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Post by Cilan on Oct 5, 2020 4:35:25 GMT -8
As for intimidating and threatening her, it didn't work. Cilan thought that showing her that she was outmatched in terms of power would make her reconsider, but it only made her cockier, which was.. rather annoying. Cilan simply hissed her teeth. "I was making this easy for you, thief, but it seems you like to do things the hard way. Fine by me." As she spoke, she removed the fingerless gloves from her hands and the ribbon that neatly kept her ponytail from her hair, basically letting out her black hair. After which, tossing them all to the side, where she kept her hooded sweater. The teenager knew that if she showed her opponent her full strength, she would have to respond in accord. Cilan could feel her opponent's power fluctuating, but she didn't quite question it, until now. "What do you wish to accomplish by masking your power? Do you think I'm some pushover? I feel insulted." She growled at the thought. Just how much does she plan to irritate Cilan? But, then again, Cylie had a good point. If Cilan was as busy as she said she was, why didn't she just leave? Well, that's simple. First of all, she has a score to settle. She still had a grudge for that time when Cylie poked her in the eye. Second of all, stealing is not good. She couldn't just leave this.. thief to do as she pleases. No. She had to be put in her place. Once the sword wielder charged at the teenager, she knew that she couldn't rely on her reflexes at this point. Her form was way too slow. She just had to hope that this form would hold out for a bit. If she can get a few hits in, she could end this. At least, that's what she thought. She began to dash backwards, in hopes of getting away from Cylie, but it was no good. This was a forest and the area wasn't that big anyway. Cilan would quickly raise her bulky arm, blocking the first horizontal slash. As for the second, she quickly ducked, although that wasn't her initial plan. She still managed to avoid the attack though. As for the third, she was unable to dodge that. It was too quick for her to even block. After taking that slash to the arm, she immediately leaped backward, leaving some space between the two. Just that one assault left the teenager breathless. She was exhausted, but not beaten. She scowled at the fact that Cylie had that grin on her face. This was really getting annoying. "Grr! You better wipe that stupid grin off your face.. or I'll do it for yo-, " she said but was immediately interrupted mid-sentence. It seems she couldn't stay in this bulky form for much longer and her body began to shrink, which was rather embarrassing. Well, at least it would be easier to dodge attacks now. But, her punches would be weaker. "Ugh, damn it!" At this point, something odd came over her. The fact that she wasn't able to pull this off tipped her off and.. a lot of people would question why she's acting like this. She didn't have much time to curse at herself though. "I'm going to get you back for everything and beat you to a pulp!" After giving her opponent a cold look, she darted towards her opponent, attempting to poke her in the eyes, making a peace sign with her fingers.. finally. She wanted to do this from the start. She didn't really care much about attempting to blind her though. Whether or not she manages to land that attack, she would throw a barrage of punches at Cylie.
Word Count: 622 Total Word Count: 3767 Cylie Battle Tracker Defense Phase
Rapid Movement | +25 Defence
Attack 1: Cilan 120 Def vs 169 Acc. 20 Dmg. Cripple! Attack 2: Cilan 120 Def vs 115 Acc. Miss. Attack 3: Cilan 120 Def vs 137 Acc. 22 Dmg. Cripple!
Total Dmg: 42-4=38
Offense Phase
At Will Action: Blitz Strike | -0 ki To hit: Vv_9kSO31d100+90
Damage: 1d12+9
Bonus Action: Rapid Movement | +25 Defence | -14 ki
Standard Action: Enhanced Strike | -0 ki To hit: 1d100+90
Damage: 1d12+9
Standard Action: Enhanced Strike | -0 ki To hit: 1d100+90
Damage: 1d12+9
Battle Info Current Battle Effects
Power Up- +50% PL | 2 of 2 turns Drunken Fist- 3 Sips Giant Form- +35 Temp HP, -15 Def Ki Regen from Power Up | 50/100 Ki Crippled- HP and Ki recovery is reduced by half | 1 of 4 turns
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: 73/95 Temporary HP: 0 KI: 38/100 Ki Cost: -1 Natural PL: 30,889 Base PL: 30,889 Current PL: 46,333
1d100+90·1d12+9·1d100+90·1d12+9·1d100+90·1d12+9
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Post by Cylie on Oct 7, 2020 7:08:43 GMT -8
Three swift and powerful swipes were swung towards Cilan, and two of them drew blood. The second slash was avoided narrowly, but even after striking air, Cylie did not slow down one bit. She halted as Cilan leapt backwards, gripping the hilts of her blades as tightly as she could at the moment. Her feet were rooted in the dirt ground she stood on, as if she were a sturdy tree in the middle of a forest. Her brows were arched downwards sharply, almost as if they were forcefully weighed down by something. Her eyes were confident, determined and fierce. Her grin was flashing at Cylie's opponent, almost as if the thief was taunting her more than she actually was. Her stance was readied, calculated and properly assumed. She felt ready for whatever Cilan could throw at her, but as Cylie usually did, she got cocky. She laughed, and taunted the little girl. "Haha! This is easy!"She was doing a wonderful job of getting under her opponent's nerves. She had made sure to keep that grin on her face at all times when she noticed the effect it had, and she even beckoned for Cilan to hit her again with the movement of her hand. The little girl expressed her disatisfaction with the situation angrily, and threatened the thief, but mid-sentence, she was interrupted by no one but herself. She was shrinking. As Cilan reverted to her former size, Cylie couldn't help but giggle like a pompous popular girl from an elementary school. "Awww, that's a shame. I already miss those muscles."Immediately after the shrinkage, the girl was able to continue and finish her generic threat, which wasn't all too threatening. She's heard it a million times before, anyways. Cilan lunged forward after giving Cylie a death stare, aiming to poke out both of Cylie's eyes this time. But Cylie was ready for the attack. She hopped backwards, causing Cilan's finger lunge to miss it's target by a mere couple inches. Her follow up came swiftly, however. Cylie crossed her arms in front of her in one quick movement, guarding against the barrage of fists that came crashing down on her. Although, Cilan shouldn't be engaging in close quarters combat with a girl who can hold six swords. Cylie was immediately on the counter after the barrage ended, leading with a strong diagonal slash upwards at her foe. Then, she leaped at her foe, like a fierce lion chasing after it's prey, and swung her swords downwards, attempting to draw yet more blood.
Word Count: 425/4362 Battle Tracker
Defense Phase
Attack 1: Cylie's 125 Def vs 112 Acc Attack 2: Cylie's 125 Def vs 123 Acc Attack 3: Cylie's 125 Def vs 170 Acc
Total Dmg: 16-8=8
Offense Phase
At-Will: Suppression | Suppress PL to 22,012
At-Will: Blitz Strike | -0 ki
Accuracy: 6EEaefhE1d100+80
Damage: 1d8+9
Bonus Action: Sense | +5 Acc and +5 Def
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
Accuracy: 1d100+80
Damage: 1d8+9 Battle Info Current Battle Effects
Sacred Water Of Korin - Reflexes increased to 50.
Suppressed - PL reduced to a specified amount.
Skills
Fighting: 50 Energy Control: 30 Reflexes: 25 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: 22,012
HP: 90/120 KI: 32/100 1d100+80·1d8+9·1d100+80·1d8+9
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Post by Cilan on Oct 11, 2020 22:35:52 GMT -8
She was extremely confident about this. Surely, Cylie wouldn't see this coming. But.. Cilan was wrong. As she lunged forward, she launched both her index and middle fingers at her opponent's eyes, but something went wrong. It didn't quite connect. She cursed herself for this, in her mind, of course. She could only scowl. The teenager would quickly follow up with a flurry of blows, which.. didn't seem to phase her opponent. Cilan didn't get much time to recover though, as Cylie began an onslaught of her own. The teenager would attempt to dodge her opponent's diagonal upward slash, but her attempt wasn't good enough. The blades would graze her left cheek, leaving a few bruises on her face. Cilan would then dash backward, in an attempt to get away from her opponent, but she would be met with a downward slash, in which she immediately blocked, taking the attack head-on. She was somewhat thinking about the fact that she was fighting a swordswoman and up-close combat would be dangerous.. or even deadly, if not careful, but Cilan just wanted to.. punch her so hard. Well, although this wasn't her initial plan, it seemed Cylie rushed in at the right time and this would be the perfect moment to strike, instead of retreating, so.. Cilan didn't dash backward. Instead, she lashed out at her opponent, sending a devastating flurry of blows that was enhanced with her ki. "Gr! Just give up already!"
Word Count: 242 Total Word Count: 4009 Cylie Battle Tracker Defense Phase
Attack 1: Cilan 120 Def vs 151 Acc. 10 Dmg. Attack 2: Cilan 120 Def vs 138 Acc. 11 Dmg. Attack 3: Cilan 120 Def vs 0 Acc.
Total Dmg: 21-4=17
Offense Phase
At Will Action: Blitz Strike | -0 ki To hit: kMgkxXSB1d100+100
Damage: 1d12+14
Bruise: 1d100 60% Chance.
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: Enhanced Dragon Dash | +10 Melee Acc, +5 Dmg | -6 ki
Standard Action: Enhanced Strike | -0 ki To hit: 1d100+100
Damage: 1d12+14
Bruise: 1d100 60% Chance.
Standard Action: Enhanced Strike | -0 ki To hit: 1d100+100
Damage: 1d12+14
Bruise: 1d100 60% Chance.
Battle Info Current Battle Effects
Drunken Fist- 3 Sips Giant Form- +35 Temp HP, -15 Def Ki Regen from Power Up | 50/100 Ki Crippled- HP and Ki recovery is reduced by half | 2 of 4 turns
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 (0/3) 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: 56/95 Temporary HP: 0 KI: 32/100 Ki Cost: -1 Natural PL: 30,889 Base PL: 30,889 Current PL: 30,889
1d100·1d100·1d100·1d100+100·1d12+14·1d100·1d100+100·1d12+14·1d100
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Post by Cylie on Oct 13, 2020 17:56:47 GMT -8
Cylie proved to be a dangerous foe as she scraped her target twice more in a row. This quick, offensive and erratic style of fighting is what made Cylie the swordswoman she is today, one that doesn't pull any punches, regardless of her foe. Cylie's swords had just made contact with Cilan's forearms, but the little girl wasted no time in making a counterattack. Fortunately, Cylie wasn't planning to slip up now, either. The flurry of quick strikes that the Saiyan sent flying were all currently being avoided by the swift and mischievous thief, who had come terrifyingly close to being struck more than a couple times in this barrage of strikes. Cylie leapt upwards all of a sudden, and no longer being in range of Cilan's punches, she did not come down. She floated in the air as she utilized the ability of flight she had, grinning evilly and tilting her head as she glared down at her unarmed opponent. She seemed to be doing a decent job at getting under Cilan's nerves. The little girl definitely needed to work on her discipline, but hey, if it works, it works. She continued her meaningless taunting out of jest. "I can't give up now, kid. I kinda need zeni, y'know? So how about you fuck right off, and forget that this ever happened? Here, I'll help you to forget."A crimson red aura of energy burst to life around the form of Cylie as she flew higher in the air, gathering momentum for her next assault. She swiftly arched her flight path straight back down, flying at full speed towards Cilan. She sent a flying kick towards the girl's face in an attempt that had the potential to take the head off of any regular human. Regardless of whether she missed the kick or not, Cylie would be sliding across the floor of the earth behind her opponent, digging her six swords into the ground, leaving long claw-like tracks in the dirt. She'd rise abruptly once again, continuing her assault on Cilan with a vertical upwards slash with the set of three swords she held in her right hand.
Word Count: 359/4721 Battle Tracker
Defense Phase
Attack 1: Cylie's 125 Def vs 183 Acc. Avoided through Sonic Sway. Attack 2: Cylie's 125 Def vs 164 Acc. Avoided through Sonic Sway. Attack 3: Cylie's 125 Def vs 164 Acc. Avoided through Sonic Sway.
Total Dmg: 0=0
Offense Phase
At-Will: Blitz Strike | -0 ki
Accuracy: DEf2kfsv1d100+75
Damage: 1d8+9
Bonus Action: Enhanced Dragon Dash | -6 ki | +10 Acc and +5 Dmg to all Melee Attacks
Standard Action 1: Sonic Sway | Reactive | -9 ki | Avoid all attacks that roll a Natural 15 Dmg or less on your turn.
Standard Action 2: Strike | -0 ki
Accuracy: 1d100+75
Damage: 1d8+9 Battle Info Current Battle Effects
Sacred Water Of Korin - Reflexes increased to 50.
Suppressed - PL reduced to a specified amount.
Skills
Fighting: 50 Energy Control: 30 Reflexes: 25 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(0/1) 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: 22,012
HP: 90/120 KI: 17/100 1d100+75·1d8+9·1d100+75·1d8+9
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Post by Cilan on Oct 25, 2020 21:58:43 GMT -8
Cilan was extremely sure that Cylie wouldn't be able to get out of this one. Finally, she would be able to land some devastating blows.. but Cilan has been underestimating her opponent. She somehow got out of that barrage of punches without being hit. This made Cilan even more frustrated. As Cylie began to fly upwards, Cilan looked on, but what Cylie said next actually caught Cilan's attention. This time, Cilan didn't take the statement offensively, but instead.. made an offer. "First of all, I'm not a kid. Second of all, if you wanted zeni, you could've just asked me. But, you missed that chance a long time ago. Why you might ask? Because you pissed me off!" She said, with a grimacing look on her face, as her opponent began to fly in her direction like a homing missile. Cilan simply couldn't dodge this attack, so she was forced to guard and take the attack head-on. A small shockwave or gush of wind would engulf the area, as Cylie's flying kick connected with Cilan's crossed arms. The teenager would grit her teeth, as she tried to cushion the force of the blow. Truth be told, this was the first time Cilan has ever fought a sword wielder, so this was difficult for the teenager at first. Cilan being Cilan, she didn't care that much. Especially since she was just focusing on her initial goal. To.. well, get Cylie back for everything, in short. After Cylie slid behind her opponent, Cilan wasted no time, turning around to face the sword wielder, who wasn't finished with her series of attacks. The teenager would be met with an upward slash that caught her off guard, which managed to draw even more blood from Cilan. The attack grazed her cheek while she attempted to dodge the attack. If this went on for much longer, she knew that her mother would be furious about coming home late and getting into an unnecessary fight. So, without paying much attention to the bruise, the teenager lunged forward again, sending a devastating flurry of blows at her opponent.
Word Count: 351 Total Word Count: 4360 Cylie Battle Tracker Defense Phase
Rapid Movement | +25 Defence
Attack 1: Cilan 135 Def vs 129 Acc. Miss. Attack 2: Cilan 135 Def vs 146 Acc. 11 Dmg. Attack 3: Cilan 135 Def vs 0 Acc.
Total Dmg: 11-4=7
Offense Phase
At Will Action: Blitz Strike | -0 ki To hit: zLZsYM7K1d100+90
Damage: 1d12+9
Bonus Action: Rapid Movement | +25 Defence
Standard Action: Enhanced Strike | -0 ki To hit: 1d100+90
Damage: 1d12+9
Standard Action: Enhanced Strike | -0 ki To hit: 1d100+90
Damage: 1d12+9
Battle Info Current Battle Effects
Drunken Fist- 3 Sips Giant Form- +35 Temp HP, -15 Def Ki Regen from Power Up | 50/100 Ki Crippled- HP and Ki recovery is reduced by half | 3 of 4 turns
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 (0/3) 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: 49/95 Temporary HP: 0 KI: 18/100 Ki Cost: -1 Natural PL: 30,889 Base PL: 30,889 Current PL: 30,889
1d100+90·1d12+9·1d100+90·1d12+9·1d100+90·1d12+9
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Post by Cylie on Oct 27, 2020 2:52:12 GMT -8
Cilan's constant whining probably wasn't anything that Cylie would be able to stop anytime soon. The thief's sheer strength and resilience clearly didn't matter to her, as she kept going, guided only by her anger and thirst for revenge. She only came here for a wallet, but soon her goal changed as Cylie went about her usual antics. Maybe that's why she usually struggled to make decent friends. Unfortunately for Cilan, Cylie wasn't going to say 'sorry' anytime soon, nor did she plan on letting Cilan enact her revenge plan. Instead, she'd just leave. She'd already had her fair share of enjoyment. Now, it was just about time to get back home and take a good 'ole nap.
Immediately after Cylie gave Cilan that ugly cut on her cheek, she'd find herself up against a powerful barrage of straight punches that would've torn any regular human being to shreds. But the sword wielding petty criminal wouldn't have to do much to avoid it. In a quick blur of color, the tanned girl vanished, and the lighting quick strikes that Cilan launched were striking the air. Cylie reappeared a couple meters behind Cilan, once again taunting her opponent with nothing more than the disgusting, annoying and obnoxious smug look on her face.
Was it speed? Was it magic? Was it some sort of trick? It was hard to figure out, but the facts still remained. Cylie had seemingly vanished out of thin air for no more than a split second, and had reappeared behind her opponent, making no effort to launch a counterattack of her own. Cylie had quite a bit of tricks up her sleeve, some understandably useful, others oddly random, but this was one technique that she had been carefully saving for later. The girl shoved her swords back in their rightful scabbards, all six of which were strapped to either side of her hips. Cylie then shrugged as she replied to Cilan's complaints.
"Hey now, kid. Calm down a bit. You're fighting a losing battle here. I don't care just how upset you may be, but surely you can see just how pointless beating each other up is gonna be."
She turned around, back now facing Cilan. She was just about ready to take off before she turned her head to take one last good look at Cilan, attempting to memorize her energy signature. Not that she'd be hard to spot in a crowd of course.
"I learned a lot today. But most importantly, I had fun. I'll be seeing you again soon... Cilan."
With that, she turned her head back around, and began to walk off. In a few moments she vanished again, without a trace. Her energy signature had disappeared, hiding amongst the other tiny power levels found in the forest. As Cylie made her way back to her hideout, she had already began making plans to meet that girl once again, soon enough. Surely she wouldn't mind.
Word Count: 492/5213
Cylie has forfeited the fight. Cilan wins!
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