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Post by Carter Bane on Sept 1, 2020 20:03:00 GMT -8
Carter entered pilaf land and started walking. He had a clear goal....to be strong....once he was strong enough he could fix this world and rid it of its wickedness, by any means necessary. But the adaptive technology that made up his body still needed something. He had all the necessary tools but what he needed now was battle experience. He wasn't planning on having to face any of his foes one on one but should that ever be the case he would want to be able to finish them quickly. He had sensed a familiar energy in the vicinity and he headed towards it. This person would teach him how to fight. He could see their energy and he remembered when he had last sensed it....it was here in pilaf land. Back then when he had held back, when those weaklings decided to try, if your potential for growth has a limit then surely you would be surpassed by someone who has passed that level. He touched the person on the shoulder and as she turned around he said. "Fight me"
WC: 181
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Post by Ty on Sept 1, 2020 20:31:47 GMT -8
Tiger Lily turned around, lifting her goggles from her eyes after having just touched down, she was in Neon City to play some arcade games then notice Carter’s hand on her shoulder giving her a single command to fight. After blinking her ocean teal eyes a few times, she remembered seeing him before on Marshmallow Summit, and smiled.
“Hi! My name is Tiger Lily. I do not believe we were properly introduced when we crossed paths the first time. What is your name?” The redhead tilted her head with a widening grin. “You wanna fight huh? Sure thing. I know a place. If we give them a good show we might win some cool prizes.”
The half saiyan took his hand from her shoulder and led him to the location. It was a glow in the dark cage match in the middle of an outdoor bar. Taking flight she lifted him up by the hand and landed inside the cage.
The bartender turned on the mic to speak. “It looks like one of our regular contestants has entered into a cage match. In the blue shirt, the one we all know and love: Tiger Lily! In the black shirt is a mysterious fighter ready and willing to take the challenge! Let’s get ready to rumble!”
“Aww man I just got my nails done. Oh well.” Ty shrugged as she took a martial arts stance, “Let’s dance.”
[234] on12pjAx1d100Carter Bane 1d100
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Post by Carter Bane on Sept 1, 2020 20:54:50 GMT -8
" Carter" he answered as he was dragged along. The lights didn't bother him but the fact that they proclaimed her as a regular was already ringing alarm bells but he had known that going in. What he didn't like was the closed space.Based on what he knew so far her energy told him she was an experienced fighter and he could also gather that based on what was said earlier. She could fly so this cage was more of a weakness against him. He wouldn't falter, those who bow are the same who would run during danger. He was sure he could perform better but this was perfect. He was training his adaptability after all this was a way to test: Can you still use your current way of fighting in an enclosed space against a skilled opponent. It was time to find out. His reply to her was " And dance we shall." His eye glowed and a smile appeared on his face. He said in his mind " Till the data collection is complete"
WOPtmWBr1d100+30
WC: 1761-100
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Post by Carter Bane on Sept 1, 2020 23:31:45 GMT -8
Carter knew this wasn't going to be easy, but he had ways to make it easier for himself. His glowing eye was scanning the girl and locking unto her energy. The energy from his core spread and funnelled throughout his body, the nanobots in his blood and the main joints in his right arm accepted this energy quickly. He kept his eye on her, calculating everything. His brain ran multiple simulations to ensure he got the best outcome. He was more likely to hit her having locked unto her energy. A plan had formed in his mind as the energy had finished moving. He never thought running simulations would actually use that much energy. Energy that his core was quickly trying to replace. Now with his simulations completed and her energy locked into his system, he was confident in his aim. His body felt light now... No, he felt... ready. 150 WC 3222 Starting PL {Carter Battle Tracker} Enemy Act[Ty] Attack #1: N/A [TY] Attack #2: N/A Carter ActBonus Action: POWER UP Action 1: N/A Action 2: N/A Status Effects: N/A Traits ListGeneral Traits:Improved Initiative Activation: Passive Effect: When rolling to determine turn order, you may add or subtract up to 30 from your turn order roll. Additionally, increase your Accuracy with all attacks by +10 for the first three (3) rounds of battle. Limit: -- Momentum Requirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier. Racial Trait:Infinite Core Type Requirements: Android Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. Class Traits:Class FeaturesStratagem - At the beginning of each thread, you may select up to 3 Utility or Defensive techniques that you know. You may use each of those techniques one additional time during that thread. Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type. EQUIPMENT:{Click to See}Weapon 1: -Blaster Carbine (EQUIPPED) Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread.
Weapon 2: -Ritual Dagger (EQUIPPED) This dagger is long and broad at its base, narrowing to a deadly tip with a wave-like edge throughout its length and has been used in countless sacrificial rituals- enough to imbue its blade with an Enchantment that saps the life force of its victims. Type: Weapon - Knife Activation: Bonus Action Effect: Strikes you perform on this turn deal an additional 2 damage to their targets; this damage is applied even if your strikes would not hit and ignores all DR and Temporary HP possessed by the target. You regain 2 HP for each Strike performed on this turn that successfully hits its target. Limit: 3 uses per thread.
Outfit: -Bio-suit (EQUIPPED) Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: --
Supplementary: -Concussive Flashbang A flashbang that has its effects amplified with special nanotechnology to increase the effect of the item. Type: Grenade Activation: Bonus Action Effect: Target up to three opponents; those opponents have a 60% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread. Techniques{Click to See}Basic Techniques:
FOCUS ENERGY You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None
DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki
GUARD You hunker down against incoming attacks to survive them. Type: Defensive Action. Bonus Action - Reactive Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) Cost: 10 ki Limit: Once per turn.
POWER UP Your aura bursts around you as your power increases and you draw out your ki. Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored.
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn.
STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None
SUPPRESSION You compress your ki down inside of you and lower your power level. Type: Utility Action: At-Will / Reactive At-Will to Release Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn. Cost: None Limit: None
Other Techniques: WILD ATTACK You swiftly blink in and out of your opponent's defences using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents. Type: Utility 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 accuracy for the next three turns or +10 accuracy 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.
INSTINCTUAL DEFENSE 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.
SONIC SWAY 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 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 ki Limit: Once per battle.
Special Techniques:
Volt Cannon Shoots a large bolt of lightning at a target Type: (Energy, Ranged, Finisher) Action: Standard Action Base Damage: 5d8+ 10 Major Effect: Charging Minor Effect: Shocking Cost: 35 ki PL: 4,028 HP: 35/35 | KI: 100/100 Defense: 90 | DR: +5 Melee Acc: (1d100 +15) | Ranged Acc: (1d100 +25) DMG Modifier: +3 | Ki Cost Reduction: -1
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Post by Ty on Sept 1, 2020 23:51:17 GMT -8
”Nice to meet you, Carter. Looking forward to seeing your moves.” Ty’s smile grew wider into a grin, “Have you been to other parts of the park yet? Apart from Marshmallow Summit? I absolutely love it here. I do my best to finish all my usual training just to play around the park from time to time ever since I earned a lifetime pass.”
Tiger Lily’s ocean teal eyes stared into the white haired boy’s eyes, he was not expressive in the slightest, she recalled that he was strictly fighting until the data on it was complete. This is not the first time she fought against an Android and she was fully aware of what they were capable of in combat.
“Alright, you go ahead first. Hit me with your best shot!”Ty raised her fists up expectantly, on guard, exactly how Kiryu trained her to do one fateful night. She had the potential to be a strong fighter but she was occupied with playing around more than training seriously.
[169] {Actions} DEFENSE PHASE. Carter vs 100 Ty= Incoming Damage: Damage Total:
HP: 90 -- OFFENSE PHASE.
Power Level: Carter
At-Will:
Passive:
Bonus Action:
Standard Action 1:
Standard Action 2:
EFFECTS.
Total Ki Spent: Powering-Up Round: 0/2 Power-Up ki bonus: 4/4
~ { Statistics} Name: Tiger Lil y ‘Kuri’ aka Ty Species: Human Saiyan Hybrid Age: 16 Gender: Female Skills &StatisticsFighting: 35 Energy Control: 30 Reflexes: 50 Resilience: 40 Accuracy: 1d100+35(Fighting) +10 Level 2 Prodigy / 1d100+ 30(Energy Control) + 10 Level 2 Prodigy Defense: 50+ 50 Reflexes =100 HP: 50+ 30 Resilience= 80 + 10 Level 2 Prodigy KI: 100 DR: +2 Resilience +2 Level 2 Prodigy DM: +1 Fighting +2 Prodigy Level 2
Class: Prodigy Racial Trait:ZenkaiRequirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. Class Traits: Bend the LimitsActivation: 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 Flawless CounterActivation: 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 Traits:
FocusActivation: Standard Action(Gain Stacks) | At-Will(Spend Stacks) Effect: You may spend 1 Standard Action per turn to gain 1 stack of “Focus”. You may spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki. Limit: You may not have more than 2 stacks of Focus at a time. MomentumRequirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier. HasteRequirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Class Features:Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice. Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Starting Non-Basic Technique Chosen:SOLAR FLARE (RANK 3)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. INSTINCTUAL DEFENSEYou 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. Cherry Bomb | Outou BakuretsudanAfter testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home.Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks. ABSORB You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread. Ranks: Rank 2 can regain 30 ki. Rank 3 can regain 40 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
REMEDY Focusing your energy, you use your ki to rid an ally of your choice of deleterious effects. Type: Utility Action: Standard Action Effect: Removes one non-special Status Effect that a target of your choice is inflicted with. This technique may not target yourself. Cost: -3 ki turn of Status Effect remaining. Limit: Once per turn. Four uses total per battle. Ranks: Rank 2 allows for special status effects to be targeted with Remedy for removal. Rank 3 allows for two status effects a target is inflicted with to be removed in the same use. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT 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. Technique Slots: 5/6 Enhanced Technique for unlocking all levels of potential Mastery: FLIGHTAlternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists. Prodigy Plus Techniques:Learned via Cayle Pota. Learned via Orizuru Prodigy Plus Technique Slots: 2/3 EquipmentSenzu ExtractUtilizing the miraculous qualities of the Senzu Bean, this small vial of extract allows for an expedient return to function by its imbiber. Type: Restorative - Senzu Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Restore +15 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread. Professional PanaceaOnce thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 4 turns. Limit: 1 use per thread. Intermediate BeltA belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time. Blaster CarbineStandard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread. Tiger Lily HP:
| Ki:
| PL:
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| 90 | 100 | 17,300
| x | % | AC: 45|40 | DEF: 100 | DM: +3 | DR: -4 | KCR: -1 |
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Post by Carter Bane on Sept 2, 2020 11:11:42 GMT -8
Carter could already see the best path of movement and much like a video game he could see a health bar above his head, he was going to use this to keep track of his energy as well as her damage to him. Maybe he could actually do this. He moved quickly to the side and held out his arm,his arm changed revealing a cannon of sorts with a strange orb at the tip of it and lightning arced out of it towards Ty.He was hoping it would at least launch her away so that he could get some space. Not wanting to have her get too close he followed it up by shooting an energy blast as well hoping that the bolt would hit it mark. "Not my best shot but this isn't my element" Some part of his mind was hoping that the battle would end there but he couldn't be sure.
Carter Act
Bonus Action: Wild Attack Action 1: Volt Cannon Volt Cannon Accuracy: sXUJk50R1d100+45 Volt Cannon Damage: 5d8+2 Action 2: Energy Blast Energy Blast Accuracy: 1d100+45 Energy Blast Damage: 2d6+3 Status Effects: N/A
Shocking: 1-100
WC: 156
PL: 4,028 HP: 35/35 | KI: 65/100 (-37+2) Defense: 90 | DR: +5 Melee Acc: (1d100 +15) | Ranged Acc: (1d100 +25) DMG Modifier: +3 | Ki Cost Reduction: -1
1d100+45·5d8+2·1d100+45·2d6+3·1-100
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Post by Ty on Sept 2, 2020 12:35:05 GMT -8
Tiger Lily simply moved her shoulders side to side at close range stance to avoid the two blasts. The special cage they were in absorbed ki blasts, it was made of spiritual ore, metal deposits below ancient tree roots absorbed the ki energy from trees over hundreds of years, and as long as they remained inside the spectators would be safe. The bar patrons clapped at Carter’s display of energized power aimed blankly at Ty, she had complete control of the minute subtle movements to survive the blasts, completely unscathed. ”Not bad. You’re not in your element? Is it because you’re farsighted?” Ty pondered, do androids need glasses? Shrugging it off she bounced on her sneakers for a second. “I used to wear glasses, I am far sighted in the sense that the text on my phone is blurry without them, but I recently had a laser surgery done so I didn’t need them anymore. I kept breaking them in fights so it was time that I remedy that problem.”Ty did a few shadow boxing moves, holding completely still on her side of the cage arena, and smiled. ”Try again, Carter.”[192] Carter Bane {Actions} DEFENSE PHASE. Carter 102 vs 100 +5 Sense Ty= Miss! Carter 91 vs 105 Ty= Miss! Incoming Damage: 0 Damage Total: 0
HP: 90 -- OFFENSE PHASE.
Power Level: 17,300 Carter: 4,028 [Edge 4]
[Your PL must be 4x an opponent’s; you gain +15 to the value of your Accuracy dice roll, +5 bonus damage on all attacks, and +5 Damage Reduction.]
At-Will:
Passive:
Bonus Action: [SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.]
Standard Action 1: Counter Measures -14ki
Standard Action 2: None
EFFECTS.
Total Ki Spent: 14 Powering-Up Round: 0/2 Power-Up ki bonus: 4/4
~ { Statistics} Name: Tiger Lil y ‘Kuri’ aka Ty Species: Human Saiyan Hybrid Age: 16 Gender: Female Skills &StatisticsFighting: 35 Energy Control: 30 Reflexes: 50 Resilience: 40 Accuracy: 1d100+35(Fighting) +10 Level 2 Prodigy / 1d100+ 30(Energy Control) + 10 Level 2 Prodigy Defense: 50+ 50 Reflexes =100 HP: 50+ 30 Resilience= 80 + 10 Level 2 Prodigy KI: 100 DR: +2 Resilience +2 Level 2 Prodigy DM: +1 Fighting +2 Prodigy Level 2
Class: Prodigy Racial Trait:ZenkaiRequirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. Class Traits: Bend the LimitsActivation: 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 Flawless CounterActivation: 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 Traits:
FocusActivation: Standard Action(Gain Stacks) | At-Will(Spend Stacks) Effect: You may spend 1 Standard Action per turn to gain 1 stack of “Focus”. You may spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki. Limit: You may not have more than 2 stacks of Focus at a time. MomentumRequirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier. HasteRequirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Class Features:Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice. Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Starting Non-Basic Technique Chosen:SOLAR FLARE (RANK 3)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. INSTINCTUAL DEFENSEYou 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. Cherry Bomb | Outou BakuretsudanAfter testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home.Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks. ABSORB You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread. Ranks: Rank 2 can regain 30 ki. Rank 3 can regain 40 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
REMEDY Focusing your energy, you use your ki to rid an ally of your choice of deleterious effects. Type: Utility Action: Standard Action Effect: Removes one non-special Status Effect that a target of your choice is inflicted with. This technique may not target yourself. Cost: -3 ki turn of Status Effect remaining. Limit: Once per turn. Four uses total per battle. Ranks: Rank 2 allows for special status effects to be targeted with Remedy for removal. Rank 3 allows for two status effects a target is inflicted with to be removed in the same use. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT 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. Technique Slots: 5/6 Enhanced Technique for unlocking all levels of potential Mastery: FLIGHTAlternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists. Prodigy Plus Techniques:Learned via Cayle Pota. Learned via Orizuru Prodigy Plus Technique Slots: 2/3 EquipmentSenzu ExtractUtilizing the miraculous qualities of the Senzu Bean, this small vial of extract allows for an expedient return to function by its imbiber. Type: Restorative - Senzu Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Restore +15 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread. Professional PanaceaOnce thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 4 turns. Limit: 1 use per thread. Intermediate BeltA belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time. Blaster CarbineStandard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread. Tiger Lily HP:
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| 90 | 86 | 17,300
| x | % | AC: 45|40 | DEF: 100 | DM: +3 | DR: -4 | KCR: -1 |
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Post by Carter Bane on Sept 3, 2020 6:08:49 GMT -8
Carter saw that he had missed and where many would be disheartened he knew a time would come where an enemy would be aware of his presence. He had hoped to take her down right away but seeing as that had failed he could finally take it to the next level. She hadn't attacked which means she was holding back or mocking him or both but anger had long been purged from Carter's mind so that he could focus on his goal. He didn't care what was considered underhanded for this was how fought and how he planned to keep fighting. This was how he would purge the world. The center of his palm glowed and a small device came out. He threw the device her way and a bright light spewed forth blinding the people close buy. He wasted no time and fired two more energy blasts in Ty's direction. This fight would be the beginning, the start of a proper hunt. Even if this was just a test he found himself enjoying it as a smile appeared across his face and his eye glowed once more.
Carter Act
Bonus Action: Concussive Flashbang yfO7Dc021-100
Action 1: Energy Blast Energy Blast Accuracy:1d100+45 Energy Blast Damage:2d6+3 Action 2: Energy Blast Energy Blast Accuracy:1d100+45 Energy Blast Damage:2d6+3 Status Effects: N/A
PL: 4,028 HP: 35/35 | KI: 65/100 (-1-1 +2) Defense: 90 | DR: +5 Melee Acc: (1d100 +15) | Ranged Acc: (1d100 +25) DMG Modifier: +3 | Ki Cost Reduction: -1 1stack of momentum
WC:1881-100·1d100+45·2d6+3·1d100+45·2d6+3
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Post by Ty on Sept 3, 2020 20:57:27 GMT -8
”Silent treatment, huh?” Ty casually placed her hands behind her head in disappointment, apart from Vidar, androids were not compatible with her personality--they were too cold, it was like talking to a freezer. The blasts of ki energy that Carter sent her way, brought the bounce back on her step, she defended herself after the first impact, and the flash from it blinded her ocean teal eyes. The neon lights of the glowing cage arena began to blur her vision, she felt the next blast, forcing her on her guard, using some of her own ki to withstand the damage. Without being able to see her opponent, she closed her eyes, keeping a defensive stance, utilizing her other senses to focus on her target for the next chance. The patrons at the bar nearly doubled in capacity since their match started, people gasped when Ty was hit, but she remained standing which made them cheer in excitement for the underdog. [160] [755] Carter Bane {Actions} DEFENSE PHASE. Carter 138 vs Ty 100 = Hit! Blinded for 1/1 Turns Lowering defense and accuracy by 25 Incoming Damage: 13 - 9 DR= 4
Carter 95 vs Ty 75= Hit! Incoming Damage: 12 - 10 DR Enhanced Guard= 2
Damage Total: 6
HP: 90 - 6 = 84 -- OFFENSE PHASE.
Power Level: 17,300 Carter: 4,028 [Edge 4]
[Your PL must be 4x an opponent’s; you gain +15 to the value of your Accuracy dice roll, +5 bonus damage on all attacks, and +5 Damage Reduction.]
At-Will:
Passive:
Bonus Action: Enhanced Guard -6
Standard Action 1: Focus
Standard Action 2: Focus
EFFECTS.
Total Ki Spent: -6 Counter Measures: 2/2 Focus Stacks: 2/2 Powering-Up Round: 0/2 Power-Up ki bonus: 4/4
~ { Statistics} Name: Tiger Lil y ‘Kuri’ aka Ty Species: Human Saiyan Hybrid Age: 16 Gender: Female Skills &StatisticsFighting: 35 Energy Control: 30 Reflexes: 50 Resilience: 40 Accuracy: 1d100+35(Fighting) +10 Level 2 Prodigy / 1d100+ 30(Energy Control) + 10 Level 2 Prodigy Defense: 50+ 50 Reflexes =100 HP: 50+ 30 Resilience= 80 + 10 Level 2 Prodigy KI: 100 DR: +2 Resilience +2 Level 2 Prodigy DM: +1 Fighting +2 Prodigy Level 2
Class: Prodigy Racial Trait:ZenkaiRequirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. Class Traits: Bend the LimitsActivation: 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 Flawless CounterActivation: 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 Traits:
FocusActivation: Standard Action(Gain Stacks) | At-Will(Spend Stacks) Effect: You may spend 1 Standard Action per turn to gain 1 stack of “Focus”. You may spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki. Limit: You may not have more than 2 stacks of Focus at a time. MomentumRequirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier. HasteRequirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Class Features:Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice. Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Starting Non-Basic Technique Chosen:SOLAR FLARE (RANK 3)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. INSTINCTUAL DEFENSEYou 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. Cherry Bomb | Outou BakuretsudanAfter testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home.Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks. ABSORB You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread. Ranks: Rank 2 can regain 30 ki. Rank 3 can regain 40 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
REMEDY Focusing your energy, you use your ki to rid an ally of your choice of deleterious effects. Type: Utility Action: Standard Action Effect: Removes one non-special Status Effect that a target of your choice is inflicted with. This technique may not target yourself. Cost: -3 ki turn of Status Effect remaining. Limit: Once per turn. Four uses total per battle. Ranks: Rank 2 allows for special status effects to be targeted with Remedy for removal. Rank 3 allows for two status effects a target is inflicted with to be removed in the same use. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT 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. Technique Slots: 5/6 Enhanced Technique for unlocking all levels of potential Mastery: FLIGHTAlternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists. Prodigy Plus Techniques:Learned via Cayle Pota. Learned via Orizuru Prodigy Plus Technique Slots: 2/3 EquipmentSenzu ExtractUtilizing the miraculous qualities of the Senzu Bean, this small vial of extract allows for an expedient return to function by its imbiber. Type: Restorative - Senzu Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Restore +15 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread. Professional PanaceaOnce thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 4 turns. Limit: 1 use per thread. Intermediate BeltA belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time. Blaster CarbineStandard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread. Tiger Lily HP:
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| 84 | 86 | 17,300
| x | % | AC: 35|30 | DEF: 75 | DM: +3 | DR: -9 | KCR: -1 |
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Post by Carter Bane on Sept 4, 2020 6:48:15 GMT -8
Carter chuckled and this time his voice echoed throughout the room.
"How often does a champion fall?! Only when one has fallen many times will they recognize strength when they see it."
Usually such words wouldn't come from Carter, he was pretty shy and analytical but now with the system overpowering him he found himself brazen and arrogant.....It didn't matter......What mattered was the task at hand. His hand transformed into a gun. Adaptive technology is amazing even if it did have its down sides. He fired two blasts with the rifle as a strange smile came across his face and his eye glowed but then turned blue again but became red once more. Carter still couldn't fight the system....not just yet. He stepped back not because he was scared. He hadn't felt that emotion in a long time. Why did he not feel certain emotions anymore....what had happened to him.
Bonus Action: Blaster Carbine
Action 1: Energy Blast Energy Blast Accuracy:8va39lIf1d100+45 Energy Blast Damage:2d8+3 Action 2: Energy Blast Energy Blast Accuracy:1d100+45 Energy Blast Damage:2d8+3 Status Effects: N/A
WC:154
PL: 4,028 HP: 35/35 | KI: 65/100 (-1-1 +2) Defense: 90 | DR: +5 Melee Acc: (1d100 +15) | Ranged Acc: (1d100 +25) DMG Modifier: +3 | Ki Cost Reduction: -1 2 stacks of momentum
1d100+45·2d8+3·1d100+45·2d8+3
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Post by Ty on Sept 4, 2020 21:45:37 GMT -8
“Is that some part of a theater play line?” Ty raised a brow as he laughed while making his statement about strength after falling. Was he talking about zenkai? Or fighting spirit? Or just rehearsing his lines for a theater play due to the maniacal laughter at the beginning? The red head was the only person in the world who did not find evil in the world. Even when she crossed paths with Tuffles, she felt there was a chance at redemption, everyone had potential to be good except for Piccolo Daimao who has not given up his battle against earthlings; that was the epitome of evil without salvation.
The seconds that followed were two more blasts of ki aimed perfectly at her, the first connected, and the second missed entirely as it hit the chain link fence of the arena cage. Of course she was not simply gonna let Carter have all the fun, she straightened up her act, and smiled.
“My father taught me this technique.” Ty fanned her fingers on the side of her face, closing her ocean teal eyes, and announcing for the crowd, “Solar Flare!”
A blinding light went off, the darkness of nightfall was illuminated so brightly, it imitated sun rays. It was something she had done before in this enclosed space, the spectators all put on different colored neon colored shades, and were wide eyed with smiles on their faces.
[237] [992] {Actions} DEFENSE PHASE. Carter 126 vs Ty 105 = Hit! Incoming Damage: 15 - 10 DR= 5
Carter 92 vs Ty 105= Miss 1 Momentum stack gained
Damage Total: 5
HP: 84 -5= 79 -- OFFENSE PHASE.
Power Level: 17,300 Carter: 4,028 [Edge 4]
[Your PL must be 4x an opponent’s; you gain +15 to the value of your Accuracy dice roll, +5 bonus damage on all attacks, and +5 Damage Reduction.]
At-Will:
Passive:
Bonus Action: Enhanced [SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.]
Standard Action 1: ENERGY BLAST -ki
To Hit:
JCkCsAtW1d100+45 +5 Enhanced Sense Damage 2d6+6 +2 EB +3 DM + 1 Enhanced Sense
Standard Action 2: SOLAR FLARE (RANK 3) -4 ki
1d100 70% and under to inflict
For 2 turns
1d6
Bypassing DR Damage
EFFECTS.
Enhanced Sense 1/3
Total Ki Spent: -5 Momentum Stacks: 0 Counter Measures: 2/2 Focus Stacks: 2/2 Powering-Up Round: 0/2 Power-Up ki bonus: 4/4
~ { Statistics} Name: Tiger Lil y ‘Kuri’ aka Ty Species: Human Saiyan Hybrid Age: 16 Gender: Female Skills &StatisticsFighting: 35 Energy Control: 30 Reflexes: 50 Resilience: 40 Accuracy: 1d100+35(Fighting) +10 Level 2 Prodigy / 1d100+ 30(Energy Control) + 10 Level 2 Prodigy Defense: 50+ 50 Reflexes =100 HP: 50+ 30 Resilience= 80 + 10 Level 2 Prodigy KI: 100 DR: +2 Resilience +2 Level 2 Prodigy DM: +1 Fighting +2 Prodigy Level 2
Class: Prodigy Racial Trait:ZenkaiRequirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. Class Traits: Bend the LimitsActivation: 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 Flawless CounterActivation: 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 Traits:
FocusActivation: Standard Action(Gain Stacks) | At-Will(Spend Stacks) Effect: You may spend 1 Standard Action per turn to gain 1 stack of “Focus”. You may spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki. Limit: You may not have more than 2 stacks of Focus at a time. MomentumRequirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier. HasteRequirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Class Features:Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice. Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Starting Non-Basic Technique Chosen:SOLAR FLARE (RANK 3)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. INSTINCTUAL DEFENSEYou 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. Cherry Bomb | Outou BakuretsudanAfter testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home.Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks. ABSORB You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread. Ranks: Rank 2 can regain 30 ki. Rank 3 can regain 40 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
REMEDY Focusing your energy, you use your ki to rid an ally of your choice of deleterious effects. Type: Utility Action: Standard Action Effect: Removes one non-special Status Effect that a target of your choice is inflicted with. This technique may not target yourself. Cost: -3 ki turn of Status Effect remaining. Limit: Once per turn. Four uses total per battle. Ranks: Rank 2 allows for special status effects to be targeted with Remedy for removal. Rank 3 allows for two status effects a target is inflicted with to be removed in the same use. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT 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. Technique Slots: 5/6 Enhanced Technique for unlocking all levels of potential Mastery: FLIGHTAlternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists. Prodigy Plus Techniques:Learned via Cayle Pota. Learned via Orizuru Prodigy Plus Technique Slots: 2/3 EquipmentSenzu ExtractUtilizing the miraculous qualities of the Senzu Bean, this small vial of extract allows for an expedient return to function by its imbiber. Type: Restorative - Senzu Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Restore +15 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread. Professional PanaceaOnce thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 4 turns. Limit: 1 use per thread. Intermediate BeltA belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time. Blaster CarbineStandard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread. Tiger Lily HP:
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| 79 | 81 | 17,300
| x | % | AC: 45|40 | DEF: 100 | DM: +3 | DR: -10 | KCR: -1 |
1d100+45·2d6+6·1d100·1d6
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Post by Carter Bane on Sept 6, 2020 6:24:02 GMT -8
Carter didn't care much for her silly antics and yet he found himself laughing. The smile left his face however when the flash of light blinded him. He was now only able to see out of his robotic eye but he wouldn't relent. His now glowing eye was trying to adjust as he held out his hand again and a swirl of nanobots hovered above his palm as he created and threw another concussive flashbang. Without letting he pressed his 'advantage' and shot two more energy blasts, it was likely that his aim would be off due to what happened but his left eye was trying to compensate for the loss of vision in his right. Right after firing he said " Its a shame that this may take a while, since it appears that we are of equal strength ...even though I'm not even a fighter." He looked to the crowd and shrugged. WC: 154 Enemy ActTy Attack: 51 → Carter Defense : 65 Carter ActAt Will: Sense Bonus Action: Concussive Flashbang P8CwRMY|1-100Action 1: Energy Blast Energy Blast Accuracy : 1d100 +5Energy Blast Damage: 2d6 + 5Action 2: Energy Blast Energy Blast Accuracy : 1d100 +5 Energy Blast Damage: 2d6 + 5 PL: 4,028
HP: 33/35 (+3 Bio Suit)| KI: 65/100 (-1-1+2) Defense: 65 | DR: +5 Melee Acc: (1d100 +15) | Ranged Acc: (1d100 +25) DMG Modifier: +3 | Ki Cost Reduction: -1 4 stacks of momentum Blind- Round 1/2
1-100·1d100 +5·2d6 + 5·1d100 +5·2d6 + 5
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Post by Ty on Sept 6, 2020 23:09:32 GMT -8
Carter kept laughing, the android did not sound genuine by the tone of his voice, and she simply answered to his remark. “Well, it is going to take a while, if we want to give everyone a show for cool prizes.” Tiger Lily was in this fight for the Pilaf Land swag she would get for being realistic, this whole time she had been holding back, giving him the chance to hit her when he failed the first time, and now he was comparing their skill to be evenly matched. Her half saiyan blood boiled, being around her own kind was carving away at her innocence, and she figured she should convince him that this was not an act through action. Another flash blinded her ocean teal eyes again, this time she did not even bother to close them, and aimed to strike two punches at his torso with more resolve. [151] [1,142] Carter Bane{Actions} DEFENSE PHASE. Flash Bang= Hit! Blinded -25 Accuracy - 25 Defense Round 1/1 Carter 55 vs Ty 75 = Miss! Carter 55 vs Ty 75= Miss!
Damage Total: 0
HP: 90 - 6 = 84 -- OFFENSE PHASE.
Power Level: 17,300 Carter: 4,028 [Edge 4]
[Your PL must be 4x an opponent’s; you gain +15 to the value of your Accuracy dice roll, +5 bonus damage on all attacks, and +5 Damage Reduction.]
At-Will: Invoking Edge 4
Passive:
Bonus Action: Enhanced Sense
Standard Action 1: Strike
To Hit:
fV|pnr211d100+40 20 Accuracy +5 Enhanced Sense + 15 [Edge 4] Damage 1d12+9 +5 [Edge 4] +3 DM + 1 Enhanced Sense
Standard Action 1: Strike
To Hit:
1d100+40 20 Accuracy +5 Enhanced Sense + 15 [Edge 4]
Damage 1d12+9 +5 [Edge 4] +3 DM + 1 Enhanced Sense
EFFECTS.
Enhanced Sense 2/3
Total Ki Spent: 0 Momentum Stacks: 2 Counter Measures: 2/2 Focus Stacks: 2/2 Powering-Up Round: 0/2 Power-Up ki bonus: 4/4
~ { Statistics} Name: Tiger Lil y ‘Kuri’ aka Ty Species: Human Saiyan Hybrid Age: 16 Gender: Female Skills &StatisticsFighting: 35 Energy Control: 30 Reflexes: 50 Resilience: 40 Accuracy: 1d100+35(Fighting) +10 Level 2 Prodigy / 1d100+ 30(Energy Control) + 10 Level 2 Prodigy Defense: 50+ 50 Reflexes =100 HP: 50+ 30 Resilience= 80 + 10 Level 2 Prodigy KI: 100 DR: +2 Resilience +2 Level 2 Prodigy DM: +1 Fighting +2 Prodigy Level 2
Class: Prodigy Racial Trait:ZenkaiRequirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. Class Traits: Bend the LimitsActivation: 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 Flawless CounterActivation: 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 Traits:
FocusActivation: Standard Action(Gain Stacks) | At-Will(Spend Stacks) Effect: You may spend 1 Standard Action per turn to gain 1 stack of “Focus”. You may spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki. Limit: You may not have more than 2 stacks of Focus at a time. MomentumRequirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier. HasteRequirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Class Features:Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice. Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Starting Non-Basic Technique Chosen:SOLAR FLARE (RANK 3)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. INSTINCTUAL DEFENSEYou 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. Cherry Bomb | Outou BakuretsudanAfter testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home.Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks. ABSORB You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread. Ranks: Rank 2 can regain 30 ki. Rank 3 can regain 40 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
REMEDY Focusing your energy, you use your ki to rid an ally of your choice of deleterious effects. Type: Utility Action: Standard Action Effect: Removes one non-special Status Effect that a target of your choice is inflicted with. This technique may not target yourself. Cost: -3 ki turn of Status Effect remaining. Limit: Once per turn. Four uses total per battle. Ranks: Rank 2 allows for special status effects to be targeted with Remedy for removal. Rank 3 allows for two status effects a target is inflicted with to be removed in the same use. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT 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. Technique Slots: 5/6 Enhanced Technique for unlocking all levels of potential Mastery: FLIGHTAlternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists. Prodigy Plus Techniques:Learned via Cayle Pota. Learned via Orizuru Prodigy Plus Technique Slots: 2/3 EquipmentSenzu ExtractUtilizing the miraculous qualities of the Senzu Bean, this small vial of extract allows for an expedient return to function by its imbiber. Type: Restorative - Senzu Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Restore +15 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread. Professional PanaceaOnce thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 4 turns. Limit: 1 use per thread. Intermediate BeltA belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time. Blaster CarbineStandard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread. Tiger Lily HP:
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| 84 | 81 | 17,300
| x | % | AC: 20|15 | DEF: 75 | DM: +3 | DR: -10 | KCR: -1 |
1d100+40·1d12+9·1d100+40·1d12+9
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Post by Carter Bane on Sept 13, 2020 16:57:14 GMT -8
Carter still needed time to recover his vision completely, but at that moment the system felt different as he saw a message flash before his eyes. 'Activating defensive procedure' He could feel a familiar rush of energy as everything seemed to slow down. He could see the fists coming and decided that this moment would probably burn a lot of energy. He needed to stick with the plan but this girl was... unpredictable. At least, she was before he had time to analyze her he dodged the first punch. She was still fast, however, and her second punch connected. She was close, however, so Carter decided that he would take a risk. He tried to grab and twist her arm and was ready to follow up with an energy blast to the face. Before he fired the blast, Carter spoke. "Your confidence is great, but your technique is getting sloppy." His eyes glowed, rapidly changing colour from red to orange to yellow and back again, but all the while, his face remaining stoic as this happened. WC: 176 {Carter Battle Tracker} Enemy Act[Ty] Attack #1: Strike (84 < 105, Miss) [Ty] Attack #2: Strike (108 > 105, Hit, 20-3=17 damage) Carter ActAt-will Action: Instinctual Defense (4 stacks, +10 Defense) Bonus Action: Sense (+5 Accuracy, +5 Defense) Action 1: Grapple roll to hit: 6xdfJ5j|1d100-5roll to damage: 1d6+1roll to immobilize: 1d100Action 2: Energy Blast roll to hit: 1d100+5roll to damage: 1d8+1Status Effects: Blind Traits ListGeneral Traits:Improved InitiativeActivation: Passive Effect: When rolling to determine turn order, you may add or subtract up to 30 from your turn order roll. Additionally, increase your Accuracy with all attacks by +10 for the first three (3) rounds of battle. Limit: -- MomentumRequirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier. Racial Trait:Infinite Core TypeRequirements: Android Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. Class Traits:Class FeaturesStratagem - At the beginning of each thread, you may select up to 3 Utility or Defensive techniques that you know. You may use each of those techniques one additional time during that thread. Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type. EQUIPMENT:{Click to See} Weapon 1: -Blaster Carbine (EQUIPPED) Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread.
Weapon 2: -Ritual Dagger (EQUIPPED) This dagger is long and broad at its base, narrowing to a deadly tip with a wave-like edge throughout its length and has been used in countless sacrificial rituals- enough to imbue its blade with an Enchantment that saps the life force of its victims. Type: Weapon - Knife Activation: Bonus Action Effect: Strikes you perform on this turn deal an additional 2 damage to their targets; this damage is applied even if your strikes would not hit and ignores all DR and Temporary HP possessed by the target. You regain 2 HP for each Strike performed on this turn that successfully hits its target. Limit: 3 uses per thread.
Outfit: -Bio-suit (EQUIPPED) Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: --
Supplementary: -Concussive Flashbang A flashbang that has its effects amplified with special nanotechnology to increase the effect of the item. Type: Grenade Activation: Bonus Action Effect: Target up to three opponents; those opponents have a 60% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread. Techniques{Click to See}Basic Techniques:
FOCUS ENERGY You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None
DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki
GUARD You hunker down against incoming attacks to survive them. Type: Defensive Action. Bonus Action - Reactive Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) Cost: 10 ki Limit: Once per turn.
POWER UP Your aura bursts around you as your power increases and you draw out your ki. Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored.
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn.
STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None
SUPPRESSION You compress your ki down inside of you and lower your power level. Type: Utility Action: At-Will / Reactive At-Will to Release Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn. Cost: None Limit: None
Other Techniques: WILD ATTACK You swiftly blink in and out of your opponent's defences using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents. Type: Utility 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 accuracy for the next three turns or +10 accuracy 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.
INSTINCTUAL DEFENSE 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 defence for the next three turns or +10 to your defence 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.
SONIC SWAY 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 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 ki Limit: Once per battle.
Special Techniques:
Volt Cannon Shoots a large bolt of lightning at a target Type: (Energy, Ranged, Finisher) Action: Standard Action Base Damage: 5d8+ 10 Major Effect: Charging Minor Effect: Shocking Cost: 35 ki PL: 4,028 HP: 21/35 | KI: 60/100 Defense: 105 | DR: +5 Melee Acc: (1d100 +15) | Ranged Acc: (1d100 +25) DMG Modifier: +3 | Ki Cost Reduction: -1 Ki Cost: 8+0-1-2 1d100-5·1d6+1·1d100·1d100+5·1d8+1
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Post by Ty on Sept 13, 2020 20:53:11 GMT -8
“Sloppy? Did you not hear me earlier? About giving everyone a show? I am holding back from using any strong techniques against you. I thought that was obvious.”
Ty shrugged, she side stepped out of the way of his attempt to grab her, and then smacked the incoming energy blast. Since he wanted to get physical, she decided to do the same, with her left palm palm she lodged it at his left shoulder and attempted to grab his left wrist into a twist with her right hand to grapple him.
“Are you unable to read my power level? I haven’t powered up yet. Let me tell you a secret, I get stronger every time I fight, especially when my life force is nearly depleted. I also trained alongside the world’s strongest fighters. Do you remember Marshmallow Summit? The flying carrot spaceship? Cayle is one of those fighters, you can learn a lot from him, if you ever decide to face him. Unfortunately, he does not hold back, so be careful. Maybe you will get the chance to see him in action at the upcoming world martial arts tournament in the southern islands.” [192] [1,334] Carter Bane {Actions} DEFENSE PHASE.
Carter 77 vs Ty 100 = Miss! Carter 21 vs Ty 100 = Miss!
Damage Total: 0
HP: 84 -- OFFENSE PHASE.
Power Level: 17,300 Carter: 4,028 [Edge 4]
[Your PL must be 4x an opponent’s; you gain +15 to the value of your Accuracy dice roll, +5 bonus damage on all attacks, and +5 Damage Reduction.]
At-Will: Invoking Edge 4, Momentum stack x2
Passive:
Bonus Action: Enhanced Sense
Standard Action 1: Enhance Grapple -2ki
To Hit:
S1KlLJTl1d100+75 45 Accuracy +5 Enhanced Sense + 15 [Edge 4] +10 Momentum stacks Damage 1d6+9 +5 [Edge 4] +3 DM + 1 Enhanced Sense Natural roll on d6 bypasses DR
Immobilize 1d100 40% chance
Standard Action 2: Enhance Grapple -2ki
To Hit:
1d100+65 20 Accuracy +5 Enhanced Sense + 15 [Edge 4] Damage 1d6+9 +5 [Edge 4] +3 DM + 1 Enhanced Sense Natural roll on d6 bypasses DR
Immobilize 1d100 40% chance
-7 Damage to Carter's HP bypassing DR
EFFECTS.
Enhanced Sense 3/3
Total Ki Spent: -4 Momentum Stacks: 0 Counter Measures: 2/2 Focus Stacks: 2/2 Powering-Up Round: 0/2 Power-Up ki bonus: 4/4
~ { Statistics} Name: Tiger Lil y ‘Kuri’ aka Ty Species: Human Saiyan Hybrid Age: 16 Gender: Female Skills &StatisticsFighting: 35 Energy Control: 30 Reflexes: 50 Resilience: 40 Accuracy: 1d100+35(Fighting) +10 Level 2 Prodigy / 1d100+ 30(Energy Control) + 10 Level 2 Prodigy Defense: 50+ 50 Reflexes =100 HP: 50+ 30 Resilience= 80 + 10 Level 2 Prodigy KI: 100 DR: +2 Resilience +2 Level 2 Prodigy DM: +1 Fighting +2 Prodigy Level 2
Class: Prodigy Racial Trait:ZenkaiRequirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. Class Traits: Bend the LimitsActivation: 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 Flawless CounterActivation: 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 Traits:
FocusActivation: Standard Action(Gain Stacks) | At-Will(Spend Stacks) Effect: You may spend 1 Standard Action per turn to gain 1 stack of “Focus”. You may spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki. Limit: You may not have more than 2 stacks of Focus at a time. MomentumRequirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier. HasteRequirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Class Features:Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice. Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Starting Non-Basic Technique Chosen:SOLAR FLARE (RANK 3)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. INSTINCTUAL DEFENSEYou 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. Cherry Bomb | Outou BakuretsudanAfter testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home.Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks. ABSORB You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread. Ranks: Rank 2 can regain 30 ki. Rank 3 can regain 40 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
REMEDY Focusing your energy, you use your ki to rid an ally of your choice of deleterious effects. Type: Utility Action: Standard Action Effect: Removes one non-special Status Effect that a target of your choice is inflicted with. This technique may not target yourself. Cost: -3 ki turn of Status Effect remaining. Limit: Once per turn. Four uses total per battle. Ranks: Rank 2 allows for special status effects to be targeted with Remedy for removal. Rank 3 allows for two status effects a target is inflicted with to be removed in the same use. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT 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. Technique Slots: 5/6 Enhanced Technique for unlocking all levels of potential Mastery: FLIGHTAlternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists. Prodigy Plus Techniques:Learned via Cayle Pota. Learned via Orizuru Prodigy Plus Technique Slots: 2/3 EquipmentSenzu ExtractUtilizing the miraculous qualities of the Senzu Bean, this small vial of extract allows for an expedient return to function by its imbiber. Type: Restorative - Senzu Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Restore +15 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread. Professional PanaceaOnce thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 4 turns. Limit: 1 use per thread. Intermediate BeltA belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time. Blaster CarbineStandard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread. Tiger Lily HP:
| Ki:
| PL:
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| 84 | 77 | 17,300
| x | % | AC: 45|40 | DEF: 100 | DM: +3 | DR: -10 | KCR: -1 |
1d100+75·1d6+9·1d100·1d100+65·1d6+9·1d100
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