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Post by Deleted on Sept 11, 2020 5:38:55 GMT -8
War was imminent. It was a reality when you lived to serve a brutal conqueror like King Vegeta. But that didn't mean there weren't moments of relative peace, when one's status amidst the Saiyans was challenged by foes within their own ranks. When such a challenge arose, it was pertinent to put them down. The rocky plateau was the perfect venue for a fight. Strong winds whistled through the barren valley, stirring dust and loose pebbles. Dry shrubs bent gently in the breeze, and the shift of shadow cover forced lizards to scurry on stubby legs and bellies to rush to safety beneath the nearest shelter. A group of hardened Saiyans formed a half-circle. They sneered and jeered, and some outright chuckled at the scene playing out before them. Barlei grunted and cracked his neck. The young punk in front of him was new to the soldier ranks: he'd seen the glory of the last Saiyan victory against the Tuffles and wanted in on the action. He boasted an impressive power level to the youngster's credit. But what was power level when the bullets started to fly? "Alright. Enough grab ass. Let's teach this runt what the Ninth Elite Platoon is made off." He allowed himself a rugged grin, slamming his fist into his open palm. "Try not to die, kid. Dying in a friendly fight—" "—is just plain stupid." The rocky plateau, the stirring winds, skies the color of blood at dusk... it faded away, replaced with the gym once again. Oh. He'd done it again—slipped back into a past that no longer existed only to return to a present that held no place for him. He stared at the smoldering spot on the floor where Ty's energy shot had landed, missing him by about a mile. It was half-hearted; Tiger Lily was far more preoccupied with teaching him a lesson. Her words hit him harder than any of her punches. He chuckled, rubbing a hand against the back of his head. "Sometimes I get carried away. I appreciate the lesson, but it's wasted on a guy like me. I've been a soldier all my life. Being born with a high battle power meant I was thrust into Vegeta's army when I was just a runt myself. Been fighting like hell to survive ever since." He planted his hands on his hips, tilting his head back to stare up at the ceiling. "You kids just wouldn't understand..." They had a community, one that was beginning to thrive. He'd lost everything with no hope of ever getting it back. There were no more wars to fight. There was no king to serve. There were no orders to follow, nor any battles to engage their enemies. Nothing—all of it gone in an instant. He drifted in limbo with little reason or purpose anymore. A part of him wanted to embrace this new life, but how could he? He never even got to say goodbye to the old one. His eyes drifted to Koba, then back to the orange-haired teen. "But I'll give you this... our people just might have a chance with you around. You guys keep working hard, and this little project of yours might actually give the Saiyans something worth fighting for." It was as close to a compliment as she was going to get. He couldn't start getting soft, not after all this time. Some habits just die hard. "So I'll fight you like an equal!" He surged forth, boots pounding the mat as he rushed at Ty. His lips bore a handsome smile uncharacteristic for him. This was a real fight now. Barlei spun, tail lashing out to latch onto her arm and hoping to grab hold. His plan was simple: eliminate her speed by holding her in place. His fist shot forth like a piston, bearing power reserved only for a true foe. She reminded him of that army punk back on Vegeta. There was a good chance he wouldn't beat her. But this old war dog still had some bite in him. [679] words [2,745] thread total BARLEI, SAIYAN RELICSUMMARY PHASE.
Energy Blast crit fails. No damage taken.
ACTION PHASE.
[Passive Action] - Powerful Ki [regain +1 ki at end of turn] [Crippled]
[At Will Action] - n/a
[Bonus Action] - Focus Energy [-9 ki]
[Standard Action] - Grapple [-2 ki] - Devastation Punch [-14 ki]
[Damage Rolls] To Hit: FsDTupv01d100+30 Damage: 1d6+2 Immobilize: 1d100
To Hit: 1d100+60 Damage: 3d10+2 Stun: 1d100
ACTIVE EFFECTS. Crippled [1 turn remaining] Fortify [+3 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: 93 | TEMP HP: 0 | KI: 24 MELEE ACCURACY: 30 | ENERGY ACCURACY: 45 | DEFENSE: 55 DR: 10 | DMG MODIFIER: +2 | KI COST: -2 | POWER UP KI: 0/100 LAIKA OF THQ
1d100+30·1d6+2·1d100·1d100+60·3d10+2·1d100
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Post by Ty on Sept 12, 2020 22:44:59 GMT -8
Koba nodded his head as Barlei spoke, there were plenty of saiyans who were survivors of the war, with the battle still fresh in their mind. What were they fighting for then? Freedom? Conquering planets? There were many reasons, at the end of it all, it narrowed down survival and building a future on earth. Tiger Lily was a beacon of the future, her potential surpassed the ability of any super soldier, she was not encumbered by psychological trauma, but she did not lack empathy either, she wanted to protect saiyans from further harm, by becoming strong enough to save them. The enemy was still out there. “I won’t be holding back, either, sir.” Ty grinned. Just like before, she positioned herself in the same take down position as his special ability, when he fired the ki blasts she closed the distance between them sweeping her boot behind his knee, followed by an attempt to grab his wrist to pin him down into a grapple hold. [166] [2,400] @null {Actions} DEFENSE PHASE. Barlei 47 vs Ty 100= Miss! Barlei 65 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:
rEDqrL__1d100
Damage:
2d6+6 +2 EB +4 DM
Standard Action 1: Enhanced Grapple -2ki You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
To Hit: 1d100+45
Damage
1d6+4 Only the d6 roll by passes DR
Immobilize
1d100 40% Chance
Standard Action 2: Enhanced grapple
To Hit: 1d100+45
Damage
1d6+4
Only the d6 roll by passes DR
Immobilize
1d100 40% Chance
Total Direct Damage to Barlei: -3
EFFECTS. Enhanced Sense Stack 2 Round 2/3 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 -1 Sense Stack 1 = 5
Total Ki Spent: -5 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 | 53 | 17,300
| x | % | AC: 45|40 | DEF: 100 | DM: +4 | DR: -5 | KCR: -1 |
1d100·2d6+6·1d100+45·1d6+4·1d100·1d100+45·1d6+4·1d100
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Sept 13, 2020 19:34:47 GMT -8
His attack failed again. Tiger Lily shot him in the shoulder with another pistol-like energy bullet, stunning him enough to grab hold of his wrist. Her foot caught the back of his leg and dropped him hard to a knee. Her tight grip was a vice, pinning his arm in a tight and painful hammer lock that popped the same shoulder. He let out a grunt of pain, one of his eyes closing as he winced. It was plausible his shoulder had popped out of joint. He was getting old if he let a little girl hold him in something like this. If his men could only see Barlei the Bruiser now, getting beaten by a girl. Times had surely changed. But the outcome of this match wasn't decided. It was disrespectful to continue to hold back. His power surged forth like a tidal wave, energy ripping out of his body in an explosion of crackling aura. His energy was tinged in black: an odd color for such an aura, but considering the experiments done to his body and psyche, there was little telling what lingering damage remained. It was fitting—his aura mirrored the color of his soul, blackened by years of warfare and suffering. He shook himself loose from her hold, seeking to slip behind her and catch her in a rear-naked chokehold. His strategy remained—catch hold of her, then put her down in a manner befitting a talented fighter like herself. Even if she slipped from his grasp, he threw another powerful kinetic punch. Rippling energy surged forward, stirring the heavy workout mats along the floor as he sought to catch her in the wave of energy and knock her senseless. She'd learn very quickly close quarters against him was a death sentence. [294] words [3,039] thread total BARLEI, SAIYAN RELICSUMMARY PHASE.
Enhanced Energy Blast and two Grapples deal combined 24 DMG [+3 DD]. DR [+10] reduces 21 DMG to 11 DMG [+3 DD]. Immobilize chance fails.
ACTION PHASE.
[Passive Action] - Powerful Ki [+2 ki]
[At Will Action] - n/a
[Bonus Action] - Power-Up [+25 ki, 25% boost to Current PL] gain Edge 1 [+2 DMG, +2 DR]
[Standard Action] - Grapple [-1 ki] - Devastation Punch [-13 ki]
[Damage Rolls] To Hit: Npkt8pwM1d100+30 Damage: 1d6+4 Immobilize: 1d100
To Hit: 1d100+45 Damage: 3d10+4 Stun: 1d100
ACTIVE EFFECTS. Edge I [+2 DMG, +2 DR] 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: 28,493 | BASE PL: 15,196 HP: 79 | TEMP HP: 0 | KI: 37 MELEE ACCURACY: 30 | ENERGY ACCURACY: 45 | DEFENSE: 55 DR: 15 | DMG MODIFIER: +4 | KI COST: -2 | POWER UP KI: 25/100 LAIKA OF THQ
1d100+30·1d6+4·1d100·1d100+45·3d10+4·1d100
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Post by Ty on Sept 14, 2020 0:22:20 GMT -8
This was a brawl for the ages, their footing reflected their experience as fighters as they practically danced across the training room floor, the red headed teen managed to successfully grapple Barlei, injuring him internally from the sheer force of her palm, it was not enough to block his ki flow, which is what she intended to do initially. In retaliation he attempted his own maneuver, Tiger Lily managed to slip out of the grapple, his precognition connected his fist right above her brow, the delicate skin was torn into a cut as she barrel rolled out of the way, and she regained her footing to stand up again.
The cut was deep enough for blood to cascade over her ocean green eye like a waterfall, she kept that grin on her face the entire time, and between breaths she managed to speak.
“You were holding back your power level this whole time? Good, power up with everything you got! Just like my father said, I am not going to learn anything unless you go all out. It is when you’re in a pinch that your body moves on pure instinct.”
A green glow surrounded her gloved hand, she used the concentrated orb of energy to heal her wound, it also absorbed the blood that nearly covered half her face, as if it never happened.
With a widening grin, she attempted to grapple the full blooded saiyan once more, this time with more pinpoint accuracy to block his ki flow on specific pressure points under the collar bones. It was at close range that there were stars in her eyes, full of wonder, the true warrior spirit was glowing through them as she concentrated all of her power to hurt the ex-soldier with a fight he would never forget. [299] [2,699] @null {Actions} DEFENSE PHASE. Barlei 67 vs Ty 100= Miss! Barlei 111 vs Ty 100= Hit!
Incoming Damage: 20 + 2 DM from Edge 1= 22 -10 DR Enhanced Guard (-6 ki) - 4 DR= 8
HP: 83 -8 = 75 +15 Senzu Extract = 90 -- OFFENSE PHASE.
Power Level: 17,300 Barlei: 22,794 [No edge]
At-Will: Countermeasures: Guard -6 ki
Passive: Momentum, Flawless Counter +20 AC when using a defensive tech
Bonus Action: Senzu Extract +15 Ki + 15 HP
Standard Action 1: Enhanced Grapple -2ki
To Hit: QQyaQprW1d100+65 +20 AC Flawless Counter
Damage
1d6+4 Only the d6 roll by passes DR
Immobilize
1d100 40% Chance
Standard Action 2: Enhanced grapple
To Hit: 1d100+65 +20 Flaweless Counter
Damage
1d6+4
Only the d6 roll by passes DR
Immobilize
1d100 40% Chance
EFFECTS. Enhanced Sense Stack 2 Round 3/3 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 -1 Sense Stack 1 = 5
Total Ki Spent: -10 53 ki -10 + 15 Sensu Extract= 58 ki Momentum: 0 Countermeasures: 1/2 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 Extract Utilizing 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 | 58 | 17,300
| x | % | AC: 45|40 | DEF: 100 | DM: +4 | DR: -5 | KCR: -1 |
1d100+65·1d6+4·1d100·1d100+65·1d6+4·1d100
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Deleted
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Post by Deleted on Sept 16, 2020 19:10:45 GMT -8
He got her good that time. His fist collided just above her brow, drawing blood as Tiger Lily retreated from Barlei's strike zone. Barlei smirked. Drawing blood was always a good sign of an exciting fight. Perhaps he should have given pause to the fact that he'd drawn blood on a teenage girl, but this was no ordinary girl. She was half-Saiyan, and Saiyans were a tough lot. A head wound would bleed profusely, so it looked a lot worse than it was. Ty was excited to see that he was finally taking the fight seriously. His smirk vanished at the green energy that coalesced around her hand, healing her wound in an instant. Of course this damn brat could heal herself, because why not? As if the future needed to make even less sense than it already did. She rushed him again, striking as before near his collar bone. One of her blows landed and stung something fierce. First his shoulder, and now his collar bone. He was going to feel it in the morning for sure. He responded, spiking his power level once more, drawing out as much as he could manage. "Been a while since I had to go this far," he admitted, frowning as he rubbed at his injured neck area. She was getting far too bold with close quarters fighting. He needed to remake his point. Barlei stepped in close to Ty, sending a rising knee strike aimed for her solar plexus. It was enough to wind her, maybe crack a rib or two. She might have been a striker, maybe even a genius. But she wasn't going to out strike him. He'd never live that down.
[282 of 3,321] words BARLEI, SAIYAN RELICSUMMARY PHASE.
Enhanced Grapple [x2] deal combined 13 DMG [5 DD]. DR [+15] reduces 8 DMG to 0 DMG [5 DD]. Immobilize chance fails.
ACTION PHASE.
[Passive Action] - Powerful Ki [+2 ki] , Zenkai- Fighting and Energy Control increased by 5
[At Will Action] - Edge 2: +5 to Accuracy, +3 bonus damage on all attacks, and +3 DR
[Bonus Action] - Power-Up [+25 ki, 25% boost to Current PL] - maintain Edge 2 [+3 DMG, +3 DR] - Steel Sword [+2 DMG, 35% Wound chance]
[Standard Action] - Lifting Knee Strike [0 ki]
[Damage Rolls] To Hit: zEWIUXaQ1d100+40 Damage: 1d8+7 Wound: 1d100
ACTIVE EFFECTS. Edge 2: +5 to Accuracy, +3 bonus damage on all attacks, and +3 DR Fortify [+3 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 [1/3 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: 34,191 | BASE PL: 15,196 HP: 74/135 | TEMP HP: 0/0 | KI: 64/100 MELEE ACCURACY: 40 | ENERGY ACCURACY: 55 | DEFENSE: 55 DR: 13 | DMG MODIFIER: +5 | KI COST: -2 | POWER UP KI: 50/100 LAIKA OF THQ
1d100+30·1d8+6·1d100
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Post by Ty on Sept 17, 2020 1:02:13 GMT -8
The opportunity to target his pressure points failed again, she dodged out of the way of his knee strike, and spun out to use his own technique against him. Again, she intertwined her fingers together, to bring down a heavy fist glowing in ki as she leaped over him to aim at the back of his neck, followed by a side sweep at the back of knees, with the tip of her steel toe boots, and barrel rolled across the floor.
Tiger Lily was still getting warmed up, she had no need to power up for additional ki, she seemed entirely capable of delivering techniques from sheer force of will. It was ‘fighting spirit’ which she kept referring to when she explained her abilities to Cayle the first time she met him, through training he explained she was using ki energy for her techniques, but through persistence she was able to demonstrate fighting spirit by focusing entirely on her opponent. It took her quite some time to develop but she displayed her fighting spirit in earnest in this training room. [180] [2,879] @null {Actions} DEFENSE PHASE. Barlei 64 vs Ty 100= Miss!
Incoming Damage: 0
HP: 90 -- OFFENSE PHASE.
Power Level: 17,300 Barlei: 34,191 [No edge]
At-Will:
Passive:
Bonus Action: Enhanced Focus Energy -9ki +15 to EC Accuracy [Energy Attacks have an additional +15% chance to inflict Status Effects this turn.]
Standard Action 1: Devastation Punch - Focus
To Hit: 20MfQqCq1d100+55 40 EC AC + 15 Focus Energy
Damage
3d10+5
Stun
1d100 55% Chance
Standard Action 2: Devastation Punch - Focus
To Hit: 1d100+55
Damage
3d10+5
Stun
1d100 55% Chance
EFFECTS. Enhanced Sense Stack 3 Round 1/3 Enhanced Sense Stack 2: +2 DR +2 DM [This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.] -4 DR -2 Sense Stack 2 = -6
Total Ki Spent: -9 58 ki -9= 49 Momentum: 0 Countermeasures: 1/2 Focus Stacks: 0 Powering-Up Round: 0/2 Power-Up ki bonus: 4/4 ~ {Statistics} Name: Tiger Lily ‘Kuri’ aka Ty Species: Human Saiyan Hybrid Age: 16 Gender: Female
Skills &Statistics Fighting: 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: 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. 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 Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
Flawless Counter Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
Traits: Focus Activation: 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.
Momentum Requirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. 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 DEFENSE You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. 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 Bakuretsudan After 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: FLIGHT Alternatively 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
Equipment
Senzu Extract Utilizing 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 Panacea Once 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 Belt A 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 Carbine Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault 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 | 49 | 17,300
| x | % | AC: 45|40 | DEF: 100 | DM: +5 | DR: -6 | KCR: -1 |
1d100+55·1d100·1d100+55·1d100·3d10+5·1d100
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Deleted
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Post by Deleted on Sept 21, 2020 4:27:12 GMT -8
Quick, deft, and versatile. She would have made a great addition to King Vegeta's army. She sailed over his head with startling ease, bringing down a powerful double fist against the back of his neck—usurping his own technique in the process. Instinct kicked in. His aura hardened, forming a dense shield of spirit energy that enveloped him and absorbed some of the blow, but it was powerful enough to send him staggering forward yet keep him on his feet as her foot collided with his legs. He felt... off. Not himself. His energy typically surged in a fight, but after her last attack, it felt oddly stunted. If he couldn't build his energy, he couldn't keep up the power behind his blows. He was almost impressed enough to ask her how she did it... almost. She was still a brat, after all. He rushed her, hoping to catch her off balance as she rolled out of his reach. Barlei spun a full 360 degrees, swinging his fist wide in a backward arc as he did. It was more to create distance than anything else as he stalled to let his energy build once again. If he didn't know any better, it sure felt like she was mimicking him. [209 of 3,530] words BARLEI, SAIYAN RELICSUMMARY PHASE.
Devastation Punch [1st Standard] deals 34 DMG. DR [+13] reduces 34 DMG to 21 DMG. Stunned for 2 turns.
Devastation Punch [2nd Standard] deals 16 DMG. Buckler [20 temp HP, 4 DR] reduces 16 DMG to 0 DMG. Stun roll failed. [Buckler has 8 temp HP remaining.]
Zenkai activated. Fighting and Energy Control boosted by 5.
ACTION PHASE.
[Passive Action] - Powerful Ki [+3 ki] - Zenkai [+5 Fighting, +5 Energy Control]
[At Will Action] - n/a
[Bonus Action] - Buckler [gain 20 Temp HP and 4 DR] - Steel Sword [gain +2 DMG to Strikes, 35% chance to Wound]
[Standard Action] - Swinging Back Fist [0 ki]
[Damage Rolls] To Hit: Li1w2OEX1d100+35 Damage: 1d8+3 Wound: 1d100
ACTIVE EFFECTS. Edge I [+2 bonus damage on all attacks, +2 DR] Powered Up for 1 turn Stunned for 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 [0/3 uses remaining] - Buckler [1/2 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: 53/135 | TEMP HP: 0/0 | KI: 67/100 MELEE ACCURACY: 35 | ENERGY ACCURACY: 50 | DEFENSE: 55 DR: 9 | DMG MODIFIER: +1 | KI COST: -2 | POWER UP KI: 50/100 LAIKA OF THQ
1d100+35·1d8+3·1d100
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Post by Ty on Sept 22, 2020 6:47:36 GMT -8
Tiger Lily had a spring in her steps, after an exchange of blows she was doing rather well with her ability to heal her wounds, after she succeeded in hitting Barlei twice over. The retaliation was blocked by her forearm on instinct but he hit her so hard it instantly bruised leaving a mark of his fist embedded on the surface of her skin. Despite her ability to resist the initial damage it still hurt, she winced slightly, but her grin never faded. An aura of unlocked potential surrounded Barlei, she knew exactly what it was, it was through evolution that Saiyans had the prowess to continue to fight in order to survive which was widely known as zenkai. The first time she accomplished zenkai was against Orizuru in Pilaf land, she whited out shortly after, and asked Cayle about what exactly happened. This meant, Barlei was pushed past his limits as a fighter, he still had an edge to turn the fight around but this was just a training session. “You are not going to pass out, now that you are in zenkai, are you? You promised to tell me your name but you cannot do that if you are unconscious.”It was obvious she was confident in her abilities, she did not underestimate him in the slightest to surrender, so she closed the distance between them and punched him once on the shoulder followed by a punch towards his ribs. [242] [3,121] @null {Actions} DEFENSE PHASE. Barlei 106 vs Ty 105= Hit
Incoming Damage: 11-12 DR= 0
Wounding -3 Round 1/2
HP: 90-3= 87 -- OFFENSE PHASE.
Power Level: 17,300 Barlei: 34,191 [No edge]
At-Will:
Passive:
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.]
Standard Action 1: Enhanced Strike
ujhqVsft1d100+50
45 AC + 5 Sense
1d12+5
Standard Action 2: Enhanced Strike
1d100+50
45 AC + 5 Sense
1d12+5
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 3 Round 2/3 Enhanced Sense Stack 2: +2 DR +2 DM [This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.] -4 DR -2 Sense Stack 2 = -6
Total Ki Spent: Momentum: 0 Countermeasures: 1/2 Focus Stacks: 0 Powering-Up Round: 0/2 Power-Up ki bonus: 4/4
~ {Statistics} Name: Tiger Lily ‘Kuri’ aka Ty Species: Human Saiyan Hybrid Age: 16 Gender: Female
Skills &Statistics Fighting: 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: 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. 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 Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
Flawless Counter Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
Traits: Focus Activation: 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.
Momentum Requirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. 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 DEFENSE You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. 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 Bakuretsudan After 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: FLIGHT Alternatively 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
Equipment
Senzu Extract Utilizing 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 Panacea Once 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 Belt A 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 Carbine Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread.
Tiger Lily HP:
| Ki:
| PL:
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| 90 | 49 | 17,300
| x | % | AC: 45|40 | DEF: 100 | DM: +5 | DR: -12 | KCR: -1 |
1d100+50·1d12·1d100+50·1d12
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Deleted
Deleted Member
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Post by Deleted on Sept 23, 2020 4:27:26 GMT -8
He was getting tired and she could tell. Talk about annoying. His body felt drained yet strangely invigorated as if he'd tapped into some hidden reserves. He was familiar with this sensation: he'd felt it many, many times before and it happened most often during a prolonged battle or after a recovery from one. Saiyans had all sorts of names for it. Inner spirit, monkey rage, zenkai. He simply called it 'bad energy'. It was unreliable—tricking the host into believing they would receive a burst of newfound energy when in reality it did nothing to alter one's physical state. It was the tolling of the bell for a warrior who had reached his limit. And if Tiger Lily could detect it, it stole away a critical advantage. Her next two punches rocked his body, and coupled with his own weakened stamina, Barlei could do little else but sit heavily upon the ground as the force from her fists floored him for the first time since their spar began. Goddamn it. He crossed his arms, a sulking expression crossing his weary features. "I'm not going to pass out. Don't be so annoying." He'd never admit the truth. "You try taking an 800 year old nap... see how spry you feel afterwards." He turned his face away to hide his budding grin. This was the most fun he'd had in a long time. There was no way he'd stop now. "Well?" He planted his palms on his knees, staring up at her. "You gonna keep coming at me? Or do I have to threaten to blow this place up again?" He raised his hands, crackling with black energy. He fired off a large energy blast at her! [286 of 3,816] words BARLEI, SAIYAN RELICSUMMARY PHASE.
Enhanced Strike [x2] deals combined 22 DMG. DR [+9] and Guard [+10] reduces 22 DMG to 3 DMG.
ACTION PHASE.
[Passive Action] - Powerful Ki [+3 ki] - Zenkai [+5 Fighting, +5 Energy Control]
[At Will Action] - n/a
[Bonus Action] - Guard [gain +10 DR] -8 ki
[Standard Action] - Energy Blast [x2] -2 ki
[Damage Rolls] To Hit: pE7zYskL1d100+50 Damage: 2d6+3
To Hit: 1d100+50 Damage: 2d6+3
ACTIVE EFFECTS. Loss of Edge I [-2 DMG and DR] Stunned for 1 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 [0/3 uses remaining] - Buckler [1/2 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: 15,196 | BASE PL: 15,196 HP: 50/135 | TEMP HP: 0/0 | KI: 60/100 MELEE ACCURACY: 35 | ENERGY ACCURACY: 50 | DEFENSE: 55 DR: 7 | DMG MODIFIER: +1 | KI COST: -2 | POWER UP KI: 50/100 LAIKA OF THQ
1d100+50·2d6+3·1d100+50·2d6+3
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Post by Ty on Sept 25, 2020 8:48:47 GMT -8
“Of course! I wouldn’t have any other way but to see this to the end!”
The bruise on her forearm locked her muscles, once it eased up, she immediately blocked the incoming energy blast in the palm of her gloved hand which almost impacted her goggles, and she dispersed the ki into smaller orbs of light that faded away like a sparkler.
“Hey, my dad just made these, and I need to take care of them since they are a special gift.” Ty adjusted her goggles on top of her head, to make sure they were securely placed on her hat, and then tightened her fist to concentrate her ki energy in her palm.
With a wide grin she fired her own blast, then sprinted forward at the same speed directly behind it, and punched him three times. One right hook aimed at his shoulder, the second left hook aimed at his sternum, and two fists aimed at his belly.
Despite being smaller in stature, she packed a lot of strength, and it had everything to do with being a half saiyan she was built to be stronger than the average human on earth. [194] [3,315] @null {Actions} DEFENSE PHASE. Barlei 137 vs Ty 100= Hit Barlei 87 vs Ty 100= Miss!
Incoming Damage: 11- 16 DR= 0
Wounding -3 Round 2/2
HP: 87 -3 = 84 -- OFFENSE PHASE.
Power Level: 17,300 Barlei: 34,191 [No edge]
At-Will: Eight Arms -9 ki
Passive: Flawless Counter
Countermeasures: Enhanced Guard -6 ki
Haste: Enhanced Energy Blast -1 ki
To Hit: 3sVlCF1o1d100+40
Damage:
2d6+7
Bonus Action: Enhanced Strike
To Hit:
1d100+65 45 AC + 20 Flawless Strikes
Damage:
3d4+5
Standard Action 1: Enhanced Strike
To Hit:
1d100+65 45 AC + 20 Flawless Strikes
Damage:
3d4+5
Standard Action 2: Enhanced Strike
To Hit:
1d100+65 45 AC + 20 Flawless Strikes
Damage:
3d4+5
EFFECTS.
Enhanced Sense Stack 3 Round 3/3 Enhanced Sense Stack 2: +2 DR +2 DM [This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.] -4 DR -2 Sense Stack 2 = -6
Total Ki Spent: -16 ki Momentum: 0
Countermeasures: 0/2 Focus Stacks: 0 Powering-Up Round: 0/2 Power-Up ki bonus: 4/4
~ {Statistics} Name: Tiger Lily ‘Kuri’ aka Ty Species: Human Saiyan Hybrid Age: 16 Gender: Female
Skills &Statistics Fighting: 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: 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. 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 Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
Flawless Counter Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
Traits: Focus Activation: 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.
Momentum Requirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Uses: 3/3
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 DEFENSE You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. 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 Bakuretsudan After 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: FLIGHT Alternatively 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
Equipment
Senzu Extract Utilizing 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 Panacea Once 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 Belt A 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 Carbine Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread.
Tiger Lily HP:
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| 84 | 48 | 17,300
| x | % | AC: 45|40 | DEF: 100 | DM: +5 | DR: -6 | KCR: -1 |
1d100+40·2d6+7·1d100+65·3d4+5·1d100+65·3d4+5·1d100+65·3d4+5
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Deleted
Deleted Member
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Post by Deleted on Sept 25, 2020 16:56:25 GMT -8
He could almost see it.
This community of Saiyans, many of whom were displaced from their homes long ago, felt the same disconnect and agony he felt. Except they chose to band together and share the burden of rebuilding their lives.
He could almost see himself joining them.
Almost.
Her blows rained down on him. Barlei didn't bother to defend this time. He allowed her to pummel his body, planting him flat on his back as he stared up at the ceiling. Pain wracked his body as melancholy filled his soul.
This pain was familiar: it reminded him of a time long ago when it was the sole indicator he could rely upon to know his heart was still beating in his chest. Pain equaled life, but sparring a girl couldn't shake the numbness that coated his soul.
He would let it. He couldn't let go of what he'd lost, even if it meant being an outsider.
"I know when I'm beat." He closed his eyes, feeling the sweat drip from his brow. "You win, kid. Your papa must be proud."
He pushed himself to a seated position, regarding Tiger Lily with haunted eyes. "You almost give me hope... but I'm not foolish enough to believe in hope anymore. So I'll give you some advice a great general of our people once gave me: for every friend, make an enemy. Friends will lie, but enemies? They'll point out your greatest flaws and weaknesses.
It's the ever present danger of those enemies that make you strong and keep you alive."
She struck him as the sort that desired friends. Life taught him those closest to one's heart were often the first to abandon. Tiger Lily possessed an odd magnetism that attracted him. But what could a child teach him?
"If we're done here, I'm gonna take off. Oh... and the name's Barlei."
[311 of 4,127] words
LAIKA OF THQ
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Post by Ty on Sept 26, 2020 1:49:25 GMT -8
Tiger Lily’s ocean green eyes widened when Barlei fell flat on his back after she landed a few punches, she narrowed them knowing fully well that he could have put the extra ki energy to dodge most of her blows, but perhaps there was a different reason he did not use his ability to avoid her strikes. The red head was a bit perturbed, she knew how capable Barlei was when he avoided her attacks in the last rounds, she knew what his limit in speed was, and he watched her use her own senses to be on the offensive and defensive in their first round in their exchange. In the beginning they both agreed to go all out and this was not it. However, she was not the type of girl who lacked empathy in this situation.
As Barlei explained himself, it seemed he lost hope in his own abilities, and gave up the win to Ty. The melancholy expression on his face daunted her, she was not the type to give up, and she never witnessed anyone give up before until today. Without knowing him fully, to even call him a friend, she would be unable to console him. Barlei was an adult, she in no position to give him advice, and she remained silent for a while before answering.
“Thank you for sparing me. I learned a lot from our fight, Barlei.” She smiled as she rushed over to a false wall, pounding it once, revealing a revolving door behind a padded wall, it was a locker room. There was a vending machine inside, which she paid zeni to buy electrolyte water, and there was a glass fridge with local island food. Tiger Lily placed a cold water bottle next to him and waved her gloved hand as she made her way back outside for some refreshing sea air given she was worked up from the spar.
Koba walked over to Barlei, digging into his leather jacket pocket, pulling out a pair of goggles for the former saiyan soldier to take. “It was a good fight, Barlei. You gave it your best shot and taught my daughter a thing or two. Take these as thanks, I made them myself. We have a nasty mosquito population in the southern islands, which fly into your eyes or nose while flying, these goggles provide a good barrier in your travels. Take care.”
The two Kalabasa clan members were outside of the gym now, both remained hopeful of finding their missing relative Cha Cha, who was a victim of the Tuffle Science Executive, and still needed to be found on earth.
[441] [3,756] @null
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