to the fact that his money was gone, and he had just turned around and saw the little commotion going on at the top of the street. Well damn. Cylie had to move now. She procured something from her other pocket. It was a small vial filled with sparkling, clear water. With her teeth, she removed the cap on the vial, then she downed the little water immediately. The rush that hit her felt better than anything else that could've affected her on any day. In the span of a second, Cylie had launched an attack. She stuck her hand out suddenly, sending it flying towards the girl's face, making a peace sign with her fingers. She had attempted to gouge out those green eyes of hers, with a lightning quick double finger stab. Immediately after that, whether she struck her target or not, she would shoot upwards into the air, crimson aura leaving a trail behind her, and then speed away, heading out of the city. "Later biscuit!"She yelled, laughing maniacally as she made her great escape.
Word Count: 543/1343 Battle Tracker
Defense Phase
Attack 1: Cylie's 95 Def vs 0 Acc Attack 2: Cylie's 95 Def vs 0 Acc
Total Dmg: 0-8=0
Offense Phase
Dynamic Entry Activates, Cylie can make an attack this turn.
At-Will: Suppression | Suppress PL to 22,012
Bonus Action: Lightning Aura(Rank 3) | -14 ki
Standard Action 1(Sacrificed for Bonus Action): Activate Sacred Water Of Korin | Increase Reflexes to 50
Standard Action 2: Strike | -0 ki
Accuracy: 5YPywwKP1d100+65
Damage: 1d8+4
Battle Info Current Battle Effects
Lightning Aura(0/5) - 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.
Suppressed - Current PL has been lowered to a specified amount.
Sacred Water Of Korin - Reflexes increased to 50.
Skills
Fighting: 50 Energy Control: 30 Reflexes: 50(Sacred Water Of Korin) Resilience: 50
Techniques
TELEPORT III(1/1) 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, including Critical Hits. You may use this technique to flee the current thread. Cost: 20 ki. Limit: Once per battle.
EIGHT ARMS III(3/3) You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 5 ki Limit: Thrice per thread.
LIGHTNING AURA III(0/1) 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: 5 turns. Cost: 15 ki Limit: Once per thread.
DIVINATION III(1/1) Whether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +50 defense against against attacks targeting you on your next turn. Cost: None Limit: Once per thread.
AURA GUARD III(1/1) Your aura condenses into a quick shield, dampening a blow made against you. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 5 ki Limit: Once per battle.
SONIC SWAY III(1/1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 15 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 10 ki Limit: Once per battle.
ENHANCED DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: The first use of Dragon Dash on your turn gives +10 attack and +5 damage to your Melee Attacks. Additional uses on the same turn stack +3 more damage. Cost: 7 ki Limit: None
Traits
Quick Learner(Racial) - You automatically subtract one week from every technique you study’s learning time. In addition, three times per RL month you may apply a 5% bonus modifier to EP and PL gains from a thread where you have completed where you have written at least 1/4th of the words.
Quick Draw - You may activate Weapon-type items as At-Will Actions. May only At-Will activate up to 2 Weapons per turn.
Blitz(A.I. Assistant) - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Willpower(A.I. Assistant)(1/1) - When you activate Willpower, reduce all damage you would have taken on your turn to 0. You may only activate Willpower once per thread.
Swashbuckler(A.I. Assistant) - You may use Sword-type items an additional 2 times per thread.
Mug(Class Level 1) - 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.
Dynamic Entry(Class Level 2) - You may perform 1 Attack on your first combat turn of a thread.
Class Features
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Bountiful Coffers - Whenever you roll for treasure, you instead use the following rewards table: 1-10 is nothing, 11-40 is a Common Item, 41-80 is a Rare Item, 81-99 is a Mythic Item, and 100 is a Dragon Ball Shard.
Hide In Plain Sight - Suppressing to 1 PL makes you unable to be targeted by non-area attacks for up to 3 turns; you may not attack while this is active. This may be used once per thread.
Sneakier Attack - Your Sneak Attack feature is now triggered by suppressing to 70% or less and increases damage by 1d6+1 per whole turn suppressed. Additionally, your Sneak Attacks inflict “Cripple” on their target(s).
Ambush - Attacks benefitting from Sneak Attack deal an additional +4 damage to targets suffering from “Wound” or “Cripple”; increase this bonus damage to +8 damage if they are suffering from both.
Inventory
Sacred Water Of Korin(0/1) Gathered from a secret fountain, or perhaps the precipitation of the clouds itself, this mystical item is a small bottle of sacred water, as bottled by Korin himself. It has the symbol for Kami upon it, and is said to provide a great amount of power to the user. Type: Lost Artifact - Supplementary Zeni Value: 600000 Zeni Cost: 120000 Activation: Bonus Action Effect: Choose one of your skills, and increase its value to 50 until the end of that thread. As an item of great power simply possessing the Sacred Water of Korin generates an increase of 50% to the user's base power level. Limit: One use 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.
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.
Katchin Sword(5/5) 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: At-Will Action due to Quick Draw Trait. 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: 5 uses per thread due to Swashbuckler Trait.
Field Responder Pack(1/1) More robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread.
Melee Accuracy: 1d100+65 Energy Accuracy: 1d100+45 Defense: 120 Damage Reduction: 8 Melee Damage Modifier: 4 Energy Damage Modifier: 4 Ki Cost Reduction: 1
Natural PL: 20,964 Base PL: 31,446(Sacred Water Of Korin) Current PL: 22,012
HP: 120/120 KI: 86/100 1d100+65·1d8+4
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Post by Cilan on Aug 30, 2020 13:33:39 GMT -8
Was this a joke? Well, apparently to thief, it was. The fact that she tucked the wallet in her pocket pissed Cilan off quite a bit. She had her hand out, waiting for the evergreen eyes girl to hand over the wallet, but instead, she simply taunted her and pulled out a vial in the middle of their.. confrontation. What did she possibly expect to accomplish from drinking some water? Cilan, being clueless, allowed her to do this, but didn't expect what came next. Cylie's fingers struck dead on, striking Cilan in the eyes, which was a dirty trick, but effective. The teenager staggered, taking a few steps back and rubbing her eyes, as she tried to endure the pain she was currently suffering. Her power was suppressed, but Cilan couldn't help but to release it. That was it. If this couldn't be settled with words, then Cilan would gladly take this thief on. "Why, you little-!" She opened her eyes, but they were slightly red. Visibly frustrated, she looked around for the woman, only to realize that she left. Hearing her voice in the distance, she immediately turned to face the sword wielder, who apparently was trying to escape. Nope. Not happening. "I'm gonna get you back for that!" She didn't even care about the wallet as much as she cared about making her pay. Her aura danced wildly around her form, as she stared her down, before leaping upwards, with her white aura exploding around her form and darting towards Cylie. "Oh, I'll show you 'biscuit'. Once I break you into little pieces." Not literally, of course. That wasn't needed at all. As for that list her mother gave her, that.. would have to wait. This was more important. Well, maybe not. But, Cilan wanted to just.. punch her really hard. She knew that this might actually result in a fight, so she raised her ki quite a bit. Her power level skyrocketed to new heights. If one should have a scouter in their possession, it would have a reading of almost forty thousand.
Word Count: 346 Total Word Count: 1029 Cylie Battle Tracker
Defense Phase
Attack 1: Cilan 110 Def vs 159 Acc. Hit! 8 Dmg. Attack 2: Cilan 110 Def vs 0 Acc.
Total Dmg: 8-4=4
Offense Phase
At Will Action: Instinctual Defense Spending 5 ki for 5 Stacks of Instinct
Bonus Action: Enhanced Power Up | +25% PL | -0 ki
Bonus Action: Drunken Fist | 14 ki +4 Sips
Standard Action:
Standard Action:
Battle Info Current Battle Effects
Enhanced Power Up- +25% PL Instinctual Defense- 5 Stacks of Instinct Drunken Fist- +4 Sips
Skills
Fighting: 75 Energy Control: 30 Reflexes: 45 Resilience: 30
Techniques
GIANT FORM III (1/1) 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.
SOLAR FLARE I (2/2) 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.
DRUNKEN FIST I (0/1) You adopt a fighting style fueled by booze that makes you unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE II 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.
INSTINCTUAL DEFENSE II (0/1) You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT I (2/2) You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT III (1/1) 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.
DIVINATION I (1/1) Whether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CUTTING EDGE Cilan uses her speed and reflexes to quickly move behind her opponent, delivering a devastating blow to her target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki Learn: 2 weeks
PUNISHMENT OF A THOUSAND BLOWS Cilan charges towards her opponent, throwing devastating kicks and punches to her foe's face. ]Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5 HP Learn: 2 weeks
Legendary Technique
Instant Transmission I You lock onto a single ki signature and teleport directly to a location near it in an instant. Type: Legendary Defensive / Utility Action: Reactive Bonus Action (Defensive Use) / Bonus Action (Utility Use) Effect: When using this technique, you may decide if you are using it as a Defensive Technique or a Utility Technique. If used as a Defensive Technique, avoid one attack(including criticals) targeting you this turn. If used as a Utility Technique, increase the critical hit range of 1 attack used on your turn by 20. Duration: -- Cost: 20 Ki Limit: Defensive variation may be used once per thread. Utility variation may be used twice per thread. Special: Once per week, you may instantly travel to another region without any requirements(though you must still make a travel post simply stating that you are moving). Ranks: Rank 2 costs 15 Ki. Rank 3 allows the Defensive variation to avoid all attacks targeting you this turn. Learn: Requires 5,000 EP and 4 weeks to learn.
Enhanced Basic Technique All Enhanced Basic Techniques!
Class Traits
Flawless Counter Activation: Passive Effect: 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. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
Racial Trait
Zenkai 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. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. 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.
Class Features
Unrivalled Potential You begin play with all enhanced basic techs
Genius Your stats are no longer restricted by the natural 50 cap.
Skillful Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified Potential Mastery Level 5 now instead increases all of your skills by +10.
General Traits
Quick Draw May only At-Will activate up to 2 Weapons per turn.
Instinct Your Defense is increased by +10.
Blitz When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Might Your Physical attacks deal +3 bonus damage.
Inventory
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reaosn. Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Limit: Only one Lucky Trinket may be equipped at a time.
Field Responder Pack More robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread.
Bo Staff Long wood staves like this are commonly used by Martial Artists as training weapons and nonlethal means to subdue opponents. Type: Weapon - Staff Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. Limit: 3 uses per thread.
Melee Accuracy: 1d100+90 Energy Accuracy: 1d100+45 Defense: 110 Damage Reduction: -4 Melee Damage Modifier: +6 Melee Damage Modifier: +9 HP: 91/95 Temporary HP: 0 KI: 81/100 Ki Cost: -1 Natural PL: 30,889 Base PL: 30,889 Current PL: 38,611
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Post by Cylie on Aug 30, 2020 15:52:34 GMT -8
Cylie had just finished laughing to herself when she thought she had gotten away safely and unscathed. What a freakin' idiot! I can't believe that crap actually wor-Suddenly and abruptly, a massive power level burst to life not too far behind her, and it was following her way too quickly! Cylie stole a glance behind her, and saw that angry jogger flying angrily after her, painful tears streaming down the face. The thief's eyes widened, and her mouth opened ajar. She just couldn't contain her yell of surprise. "Holy shit!"The girl could fly! And the girl was far stronger than she anticipated. Well, that was no good. That was no good at all. She had wanted this little outing in the city to go smoothly, and safely, ending in a decent profit for her. But instead, she had to deal with an understandably angry vigilante who had stopped Cylie from doing what she wanted before she even began. Kinda rude really, considering that Cylie didn't even get started with the real stuff yet. The woman grumbled as she continued flying, speeding up slightly as her blood red aura only grew larger. She glanced back at her chaser, shooting a toothy grin at the teenager. "Catch me if you can, chucklenuts!"She laughed as she took a sharp right, flying up, up and away from the city and towards the green forest outside of it. Within a few minutes, she was flying over the large patches of green that marked the forest, otherwise known as treetops. She nosedived down towards the forest floor, rolling forward a couple times as she landed. Returning to her feet, she turned towards her pursuer, a cocky smirk on her face. "Woah. You look REALLY pissed off."Her hands wandered to the hilts to her sides, each hand grabbing three different swords at once. "Did I accidentally touch a nerve when I shoved my fingers into your poor eyeballs? Now that's what I like to call comedy."With a chuckle, she withdrew the six swords that were in their scabbards, yanking them all out simultaneously. The hilts were tightly held between her fingers, three in each veiny hand. "Now, you've handled two fingers quite terribly, I wonder what would happen if I carved up that cute little face of yours with six BLADES?"Cylie's pupils shrunk as she launched herself towards the little girl, slashing downwards with her right set of swords before following up with horizontal slash with her left set. A final vertical slash sailed upwards to finish the job, and maybe cut through a bit of face flesh as well. It's been quite a while since she's gotten an opportunity as golden as this. A strong opponent, in the middle of the forest? Perfect place to pull no punches against someone who doesn't fall over after a few stabs!
Word Count: 478/1821 Battle Tracker
Defense Phase
Attack 1: Cylie's 95 Def vs 0 Acc Attack 2: Cylie's 95 Def vs 0 Acc
Total Dmg: 0-8=0
Offense Phase
At-Will: Activate Katchin Sword(Quick-Draw Trait) | Strikes are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’
At-Will: Release Suppression | Return to Full Power, opponent cannot use Sense
At-Will: Blitz Strike | -0 ki | Inflicts Cripple on hit due to Sneakier Attack
Accuracy: 0S2asjHh1d100+75
Damage: 1d8+12 Sneak Attack Damage: 1d6+1
Wound(50 or lower): 1d100
Bonus Action: Enhanced Dragon Dash | -6 ki | +10 Acc and +5 Dmg to all Melee Attacks
Standard Action 1: Strike | -0 ki | Inflicts Cripple on hit due to Sneakier Attack
Accuracy: 1d100+75
Damage: 1d8+12 Sneak Attack Damage: 1d6+1
Wound(50 or lower): 1d100
Standard Action 2: Strike | -0 ki | Inflicts Cripple on hit due to Sneakier Attack
Accuracy: 1d100+75
Damage: 1d8+12 Sneak Attack Damage: 1d6+1
Wound(50 or lower): 1d100 Battle Info Current Battle Effects
Lightning Aura(1/5) - 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.
Sacred Water Of Korin - Reflexes increased to 50.
Skills
Fighting: 50 Energy Control: 30 Reflexes: 50(Sacred Water Of Korin) Resilience: 50
Techniques
TELEPORT III(1/1) 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, including Critical Hits. You may use this technique to flee the current thread. Cost: 20 ki. Limit: Once per battle.
EIGHT ARMS III(3/3) You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 5 ki Limit: Thrice per thread.
LIGHTNING AURA III(0/1) 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: 5 turns. Cost: 15 ki Limit: Once per thread.
DIVINATION III(1/1) Whether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +50 defense against against attacks targeting you on your next turn. Cost: None Limit: Once per thread.
AURA GUARD III(1/1) Your aura condenses into a quick shield, dampening a blow made against you. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 5 ki Limit: Once per battle.
SONIC SWAY III(1/1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 15 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 10 ki Limit: Once per battle.
ENHANCED DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: The first use of Dragon Dash on your turn gives +10 attack and +5 damage to your Melee Attacks. Additional uses on the same turn stack +3 more damage. Cost: 7 ki Limit: None
Traits
Quick Learner(Racial) - You automatically subtract one week from every technique you study’s learning time. In addition, three times per RL month you may apply a 5% bonus modifier to EP and PL gains from a thread where you have completed where you have written at least 1/4th of the words.
Quick Draw - You may activate Weapon-type items as At-Will Actions. May only At-Will activate up to 2 Weapons per turn.
Blitz(A.I. Assistant) - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Willpower(A.I. Assistant)(1/1) - When you activate Willpower, reduce all damage you would have taken on your turn to 0. You may only activate Willpower once per thread.
Swashbuckler(A.I. Assistant) - You may use Sword-type items an additional 2 times per thread.
Mug(Class Level 1) - 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.
Dynamic Entry(Class Level 2) - You may perform 1 Attack on your first combat turn of a thread.
Class Features
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Bountiful Coffers - Whenever you roll for treasure, you instead use the following rewards table: 1-10 is nothing, 11-40 is a Common Item, 41-80 is a Rare Item, 81-99 is a Mythic Item, and 100 is a Dragon Ball Shard.
Hide In Plain Sight - Suppressing to 1 PL makes you unable to be targeted by non-area attacks for up to 3 turns; you may not attack while this is active. This may be used once per thread.
Sneakier Attack - Your Sneak Attack feature is now triggered by suppressing to 70% or less and increases damage by 1d6+1 per whole turn suppressed. Additionally, your Sneak Attacks inflict “Cripple” on their target(s).
Ambush - Attacks benefitting from Sneak Attack deal an additional +4 damage to targets suffering from “Wound” or “Cripple”; increase this bonus damage to +8 damage if they are suffering from both.
Inventory
Sacred Water Of Korin(0/1) Gathered from a secret fountain, or perhaps the precipitation of the clouds itself, this mystical item is a small bottle of sacred water, as bottled by Korin himself. It has the symbol for Kami upon it, and is said to provide a great amount of power to the user. Type: Lost Artifact - Supplementary Zeni Value: 600000 Zeni Cost: 120000 Activation: Bonus Action Effect: Choose one of your skills, and increase its value to 50 until the end of that thread. As an item of great power simply possessing the Sacred Water of Korin generates an increase of 50% to the user's base power level. Limit: One use 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.
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.
Katchin Sword(4/5) 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: At-Will Action due to Quick Draw Trait. 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: 5 uses per thread due to Swashbuckler Trait.
Field Responder Pack(1/1) More robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread.
Melee Accuracy: 1d100+65 Energy Accuracy: 1d100+45 Defense: 120 Damage Reduction: 8 Melee Damage Modifier: 4 Energy Damage Modifier: 4 Ki Cost Reduction: 1
Natural PL: 20,964 Base PL: 31,446(Sacred Water Of Korin) Current PL: 31,446
HP: 120/120 KI: 80/100 1d100+75·1d8+12·1d6+1·1d100·1d100+75·1d8+12·1d6+1·1d100·1d100+75·1d8+12·1d6+1·1d100
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Post by Cilan on Aug 30, 2020 18:59:41 GMT -8
Tears flowed from the teenager's eyes, as she attempted to close in on Cylie, but she was pretty fast herself. Cilan could feel the level of power she had. It was somewhat close to hers. She found the name calling quite silly. Biscuit? Chucklenuts? Yeah, she found those silly. She took a sharp right, just like her target did, following her into a forest. Cilan has actually been to this forest multiple times, during her training sessions. Although she had other places to choose from. Such as this random island beyond the outskirts of Central Lands. Cilan managed to slow down, before landing in the forest and facing, now, her opponent. "Of course I'm pissed! You literally tried to take my eyes out!" A grimacing look was visible on her face as she said this. "That was a dirty trick.. but also effective." She unzipped her hooded sweater and threw aside, revealing her black tank top. She was also wearing some grey shorts, a pair of fingerless gloves and some sneakers to top it off. Cilan isn't always like this and honestly doesn't want to hurt Cylie, even if she was a thief that poked her in the eye, but anger clouded her mind and hindered her from stopping. "Huh?" Cilan said, after seeing this sword wielder take out six swords at once. Now, she realized it was physically possible to wield more than two swords.. with some intense knuckle training, that is. But, that wasn't important. Because she was absolutely sure that this woman was about to swing those swords at her.. and she was indeed correct. Eyes widened, as Cylie darted towards her, attempting to.. well, slice her in a million pieces, probably. Cilan knew that she would have to try her best to avoid those blades and also that she would leave this fight with quite a bit of cuts and bruises. The teenager's right fist suddenly began to take a yellow glow, before she materialized her ki into a blade, in which she used to block the first attack, raising her arm horizontally, dashing backwards as she did so. The swords clashed with her Ki Blade, which caused her to stagger a bit, but she managed to not sustain any damage. At least, for now. As for the second and the third, luck wasn't on her side. She was forced to raise her left arm, as the second slash closed in, in order to block the attack, which caused her to sustain a few bruises. She gritted her teeth, as she tried to endure it. The third slash was the worse one yet. Cilan barely managed to tilt her torso to the left, but Cylie still managed to slice her in the face. Her left cheek, to be specific. She was trying to shake Cylie off, but that wasn't working. At least, not until now. She managed to get away from her. She only launched her first few attacks, but managed to deal this much damage to her? Cilan knew what this meant. She had to attack this woman with full force. "Hmph. You're pretty good with those toys of yours." She said, looking at her hands and her arm. It wasn't obvious, but Cilan was actually enjoying the fight. As much as disliked how Cylie acts. "But, I'll have to make this quick." She knew how her mother would get if she didn't get home soon, especially since she needed certain ingredients to finish up the dish she was cooking. Cilan lunged forward at her opponent at an incredible speed, with her white aura burning brightly around her form, as she attempted to complete a rather difficult sequence of attacks. First, she would attempt to get through Cylie's defences, in order to land one sucker punch to the gut. Even if she didn't connect, she would immediately disappear, after which, reappearing behind her opponent, swinging her leg towards the side of her opponent's head, attempting to strike Cylie in her ear temple. Before quickly regaining her balance and attempting to make a diagonal slash in her opponent's back.
Word Count: 683 Total Word Count: 1712 Cylie Battle Tracker Defense Phase
Attack 1: Cilan 122 Def vs 101 Acc. Miss! Attack 2: Cilan 122 Def vs 158 Acc. Hit! 16 Dmg. Wound! Attack 3: Cilan 122 Def vs 140 Acc. Hit! 17 Dmg. Wound!
Total Dmg: 33-14=19 (22)
Offense Phase
At Will Action: Blitz Strike | -0 ki To hit: _shUyEuP1d100+90
Damage: 1d12+9
Bruise: 1d100 60% Chance.
At Will Action: Instinctual Defense Spending 5 Stacks of Instincts for +12 Defence
At Will Action: Activating Bo Staff (Quick Draw) | Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2.
Bonus Action: Guard | +10 DR | -6 ki
Standard Action: Enhanced Strike | -0 ki To hit: 1d100+90
Damage: 1d12+9
Bruise: 1d100 60% Chance.
Standard Action: Ki Blade | -1 ki To hit: 1d100+90 Crits on a roll of 82 and above.
Damage: 2d6+8
Battle Info Current Battle Effects
Enhanced Power Up- +25% PL | 2 of 2 Turns Instinctual Defense- +12 Defence | 1 of 3 Turns Drunken Fist- 4 Sips Crippled- HP and Ki recovery is reduced by half | 1 of 4 turns Wounded- You take 3 HP damage at the beginning of each turn. The damage cannot be reduced by DR | 1 of 4 Turns
Skills
Fighting: 75 Energy Control: 30 Reflexes: 45 Resilience: 30
Techniques
GIANT FORM III (1/1) 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.
SOLAR FLARE I (2/2) 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.
DRUNKEN FIST I (0/1) You adopt a fighting style fueled by booze that makes you unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE II 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.
INSTINCTUAL DEFENSE II (0/1) You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT I (2/2) You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT III (1/1) 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.
DIVINATION I (1/1) Whether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CUTTING EDGE Cilan uses her speed and reflexes to quickly move behind her opponent, delivering a devastating blow to her target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki Learn: 2 weeks
PUNISHMENT OF A THOUSAND BLOWS Cilan charges towards her opponent, throwing devastating kicks and punches to her foe's face. ]Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5 HP Learn: 2 weeks
Legendary Technique
Instant Transmission I You lock onto a single ki signature and teleport directly to a location near it in an instant. Type: Legendary Defensive / Utility Action: Reactive Bonus Action (Defensive Use) / Bonus Action (Utility Use) Effect: When using this technique, you may decide if you are using it as a Defensive Technique or a Utility Technique. If used as a Defensive Technique, avoid one attack(including criticals) targeting you this turn. If used as a Utility Technique, increase the critical hit range of 1 attack used on your turn by 20. Duration: -- Cost: 20 Ki Limit: Defensive variation may be used once per thread. Utility variation may be used twice per thread. Special: Once per week, you may instantly travel to another region without any requirements(though you must still make a travel post simply stating that you are moving). Ranks: Rank 2 costs 15 Ki. Rank 3 allows the Defensive variation to avoid all attacks targeting you this turn. Learn: Requires 5,000 EP and 4 weeks to learn.
Enhanced Basic Technique All Enhanced Basic Techniques!
Class Traits
Flawless Counter Activation: Passive Effect: 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. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
Racial Trait
Zenkai 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. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. 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.
Class Features
Unrivalled Potential You begin play with all enhanced basic techs
Genius Your stats are no longer restricted by the natural 50 cap.
Skillful Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified Potential Mastery Level 5 now instead increases all of your skills by +10.
General Traits
Quick Draw May only At-Will activate up to 2 Weapons per turn.
Instinct Your Defense is increased by +10.
Blitz When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Might Your Physical attacks deal +3 bonus damage.
Inventory
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reaosn. Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Limit: Only one Lucky Trinket may be equipped at a time.
Field Responder Pack More robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread.
Bo Staff (2/3) Long wood staves like this are commonly used by Martial Artists as training weapons and nonlethal means to subdue opponents. Type: Weapon - Staff Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. Limit: 3 uses per thread.
Melee Accuracy: 1d100+90 Energy Accuracy: 1d100+45 Defense: 110 (122) Damage Reduction: -4 Melee Damage Modifier: +6 Melee Damage Modifier: +9 HP: 69/95 Temporary HP: 0 KI: 74/100 Ki Cost: -1 Natural PL: 30,889 Base PL: 30,889 Current PL: 38,611 (Power Up)
1d100+90·1d12+9·1d100·1d100+90·1d12+9·1d100·1d100+90·2d6+8
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Post by Cylie on Aug 30, 2020 20:14:07 GMT -8
While Cylie was in the middle of attempting to hack and slash through the body of this vigilante she combated, she caught sight of a flash of blood in her vision. Just seeing that she had managed to draw blood only seemed to make the thief even more excited and cocky than before. A wide smile crept up on her features as she took a few steps back. She took rather kindly to the girl calling her swords toys, as to her, that is what they were. A loud laugh erupted from the tanned woman's mouth. "Hell yeah I'm good with these 'toys' of mine. I've been swinging them around ever since I could talk. In fact, my first word was 'stab'."Truthfully, Cylie had no idea what her first words were. She doesn't remember ever asking her biological parents, nor did she remember them telling her what it was. Not that it mattered much in this situation. Now wasn't the time for reminiscing about the past. Now was the time for fighting. Or uh, dodging. A fist had lodged itself into Cylie's stomach, shoving deeply into her gut, forcing a good bit of spittle to fly from her mouth. She crouched downwards immediately after due to the sudden pain, and just so happened to dodge her opponent's next attack. She arched her brows as she sensed them behind her. They'd already gotten behind her? That girl really was a fast piece of fighting. Cylie jumped away from her position as the other girl attempted a third attack, sliding on the forest floors in her evasion, leaving tracks in the ground. She still held all six swords, and didn't intend to loosen her grip on them at any point. She raised her right hand, placing the three swords in said hand right before Cylie's eyes. She examined the blades for a few moments, noting the drip of blood from one of them. Licking her lips, Cylie spoke again. "Not bad, not bad. Though your style could use a bit of work, Miss... uh, Detective. That's your name, right?"She wouldn't be awaiting an answer. "Whatevs, maybe you're still blind from the little move I pulled back there. But soon,"She crossed her blades in front of her, making an 'X' shape with the multiple blades she held. "Blindness will be the least of your worries."She strode forward this time, shifting her weight from one foot to the other as she made short hops from the left to the right, moving in a zig zag like pattern to throw her enemy off. She didn't swing her swords this time, but rather, she tried to crash her head into the little girl's, attempting to daze her with a sharp headbutt to the face. Cylie would follow up quickly with a sudden knee to the chest, leaping upwards while lifting her big boned knee high in an effort to knock the girl away.
Word Count: 491/2312 Battle Tracker
Defense Phase
Attack 1: Cylie's 125 Def vs 165 Acc. Hit! 20 Dmg. Attack 2: Cylie's 125 Def vs 122 Acc. Miss. Attack 3: Cylie's 125 Def vs 113 Acc. Miss.
Total Dmg: 20-8=12
Cilan takes 1 DR bypassing damage due to Lightning Aura.
Offense Phase
At-Will: Mug | Steal Lucky Trinket
At-Will: Suppression | Suppress PL to 22,012
At-Will: Blitz Strike | -0 ki
Accuracy: z3Vghv9N1d100+80
Damage: 1d8+9
Bonus Action: Enhanced Dragon Dash | -6 ki | +10 Acc and +5 Dmg to all Melee Attacks
Standard Action 1: Strike | -0 ki
Accuracy: 1d100+80
Damage: 1d8+9
Standard Action 2: Strike | -0 ki
Accuracy: 1d100+80
Damage: 1d8+9
Battle Info Current Battle Effects
Lightning Aura(2/5) - 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.
Sacred Water Of Korin - Reflexes increased to 50.
Suppressed - PL reduced to a specified amount.
Skills
Fighting: 50 Energy Control: 30 Reflexes: 50(Sacred Water Of Korin) Resilience: 50
Techniques
TELEPORT III(1/1) 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, including Critical Hits. You may use this technique to flee the current thread. Cost: 20 ki. Limit: Once per battle.
EIGHT ARMS III(3/3) You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 5 ki Limit: Thrice per thread.
LIGHTNING AURA III(0/1) 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: 5 turns. Cost: 15 ki Limit: Once per thread.
DIVINATION III(1/1) Whether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +50 defense against against attacks targeting you on your next turn. Cost: None Limit: Once per thread.
AURA GUARD III(1/1) Your aura condenses into a quick shield, dampening a blow made against you. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 5 ki Limit: Once per battle.
SONIC SWAY III(1/1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 15 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 10 ki Limit: Once per battle.
ENHANCED DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: The first use of Dragon Dash on your turn gives +10 attack and +5 damage to your Melee Attacks. Additional uses on the same turn stack +3 more damage. Cost: 7 ki Limit: None
Traits
Quick Learner(Racial) - You automatically subtract one week from every technique you study’s learning time. In addition, three times per RL month you may apply a 5% bonus modifier to EP and PL gains from a thread where you have completed where you have written at least 1/4th of the words.
Quick Draw - You may activate Weapon-type items as At-Will Actions. May only At-Will activate up to 2 Weapons per turn.
Blitz(A.I. Assistant) - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Willpower(A.I. Assistant)(1/1) - When you activate Willpower, reduce all damage you would have taken on your turn to 0. You may only activate Willpower once per thread.
Swashbuckler(A.I. Assistant) - You may use Sword-type items an additional 2 times per thread.
Mug(Class Level 1) - 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.
Dynamic Entry(Class Level 2) - You may perform 1 Attack on your first combat turn of a thread.
Class Features
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Bountiful Coffers - Whenever you roll for treasure, you instead use the following rewards table: 1-10 is nothing, 11-40 is a Common Item, 41-80 is a Rare Item, 81-99 is a Mythic Item, and 100 is a Dragon Ball Shard.
Hide In Plain Sight - Suppressing to 1 PL makes you unable to be targeted by non-area attacks for up to 3 turns; you may not attack while this is active. This may be used once per thread.
Sneakier Attack - Your Sneak Attack feature is now triggered by suppressing to 70% or less and increases damage by 1d6+1 per whole turn suppressed. Additionally, your Sneak Attacks inflict “Cripple” on their target(s).
Ambush - Attacks benefitting from Sneak Attack deal an additional +4 damage to targets suffering from “Wound” or “Cripple”; increase this bonus damage to +8 damage if they are suffering from both.
Inventory
Sacred Water Of Korin(0/1) Gathered from a secret fountain, or perhaps the precipitation of the clouds itself, this mystical item is a small bottle of sacred water, as bottled by Korin himself. It has the symbol for Kami upon it, and is said to provide a great amount of power to the user. Type: Lost Artifact - Supplementary Zeni Value: 600000 Zeni Cost: 120000 Activation: Bonus Action Effect: Choose one of your skills, and increase its value to 50 until the end of that thread. As an item of great power simply possessing the Sacred Water of Korin generates an increase of 50% to the user's base power level. Limit: One use 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.
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.
Katchin Sword(4/5) 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: At-Will Action due to Quick Draw Trait. 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: 5 uses per thread due to Swashbuckler Trait.
Field Responder Pack(1/1) More robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread.
Melee Accuracy: 1d100+65 Energy Accuracy: 1d100+45 Defense: 120 Damage Reduction: 8 Melee Damage Modifier: 4 Energy Damage Modifier: 4 Ki Cost Reduction: 1
Natural PL: 20,964 Base PL: 31,446(Sacred Water Of Korin) Current PL: 22,012
HP: 102/120 KI: 74/100 1d100+80·1d8+9·1d100+80·1d8+9·1d100+80·1d8+9
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Post by Cilan on Aug 31, 2020 16:58:48 GMT -8
Cilan's punch to the stomach managed to connect. She was hoping that she would be able to kick Cylie in time, before she doubled over. But, eh. That was just a fluke, right? Cilan was pretty sure that this woman's first word wasn't stab. That would be.. rather absurd. The teenager tried to ignore Cylie's name calling, but she simply couldn't. She just wanted this woman to call her by her rightful name. "The name's Cilan, just so you know." She said, not caring that she might've interrupted what Cylie was saying. "Oh, so you think I'm a good detective, huh? I'll take that as a compliment." A sly smirk was visible on Cilan's face as she said this. Cilan then entered her fighting stance which was.. well, nothing. She didn't put a guard up, whatsoever. She just.. stood there. Cilan watched how her opponent was fighting and began to think of a strategy. A quick one. It seemed her opponent tried a different approach in terms of attacking though. Sidestepping her headbutt, she avoided the first attack and immediately attempted to punch her in the stomach again, preventing her from finishing her initial combo. Even if her attacks managed to miss, she would then attempt to give Cylie a neck chop, before finishing her assault with a kick to the back.
Word Count: 222 Total Word Count: 1934 Cylie Battle Tracker Defense Phase
Rapid Movement | +25 Defence
Attack 1: Cilan 117 (142) Def vs 131 Acc. Miss! Attack 2: Cilan 117 (142) Def vs 78 Acc. Critical Miss! Attack 3: Cilan 117 (142)Def vs 118 Acc. Miss!
Total Dmg: 0-4=0 (2)
Offense Phase
At Will Action: Blitz Strike | -0 ki To hit: xlMfYnvC1d100+90
Damage: 1d12+9
Bruise: 1d100 60% Chance.
At Will Action: Drunken Fist Spending 1 Sip
--Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip. (Cutting Edge)
At Will Action: Activating Bo Staff (Quick Draw) | Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2.
Bonus Action: Rapid Movement | +25 Defense | -14 ki
Standard Action: Enhanced Strike | -0 ki To hit: 1d100+90
Damage: 1d12+9
Bruise: 1d100 60% Chance.
Standard Action: Cutting Edge | Slashing | Crippling | -14 ki To hit: 1d100+90
Damage: 3d10+9
3d10+9
Battle Info
Current Battle Effects
Instinctual Defense- +12 Defence | 2 of 3 Turns Drunken Fist- 3 Sips Crippled- HP and Ki recovery is reduced by half | 2 of 4 turns Wounded- You take 3 HP damage at the beginning of each turn. The damage cannot be reduced by DR | 2 of 4 Turns Lucky Trinket has been mugged and Cilan will not gain benefits from it in this turn
Skills
Fighting: 75 Energy Control: 30 Reflexes: 45 Resilience: 30
Techniques
GIANT FORM III (1/1) 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.
SOLAR FLARE I (2/2) 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.
DRUNKEN FIST I (0/1) You adopt a fighting style fueled by booze that makes you unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE II 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.
INSTINCTUAL DEFENSE II (0/1) You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT I (2/2) You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT III (1/1) 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.
DIVINATION I (1/1) Whether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CUTTING EDGE Cilan uses her speed and reflexes to quickly move behind her opponent, delivering a devastating blow to her target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki Learn: 2 weeks
PUNISHMENT OF A THOUSAND BLOWS Cilan charges towards her opponent, throwing devastating kicks and punches to her foe's face. ]Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5 HP Learn: 2 weeks
Legendary Technique
Instant Transmission I You lock onto a single ki signature and teleport directly to a location near it in an instant. Type: Legendary Defensive / Utility Action: Reactive Bonus Action (Defensive Use) / Bonus Action (Utility Use) Effect: When using this technique, you may decide if you are using it as a Defensive Technique or a Utility Technique. If used as a Defensive Technique, avoid one attack(including criticals) targeting you this turn. If used as a Utility Technique, increase the critical hit range of 1 attack used on your turn by 20. Duration: -- Cost: 20 Ki Limit: Defensive variation may be used once per thread. Utility variation may be used twice per thread. Special: Once per week, you may instantly travel to another region without any requirements(though you must still make a travel post simply stating that you are moving). Ranks: Rank 2 costs 15 Ki. Rank 3 allows the Defensive variation to avoid all attacks targeting you this turn. Learn: Requires 5,000 EP and 4 weeks to learn.
Enhanced Basic Technique All Enhanced Basic Techniques!
Class Traits
Flawless Counter Activation: Passive Effect: 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. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
Racial Trait
Zenkai 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. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. 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.
Class Features
Unrivalled Potential You begin play with all enhanced basic techs
Genius Your stats are no longer restricted by the natural 50 cap.
Skillful Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified Potential Mastery Level 5 now instead increases all of your skills by +10.
General Traits
Quick Draw May only At-Will activate up to 2 Weapons per turn.
Instinct Your Defense is increased by +10.
Blitz When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Might Your Physical attacks deal +3 bonus damage.
Inventory
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reaosn. Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Limit: Only one Lucky Trinket may be equipped at a time.
Field Responder Pack (1/1) More robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread.
Bo Staff (1/3) Long wood staves like this are commonly used by Martial Artists as training weapons and nonlethal means to subdue opponents. Type: Weapon - Staff Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. Limit: 3 uses per thread.
Melee Accuracy: 1d100+90 Energy Accuracy: 1d100+45 Defense: 105 (117) Damage Reduction: -4 Energy Damage Modifier: +6 Melee Damage Modifier: +9 HP: 67/95 Temporary HP: 0 KI: 46/100 Ki Cost: -1 Natural PL: 30,889 Base PL: 30,889 Current PL: 30,889
1d100+90·1d12+9·1d100·1d100+90·1d12+9·1d100·1d100+90·3d10+9·3d10+9
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Post by Cylie on Aug 31, 2020 20:32:45 GMT -8
Cylie's next assault seriously flopped pretty badly. Her initial attack, which was supposed to be a hard headbutt to the face, was sidestepped almost effortlessly. And immediately, Cylie got punished for her inaccuracy with the second punch she'd taken in the gut today. It had a striking similarity with the first, as Cylie choked out again, saliva escaping her mouth. The following neck chop was swung hard, and made rough, unforgiving contact. She slammed against the ground before bouncing back upwards briefly for Cilan to deliver a third strike. A kick to the back. The strike launched the thief meters away, and landed her against the bark of a tree. Not cool. Despite all that physical abuse, she still held her six swords, and managed to not cut herself with them. It would be embarrassing if she did, after all. Getting hurt by your own weapons... the irony! She picked herself up with a loud groan, sitting upright and shaking her head vigorously, freeing her hair of the dirt and stuff that had found themselves in it due to the attack sequence that had occurred just a few seconds ago. She stood up somewhat shakily, chuckling slightly as she loosened up her shoulders. She was impressed, genuinely. This little girl just managed to even out the fight, even if it was just by a little bit. And she was fighting against Cylie Chizu of all people! That was at least worth a mention. "Hehe, nice one, kid. Or uh, Cilan. It's been a while since I've felt pain like that. Congratulations. You gave me my wake up call. Although, I don't know if you're aware, but I don't take kindly to being beaten up like that."She assumed her own fighting stance once more, holding both sets of swords out to her sides offensively, while crouching slightly. "So you're gonna need to pay for that."Cylie's blood red aura burst to life as she flew directly upwards, then promptly shot downwards towards Cilan. Sending two flying kicks at her face before performing a backflip mid-air, landing gracefully on her feet.
Word Count: 350/2662 Battle Tracker
Defense Phase
Attack 1: Cylie's 120 Def vs 169 Acc. Hit! 14 Dmg. Bruised. Attack 2: Cylie's 120 Def vs 110 Acc. Miss. Attack 3: Cylie's 120 Def vs 183 Acc. CRITICAL HIT! 33 Dmg.
Total Dmg: 33+14-8=39
Cilan takes 4 DR bypassing damage due to Lightning Aura.
Offense Phase
At-Will: Blitz Strike | -0 ki
Accuracy: izLxKSsq1d100+75
Damage: 1d8+9
Bonus Action: Enhanced Dragon Dash | -6 ki | +10 Acc and +5 Dmg to all Melee Attacks
Standard Action 1(Sacrificed for Bonus Action): Divination | -0 ki | +50 Def next turn
Standard Action 2: Strike | -0 ki
Accuracy: 1d100+75
Damage: 1d8+9 Battle Info Current Battle Effects
Lightning Aura(3/5) - 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.
Sacred Water Of Korin - Reflexes increased to 50.
Suppressed - PL reduced to a specified amount.
Bruised(0/2) - Take an additional 2 damage from Physical Attacks.
Skills
Fighting: 50 Energy Control: 30 Reflexes: 50(Sacred Water Of Korin) Resilience: 50
Techniques
TELEPORT III(1/1) 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, including Critical Hits. You may use this technique to flee the current thread. Cost: 20 ki. Limit: Once per battle.
EIGHT ARMS III(3/3) You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 5 ki Limit: Thrice per thread.
LIGHTNING AURA III(0/1) 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: 5 turns. Cost: 15 ki Limit: Once per thread.
DIVINATION III(0/1) Whether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +50 defense against against attacks targeting you on your next turn. Cost: None Limit: Once per thread.
AURA GUARD III(1/1) Your aura condenses into a quick shield, dampening a blow made against you. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 5 ki Limit: Once per battle.
SONIC SWAY III(1/1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 15 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 10 ki Limit: Once per battle.
ENHANCED DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: The first use of Dragon Dash on your turn gives +10 attack and +5 damage to your Melee Attacks. Additional uses on the same turn stack +3 more damage. Cost: 7 ki Limit: None
Traits
Quick Learner(Racial) - You automatically subtract one week from every technique you study’s learning time. In addition, three times per RL month you may apply a 5% bonus modifier to EP and PL gains from a thread where you have completed where you have written at least 1/4th of the words.
Quick Draw - You may activate Weapon-type items as At-Will Actions. May only At-Will activate up to 2 Weapons per turn.
Blitz(A.I. Assistant) - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Willpower(A.I. Assistant)(1/1) - When you activate Willpower, reduce all damage you would have taken on your turn to 0. You may only activate Willpower once per thread.
Swashbuckler(A.I. Assistant) - You may use Sword-type items an additional 2 times per thread.
Mug(Class Level 1) - 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.
Dynamic Entry(Class Level 2) - You may perform 1 Attack on your first combat turn of a thread.
Class Features
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Bountiful Coffers - Whenever you roll for treasure, you instead use the following rewards table: 1-10 is nothing, 11-40 is a Common Item, 41-80 is a Rare Item, 81-99 is a Mythic Item, and 100 is a Dragon Ball Shard.
Hide In Plain Sight - Suppressing to 1 PL makes you unable to be targeted by non-area attacks for up to 3 turns; you may not attack while this is active. This may be used once per thread.
Sneakier Attack - Your Sneak Attack feature is now triggered by suppressing to 70% or less and increases damage by 1d6+1 per whole turn suppressed. Additionally, your Sneak Attacks inflict “Cripple” on their target(s).
Ambush - Attacks benefitting from Sneak Attack deal an additional +4 damage to targets suffering from “Wound” or “Cripple”; increase this bonus damage to +8 damage if they are suffering from both.
Inventory
Sacred Water Of Korin(0/1) Gathered from a secret fountain, or perhaps the precipitation of the clouds itself, this mystical item is a small bottle of sacred water, as bottled by Korin himself. It has the symbol for Kami upon it, and is said to provide a great amount of power to the user. Type: Lost Artifact - Supplementary Zeni Value: 600000 Zeni Cost: 120000 Activation: Bonus Action Effect: Choose one of your skills, and increase its value to 50 until the end of that thread. As an item of great power simply possessing the Sacred Water of Korin generates an increase of 50% to the user's base power level. Limit: One use 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.
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.
Katchin Sword(4/5) 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: At-Will Action due to Quick Draw Trait. 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: 5 uses per thread due to Swashbuckler Trait.
Field Responder Pack(1/1) More robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread.
Melee Accuracy: 1d100+65 Energy Accuracy: 1d100+45 Defense: 120 Damage Reduction: 8 Melee Damage Modifier: 4 Energy Damage Modifier: 4 Ki Cost Reduction: 1
Natural PL: 20,964 Base PL: 31,446(Sacred Water Of Korin) Current PL: 22,012
HP: 63/120 KI: 68/100 1d100+75·1d8+9·1d100+75·1d8+9
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Post by Cilan on Sept 5, 2020 6:03:10 GMT -8
The teenager began her assault, after quickly sidestepping her opponent's headbutt. She shoved her fist straight into her opponent's stomach, just as hard as she did the first time. She wasn't playing around, at least, not anymore. After which, quickly getting behind her opponent, giving her a powerful neck chop, that has the ability to knock out a regular person easily. Seeing that Cylie was clearly in pain, she waited for her to get back on her feet, before delivering the final blow. A kick to the back. She swung her leg at Cylie's back, hoping to deal quite a bit of damage with that attack. Once she saw that her opponent was flung into a near by tree bark, she chuckled, before crossing her arms in front of her chest, waiting for her to attack. "At least we both have a settle to score and a reason to fight." She said, smirking. She watched as her opponent flew up, instead of towards her, which had her a bit puzzled, at least, just for a moment, until she saw Cylie shooting herself downwards to.. kick her in the face? Woah. She quickly crossed her arms above her, covering her face and cushioning the two blows that were aimed at her. She took a few steps back, staggering, due to te force of those blows. After which, immediately regaining her balance. "C'mon. You could at least tell me what your name is." She said, before lunging herself towards Cylie. Using her incredible speed, she quickly dashed towards her opponent, attempting to punch her in the stomach.. again, before throwing a barrage of punches it finish the job.
Word Count: 276 Total Word Count: 2214 Cylie Battle Tracker Defense Phase
Attack 1: Cilan 122 Def vs 136 Acc. 12 Dmg. Attack 2: Cilan 122 Def vs 147 Acc. 17 Dmg. Attack 3: Cilan 122 Def vs 0 Acc.
Cilan takes 5 DR bypassing damage due to Lightning Aura. (Adding the extra one from Cylie's second to last post. I didn't realize.)
Total Dmg: 0-14=15 (23)
Offense Phase
At Will Action: Blitz Strike | -0 ki To hit: TvmIFUHG1d100+110
Damage: 1d12+9
At Will Action:
Bonus Action: Guard | +10 DR | -6 ki
Standard Action: Enhanced Strike | -0 ki To hit: 1d100+110
Damage: 1d12+9
Standard Action: Enhanced Strike | -0 ki To hit: 1d100+110
Damage: 1d12+9
Battle Info Current Battle Effects
Instinctual Defense- +12 Defence | 3 of 3 Turns Drunken Fist- 3 Sips Crippled- HP and Ki recovery is reduced by half | 3 of 4 turns Wounded- You take 3 HP damage at the beginning of each turn. The damage cannot be reduced by DR | 3 of 4 Turns Flawless Counter- +20 Accuracy
Skills
Fighting: 75 Energy Control: 30 Reflexes: 45 Resilience: 30
Techniques
GIANT FORM III (1/1) 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.
SOLAR FLARE I (2/2) 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.
DRUNKEN FIST I (0/1) You adopt a fighting style fueled by booze that makes you unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE II 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.
INSTINCTUAL DEFENSE II (0/1) You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT I (2/2) You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT III (1/1) 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.
DIVINATION I (1/1) Whether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CUTTING EDGE Cilan uses her speed and reflexes to quickly move behind her opponent, delivering a devastating blow to her target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki Learn: 2 weeks
PUNISHMENT OF A THOUSAND BLOWS Cilan charges towards her opponent, throwing devastating kicks and punches to her foe's face. ]Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5 HP Learn: 2 weeks
Legendary Technique
Instant Transmission I You lock onto a single ki signature and teleport directly to a location near it in an instant. Type: Legendary Defensive / Utility Action: Reactive Bonus Action (Defensive Use) / Bonus Action (Utility Use) Effect: When using this technique, you may decide if you are using it as a Defensive Technique or a Utility Technique. If used as a Defensive Technique, avoid one attack(including criticals) targeting you this turn. If used as a Utility Technique, increase the critical hit range of 1 attack used on your turn by 20. Duration: -- Cost: 20 Ki Limit: Defensive variation may be used once per thread. Utility variation may be used twice per thread. Special: Once per week, you may instantly travel to another region without any requirements(though you must still make a travel post simply stating that you are moving). Ranks: Rank 2 costs 15 Ki. Rank 3 allows the Defensive variation to avoid all attacks targeting you this turn. Learn: Requires 5,000 EP and 4 weeks to learn.
Enhanced Basic Technique All Enhanced Basic Techniques!
Class Traits
Flawless Counter Activation: Passive Effect: 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. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
Racial Trait
Zenkai 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. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. 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.
Class Features
Unrivalled Potential You begin play with all enhanced basic techs
Genius Your stats are no longer restricted by the natural 50 cap.
Skillful Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified Potential Mastery Level 5 now instead increases all of your skills by +10.
General Traits
Quick Draw May only At-Will activate up to 2 Weapons per turn.
Instinct Your Defense is increased by +10.
Blitz When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Might Your Physical attacks deal +3 bonus damage.
Inventory
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reaosn. Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Limit: Only one Lucky Trinket may be equipped at a time.
Field Responder Pack (1/1) More robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread.
Bo Staff (1/3) Long wood staves like this are commonly used by Martial Artists as training weapons and nonlethal means to subdue opponents. Type: Weapon - Staff Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. Limit: 3 uses per thread.
Melee Accuracy: 1d100+90 Energy Accuracy: 1d100+45 Defense: 110 (122) Damage Reduction: -4 Energy Damage Modifier: +6 Melee Damage Modifier: +9 HP: 44/95 Temporary HP: 0 KI: 40/100 Ki Cost: -1 Natural PL: 30,889 Base PL: 30,889 Current PL: 30,889
1d100+110·1d12+9·1d100+110·1d12+9·1d100+110·1d12+9
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Post by Cylie on Sept 5, 2020 13:59:39 GMT -8
Shortly after Cylie's assault halted, the little girl had asked her for a name. A name, eh? Cylie had always made sure to never reveal her name to any random nobody. Hell, some of the Crimson Wind members weren't even aware of her real name. Not that it mattered much, anyways. So, she answered the girl with a one worded response. "Nah."Before the tanned woman could contemplate the topic anymore, Cilan came flying in with an assault of her own. Leading with a Strike to the stomach for the third time today. She did it again. She seriously tried to do the same thing she already successfully did twice again. Cylie hopped backwards, avoiding the straight punch. The following barrage of strikes all struck air as the armed thief ducked and twisted her body to avoid being struck. Once the onslaught ended, Cylie hopped backwards again, creating a bit more breathing space between her and Cilan. She felt obligated to acknowledge the girl's attempt at an attack verbally, so she did. "You didn't seriously think that you'd actually punch me in the gut three times in a row, did you?"She stuck both her feet out sideways, planting them both in the ground. Her brows arched and her smirk grew as she raised her six swords, making an 'X' shape with the blades. "Y'know what they say. Fool me once, shame on you. Fool me twice, shame on me. Fool me three times... and you're getting your ass kicked by six swords at once!"Her eyes widened after she yelled, and only a mere moment after, she had dashed forward towards Cilan with a blur. The seconds after that occurred consisted of Cylie swinging her swords at the girl in a violent and unforgiving manner, clearly attacking with no intention of holding back. She had let a long, hard laugh loose in the air as she was slashing away, ending the assault with another upwards vertical slash, and a battle cry.
Word Count: 332/2994 Battle Tracker
Defense Phase
Attack 1: Cylie's 170 Def(Divination) vs 159 Acc. Miss. Attack 2: Cylie's 170 Def(Divination) vs 161 Acc. Miss. Attack 3: Cylie's 170 Def(Divination) vs 136 Acc. Miss.
Total Dmg: 0-8=0
Offense Phase
At-Will: Release Suppression | Return to Full Power, opponent cannot use Sense
At-Will: Activate Katchin Sword(Quick-Draw Trait) | Strikes are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’
At-Will: Eight Arms | -4 ki | You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage
At-Will: Blitz Strike | -0 ki | Inflicts Cripple on hit
Accuracy: pIM94|wF1d100+75
Damage: 2d4+20 Sneak Attack Damage: 2d6+2
Wound(50 or lower): 1d100
Bonus Action: Strike(Eight Arms) | -0 ki | Inflicts Cripple on hit
Accuracy: 1d100+75
Damage: 2d4+20 Sneak Attack Damage: 2d6+2
Wound(50 or lower): 1d100
Standard Action 1(Sacrificed for Bonus Action): Enhanced Dragon Dash | -6 ki | +10 Acc and +5 Dmg to all Melee Attacks
Standard Action 2: Strike | -0 ki | Inflicts Cripple on hit
Accuracy: 1d100+75
Damage: 2d4+20 Sneak Attack Damage: 2d6+2
Wound(50 or lower): 1d100 Battle InfoCurrent Battle Effects
Lightning Aura(4/5) - 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.
Sacred Water Of Korin - Reflexes increased to 50.
Bruised(1/2) - Take an additional 2 damage from Physical Attacks.
Skills
Fighting: 50 Energy Control: 30 Reflexes: 50(Sacred Water Of Korin) Resilience: 50
Techniques
TELEPORT III(1/1) 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, including Critical Hits. You may use this technique to flee the current thread. Cost: 20 ki. Limit: Once per battle.
EIGHT ARMS III(2/3) You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 5 ki Limit: Thrice per thread.
LIGHTNING AURA III(0/1) 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: 5 turns. Cost: 15 ki Limit: Once per thread.
DIVINATION III(0/1) Whether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +50 defense against against attacks targeting you on your next turn. Cost: None Limit: Once per thread.
AURA GUARD III(1/1) Your aura condenses into a quick shield, dampening a blow made against you. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 5 ki Limit: Once per battle.
SONIC SWAY III(1/1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 15 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 10 ki Limit: Once per battle.
ENHANCED DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: The first use of Dragon Dash on your turn gives +10 attack and +5 damage to your Melee Attacks. Additional uses on the same turn stack +3 more damage. Cost: 7 ki Limit: None
Traits
Quick Learner(Racial) - You automatically subtract one week from every technique you study’s learning time. In addition, three times per RL month you may apply a 5% bonus modifier to EP and PL gains from a thread where you have completed where you have written at least 1/4th of the words.
Quick Draw - You may activate Weapon-type items as At-Will Actions. May only At-Will activate up to 2 Weapons per turn.
Blitz(A.I. Assistant) - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Willpower(A.I. Assistant)(1/1) - When you activate Willpower, reduce all damage you would have taken on your turn to 0. You may only activate Willpower once per thread.
Swashbuckler(A.I. Assistant) - You may use Sword-type items an additional 2 times per thread.
Mug(Class Level 1) - 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.
Dynamic Entry(Class Level 2) - You may perform 1 Attack on your first combat turn of a thread.
Class Features
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Bountiful Coffers - Whenever you roll for treasure, you instead use the following rewards table: 1-10 is nothing, 11-40 is a Common Item, 41-80 is a Rare Item, 81-99 is a Mythic Item, and 100 is a Dragon Ball Shard.
Hide In Plain Sight - Suppressing to 1 PL makes you unable to be targeted by non-area attacks for up to 3 turns; you may not attack while this is active. This may be used once per thread.
Sneakier Attack - Your Sneak Attack feature is now triggered by suppressing to 70% or less and increases damage by 1d6+1 per whole turn suppressed. Additionally, your Sneak Attacks inflict “Cripple” on their target(s).
Ambush - Attacks benefitting from Sneak Attack deal an additional +4 damage to targets suffering from “Wound” or “Cripple”; increase this bonus damage to +8 damage if they are suffering from both.
Inventory
Sacred Water Of Korin(0/1) Gathered from a secret fountain, or perhaps the precipitation of the clouds itself, this mystical item is a small bottle of sacred water, as bottled by Korin himself. It has the symbol for Kami upon it, and is said to provide a great amount of power to the user. Type: Lost Artifact - Supplementary Zeni Value: 600000 Zeni Cost: 120000 Activation: Bonus Action Effect: Choose one of your skills, and increase its value to 50 until the end of that thread. As an item of great power simply possessing the Sacred Water of Korin generates an increase of 50% to the user's base power level. Limit: One use 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.
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.
Katchin Sword(3/5) 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: At-Will Action due to Quick Draw Trait. 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: 5 uses per thread due to Swashbuckler Trait.
Field Responder Pack(1/1) More robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread. Melee Accuracy: 1d100+65 Energy Accuracy: 1d100+45 Defense: 120 Damage Reduction: 8 Melee Damage Modifier: 4 Energy Damage Modifier: 4 Ki Cost Reduction: 1
Natural PL: 20,964 Base PL: 31,446(Sacred Water Of Korin) Current PL: 31,446
HP: 63/120 KI: 58/100 1d100+75·2d4+20·2d6+2·1d100·1d100+75·2d4+20·2d6+2·1d100·1d100+75·2d4+20·2d6+2·1d100
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Post by Cilan on Sept 12, 2020 19:18:05 GMT -8
There was nothing wrong with asking for her name, was there? Cilan just wanted to know what to refer to her as. A nickname shouldn't be a problem then. Cilan contemplated on the thought. As for her attempt to punch her opponent in the gut.. it failed. She didn't even hit her once this time around. She struck air. As Cylie hopped backwards, Cilan did the same, leaving some space between the two. Cilan could feel her arm aching. Those bruises sure did a number on the teenager. It's a pity she couldn't try to 'slice' her with a steel sword.. or could she? Maybe if she tried to steal that sword that is currently still in it's sheath.. well it was a long shot, but she could definitely try. If this didn't work.. Ki blades will have to do the job. She hissed her teeth at the comment that her opponent made about her, not being able to land the gut punch. She just had a feeling it would work again, seeing how it did.. twice! But anyways, that was just a fluke.. right? Cilan got ready for her opponent to attack again and to be honest, it was hard to keep track of what she's going to do next. First, it was her swords and then a headbutt, after which, a fly kick and now, her swords again? Was there a pattern? Hm, didn't seem like it. But, Cilan tried to predict her moves by using what she saw the first time. Doing the exact same thing she had in mind, she began to twist her body to the side, as her opponent attempted to strike her with those.. sharp and annoying toys of hers. Before Cylie attempted to hit her again, Cilan immediately began to power up, raising her battle power and replenishing her ki pool. Using her ki, she tried to push her opponent away, allowing her to get the space she needed to execute her attack. Her ki flow felt somewhat disrupted though. She didn't quite regenerate the amount of ki she expected to, which was weird. "Hmph! Predictable." That's what she thought of Cylie's attacks. "Now, it's my turn!" At an amazing speed, she dashed towards Cylie, attempting to land yet another punch, but this time, it wasn't aimed at her opponent's stomach, but instead, she tried to land a sharp uppercut. Immediately after, even if she somehow missed or landed her attack, she would swing her leg at Cylie, attempting to hit her in the arm. Just because she wanted her to drop those stupid swords. Speaking of swords, that was a part of her next objective. She didn't even remember about the wallet at this point. Getting behind Cylie, she attempted to steal the sword.. that looked more like a katana, that was currently still in its sheath from Cylie's back.
Word Count: 479 Total Word Count: 2693 Cylie Battle Tracker Defense Phase
Rapid Movement | +25 Defence
Attack 1: Cilan 135 Def vs 132 Acc. Miss. Attack 2: Cilan 135 Def vs 118 Acc. Miss. Attack 3: Cilan 135 Def vs 121 Acc. Miss.
Total Dmg: 0-4=0 (3)
Offense Phase
At Will Action: Blitz Strike | -0 ki To hit: A3uWviO61d100+110
Damage: 1d12+9
At Will Action:
Bonus Action: Rapid Movement | +25 Defence | -13 ki
Bonus Action: Enhanced Power Up | +50 Ki (25 due to Cripple), +25% PL | -0 ki
Standard Action: Sacrificed for Bonus Action.
Standard Action: Enhanced Strike | -0 ki To hit: 1d100+110
Damage: 1d12+9
Battle Info Current Battle Effects
Power Up- +25% PL Drunken Fist- 3 Sips Crippled- HP and Ki recovery is reduced by half | 4 of 4 turns Wounded- You take 3 HP damage at the beginning of each turn. The damage cannot be reduced by DR | 4 of 4 Turns Flawless Counter- +20 Accuracy Ki Regen from Power Up | 25/100 Ki
Skills
Fighting: 75 Energy Control: 30 Reflexes: 45 Resilience: 30
Techniques
GIANT FORM III (1/1) 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.
SOLAR FLARE I (2/2) 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.
DRUNKEN FIST I (0/1) You adopt a fighting style fueled by booze that makes you unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE II 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.
INSTINCTUAL DEFENSE II (0/1) You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT I (2/2) You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT III (1/1) 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.
DIVINATION I (1/1) Whether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CUTTING EDGE Cilan uses her speed and reflexes to quickly move behind her opponent, delivering a devastating blow to her target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki Learn: 2 weeks
PUNISHMENT OF A THOUSAND BLOWS Cilan charges towards her opponent, throwing devastating kicks and punches to her foe's face. ]Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5 HP Learn: 2 weeks
Legendary Technique
Instant Transmission I You lock onto a single ki signature and teleport directly to a location near it in an instant. Type: Legendary Defensive / Utility Action: Reactive Bonus Action (Defensive Use) / Bonus Action (Utility Use) Effect: When using this technique, you may decide if you are using it as a Defensive Technique or a Utility Technique. If used as a Defensive Technique, avoid one attack(including criticals) targeting you this turn. If used as a Utility Technique, increase the critical hit range of 1 attack used on your turn by 20. Duration: -- Cost: 20 Ki Limit: Defensive variation may be used once per thread. Utility variation may be used twice per thread. Special: Once per week, you may instantly travel to another region without any requirements(though you must still make a travel post simply stating that you are moving). Ranks: Rank 2 costs 15 Ki. Rank 3 allows the Defensive variation to avoid all attacks targeting you this turn. Learn: Requires 5,000 EP and 4 weeks to learn.
Enhanced Basic Technique All Enhanced Basic Techniques!
Class Traits
Flawless Counter Activation: Passive Effect: 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. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
Racial Trait
Zenkai 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. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. 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.
Class Features
Unrivalled Potential You begin play with all enhanced basic techs
Genius Your stats are no longer restricted by the natural 50 cap.
Skillful Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified Potential Mastery Level 5 now instead increases all of your skills by +10.
General Traits
Quick Draw May only At-Will activate up to 2 Weapons per turn.
Instinct Your Defense is increased by +10.
Blitz When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Might Your Physical attacks deal +3 bonus damage.
Inventory
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reason. Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Limit: Only one Lucky Trinket may be equipped at a time.
Field Responder Pack (1/1) More robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread.
Bo Staff (1/3) Long wood staves like this are commonly used by Martial Artists as training weapons and nonlethal means to subdue opponents. Type: Weapon - Staff Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. Limit: 3 uses per thread.
Melee Accuracy: 1d100+90 Energy Accuracy: 1d100+45 Defense: 110 Damage Reduction: -4 Energy Damage Modifier: +6 Melee Damage Modifier: +9 HP: 41/95 Temporary HP: 0 KI: 52/100 Ki Cost: -1 Natural PL: 30,889 Base PL: 30,889 Current PL: 38,611
1d100+110·1d12+9·1d100+110·1d12+9
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Post by Cylie on Sept 16, 2020 23:39:27 GMT -8
It was honestly a wonder as to how this little girl managed to avoid every single one of those slashes that Cylie had sent at her. Come on, now that just wasn't probable. Not even a scratch at least? Nope. Not one. Cylie couldn't help but be silently impressed with the showing the girl has put on for her. She certainly didn't expect to meet someone this powerful on arrival to a city like this, especially not when there were a bunch of regular humans walking about the place. She somewhat doubted that this girl was human due to how strong she was, but at the same time, Cylie was human. Cylie was most certainly human. But she had that water at her disposal. That sacred water. So how did... Maybe she'd need to ask some questions this time around. She cursed rather loudly as her assault ended, Cilan immediately declaring 'her turn' and charging towards the tanned thief. A sudden gust of wind was created in the space before Cylie's face, as she had leaned backwards to narrowly avoiding a dazzling uppercut to the chin, being awarded with the cool feeling of displaced air on her face. That Cilan wasted little time between her actions, however. Letting a side kick make it's way flying towards the swordswoman. It struck her shoulder, but the impact was so measly it might as well have been an unexpected pinch. Cylie grunted slightly due to the collision. Just then, Cilan had gotten behind her in one swift movement in a blur, and the human didn't even see the saiyan move. Despite this, when the tank top wearing girl reached out to grab the scabbard that securely held Cylie's seventh sword in it's place, it looked almost instinctive when she missed by a hairsbreadth, the thief leaping forward a few meters to stop the girl from stealing her sword. She turned one hundred and eighty degrees back towards her opponent, chuckling at the irony of the situation. "That was a close call there, don't ya think? To think that you tried to steal from me! You lookin' to steal my job, too, eh?"As she was talking, she had put one set of swords back in their scabbards at her side, more specifically the three swords in her right hand. Using this free hand, she searched the inside of her collar for something, procuring another vial attached to a necklace that was formerly hidden underneath her shirt. It had water in it, just like the first, and Cylie removed the cap of it with her teeth, spitting it out of her mouth and downing the small vial in one go. She felt a lot better already, and a lot stronger. Her power level immediately lowered as quickly as it had gone up however, masking her true strength. She crushed the vial in her hand. Then blood started to drip from her right fist due to the vial being glass. She leaped right back at Cilan suddenly after little setup, to deliver a solemn punch straight to the nose.
Word Count: 514/3508 Battle Tracker
Defense Phase
Attack 1: Cylie's 145 Def vs 141 Acc. Miss. Attack 2: Cylie's 145 Def vs 146 Acc. Hit! 11 Dmg.
Total Dmg: 11+2(Bruised)-8=5
Cilan takes 1 dmg due to Lightning Aura.
Offense Phase
At-Will: Suppression | Suppress PL to 22,012
At-Will: Blitz Strike | -0 ki
Accuracy: s2388pyY1d100+65
Damage: 1d8+4
Bonus Action: Rapid Movement | Reactive | -14 ki | +25 Def
Standard Action 1: Activate Field Responder's Pack | Gain +40 HP immediately
Standard Action 2: Strike | -0 ki
Accuracy: 1d100+65
Damage: 1d8+4 Battle InfoCurrent Battle Effects
Lightning Aura(5/5) - 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.
Sacred Water Of Korin - Reflexes increased to 50.
Bruised(2/2) - Take an additional 2 damage from Physical Attacks.
Suppressed - PL reduced to a specified amount.
Skills
Fighting: 50 Energy Control: 30 Reflexes: 50(Sacred Water Of Korin) Resilience: 50
Techniques
TELEPORT III(1/1) 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, including Critical Hits. You may use this technique to flee the current thread. Cost: 20 ki. Limit: Once per battle.
EIGHT ARMS III(2/3) You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 5 ki Limit: Thrice per thread.
LIGHTNING AURA III(0/1) 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: 5 turns. Cost: 15 ki Limit: Once per thread.
DIVINATION III(0/1) Whether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +50 defense against against attacks targeting you on your next turn. Cost: None Limit: Once per thread.
AURA GUARD III(1/1) Your aura condenses into a quick shield, dampening a blow made against you. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 5 ki Limit: Once per battle.
SONIC SWAY III(1/1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 15 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 10 ki Limit: Once per battle.
ENHANCED DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: The first use of Dragon Dash on your turn gives +10 attack and +5 damage to your Melee Attacks. Additional uses on the same turn stack +3 more damage. Cost: 7 ki Limit: None
Traits
Quick Learner(Racial) - You automatically subtract one week from every technique you study’s learning time. In addition, three times per RL month you may apply a 5% bonus modifier to EP and PL gains from a thread where you have completed where you have written at least 1/4th of the words.
Quick Draw - You may activate Weapon-type items as At-Will Actions. May only At-Will activate up to 2 Weapons per turn.
Blitz(A.I. Assistant) - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Willpower(A.I. Assistant)(1/1) - When you activate Willpower, reduce all damage you would have taken on your turn to 0. You may only activate Willpower once per thread.
Swashbuckler(A.I. Assistant) - You may use Sword-type items an additional 2 times per thread.
Mug(Class Level 1) - 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.
Dynamic Entry(Class Level 2) - You may perform 1 Attack on your first combat turn of a thread.
Class Features
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Bountiful Coffers - Whenever you roll for treasure, you instead use the following rewards table: 1-10 is nothing, 11-40 is a Common Item, 41-80 is a Rare Item, 81-99 is a Mythic Item, and 100 is a Dragon Ball Shard.
Hide In Plain Sight - Suppressing to 1 PL makes you unable to be targeted by non-area attacks for up to 3 turns; you may not attack while this is active. This may be used once per thread.
Sneakier Attack - Your Sneak Attack feature is now triggered by suppressing to 70% or less and increases damage by 1d6+1 per whole turn suppressed. Additionally, your Sneak Attacks inflict “Cripple” on their target(s).
Ambush - Attacks benefitting from Sneak Attack deal an additional +4 damage to targets suffering from “Wound” or “Cripple”; increase this bonus damage to +8 damage if they are suffering from both.
Inventory
Sacred Water Of Korin(0/1) Gathered from a secret fountain, or perhaps the precipitation of the clouds itself, this mystical item is a small bottle of sacred water, as bottled by Korin himself. It has the symbol for Kami upon it, and is said to provide a great amount of power to the user. Type: Lost Artifact - Supplementary Zeni Value: 600000 Zeni Cost: 120000 Activation: Bonus Action Effect: Choose one of your skills, and increase its value to 50 until the end of that thread. As an item of great power simply possessing the Sacred Water of Korin generates an increase of 50% to the user's base power level. Limit: One use 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.
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.
Katchin Sword(3/5) 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: At-Will Action due to Quick Draw Trait. 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: 5 uses per thread due to Swashbuckler Trait.
Field Responder Pack(0/1) More robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread. Melee Accuracy: 1d100+65 Energy Accuracy: 1d100+45 Defense: 120 Damage Reduction: 8 Melee Damage Modifier: 4 Energy Damage Modifier: 4 Ki Cost Reduction: 1
Natural PL: 20,964 Base PL: 31,446(Sacred Water Of Korin) Current PL: 31,446
HP: 98/120 KI: 44/100 1d100+65·1d8+4·1d100+65·1d8+4·2d6+2·1d100
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Post by Cilan on Sept 20, 2020 12:09:44 GMT -8
Well, that went well. Totally. Cilan failed to land one of her two attacks and also failed to get or.. well, steal that sword. That was definitely an awkward moment for her. She gracefully landed and crossed her arms across her chest but she couldn't look Cylie in the eyes. At least, not while she was stating the obvious. It was definitely ironic and Cilan knew that. She wasn't a natural at doing this stuff anyways, Cylie was. It was at that point where Cylie took out another vial filled with water. "I wouldn't be surprised if you stole those too." Cilan assumed. Once Cylie began to crush the bottle, Cilan.. had a confused look on her face. Why exactly did she do that? To prove a point? Questions flooded the teenager's mind, but her trail of thought was immediately interrupted once she saw Cylie darting towards her. Cilan would quickly grab onto the unnamed female's fist, guarding her opponent's attack and.. buying time for what she had to say next. At that point, she remembered why exactly she was here in the first place and how her mother would react if she didn't get the groceries home soon. With a serious look on her face, she looked at Cylie. "Alright, listen up. I don't have time to waste. I have other things to do, ok? Just give me the wallet already. If you don't comply.." She didn't end her sentence. At least, not yet. She would release her opponent's fist and leap a few meters back. After which, powering up, even more, releasing even more of her energy. Her white aura flared up around the teenager's form. This was.. her maximum power. She also took the time to replenish some of her ki. But, that wasn't the end of it. She then proceeded to channel her ki through her body in a rather odd way. Her body suddenly began to slightly bulk up. The area around her began to tremble, but they were small tremors. She gritted her teeth, as she began to exert a lot of energy just to enter this tiring and sluggish form. Veins popped up on her forehead too. Her whole body began to grow and bulk up even more, just like all the other times she did it, which was.. pretty rare, to be honest. Also growing in height, she slightly towered the sword wielder. Suddenly, she would close her eyes and her aura would dissipate. She would then take a deep breath, before opening her eyes and looking at her opponent with a grimacing look on her face. "I'll be forced to take action.." One could say that she was trying to intimidate the thief.
Word Count: 452 Total Word Count: 3145 Cylie Battle Tracker Defense Phase
Attack 1: Cilan 135 Def vs 102 Acc. Miss. Attack 2: Cilan 135 Def vs 79 Acc. Miss. Attack 3: Cilan 135 Def vs 0 Acc.
Total Dmg: 0-4=0
Offense Phase
At Will Action:
Bonus Action: Giant Form | +35 Temp HP, -15 Def | -14 ki
Bonus Action: Enhanced Power Up | +25 Ki, +25% PL | -0 ki
Standard Action: Activating Field Responder Pack | Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately.
Standard Action: Sacrificed for Bonus Action.
Battle Info Current Battle Effects
Power Up- +50% PL | 1 of 2 turns Drunken Fist- 3 Sips Giant Form- +35 Temp HP, -15 Def Ki Regen from Power Up | 5/100 Ki
Skills
Fighting: 75 Energy Control: 30 Reflexes: 45 Resilience: 30
Techniques
GIANT FORM III (0/1) 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.
SOLAR FLARE I (2/2) 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.
DRUNKEN FIST I (0/1) You adopt a fighting style fueled by booze that makes you unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE II 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.
INSTINCTUAL DEFENSE II (0/1) You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT I (2/2) You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT III (1/1) 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.
DIVINATION I (1/1) Whether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CUTTING EDGE Cilan uses her speed and reflexes to quickly move behind her opponent, delivering a devastating blow to her target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki Learn: 2 weeks
PUNISHMENT OF A THOUSAND BLOWS Cilan charges towards her opponent, throwing devastating kicks and punches to her foe's face. ]Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5 HP Learn: 2 weeks
Legendary Technique
Instant Transmission I You lock onto a single ki signature and teleport directly to a location near it in an instant. Type: Legendary Defensive / Utility Action: Reactive Bonus Action (Defensive Use) / Bonus Action (Utility Use) Effect: When using this technique, you may decide if you are using it as a Defensive Technique or a Utility Technique. If used as a Defensive Technique, avoid one attack(including criticals) targeting you this turn. If used as a Utility Technique, increase the critical hit range of 1 attack used on your turn by 20. Duration: -- Cost: 20 Ki Limit: Defensive variation may be used once per thread. Utility variation may be used twice per thread. Special: Once per week, you may instantly travel to another region without any requirements(though you must still make a travel post simply stating that you are moving). Ranks: Rank 2 costs 15 Ki. Rank 3 allows the Defensive variation to avoid all attacks targeting you this turn. Learn: Requires 5,000 EP and 4 weeks to learn.
Enhanced Basic Technique All Enhanced Basic Techniques!
Class Traits
Flawless Counter Activation: Passive Effect: 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. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
Racial Trait
Zenkai 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. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. 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.
Class Features
Unrivalled Potential You begin play with all enhanced basic techs
Genius Your stats are no longer restricted by the natural 50 cap.
Skillful Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified Potential Mastery Level 5 now instead increases all of your skills by +10.
General Traits
Quick Draw May only At-Will activate up to 2 Weapons per turn.
Instinct Your Defense is increased by +10.
Blitz When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Might Your Physical attacks deal +3 bonus damage.
Inventory
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reason. Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Limit: Only one Lucky Trinket may be equipped at a time.
Field Responder Pack (0/1) More robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread.
Bo Staff (1/3) Long wood staves like this are commonly used by Martial Artists as training weapons and nonlethal means to subdue opponents. Type: Weapon - Staff Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. Limit: 3 uses per thread.
Melee Accuracy: 1d100+90 Energy Accuracy: 1d100+45 Defense: 110 (95) Damage Reduction: -4 Energy Damage Modifier: +6 Melee Damage Modifier: +9 HP: 81/95 Temporary HP: 30 KI: 52/100 Ki Cost: -1 Natural PL: 30,889 Base PL: 30,889 Current PL: 46,333
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Post by Cylie on Sept 24, 2020 10:38:03 GMT -8
Cylie froze abruptly as her punch was caught by her opponent almost effortlessly. Just like that. Without much of a reaction from her either. Now, saying that the thief was surprised would be a bit of an understatement, considering just how much the girl realized that she'd been underestimating her foe. A more suitable word for this specific situation might be something akin to..... ' shook.' Cylie's expression looked like that of a blind man who had been gifted a pair of glasses. She saw for the first time. She saw that she wasn't as overpowering as she thought she was. Then... after a few moments, Cylie expression shifted again, now to one of annoyance. Her eyes were narrowed, her brows drooped, and her circular shaped mouth was a frown in a mere instant. This was gonna take longer than she initially thought. The Cilan girl looked just as annoyed as she was. Talking slowly and heavily to Cylie, as if the tall woman was a small child being scolded by her mother for breaking a vase. The way she spoke made the situation a lot more boring than it already was. They haven't even thrown a punch at each other in like... ten seconds! Suddenly, the smaller girl powered up a bit after making a bit of space between the two. Muscles were bulking, height was growing, wind was blowing and Cylie was smiling. She muttered something under her breath. "Nice bod."Cylie just noticed that the girl was now taller than her after her transformation. Woah. That was a rather major change. No doubt that the change in appearance is going to prove to be a powerful weapon, as Cylie might be a bit thrown off at fighting someone who was just smaller than her a few seconds ago. That look on her face looked kinda funny, though. The girl seriously thinks that she's a threat! Well, Cylie wasn't completely sure about that now, but none of her cockiness was going to go to waste. With a wide grin, Cylie retorted. "If you're as 'busy' as you say you are, then why don't you just leave me be, eh? Besides, there's not even that much zeni in this sack of junk, anyways!"As she spoke, her aura popped. Crimson red surrounded her whole form, and produced a fair bit of air displacement as well. she ran forward again, brandishing her six swords during her run, sending three horizontal slashes at the girl, aiming for lethal damage. Immediately after her assault ended, a wicked grin spread on her face.
Word Count: 429/3937 Battle Tracker
Defense Phase
Attack 1: Attack 2:
Total Dmg: 0
Offense Phase
At-Will: Release Suppression | Return to Full Power, opponent cannot use Sense
At-Will: Activate Katchin Sword(Quick-Draw Trait) | Strikes are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’
At-Will: Blitz Strike | -0 ki | Inflicts Cripple on hit.
Accuracy: 5JF5klfM1d100+75
Damage: 1d8+12 Sneak Attack Damage: 1d6+1
Wound(50 or lower): 1-100
Bonus Action: Enhanced Dragon Dash |-6 ki | +10 Acc and +5 Dmg to all Melee Attacks
Standard Action 1: Strike | -0 ki | Inflicts Cripple on hit.
Accuracy: 1d100+75
Damage: 1d8+12 Sneak Attack Damage: 1d6+1
Wound(50 or lower): 1-100
Standard Action 2: Strike | -0 ki | Inflicts Cripple on hit.
Accuracy: 1d100+75
Damage: 1d8+12 Sneak Attack Damage: 1d6+1
Wound(50 or lower): 1-100 Battle InfoCurrent Battle Effects
Sacred Water Of Korin - Reflexes increased to 50.
Skills
Fighting: 50 Energy Control: 30 Reflexes: 50(Sacred Water Of Korin) Resilience: 50
Techniques
TELEPORT III(1/1) 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, including Critical Hits. You may use this technique to flee the current thread. Cost: 20 ki. Limit: Once per battle.
EIGHT ARMS III(2/3) You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 5 ki Limit: Thrice per thread.
LIGHTNING AURA III(0/1) 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: 5 turns. Cost: 15 ki Limit: Once per thread.
DIVINATION III(0/1) Whether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +50 defense against against attacks targeting you on your next turn. Cost: None Limit: Once per thread.
AURA GUARD III(1/1) Your aura condenses into a quick shield, dampening a blow made against you. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 5 ki Limit: Once per battle.
SONIC SWAY III(1/1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 15 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 10 ki Limit: Once per battle.
ENHANCED DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: The first use of Dragon Dash on your turn gives +10 attack and +5 damage to your Melee Attacks. Additional uses on the same turn stack +3 more damage. Cost: 7 ki Limit: None
Traits
Quick Learner(Racial) - You automatically subtract one week from every technique you study’s learning time. In addition, three times per RL month you may apply a 5% bonus modifier to EP and PL gains from a thread where you have completed where you have written at least 1/4th of the words.
Quick Draw - You may activate Weapon-type items as At-Will Actions. May only At-Will activate up to 2 Weapons per turn.
Blitz(A.I. Assistant) - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Willpower(A.I. Assistant)(1/1) - When you activate Willpower, reduce all damage you would have taken on your turn to 0. You may only activate Willpower once per thread.
Swashbuckler(A.I. Assistant) - You may use Sword-type items an additional 2 times per thread.
Mug(Class Level 1) - 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.
Dynamic Entry(Class Level 2) - You may perform 1 Attack on your first combat turn of a thread.
Class Features
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Bountiful Coffers - Whenever you roll for treasure, you instead use the following rewards table: 1-10 is nothing, 11-40 is a Common Item, 41-80 is a Rare Item, 81-99 is a Mythic Item, and 100 is a Dragon Ball Shard.
Hide In Plain Sight - Suppressing to 1 PL makes you unable to be targeted by non-area attacks for up to 3 turns; you may not attack while this is active. This may be used once per thread.
Sneakier Attack - Your Sneak Attack feature is now triggered by suppressing to 70% or less and increases damage by 1d6+1 per whole turn suppressed. Additionally, your Sneak Attacks inflict “Cripple” on their target(s).
Ambush - Attacks benefitting from Sneak Attack deal an additional +4 damage to targets suffering from “Wound” or “Cripple”; increase this bonus damage to +8 damage if they are suffering from both.
Inventory
Sacred Water Of Korin(0/1) Gathered from a secret fountain, or perhaps the precipitation of the clouds itself, this mystical item is a small bottle of sacred water, as bottled by Korin himself. It has the symbol for Kami upon it, and is said to provide a great amount of power to the user. Type: Lost Artifact - Supplementary Zeni Value: 600000 Zeni Cost: 120000 Activation: Bonus Action Effect: Choose one of your skills, and increase its value to 50 until the end of that thread. As an item of great power simply possessing the Sacred Water of Korin generates an increase of 50% to the user's base power level. Limit: One use 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.
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.
Katchin Sword(2/5) 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: At-Will Action due to Quick Draw Trait. 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: 5 uses per thread due to Swashbuckler Trait.
Field Responder Pack(0/1) More robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread. Melee Accuracy: 1d100+65 Energy Accuracy: 1d100+45 Defense: 120 Damage Reduction: 8 Melee Damage Modifier: 4 Energy Damage Modifier: 4 Ki Cost Reduction: 1
Natural PL: 20,964 Base PL: 31,446(Sacred Water Of Korin) Current PL: 31,446
HP: 98/120 KI: 38/100 1d100+75·1d8+12·1d6+1·1-100·1d100+75·1d8+12·1d6+1·1-100·1d100+75·1d8+12·1d6+1·1-100
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