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Post by Deleted on Sept 2, 2020 17:08:34 GMT -8
Half-breeds.
Who would've ever thought such a thing were possible? Saiyans, by nature, weren't xenophobes: they weren't possessed of some inner obsession with destroying every other race in existence. But every Saiyan who served in King Vegeta's army understood a singular truth.
Saiyans were unique. Powerful, brutish, and unstoppable. Only the mighty survive, and the weak were to be trampled underfoot. To learn there existed those whose blood was mingled only served to filled Barlei with apprehensive disgust.
Tiger Lily was one such person.
The gym was unimpressive, to say the least. He stood in its center, arms folded as he observed its amenities.
He was told by some of the other Saiyans that such places were used by Earthlings exclusively for training: to be healthy and fit, to grow stronger and more capable, or to remain trim and desirable in terms of attracting a proper mate. He couldn't fathom what such a place could accomplish in the grand scheme of things.
How could such a place prepare one for battle? There were no brushes with death to be had in this place. Nothing to steel one against the chaotic essence of fighting when one's training could vanish in an instant, and all that remained was a will to survive.
This place could teach him nothing.
"Hmph." He sneered, approaching what appeared to be some sort of obstacle course.
Circular hoops attached to chains hung from the top of the enclosed space. Beneath it rested a large area filled with what appeared to be foam blocks. He picked one up and gave it a light squeeze before tossing it back inside the pen.
"What the hell are they thinking? No Saiyan child could ever hope to be pushed to their limits like this."
It confirmed what he had believed all along—half-breeds were weak and ineffectual. If the existence of the Saiyan race resided with them, then the greatest warriors in the history of the galaxy were doomed to the dusty annals of obscurity.
WC: 334
Ty
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Post by Ty on Sept 2, 2020 21:12:29 GMT -8
Outside the fitness center Tiger Lily was waiting for her father to arrive, he texted her minutes ago that he was coming by to see her now that they were nearly neighboring islands. It was quite convenient for the half saiyan to train so close to her home island. The raven hair saiyan landed next to his daughter, giving her a tight hug, even lifting her off the ground with a roaring laughter. It had taken him a while to accept that Ty was growing up, her power level surpassed his own, and he was confident that no matter where she was on earth she would be able to fight like a true saiyan warrior. “I wanted to drop by with a gift I made myself at the glass workshop in South City.” Koba handed her a neatly ribbon tied box. Tiger Lily was elated to find out what her father made at a professional workshop with his glass blowing skills, she practically shredded the entire box to non-salvageable pieces revealing a pair of goggles inside. “These are perfect, Dad! Goggles come in so handy whenever I am flying to different places. Thank you~” Ty put them on, taking flight to kiss her father in the cheek, and then landed back down nearly reaching his height of six feet tall. “I was about to do some training over at the fitness center, Cayle, Konja, Achido, and I helped build this together for the saiyan children we rescued from a Tuffle bunker in from Pilaf Land. Come on inside.”The facility was state of the art, it was decorated in exciting colors, and it looked like a glorified obstacle course to keep everyone in shape. Some of the saiyan children filmed themselves for DynoTube of their competitive efforts, which generated zeni based on the number of views and subscribers online, and the funds were used to take care of all the refugees with their basic needs. Cayle was away working on behalf of Taco King, some of the saiyans were working for the company, and trained on their days off to protect the ships from pirates at sea. With the World Martial Arts coming up in two years, she wanted to prove herself to her father, that she was more the capable of fighting the world’s strongest. While she only made plans to be in a team battle with Konja, she would hope to compete in the single division for the next one, and be better prepared to fight alone when the time comes. Ocean teal eyes noticed Bareli standing alone, she smiled widely, and rushed over. “Hey! I remember you. We rescued you from the tuffle bunker in Pilaf Land with all the children. I haven’t seen you since then and when you disappeared from the pier….after I met Jack for the first time.” She blushed realizing she accidentally kissed Jack who was cloned from Cayle, “It’s good to see you again. What is your name, sir? I can officially introduce myself, my name is Tiger Lily, and this is my father Koba Kalabasa. He was also kidnapped when he was five years old along with his twin sister Cha Cha...you wouldn’t happen to know who that is?”
[550] @null
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Post by Deleted on Sept 3, 2020 4:18:44 GMT -8
He did not have to sulk for long.
Tiger Lily arrived to the gym with another Saiyan male in tow. This man appeared to bear the look of a proud Saiyan, but a glance showed the old soldier any rough edges this man might have once possessed were long gone. He'd been rounded smooth as stone, shaped by the passive waters of an easy life on Earth.
The orange girl was no better. She approached Barlei as if they were old friends, friendly and welcoming.
He scoffed and remained at a distance from them both.
So this was her father, huh? It seemed he too had been kidnapped and experimented on. Try as he might, Barlei did not recall either this man or his twin sister. He wasn't here to relive the past.
"I was kept in a separate facility under the constant scrutiny of about a dozen security cameras and armed drones. So, no, I don't recall anyone's sister." He sighed. "Why did you call me here, anyway? If you wanted to train, there are places all over this island that are suitable for it."
He palmed his fist, cracking his knuckles.
"Let's just get this over with. At the very least, I owe ya for busting me out."
Roll for Initiative - 5mq_7F661d100
WC: 210 / 544
Ty
1d100
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Post by Ty on Sept 3, 2020 5:03:01 GMT -8
“Just because he is a saiyan who may have been victimized by Tuffles, doesn’t mean you are allowed to bring up the past so easily. Despite it being twenty two years since I woke up from cryo sleep, it is still fresh in my mind, so mind your own business, kid.” Koba pushed her black hat forward over her eyes then turned to Barlei who failed to state his name, “A former nameless soldier huh? Well don’t hold back on my pumped up tiger, she won’t learn anything, if you do.”
Ty adjusted her hat back again while she bounced on her sneakers nervously.
“Ah! Sorry dad, I didn’t mean to hurt your feelings by bringing it up so suddenly.” Ty panicked and turned to Barlei, “Sorry about that! My dad is right, I apologize for bringing up a difficult subject.” When her father called him nameless she had no idea people like that existed, “Um, you can probably pick your own name if you don’t have one. Anyways, I am ready to start.”
Ty took a martial arts stance in the middle of the fitness room, there was enough space for close combat, or for sudden ki blasts if they were necessary for a real fight.
Koba walked over to the nearest wall, he crossed his arms over his chest, and stood by quietly to watch.
[227] @null
Initiative
QfDcsbX81d100 1d100
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Post by Ty on Sept 3, 2020 5:10:19 GMT -8
{Actions} DEFENSE PHASE.
Incoming Damage: 0 Damage Total: 0
HP: 90 -- OFFENSE PHASE.
Power Level: 17,300 Barlei
At-Will:
Passive:
Bonus Action:
Standard Action 1: Counter Measures -14
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 Deleted on Sept 3, 2020 6:10:33 GMT -8
Koba chided his daughter about bringing up the past. Barlei hid his grin.
There was a sharp contrast between father and daughter. Whereas Koba understood some memories need not be stirred, Tiger Lily seemed oblivious to the lasting effects of such a question. Koba, like Barlei, was ripped from his home long ago. The big Saiyan imagined her father still bore memories of their home world, reliving those final moments.
Wishing he'd have said or done something different.
Ty slid into her fighting stance.
Barlei studied her form for a moment. She came across as an oblivious teen, but she seemed to understand the basics. More than that—her form bore a certain ease to it. Her shoulders were relaxed, her fists coiled but not too tight. Such a stance left few openings, and if there were any to exploit, Barlei was more than certain she was prepared for that.
She seemed to know what she was doing, no doubt courtesy of her father's instruction. But he wouldn't tell her that. She was a half-breed, after all. What could they understand about struggle and conflict? The terror of an existential threat?
"For what it's worth, I really don't remember anyone named Cha Cha." He glanced at Koba, observing nearby. "...sorry."
It had to be frustrating: having a connection to the past, yet being unable to find it. But at least Koba had that—someone or something to drive him forward in this new world. He had Cha Cha, and he had Tiger Lily. There was no one waiting for Barlei out there. No connection to his past, save for the Saiyans rescued from the clutches of the TSE.
Yet not even they were his family. His brothers were all slaughtered on the battlefield.
He forced those thoughts aside.
"You heard your old man, kid. He told me not to go easy on you." Barlei stood with his shoulders squared, feet spread apart. He held his hands behind his back, standing at attention. His tail slipped around his waist, securing itself for the coming bout. "But I'll make you a deal. If you win, I'll tell you my name."
He chuckled. "Hell, you can name me yourself if you want."
WC: 369 / 913
Ty
BARLEI, SAIYAN RELIC
SUMMARY PHASE.
No actions taken.
ACTION PHASE.
[Passive Action] - n/a
[At Will Action] - n/a
[Bonus Action] - n/a
[Standard Action] - n/a
[Damage Rolls] - n/a
ACTIVE EFFECTS.
RACIAL TRAIT. Zenkai Requirements: 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. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS.
CLASS FEATURES. Power of Legends Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
Powerful Ki Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
EQUIPPED ITEMS. - Katchin Armor [passive: +30 HP, +3 DR] - Steel Sword [3/3 uses remaining] - Buckler [2/2 uses remaining]
DEFENSE/UTILITY TECHS. Aegis [Rank 1] You hastily create a protective layer of energy around your body, bolstering your defenses against enemy attacks. Type: Defensive Action: Bonus Action - Reactive Effect: You gain 10 Temporary HP and 5 DR; this Temporary HP and DR stacks with other sources of Temporary HP/DR, but is removed after this turn’s incoming attacks are resolved. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 15 Temporary HP. Rank 3 gives you 10 DR.
Devastation Punch Barlei utilizes the sheer force of his rampant ki energy, supercharging his punches to release a powerful kinetic energy blast amplified by his ki and demolishing surrounding terrain. Type: Energy Ranged Single Action: Standard Action Base Damage: 3d10 Major Effect: Fortify Minor Effect: Stun Cost: 15 ki.
Battle Stats CURRENT PL: 22,794 | BASE PL: 15,196 HP: 105 | TEMP HP: 30 [0]| KI: 120 MELEE ACCURACY: 30 | ENERGY ACCURACY: 45 | DEFENSE: 55 DR: 7 [4] | DMG MODIFIER: +2 | KI COST: -2 | POWER UP KI: 0/100
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Post by Ty on Sept 3, 2020 20:05:44 GMT -8
“I am still looking for my missing aunt, with Cayle’s help we have been able to rescue other Saiyans, and every time we find a Tuffle bunker is another opportunity to find her.” Ty was confident in herself that she would save her missing relative, “My dad stopped his search after I was born. Every year he is apart from his twin he adds another stud to his body as a reminder that she is still gone. I counted them, there are exactly twenty seven, and if he wasn’t so busy trying to protect me from the enemy who is still out there, maybe he would have found her by now.”
Koba was stunned at the revelation that his daughter figured out the reason behind his metal studs pierced throughout his body but he smiled seconds later. Of course she figured him out, she was perceptive, intelligent, and socially naive after being raised in seclusion which was his method to keep her safe during her childhood stage. With the recent turn of events he felt guilty for removing her saiyan tail at birth, it was symbolic to her saiyan heritage, and yet she grew up to be proud of who she was on her own accord regardless of that fact.
“I cannot afford to slow anyone down, not even my dad who is still scouting for tuffle bunkers. So, it’s important to keep training, so that I can fight for what I believe in no matter how difficult that path will be.”
Barlei offered to give his name if she won the fight, it perplexed her that he was so conservative about a formal greeting between two people, when she first met Cayle he offered his entire lineage as his introduction. Ever since she said no one really introduced themselves that way, he had been cutting down his full name and titles. It made her feel bad that she influenced his attitude on that regard but it was his decision to make in the end.
“Eh?” Ty was quizzical about giving the man a name different from what he was born with. Of course she was guilty of not introducing her full saiyan name or being called by her full name being shortened to Ty by anyone who knew her well. “I don’t think so, sir.” [386] [1,163] {Actions} DEFENSE PHASE.
Incoming Damage: 0 Damage Total: 0
HP: 90 -- OFFENSE PHASE.
Power Level: 17,300 Barlei: 22,794 [No edge]
At-Will:
Passive: Momentum
Bonus Action:
Standard Action 1: Focus
Standard Action 2: Green Steel Strike -14ki
To-Hit jWQSHei61d100+45
Damage 3d10+3 +3 DM
This technique has a 40% chance to inflict Cripple on hit, Physical Attacks only.
1d100 40% or below to inflict.
EFFECTS. Fortify- Using this technique increases your natural DR by 3 until the end of your next turn; this stacks with itself up to a maximum of +6 DR.
Total Ki Spent: 14 Countermeasures: 2/2 Focus Stacks: 1 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 | 72 | 17,300
| x | % | AC: 45|40 | DEF: 100 | DM: +3 | DR: -7 | KCR: -1 |
1d100+45·3d10+3·1d100
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Deleted
Deleted Member
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Post by Deleted on Sept 4, 2020 6:27:21 GMT -8
'Fight for what I believe in'.
What was it that he believed in? What was it that he fought for? The past was long gone, lost in the annals of history. He was a relic, out of both time and space.
So... what did he fight for?
Her punch came far faster than he anticipated. It struck him square in the jaw, lifting him off his feet as he staggered back from the vicious blow. Blood streamed between his fingers where he cupped his hand to his nose, searing pain nearly forcing his eyes shut.
His heart thumped in his chest—a rapid tattoo, pounding the drum of war.
Ty was fast; her speed far eclipsed his own. The force behind her blow was another matter altogether. It wasn't the hardest he'd ever been hit, but damn it woke him up.
"Good shot," he remarked. He pressed a thumb to his uninjured nostril and blew hard, sending a gob of blood and mucus splattering to the ground. "Guess it's my turn."
The ground began to quake as his aura spiked. There was a reason he was feared in his platoon, and she was about to experience that explosive force. He clenched his fist and surged forth, throwing a sharp right hook of his own.
WC: 213 / 1,126
Ty
BARLEI, SAIYAN RELIC
SUMMARY PHASE.
Green Steel Strike reduced to 5 DMG by DR. Crippled for 2 turns.
ACTION PHASE.
[Passive Action] - Powerful Ki [regain +3 ki at end of turn]
[At Will Action] - n/a
[Bonus Action] - Steel Sword [+2 DMG, 35% Wound]
[Standard Action] - Right Hook [Melee Strike x2] -0 ki
[Damage Rolls] To Hit: 89U8KQFJ1d100+30 Damage: 1d8+4 Wound: 1d100
To Hit: 1d100+30 Damage: 1d8+4 Wound: 1d100
ACTIVE EFFECTS. Crippled: 1 of 2 turns.
RACIAL TRAIT. Zenkai Requirements: 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. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS.
CLASS FEATURES. Power of Legends Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
Powerful Ki Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
EQUIPPED ITEMS. - Katchin Armor [passive: +30 HP, +3 DR] - Steel Sword [2/3 uses remaining] - Buckler [2/2 uses remaining]
DEFENSE/UTILITY TECHS. Aegis [Rank 1] You hastily create a protective layer of energy around your body, bolstering your defenses against enemy attacks. Type: Defensive Action: Bonus Action - Reactive Effect: You gain 10 Temporary HP and 5 DR; this Temporary HP and DR stacks with other sources of Temporary HP/DR, but is removed after this turn’s incoming attacks are resolved. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 15 Temporary HP. Rank 3 gives you 10 DR.
Devastation Punch Barlei utilizes the sheer force of his rampant ki energy, supercharging his punches to release a powerful kinetic energy blast amplified by his ki and demolishing surrounding terrain. Type: Energy Ranged Single Action: Standard Action Base Damage: 3d10 Major Effect: Fortify Minor Effect: Stun Cost: 15 ki.
Battle Stats CURRENT PL: 22,794 | BASE PL: 15,196 HP: 105 | TEMP HP: 25 [0]| KI: 120 MELEE ACCURACY: 30 | ENERGY ACCURACY: 45 | DEFENSE: 55 DR: 7 [4] | DMG MODIFIER: +2 | KI COST: -2 | POWER UP KI: 0/100
1d100+30·1d8+4·1d100·1d100+30·1d8+4·1d100
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Post by Ty on Sept 4, 2020 20:46:29 GMT -8
The punch aimed at Barlei’s jaw connected flawlessly but he barely staggered from the impact, he was sturdy, and she knew right away it would take her a while to drop him. This time she saw the opening when he threw his own fists in retaliation, at no expense of her ki she ducked and swayed her way around his punches, and returned the same applied technique she learned from Cayle at their very first training session.
“I can tell it is going to take me a while to bring you down.” Ty spoke up, “Are you thinking about entering the World Martial Arts Tournament in two years? I plan on entering the 4-Star Team division with Konja as my partner. Do you remember her?”
Tiger Lily was processing a strategy, with her gloved hands held into fists near her chest, she remained rather dead set on bringing him down, and delivered a second blow with the same amount of force aimed at his jaw. [165] @null {Actions} DEFENSE PHASE. Barlei 71 vs Ty 100= Miss! Barley 94 vs Ty 100= Miss!
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Incoming Damage: 0 Damage Total: 0
HP: 90 -- OFFENSE PHASE.
Power Level: 17,300 Barlei: 22,794 [No edge]
At-Will:
Passive: Momentum
Bonus Action: Enhanced Sense [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: Focus
Standard Action 2: Green Steel Strike -1 Focus Stack
To-Hit xOaNAYd81d100+45
Damage 3d10+4 +3 DM +1 Enhanced Sense
This technique has a 40% chance to inflict Cripple on hit, Physical Attacks only.
1d100 40% or below to inflict. Lengthens the number of turns.
EFFECTS. Fortify- Using this technique increases your natural DR by 3 until the end of your next turn; this stacks with itself up to a maximum of +6 DR.
Enhanced Sense round 1/3
Total Ki Spent: Focus Stack Countermeasures: 2/2 Focus Stacks: 1 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 | 72 | 17,300
| x | % | AC: 45|40 | DEF: 100 | DM: +3 | DR: -8 | KCR: -1 |
1d100+45·3d10+4·1d100
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Sept 4, 2020 21:45:52 GMT -8
Her speed was going to be a problem.
She ducked and weaved with the dexterity of a prized fighter, easily staying out of reach of his blows. She popped him again—another snapping jab that caught him on the chin this time. He was ready for the incoming blow, tucking his chin as it connected to absorb some of the damage.
Pain lanced across his lower jaw as Barlei raised a hand to rub it, frowning at her.
This made no sense at all. She wasn't a purebred like himself, yet she fought just as well as he did. Ability like this couldn't be simply taught; it had to be natural ability. But in a half breed? No way. Barlei couldn't bring himself to believe they were any measure of capable.
"You sure talk a lot, kid." Barlei clasped a hand against his shoulder, rolling it around as he attempted to loosen up. "Yeah, I remember Konja. She's a fine breed, from what I recall. Not sure about this tournament you mentioned... not really my style."
He shrugged out of his coat, letting to drop to the ground, revealing hardened muscles covered in battle scars. "Guess I'll get a little more serious."
He charged suddenly without warning, seeking to catch her off guard. He swung his fist in a wide uppercut arc, letting loose a thick burst of kinetic force sure to blow her off her feet!
WC: 236 / 1,362
Ty
BARLEI, SAIYAN RELIC
SUMMARY PHASE.
Green Steel Strike reduced to 3 DMG via DR [+7] and Guard [+10].
ACTION PHASE.
[Passive Action] - Powerful Ki [regain +3 ki at end of turn]
[At Will Action] - n/a
[Bonus Action] - Guard [-8 ki]
[Standard Action] - Devastation Uppercut [Energy Ranged Special, Fortify & Stun] [-13 ki]
[Damage Rolls] To Hit: Zgu2r2LJ1d100+45 Damage: 3d10+2 Stun: 1d100
ACTIVE EFFECTS. Crippled: 2 of 2 turns. Fortify: +3 DR, 1 of 2 turns.
RACIAL TRAIT. Zenkai Requirements: 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. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS.
CLASS FEATURES. Power of Legends Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
Powerful Ki Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
EQUIPPED ITEMS. - Katchin Armor [passive: +30 HP, +3 DR] - Steel Sword [2/3 uses remaining] - Buckler [2/2 uses remaining]
DEFENSE/UTILITY TECHS. Aegis [Rank 1] You hastily create a protective layer of energy around your body, bolstering your defenses against enemy attacks. Type: Defensive Action: Bonus Action - Reactive Effect: You gain 10 Temporary HP and 5 DR; this Temporary HP and DR stacks with other sources of Temporary HP/DR, but is removed after this turn’s incoming attacks are resolved. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 15 Temporary HP. Rank 3 gives you 10 DR.
Devastation Punch Barlei utilizes the sheer force of his rampant ki energy, supercharging his punches to release a powerful kinetic energy blast amplified by his ki and demolishing surrounding terrain. Type: Energy Ranged Single Action: Standard Action Base Damage: 3d10 Major Effect: Fortify Minor Effect: Stun Cost: 15 ki.
Battle Stats CURRENT PL: 22,794 | BASE PL: 15,196 HP: 105 | TEMP HP: 22 [0]| KI: 101 MELEE ACCURACY: 30 | ENERGY ACCURACY: 45 | DEFENSE: 55 DR: 10 [4] | DMG MODIFIER: +2 | KI COST: -1 [Crippled] | POWER UP KI: 0/100
1d100+45·3d10+2·1d100
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Post by Ty on Sept 7, 2020 19:59:19 GMT -8
“Breed? Are you using the right terminology? I get that we’re aliens but on earth breeds are used to identify animals not people like Konja. Here on earth we have several breeds of dogs, my uncle has a pug breed, his name is Dogwood Lily.”
Tiger Lily’s eager smile faded when he told her she talked too much, she was simply trying to be friendly, and after meeting Orizuru several times some people just refused her friendship. It hurt her feelings that people were so cold, her own mother raised her to be kind to people no matter what, because some people can sometimes be suffering internally. If talking less made Barlei feel at ease, then that was exactly what she was going to do, this was a serious fight after all even if she was excited to showcase her talents in front of her father.
With her gloved hands gripped tightly, she began shadow boxing speeding up the speed a hundred times over, all those punches were then focused on the full blooded saiyan’s torso with more excellent speed and precision.
[182] [1,510] @null {Actions} DEFENSE PHASE. Barlei 122 vs Ty 100= Hit!
Stun 91= Miss!
Incoming Damage: 18 -11 DR [ Fortify Stack +6 ]= 7 Damage Total: 7
HP: 90 - 7 = 83 -- OFFENSE PHASE.
Power Level: 17,300 Barlei: 22,794 [No edge]
At-Will: Eight Arms -9 ki
Passive: Momentum
Haste Bonus Action: Enhanced Sense [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.]
Bonus Action: 8-Arms Enhanced Strike To Hit TqaA2rR61d100+45
Damage
3d4+4 +3 DM + 1 Enhanced Sense
Standard Action 1: 8-Arms Enhanced Strike To Hit 1d100+45
Damage
3d4+4 +3 DM + 1 Enhanced Sense
Standard Action 2: 8-Arms Enhanced Strike To Hit 1d100+45
Damage
3d4+4 +3 DM + 1 Enhanced Sense
EFFECTS. Fortify- Using this technique increases your natural DR by 3 until the end of your next turn; this stacks with itself up to a maximum of +6 DR.
Enhanced Sense round 2/3
Total Ki Spent: -9 Ki Momentum: Countermeasures: 2/2 Focus Stacks: 1 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. Uses: 2/3 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.
EIGHT ARMS You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. 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: 6/6 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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| 83 | 63 | 17,300
| x | % | AC: 45|40 | DEF: 100 | DM: +3 | DR: -11 | KCR: -1 |
1d100+45·3d4+4·1d100+45·3d4+4·1d100+45·3d4+4
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Deleted
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Post by Deleted on Sept 9, 2020 4:28:57 GMT -8
Only a couple rounds in and already he understood the girl's weakness. Powerful blows rocked his body from side to side. He shielded himself with his forearms, head tucked low so as to avoid another blow to the chin. His body was quite durable; it could handle the worst of beatings. Not that they didn't hurt. Her final blow knocked him backwards. His feet fought for purchase as he dug them into the thick mats beneath him, leaving skid marks from the soles of his boots as he slammed into the wall behind him. Only then did the onslaught cease. It was rather impressive. He'd not think her capable of such a feat, especially against a seasoned warrior such as himself. But if she fell into the vanity trap of youth, Tiger Lily would overestimate her position in this fight. "You know what your problem is, kid?" He reached to his right, snatching a nearby fire extinguisher from the wall. "You're too easy to predict. True combat has no ebb and flow. Keep coming straight at me and you'll be eating floor in no time. So let's mix it up!" He hurled the fire extinguisher at her, firing a blast of ki behind it. It struck and exploded, sending up a dense cloud of smoke that obscured almost the entirety of the training area. That should tie her up for a bit. Barlei leaped high into the air, hand grasping one of the steel beams. He dangled there for a moment, frowning down at the distraction he'd created. That was the problem with a place like this. Too much of it was controlled. It taught unrealistic expectations. Battle was wild and chaotic. Nothing was controlled—the only guarantee was to expect the worst, then expect worse than that. If he could teach her anything in this fight, it'd be that. He released the beam, free falling toward the ground. Barlei reared back, fists clenched in an axe handle. This girl needed a wake-up call! He slammed into the ground with tremendous force, enough to create a deep crater if the floor weren't reinforced. It shot out a ripple of ki-infused kinetic force in all directions, shaking the entire room. If it struck her, it'd send the poor brat flying or anyone else who didn't see it coming. Barlei wasn't concerned about that. The nature of combat was to expect the unexpected. He'd do this child a disservice if he demonstrated anything less. WC: 412 / 1,774 Ty BARLEI, SAIYAN RELICSUMMARY PHASE.
Eight Arms technique deals combined 36 DMG. Reduced via DR [-10] to 26 DMG.
ACTION PHASE.
[Passive Action] - Powerful Ki [regain +3 ki at end of turn]
[At Will Action] - n/a
[Bonus Action] - Focus Energy [-9 ki]
[Standard Action] - Devastation Axe Handle Smash [x2] [Energy Ranged Special, Fortify & Stun] [-28 ki]
[Damage Rolls] To Hit: nOvX8s3a1d100+60 Damage: 3d10+2 Stun: 1d100
To Hit: 1d100+60 Damage: 3d10+2 Stun: 1d100
ACTIVE EFFECTS. Fortify [+6 DR]
RACIAL TRAIT. Zenkai Requirements: 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. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS.
CLASS FEATURES. Power of Legends Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
Powerful Ki Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
EQUIPPED ITEMS. - Katchin Armor [passive: +30 HP, +3 DR] - Steel Sword [2/3 uses remaining] - Buckler [2/2 uses remaining]
DEFENSE/UTILITY TECHS. Aegis [Rank 1] You hastily create a protective layer of energy around your body, bolstering your defenses against enemy attacks. Type: Defensive Action: Bonus Action - Reactive Effect: You gain 10 Temporary HP and 5 DR; this Temporary HP and DR stacks with other sources of Temporary HP/DR, but is removed after this turn’s incoming attacks are resolved. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 15 Temporary HP. Rank 3 gives you 10 DR.
Devastation Punch Barlei utilizes the sheer force of his rampant ki energy, supercharging his punches to release a powerful kinetic energy blast amplified by his ki and demolishing surrounding terrain. Type: Energy Ranged Single Action: Standard Action Base Damage: 3d10 Major Effect: Fortify Minor Effect: Stun Cost: 15 ki.
Battle Stats CURRENT PL: 22,794 | BASE PL: 15,196 HP: 101 | TEMP HP: 0 | KI: 64 MELEE ACCURACY: 30 | ENERGY ACCURACY: 45 | DEFENSE: 55 DR: 13 | DMG MODIFIER: +2 | KI COST: -2 | POWER UP KI: 0/100 LAIKA OF THQ
1d100+60·3d10+2·1d100·1d100+60·3d10+2·1d100
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Post by Ty on Sept 9, 2020 22:42:47 GMT -8
“That’s funny.” Ty giggled, “I was about to say the same thing about you. Easy to predict. Easy to imitate your moves.”
Tiger Lily braced herself for impact, his ki infused fire extinguisher was met with her gloved palm absorbing the entire blast whole, while blowing air through her lips the flare up the remnants of the foam into a disk with her lungs to keep it from soiling her clothes, and in that instant she restored her own expended ki. The second slam was avoided entirely as she hopped out of the way, to prove her point, her smile grew wider replicated his slam with both of her gloved fists, leaping up once, and bringing down her own slam aimed at the back of his neck.
The force of her attack was exactly the same as the one he attempted to implement, he would recognize the technique as his own, the only difference is that she spent a bit more of ki to undertake him with a stunning bolt of ki energy. If the initial pummel was not enough, she delivered a bicycle kick aimed under him as she fell backwards to use gravity as leverage with a steel green strike with her steel boots, just to prove to everyone present that she was not an inexperienced child.
While she had not been taking Cayle’s training seriously, he did manage to train her in his own ways when building Ensalada Island from the ground up, all the physical fitness she accomplished had prepared her for this exact moment.
[259] [1,769] @null {Actions} DEFENSE PHASE. Barlei 136 vs Ty 105= Hit! Stun 86= Miss! Incoming Damage: 21 -20 Absorb (+20 Ki)= 1 -1DR Damage Total: 0
Barlei 102 vs Ty 105= Miss!
HP: 83 -- OFFENSE PHASE.
Power Level: 17,300 Barlei: 22,794 [No edge]
At-Will: Absorb, Prodigy Plus: Devastation Punch
Passive: Momentum
Bonus Action: Enhanced Sense- You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this 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.]
Haste: Enhanced Focus Energy -9 ki FOCUS ENERGY Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
Standard Action 1: Devastation Punch - 15ki To Hit kOYbfpTW1d100+60 40 AC + 5 Enhanced Sense +15 Focus Energy
Damage
3d10+4 +3 DM + 1 Enhanced Sense
Stun 1d100 55% Chance with Enhanced Focus Energy
Standard Action 2: Green Steel Strike - Focus
To Hit 1d100+50 45 AC + 5 Enhanced Sense
Damage
3d10+4 +3 DM + 1 Enhanced Sense
Cripple 1d100 40% Chance
EFFECTS. Fortify- Using this technique increases your natural DR by 3 until the end of your next turn; this stacks with itself up to a maximum of +6 DR.
Enhanced Sense round 3/3
Total Ki Spent: -24 + 20 Absorb= -4 Momentum: 0 Countermeasures: 2/2 Focus Stacks: 0 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. Uses: 1/3 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.
EIGHT ARMS You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. 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: 6/6 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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| 83 | 59 | 17,300
| x | % | AC: 45|40 | DEF: 100 | DM: +3 | DR: -11 | KCR: -1 |
1d100+60·3d10+4·1d100·1d100+50·3d10+4·1d100
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Deleted
Deleted Member
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Post by Deleted on Sept 10, 2020 19:17:25 GMT -8
What a freak! As he fell from the rafters, he watched as she absorbed most, if not all, of the smoke and cleared the distraction altogether. This brought visibility, and so it was simple enough for her to dodge his incoming attack. She was right—his method was pretty straightforward too. But she was just a dumb kid, right? He didn't expect her to catch that. But she had. And that was damn impressive. She came back at him with his own attack, catching him off-guard. He hurled another heavy punch to counter the force of her own. The pair connected, sending a ripple of force outward from the blow that knocked him backward and stung something fierce. Her next attack was a surprise as well—her boot nearly brushed his chin as he dodged backward, becoming little more than a blur to reappear a meter or so away from her, successfully avoid both her kick and the energy blast she sent his way. He fought against the grin that threatened to overcome his lips. "You must think yourself pretty clever." He refused to give this child any credit. Not yet. "Being flashy doesn't make you any good. Hard choices are to be made every step of the way. For example—" He extended a palm toward her, a ball of glowing energy growing from his palm to encompass his hand. The other hand he aimed near the ceiling, charging a second blast. "Self-sacrifice. Save yourself, and this will bring the whole building down. Save the building, and what's meant for you could blast a hole in the wall, injuring some innocent fool walking by. Your choice." He fired both attacks at the same time. This was starting to get a little interesting! [292] words [2,066] thread total BARLEI, SAIYAN RELICSUMMARY PHASE.
Devastation Axe Handle Smash deals 21 DMG. Reduced by DR to 8 DMG. Green Steel Strike misses via Rapid Movement. Crippled for 2 turns.
ACTION PHASE.
[Passive Action] - Powerful Ki [regain +1 ki at end of turn] [Crippled]
[At Will Action] - n/a
[Bonus Action] - Rapid Movement [-13 ki]
[Standard Action] - Energy Blast [x2] [-2 ki]
[Damage Rolls] To Hit: RDCpQ9Kn1d100+45 Damage: 2d6+4
To Hit: 1d100+45 Damage: 2d6+4
ACTIVE EFFECTS. Fortify [+6 DR] [Final turn]
RACIAL TRAIT. Zenkai Requirements: 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. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TRAITS.
CLASS FEATURES. Power of Legends Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
Powerful Ki Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
EQUIPPED ITEMS. - Katchin Armor [passive: +30 HP, +3 DR] - Steel Sword [2/3 uses remaining] - Buckler [2/2 uses remaining]
DEFENSE/UTILITY TECHS. Aegis [Rank 1] You hastily create a protective layer of energy around your body, bolstering your defenses against enemy attacks. Type: Defensive Action: Bonus Action - Reactive Effect: You gain 10 Temporary HP and 5 DR; this Temporary HP and DR stacks with other sources of Temporary HP/DR, but is removed after this turn’s incoming attacks are resolved. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 15 Temporary HP. Rank 3 gives you 10 DR.
Devastation Punch Barlei utilizes the sheer force of his rampant ki energy, supercharging his punches to release a powerful kinetic energy blast amplified by his ki and demolishing surrounding terrain. Type: Energy Ranged Single Action: Standard Action Base Damage: 3d10 Major Effect: Fortify Minor Effect: Stun Cost: 15 ki.
Battle Stats CURRENT PL: 22,794 | BASE PL: 15,196 HP: 93 | TEMP HP: 0 | KI: 49 MELEE ACCURACY: 30 | ENERGY ACCURACY: 45 | DEFENSE: 55 DR: 13 | DMG MODIFIER: +2 | KI COST: -2 | POWER UP KI: 0/100 LAIKA OF THQ
1d100+45·2d6+4·1d100+45·2d6+4
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Post by Ty on Sept 11, 2020 1:44:38 GMT -8
The level of maturity Barlei possessed was rugged at best, no saiyan would act like a terrorist on their own kind, but what did she know? Their history was nearly erased, while this was meant to be a training session, he was treating the place like it was a war zone. Is this how the saiyans in little vegeta, west city adjacent, trained in the warrior way? No, she would have found articles on the internet of mass destruction on the metropolis of saiyans who trained under Vegeta himself hundreds of years ago. Why was this man so hell bent on showcasing his tyranny to shape her into a hero? What angle was he playing at? Her ocean teal eyes looked over to her father, Koba, and he smiled at her. Well, that just meant he was confident in her abilities, so she looked back over at Barlei.
Ty blinked out from the floor, grasping the energy blast aimed at the ceiling, and the one aimed at the wall. Both of the energies were compressed and nullified due to her sheer speed. It came at a cost in that she was focused on protecting the facility and the innocent bystander who would be caught in the blast.
“Did you know all life possesses ki? There are some trees on earth that produce fruits that can increase your power level in an instant, which are famously called saplings of might, because of this fact. Any ore under ground of these trees, absorbs the ki from the saplings of might, and in turn create a unique ore called spiritual ore which is used for training rooms like this one and the sporting arenas.” Ty paused to see if he was listening to her, “The metal rafters would absorb the ki blasts, the concrete ceiling, not so much. You’re not going to hear the end of it from Konja for misusing the fire extinguisher earlier, she is the one who installed all the safety equipment on the island, and I advise against further property damage unless you want Cayle to break your spine. If you don’t want to involve Konja and Cayle in this fight then you need to focus on me. I am your opponent. ”
Ty did recently learn of all the things Cayle had done to reform society, in his own saiyan way, the DynoTube videos were a rabbit hole, one after another she found videos of him fighting people in order to protect others. One of them was even a girl her age, dressed in a witch outfit, and although her eyes were blocked out, her voice sounded similar to Lady Nevermore’s.
“Are you ready for this?” Ty said finally, firing a single energy blast, from a pistol finger to get him back into focus. [465] [2,234] @null {Actions} DEFENSE PHASE. Barlei 49 vs Ty 100= Miss! Barlei 95 vs Ty 100= Miss!
HP: 83 -- OFFENSE PHASE.
Power Level: 17,300 Barlei: 22,794 [No edge]
At-Will:
Passive: Momentum
Bonus Action: Enhanced Energy Blast -1ki To hit:
0ORFT|vi1d100+40 Crit Fail!
Damage:
2d6+6 +2 EB +4 DM
Standard Action 1: Focus
Standard Action 2: Focus
EFFECTS. Fortify- Using this technique increases your natural DR by 3 until the end of your next turn; this stacks with itself up to a maximum of +6 DR.
Enhanced Sense Stack 2 Round 1/3 Enhanced Sense Stack 1 [This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.] -4 DR -6 Fortify -1 Sense Stack 1 =11
Total Ki Spent: -1 Momentum: 0 Countermeasures: 2/2 Focus Stacks: 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. Uses: 2/3 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.
EIGHT ARMS You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. 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: 6/6 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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| 83 | 58 | 17,300
| x | % | AC: 45|40 | DEF: 100 | DM: +4 | DR: -11 | KCR: -1 |
1d100·2d6+6
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