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Post by Nase on Sept 19, 2020 22:49:06 GMT -8
Wasting ki while it was being drained and restricted from your body isn't really a good idea when your opponent is more than twice your height, but for Nase, it seemed that that was an inevitability for him. Watching as the blasts he fired painlessly bounced off of Waka's form, Nase stood his ground as he saw the large Waka retained her ki control once again. Speaking of which, even without the pink ki that was surrounding his form, he was beginning to feel the strain of using this much power for so long. She really was a great fighter, huh. This would prove to be troublesome if it took too long. "Not even- Gh..."Welling up a good amount of energy into his body, Nase knew that Waka's technique wasn't going to make this easy, but it was very important that his plan went accordingly right now. He watched as her ki cooled down around her while refusing to do so with him, knowingly or unknowingly proving how good her ki control really was. Continuing his short pause, Nase realized too late that he may have waited too long as Waka seemingly healed from damage even more than she normally did. "Your right about the refining my techniques and stuff... but I'm not backed into a corner just yet. Come on then let's see what you got now."Getting into a ready position, Nase was getting ready for a punch or swing or something, but when Nase preemptively blocked for that, he didn't expect the ground underneath him to blow up from Wakana's explosive stomp. As rocks and dirt were shot in the air alike, both of Waka and her charge would realize that Nase couldn't be seen through the kicked up dirt and smoke from the attack. That is, until large spike of earth was seen coming up from the ground, no doubt caused by Waka's eruptive technique. After a second had passed, however, the rock spike crumbled into nothing as Nase stood up from the attack. His body was lightly glowing a jade green and as he faced Waka again the last bits of energy that was left in the stone entered him from his palms. The defensive aura that went around him then faded and Nase closed his fist again with a smirk. Seeing the powerful, yet slow-moving kick coming next, he jumped away into the air and upon landing went into a pose signaling that he was preparing a strong punch. {Click here to see} "Hey Waka, you really are a good fighter, you know. I remember you calling yourself a 'common thug' before which doesn't even make sense seeing how powerful and incredible you actually are. You have cool techniques like your growth and stuff like that. What I'm trying to say is, though you've said that the lasers I had were strong, I'm going to have to do something about your strength if I'm going to win this, so... just get ready for this, alright? I'm going to have to break through that enlargement of yours now, since you... 'aint even achin' yet"Now taking a hard step forward, Nase began to erratically glow once again, despite the pink mass that was attached to his body. Now letting the energy flow around him in a bright and dance-like motion around his body, the dark Tuffle charged an amount of energy in his body so large that the strange power gauge that was his dragon tattoo glowed to the point that even the head of it was glowing brightly through his underclothing. Boosting forward with a cone of ki surrounding him, Nase pulled back his left arm extremely back, which causing the hooked blade that was inside of his wrist to stick out to the side of his arm. It wasn't in danger of slashing her or anything, but... it was there! Aiming high against his goliath opponent, he knew full well that his attack could be blocked if Waka could move fast enough, which Nase was sort of hoping for since if she didn't, he might end up hitting her in the face. Ouch. Launching himself back after the hit, Nase leaned forward with a resolved look on his face before bouncing up again and using his full strength, swung with his right hand after Waka's stomach, aiming to hit her strong enough to knock her out of her Giant Form. The strike that he sent after Waka took a good amount of energy that the flaming aura once again faltered for a short while. Standing still after his own explosive hit, the speedy attacker was forced to take a breather for a while. "That... should do it."Waiting for the aftermath of this, Nase looked down at the ground before looking up back at his opponent. It had to be enough.
807|5530 WC Nase's Battle Tracker{Click Here} Enemy's Act[Waka, the Gluttonous Giantess] Attack #1: (89 > 80, Hit, 13 damage) [Waka, the Gluttonous Giantess] Attack #2: (54 < 80, Miss) Damage Total: 13 - 3 + 2 = 12 THP: 10 - 12 = -2 HP: 42 - 2 = 40 Nase's ActReactive At-Will Action 1: Absorb (+13 ki) Reactive At-Will Action 2: Protective Aura Personal Shield Generator (+10 THP) Reactive At-Will Action 3: Desperation Intemediate Belt (You can pay 3 ki for +3 damage) Bonus Action: Hidden Weapon (treat the opponent as if their reflex skill is 0 and their DR was halved, rounded up) Action 1: Cyborg Megapunch STRIKE 1roll to hit: rrDM7oZo1d100+40roll to damage: 1d8+9Action 2: Cyborg Gigapunch STRIKE 2roll to hit: 1d100+40roll to damage: 1d8+9Buffs: N/A Debuffs: Immobilise (Defensive techniques cost +10 ki to use) for 3 turns Heavy (All actions cost +5 ki, including actions that normally cost 0) for 3 turns Traits ListGeneral Traits:Warning Shot -You may perform 1 ranged attack on your first turn of combat. It deals no damage, but reduces its target’s Defense by an amount equal to the damage it would have dealt for 3 turns if it “hits”. Might -Your Physical attacks deal +3 bonus damage. Racial Trait:Drain Type Android -Whenever you successfully land a hit on an opponent, regain 2 ki. Class Traits:Dynamic Entry -You may perform 1 Attack on your first combat turn of a thread. Class FeaturesMartial Mastery -You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1. Solid Foundation -You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Flexible Technician -Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type. EQUIPMENT:{Click to See}Weapon 1: -Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread.
Supplementary 1: -Personal Shield Generator Typically worn somewhere discrete on the body, this small generator can be used to produce a temporary energy shield around its wearer. Type: Supplementary- Technology Activation: Reactive At-Will Effect: Using this item grants you +10 Temporary HP. Limit: 2 uses per thread.
Supplementary 2: -Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living things and androids alike, used to boost power output and Ki generation. Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a special technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread.
Outfit 1 -Intermediate Belt A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt 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 once. Techniques{Click to See}Basic Techniques:
DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki
FOCUS ENERGY You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki
GUARD You hunker down against incoming attacks to survive them. Type: Defensive Action. Bonus Action - Reactive Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) Cost: 10 ki Limit: Once per turn.
POWER UP Your aura bursts around you as your power increases and you draw out your ki. Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored.
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn.
STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None
SUPPRESSION You compress your ki down inside of you and lower your power level. Type: Utility Action: At-Will / Reactive At-Will to Release Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn. Cost: None Limit: None Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
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 commonplace 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. Cost: 15 Ki
Other Techniques:
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.
KIAI You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread.
PARALYZE You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle.
Special Techniques:
NEUTRON STAR Nase absorbs a large amount of energy from the surrounding area into the palm of his hand. It is then formed into a large, green ki blast. He then flexes his hand out and the attack condenses into a more concentrated beam which is then released as a high powered blast Type: (Energy, Ranged, Single) Action: Standard Action Base Damage: 3d10 Major Effect: Piercing- This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Wounding- This technique has a 40% chance to inflict Wound on hit. Cost: 15 ki
Perfected NEUTRON STAR Based off of a Tuffle's accident with ki manipulation, Perfect Star is the finalized form of the Nase's laser attack that incorporates both incredible range and damage. The user of this finisher summons a large amount of ki energy into their hand and then shrinks it down to a sphere the size of a fingernail. The ki then travels to the user's fingertips and is fired as a straight beam attack that is made to pierce through materials up to and including metal. The concentrated beam that is released also has the capability to curve slightly as to trick enemies into believing it has missed, right before it is angled into them. This attack truly is a testament to faking it until you make it. Type: (Energy, Ranged, Finisher) Action: Standard Action Base Damage: 5d8+ 10 Major Effect: Piercing- This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Shocking- This technique has a 40% chance to inflict Stun on hit. Cost: 35 ki PL: 8,654 | Current PL: 9,519 HP: 40/85 | KI: 81/100 Defense: 80 | DR: +3 Melee Acc: (1d100 +40) | Ranged Acc: (1d100 +30) DMG Modifier: +3 (6 if melee)| Ki Cost Reduction: +1 Ki Cost: 5 + 5 - 13 - 1 - 1= -5 1d100+40·1d8+9·1d100+40·1d8+9
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Post by Wakana Waka on Sept 20, 2020 13:14:57 GMT -8
While she was curious about how Nase handled her blow, Waka was no surprised – she wasn’t the type to pry too much, much less during a scuffle. Everyone had tricks up their sleeves, and she’d come to just accept it… a-and, she daren’t try and get her head around magic or technology. That stuff tended to go straight over her head. As the cyborg made distance between them again, Waka too would use the chance to regain her stance; albeit then breaking it as the boy started talking. Instead, she just put her arms behind her head – maybe bashful, maybe just lazy. ”Mmm… I have Maj'n tricks, but I don’t have any big las'rs or leg'ndary techn'ques or 'nything. My only gimm'ck is takin' hits, puppy. So, I appr'ciate the thought and stuff, but… you know how it is, right? Flashy moves, nam'ng your attacks, boastin' about your style – anyone can do that.” Tilting her head, the girl looked at least a little awkward about the attention, but she wasn’t exactly blushing or anything – merely dismissive. ”If you’re on top, you can say your vict'ry came down to what'ver you want. But lose… and you’re just a loser.”While she took it easy, though, it looked like Nase was getting serious. The fox’s eyes watched him closely, and she was quick to regain her proper stance – she wasn’t about to stake her ego on something she couldn’t predict. He roiled with power as she watched… more blasts, right? Playing with ki like that had to mean another siege of that flavour. Hm, but, he then charged in… using his own ki blast-seasoned martial arts? No, it looked like he was just going for a haymaker. Well, that was no problem – Eh?The mechanical click of the cyborg’s blade coming out distracted the wannabe titan right on time, giving Nase that tiny window of extra opportunity to catch her with his initial punch – and, in spite of his best intentions, he did indeed hit her in the face. Thankfully (for both parties) it was just a glancing blow to her cheek and nose, rather than ruining her stunning looks; but it was a good hit. Or at least – it should have been. Yet, even there, Waka’s weight held her up, and the harsh blow slipped off of her again without a full impact. Was the lady that good at defending, or was her Giant Form really carrying her that far? Unfortunately – whatever she was relying on, had promptly run out. That hooked blade might not have slashed her, but it did make its mark. As Nase shot back again, it caught on Waka’s collar, much to the fox’s surprise. Enough of a surprise, in fact, to leave her stumbling, in spite of all that size she had brought to bear. ”Eh – hey –!” rumbled the girl, briefly worried he might break one of her buttons… a pitifully vain concern, but a weakness of Waka’s nonetheless. And a weakness that would prove rather useful to Nase, as he followed up. The second blow was much more successful. As the Beastman was well and truly off-guard, and that blade was dragging her out of regaining her stance as well, Nase was able to cause a good hit to her stomach. Soft as she might be, it’d certainly make her stumble, and the cyborg would be able to feel a much more satisfying blow rather than just bouncing off again. Any further complaints from the fox were replaced with a mere choked grunt. A fine assault, from a new angle… well, Adelaide would be disappointed by the lack of fireworks, but its practicality couldn’t be argued. However… as Nase retreated, he’d be disappointed. Waka merely checked her collar, and gave a familiar scowl of irritation; like she was dealing with a brat rather than a brute. ”Tch… anoth'r new trick, huh? Don’t go ruin'ng my top, okay? Gettin' clothes this big is tough! Plus drench'ng them with Maj'n ki so they can deal with this, too…” huffed the girl; ”Sneak'ng through my guard’s pretty troubles'me. You came prep'red with all kinds of things to try and break my defences, huh? Unfortun'tely, I only have one trick up my sleeve… so, I’m gonna indulge myself a little more…~!”Hopefully Nase didn’t need that breather too badly, as the huge fox came barrelling towards him – no fancy martial arts opening here; he was being met with an outright tackle from a 14-foot fox! M-Maybe he’d just be crushed… but judging by that familiar sparkling around her hands, that might still be wishful thinking! At least no one could call this a surprise attack… [782/6090] ---------------- BATTLE TRACKER{Spoiler}DEFENCE PHASE ’Puppy’, Tiny but Fiery Attack 1: Strike 72 > 15 = Hit 12 - 7 = 5 +2 ki to Nase
Attack 2: Strike 76 > 15 = Hit 12 - 0 = 12 +2 ki to Nase
Total Damage: 17 THP, +7 HP (Bio-Suit and Salve)
OFFENCE PHASE Bonus Action: Focus Energy (+15 Energy ACC)
Standard Action 1: Sweet Tooth Sweet Tooth To Hit: MONGyd5p1d100+40 Sweet Tooth Damage: 3d10+2 + 1d4 Ignores 2 DR due to Ethereal Forge, removes 5 ki and 5% of Base Power Level on hit Applies Salve (+3 HP per turn for 3 turns) to Waka, improved by Regeneration (+4 HP per turn for 4 turns)
Standard Action 2: Sweeter Tooth Sweet Tooth To Hit: 1d100+40 Critical Hit! Sweet Tooth Damage: 3d10+2 + 1d4 + 5 Ignores 2 DR due to Ethereal Forge, removes 5 ki and 5% of Base Power Level on hit Applies Salve (+3 HP per turn for 3 turns) to Waka, improved by Regeneration (+4 HP per turn for 4 turns)
EFFECTS -15 DEF, +1d4 Melee Damage Attack Status Effect Immunity +25% Power Level (1 turn) Bio-Suit (recover 3 HP per turn) Regenerating Salve (recover 4 HP per turn) (5 turns)
Total Ki Spent: 5 + 12 + 12 = 29
Last Stand: 1/1 Taunting Presence: 2/2 Giant Form: 0/1 Hypnosis: 0/2 Barrier: 0/1 Absorb: 1/1 Feint: 2/2 Power Up Ki: 75/125 Regeneration: 1/3 Regeneration Stacks: 1/3 Edge 0 (14062 [1.5x)> 9519 > 9375 [1x]) No bonuses for either party. STATS, SKILLS, & STUFF{Spoiler}Class: Protector | Level 1 | +25 HP, +5 ACC, -20 DEF, +1 DAM, +6 DR Racial Trait: Like Rubber (demon racial) | You possess a natural 2 DR. Fighting: 20 Energy Control: 15 Reflexes: 15 Resilience: 40
ABILITIES.
Tank | You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP (125 x 0.15 = 18 THP), this Temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Taunting Presence | Twice per battle, as an At-Will Action, your opponents’ Accuracy modifiers are reduced to 0 on their next turn if they target any of your allies- they retain their full Accuracy modifier when targeting you.
Last Stand | If an attack would reduce you to 0 HP(or lower), you are instead reduced to 1 HP and 20 Ki(even if you had less than 20 ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread.
Flawless Counter | 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.
Regeneration | When you use the 'Power Up' technique or a technique which counts as it, you gain 1 stack of the status effect 'Salve'. In addition, Salve heals for an additional +1 HP per turn and its duration is extended by 1 turn when applied to you. Power Up may only apply Salve up to 3 times per thread.
Ethereal Forge | You immediately gain the utility technique “Ki Blade” and it does not take up a technique slot. Once your Ki Blade reaches rank 3, melee Energy Blasts and Imbued Special Techniques treat their targets as though their DR were reduced by 2.
EQUIPMENT. Battle Armor | Increases maximum HP by +10 and DR by +1. | Passive Bio-Suit | Heals 3 HP at the end of each turn. | Passive Obi | Decrease the cost of all your Techniques by 2 ki. | Passive Prayer Beads | Power up ki limit raised from 100 to 125. | Passive
DEFENSE/UTILITY TECHS.
Giant Form - Rank 2 Action: Bonus Action Effect: While in Giant Form you gain 35 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 13 (15-2) ki. Limit: Once per battle.
Hypnosis - Rank 3 Action: Bonus Action Effect: You have a 80% chance to inflict the Immobilize status on your target and the effect lasts for +2 turns (4 turns total). The max chance to inflict with any effect is 95%. If successful, the Special Status Effect “Heavy” is also inflicted. "Heavy" possesses the same duration as Immobilize inflicted by Hypnosis and may not stack with itself; while "Heavy", all actions taken by the target cost an additional -5 ki, even if that action wold not usually cost ki. Cost: 3 (5-2) ki. Limit: Twice per thread.
Ki Blade - Rank 3 Action: -- Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls), and reduces the cost of Special Techniques with Imbued by 3 ki. Cost: 1 (2-2) ki.
Absorb - Rank 1 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.
Barrier - Rank 1 Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until Temporary HP is depleted. Cost: 13 (15-2) ki. Limit: Once per thread.
Feint - Rank 1 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: 13 (15-2) ki. Limit: Twice per thread.
ATTACK TECHS. Sweet Tooth Type: Energy, Melee, Single Action: Standard Action Base Damage: 3d10 (ignores 2 DR) Major Effect: Bashing - The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Salving - Apply yourself "Salve" automatically or a have a 40% chance of applying "Salve" a target of your choice. Cost: 12 (17-2-3) ki
HP: 99/125 | THP: 14 | KI: 29/100 | PL: 9,371 (8,046) FIGHTING ACCURACY: 25 | ENERGY ACCURACY: 20 | DEF: 30 (45) DR: 11 | DAM: +2 1d100+40·3d10+2·1d4·1d100+40·3d10+2·1d4
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Post by Nase on Sept 21, 2020 0:54:22 GMT -8
"Just taking hits? This constriction move isn't just nothing, y'know? Majin... never heard of that before. Is that another fighting style or?"Not fully understanding the scenario or the fact that Waka didn't really want to talk about it, Nase watched as the dismissive fox turned away from him. Was she... flustered? Huh, so this is what it's like on the other side. Not one to bring too much attention to someone though, he made sure to get ready for his next attack. It seemed that Waka had expected him to go with more of his strong energy lasers, but that only meant that his attack was working well enough as a surprise. Creating an instance where all Waka could do was try to block was a good idea, but he'd have to find a way to stop that if h wanted to take her out of giant form. Luckily he had a plan for this. "(Yes! My distraction worked!)"Getting a good, clean hit off on his opponent was great, and thanks to the flash coming off of his hidden weapon, he got to move back to do another one just as fast, but as he went, he realized his mistake. Awkwardly attaching itself to her button-up, it looked for a moment like it was going to open up her shirt mid-fight. This was something that gave Nase a few seconds more to attack, and something that he didn't realize had happened until after he swung again. "(Wait, was I about to- Was it- Oh gosh I didn't-)"After two powerful attacks that were made to take down a majin twice his size, the martial artist was left a blushing mess that was unable to move again. And Waka didn't even do anything this time. A-at least the hits he got off were strong enough to stagger her. Not enough to turn off the giant form, unfortunately, and as Waka composed herself again, he would soon know he still had more work to do. As the gluttonous aura surrounded the charging Waka, Nase raised his arms at his sides to defend himself from what she was doing, but was met with both figurative and literal shock as she went for her patented Sweet Tooth again. Not knowing how it worked was one thing, but not knowing how to stop it made this even more difficult for him. "Gah!! This again..."Remembering how much this had affected him last time, Nase tried to fight against the pink energy that was striking around him. Feeling his energy being dragged out again, he knew he'd have to do something quickly or he'd really be in danger. "(I... can try that one technique... But... it better work!)"Now straining physically against the attack, Nase had a look of determination on his face as his eyes, arms and palms all began to glow at once. Suddenly and unexpectedly, a huge burst of ki shot off of his body, launching all sorts of debris, enemy ki, and foxgirls away from him at the moment, allowing him a temporary moment of calm. Phew, that... was necessary. Falling to the ground knees first, Nase breathed hard as he recollected himself and his energy, noting that the restrictive energy that plagued him was still on him. How much energy did she use to create this move, anyway?! Taking his break, Nase felt his body finally relax for a second. Alright, now he could continue. Looking up to face his opponent, Nase realized too soon that Waka was already right ahead of him. "Wha-"For all that effort that Nase went through to stop Waka's candy making ability, he didn't account for her trying a second time. The now-familiar, but not at all easier to take, pain once again began. Actually, it somehow felt worse this time around! At this point, the damage that Nase took was almost enough to knock him out for good. Almost enough. Falling backwards from Waka's special technique, Nase's energy signature straight-up dropped to 0 for a moment as his eyes went blank. Usually, someone's power level dropping to zero meant the worst, but due to Nase's cyborg body, it just meant that he just went under for a second. Staying still for a moment, Nase went into a crouched position as he tried to stand. As he finally did so, a strange red aura formed around Nase as he raised a hand up with his open palm directed towards her. His expression, ki and even voice had seemed to change slightly as energy flowed through his dominant hand. "I... won't lose just yet."Suddenly appearing in front of Waka's form, Nase went for a quick energy blast towards her stomach, a cheap tactic for sure, but it became a habit for him now as it was the only place on her that would not risk permanent injury after this battle. Then again, he wasn't thinking much rationally during this scenario. Disappearing back to his original spot, it seemed that his attacked had finally charged up as he then pointed two fingers at Waka and readied himself to fire. "Do you think you can absorb this?"Firing a red-hot laser Waka's way, Nase aimed to stab straight through her in every sense except physically. Just because he wasn't thinking any more than just 'WIN' didn't mean he was trying to butcher her or anything. He just needed to get a hit in that she couldn't just heal back too quickly. It may have been a bit much to use such a strong move though... Being pushed back a few steps back by the launch, Nase lowered his left hand and continued staring at Waka with an intense red glow from his eyes. After a moment of silence, the glow faded and he shook his head quickly, coming back to his senses. "Ugh, Did... Did I do something weird?"Weirdly enough for Nase, he hadn't had a blackout long enough to attack someone as of yet, but at least he didn't go too far while it happened.
1011|6541 WC Nase's Battle Tracker{Click Here} Enemy's Act[Waka, the Gluttonous Giantess] Attack #1: Sweet Tooth (86 > 80, Hit, Kiai avoids it) [Waka, the Gluttonous Giantess] Attack #2: Sweeter Tooth (Crit Hit! 27 - 1 = 26) Damage Total: 26 THP 10 - 26 = -16 HP: 40 (DR 3) - 16 = 27 Nase's ActReactive At-Will Action(s): Personal Shield Generator (+10 THP) Bonus Action: KIAI (all attacks natural 50 and lower crit fail) Action 1: Point blank Energy Blastroll to hit: 2LdB25sF1d100+30roll to damage: 2d6+8Action 2: Perfect Neutron Star (treats its target as if their DR were reduced by 5 and bypasses all Temporary HP.) (This technique has a 40% chance to inflict Stun on hit.) roll to hit: 1d100+30roll to damage: 5d8+16roll to stun: 1d100Buffs: Attacks do +3 damage (Intermediate Belt), Debuffs: Immobilise (Defensive techniques cost +10 ki to use) for 3 turns Heavy (All actions cost +5 ki, including actions that normally cost 0) for 3 turns Traits ListGeneral Traits:Warning Shot -You may perform 1 ranged attack on your first turn of combat. It deals no damage, but reduces its target’s Defense by an amount equal to the damage it would have dealt for 3 turns if it “hits”. Might -Your Physical attacks deal +3 bonus damage. Racial Trait:Drain Type Android -Whenever you successfully land a hit on an opponent, regain 2 ki. Class Traits:Dynamic Entry -You may perform 1 Attack on your first combat turn of a thread. Class FeaturesMartial Mastery -You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1. Solid Foundation -You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Flexible Technician -Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type. EQUIPMENT:{Click to See}Weapon 1: -Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread.
Supplementary 1: -Personal Shield Generator Typically worn somewhere discrete on the body, this small generator can be used to produce a temporary energy shield around its wearer. Type: Supplementary- Technology Activation: Reactive At-Will Effect: Using this item grants you +10 Temporary HP. Limit: 2 uses per thread.
Supplementary 2: -Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living things and androids alike, used to boost power output and Ki generation. Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a special technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread.
Outfit 1 -Intermediate Belt A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt 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 once. Techniques{Click to See}Basic Techniques:
DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki
FOCUS ENERGY You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki
GUARD You hunker down against incoming attacks to survive them. Type: Defensive Action. Bonus Action - Reactive Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) Cost: 10 ki Limit: Once per turn.
POWER UP Your aura bursts around you as your power increases and you draw out your ki. Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored.
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn.
STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None
SUPPRESSION You compress your ki down inside of you and lower your power level. Type: Utility Action: At-Will / Reactive At-Will to Release Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn. Cost: None Limit: None Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
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 commonplace 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. Cost: 15 Ki
Other Techniques:
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.
KIAI You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread.
PARALYZE You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle.
Special Techniques:
NEUTRON STAR Nase absorbs a large amount of energy from the surrounding area into the palm of his hand. It is then formed into a large, green ki blast. He then flexes his hand out and the attack condenses into a more concentrated beam which is then released as a high powered blast Type: (Energy, Ranged, Single) Action: Standard Action Base Damage: 3d10 Major Effect: Piercing- This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Wounding- This technique has a 40% chance to inflict Wound on hit. Cost: 15 ki
Perfected NEUTRON STAR Based off of a Tuffle's accident with ki manipulation, Perfect Star is the finalized form of the Nase's laser attack that incorporates both incredible range and damage. The user of this finisher summons a large amount of ki energy into their hand and then shrinks it down to a sphere the size of a fingernail. The ki then travels to the user's fingertips and is fired as a straight beam attack that is made to pierce through materials up to and including metal. The concentrated beam that is released also has the capability to curve slightly as to trick enemies into believing it has missed, right before it is angled into them. This attack truly is a testament to faking it until you make it. Type: (Energy, Ranged, Finisher) Action: Standard Action Base Damage: 5d8+ 10 Major Effect: Piercing- This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Shocking- This technique has a 40% chance to inflict Stun on hit. Cost: 35 ki PL: 8,654 | Current PL: 9,519 HP: 40/85 | KI: 41/100 Defense: 80 | DR: +3 Melee Acc: (1d100 +40) | Ranged Acc: (1d100 +30) DMG Modifier: +3 (6 if melee)| Ki Cost Reduction: +1 Ki Cost: 5 - 1 + 3 - 1 + 15 + 5 + 10 + 5 - 1 + 5 - 1 + 40 - 40 (auxiliary core bonus) = 44 1d100+30·2d6+8·1d100+30·5d8+16·1d100
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Post by Wakana Waka on Sept 24, 2020 3:38:30 GMT -8
While her defences had been shaved down a lot, Waka’s Giant Form was still being maintained – and that meant Nase had to deal with a tackle from such an immense girl. But, he still had tricks up his sleeve, as Waka had predicted and seen. As massive as she might be, the boy’s retaliation was just as grand; a huge blast of ki that forced even the heavy girl back. Forced to shield herself from the current and steady her stance, her advance was interrupted… at least, temporarily. Maybe on a lighter foe that approach to defence would buy him plenty of time, but against the huge fox – it wasn’t enough. Caught up in the familiar grab, albeit with more aggression behind it this time around, Nase once again was drenched in pink ki and had his energy drank right out of him – before being unceremonious tossed aside, like an empty candy wrapper. And in turn, that left the same sweet in Waka’s hands again… and it didn’t even get a heartfelt review this time, before vanishing down her gullet. Far worse, it instead earned a devious chuckle. ”You taste good, puppy. Maybe I won’t leave 'ny crumbs next time…~” Clearly someone really enjoyed playing the villain, if only when she was served such a chance up on a plate… She didn’t earn a reaction from Nase, though, so instead she turned to gloat to Adelaide. ”What do you think, Adelaide? I’m not to be mess'd with. You w'nna pick how I finish him off, maybe? Or, what he makes for breakfast?” she boasted – before Nase spoke up, and in such a composed tone. Turning around again upon hearing his words, the beastman merely raised an eyebrow. ”Anoth'r round, huh? You can’t poss'bly outlast me. You’re just too tiny –“The sharpened energy blast to her stomach might have seemed like a cheap move to Nase, but it was totally in the playbook for Waka – particularly given her stomach was such a big target. It stung, and she growled, but she held her ground. A surprise attack, and he was moving fast, but it still hadn’t worn down her reinforcement just yet. ”Gett'ng serious, huh? That’s good. I’m a street fight'r, so that’s…” begun the girl, before Nase took his pose – and made such a claim. Waka dreaded another siege from those lasers, but if he was going to provoke her like that… she couldn’t resist it right now. She obediently took a defensive stance, and conjure her pink ki – To her credit, she did absorb it. Just… not nearly enough. The laser soared across their little battlefield, and seared straight through the giant; turning the grass around it to cinders. It could have been a blow far beyond a sparring match, but thanks to her Giant Form this was far from a mortal blow. Or… so it should have been. Once again, Waka felt the pain sink far deeper than her malleable ki; pain seizing up her body. As natural light took the place of all the red, her stance trembled, and she gave but a gasp. With a huge thud, Waka fell onto her knees, arms out to support her – he’d struck true, and then some. “J-Just like out of a movie…!” squealed Adelaide, unsurprisingly in awe of the sight – had they rehearsed this? “You sounded so cool, and then the huge beam, and and and – h-hey, Waka?”As Nase recomposed himself, Waka was still doubled over in pain; taking a good half a minute to regain her own senses. S-She hadn’t gotten laid out like that before. She’d been totally pummelled, sure, but not in one blow; much less one as dramatic as that. Yet… raising a knee, she’d gradually recuperate herself. ”Kuh… that’s… maybe that’s my limit.” rumbled the girl, spitting to one side to dry her mouth; and finally letting go of her gloating. ”Alright. I’m not gonna say something stupid like ‘Now I’m getting serious’, but… t-that was rough… Nase, wasn’t it? Nase…”Hauling herself back onto her feet, the fox looked a little more focussed now – she’d seem a little more attentive during the fight in general, but now there were only a few hints of her lazy demeanour. ”I don’t think I can take anoth'r one of those. You went right through my reinf'rcem'nt… I dunno if I’d call it weird, but it was even more menac'ng than those earl'er ki beams.” Rolling her shoulders, Waka’s eyes narrowed as she took her Bājí stance again. ”I gotta clean up fast. Here goes –“Lunging with that signature Bājí stomp, Waka wasted no time in closing the distance; before opening with a different move – no extremity strike this time around. Instead, she weaved low and threw a pair of boxing jabs, albeit crackling with ki as per her other moves. However, when the expected follow-up haymaker came, it came in a different manner – that dreadful grab again. Clearly she wasn’t offering any more gloating or fancy moves now, but her style and ferocity was unchanged… Waka was more focussed, but largely the same, in spite of her words. At least in terms of tricks up sleeves, Nase definitely was on top. She was swifter this time, at least, but Nase still hadn’t used his full speed himself… it’d be a very tight match after that iconic ki beam. [905/6995] ---------------- BATTLE TRACKER{Spoiler}DEFENCE PHASE Nase, Full of Surprises Reactive Bonus Action: Sense (+5 ACC, +5 DEF) Passive: Flawless Counter (+20 ACC) Attack 1: Melee Energy Blast 96 > 35 = Hit 19 - 7 = 12 +2 ki to Nase
Attack 2: Perfect Neutron Star 42 > 35 = Hit 51 - 0 = 51 Immune +2 ki to Nase
At-Will Action: Absorb (+63 +20 ki)
Total Damage: 12 THP, 51 HP, +7 HP (Bio-Suit and Salve)
OFFENCE PHASE Standard Action 1: Melee Energy Blast Lazy Bājí Energy Blast 1 To Hit: EITJnqnU1d100+50 Energy Blast 1 Damage: 2d6+5+1d4 Ignores 2 DR due to Ethereal Forge
Standard Action 2: Sweeter Tooth Sweet Tooth To Hit: 1d100+50 Sweet Tooth Damage: 3d10+2 + 1d4 Ignores 2 DR due to Ethereal Forge, removes 5 ki and 5% of Base Power Level on hit Applies Salve (+3 HP per turn for 3 turns) to Waka, improved by Regeneration (+4 HP per turn for 4 turns)
EFFECTS -15 DEF, +1d4 Melee Damage Attack Status Effect Immunity Bio-Suit (recover 3 HP per turn) Regenerating Salve (recover 4 HP per turn) (8 turns)
Total Ki Spent: +20 ki 1 + 12 = 13
Last Stand: 1/1 Taunting Presence: 2/2 Giant Form: 0/1 Hypnosis: 0/2 Barrier: 0/1 Absorb: 0/1 Feint: 2/2 Power Up Ki: 75/125 Regeneration: 1/3 Regeneration Stacks: 1/3 Edge 0 (11034 [1.5x)> 7500 > 7356 [1x]) No bonuses for either party. STATS, SKILLS, & STUFF{Spoiler}Class: Protector | Level 1 | +25 HP, +5 ACC, -20 DEF, +1 DAM, +6 DR Racial Trait: Like Rubber (demon racial) | You possess a natural 2 DR. Fighting: 20 Energy Control: 15 Reflexes: 15 Resilience: 40
ABILITIES.
Tank | You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP (125 x 0.15 = 18 THP), this Temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Taunting Presence | Twice per battle, as an At-Will Action, your opponents’ Accuracy modifiers are reduced to 0 on their next turn if they target any of your allies- they retain their full Accuracy modifier when targeting you.
Last Stand | If an attack would reduce you to 0 HP(or lower), you are instead reduced to 1 HP and 20 Ki(even if you had less than 20 ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread.
Flawless Counter | 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.
Regeneration | When you use the 'Power Up' technique or a technique which counts as it, you gain 1 stack of the status effect 'Salve'. In addition, Salve heals for an additional +1 HP per turn and its duration is extended by 1 turn when applied to you. Power Up may only apply Salve up to 3 times per thread.
Ethereal Forge | You immediately gain the utility technique “Ki Blade” and it does not take up a technique slot. Once your Ki Blade reaches rank 3, melee Energy Blasts and Imbued Special Techniques treat their targets as though their DR were reduced by 2.
EQUIPMENT. Battle Armor | Increases maximum HP by +10 and DR by +1. | Passive Bio-Suit | Heals 3 HP at the end of each turn. | Passive Obi | Decrease the cost of all your Techniques by 2 ki. | Passive Prayer Beads | Power up ki limit raised from 100 to 125. | Passive
DEFENSE/UTILITY TECHS.
Giant Form - Rank 2 Action: Bonus Action Effect: While in Giant Form you gain 35 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 13 (15-2) ki. Limit: Once per battle.
Hypnosis - Rank 3 Action: Bonus Action Effect: You have a 80% chance to inflict the Immobilize status on your target and the effect lasts for +2 turns (4 turns total). The max chance to inflict with any effect is 95%. If successful, the Special Status Effect “Heavy” is also inflicted. "Heavy" possesses the same duration as Immobilize inflicted by Hypnosis and may not stack with itself; while "Heavy", all actions taken by the target cost an additional -5 ki, even if that action wold not usually cost ki. Cost: 3 (5-2) ki. Limit: Twice per thread.
Ki Blade - Rank 3 Action: -- Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls), and reduces the cost of Special Techniques with Imbued by 3 ki. Cost: 1 (2-2) ki.
Absorb - Rank 1 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.
Barrier - Rank 1 Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until Temporary HP is depleted. Cost: 13 (15-2) ki. Limit: Once per thread.
Feint - Rank 1 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: 13 (15-2) ki. Limit: Twice per thread.
ATTACK TECHS. Sweet Tooth Type: Energy, Melee, Single Action: Standard Action Base Damage: 3d10 (ignores 2 DR) Major Effect: Bashing - The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Salving - Apply yourself "Salve" automatically or a have a 40% chance of applying "Salve" a target of your choice. Cost: 12 (17-2-3) ki
HP: 55/125 | THP: 2| KI: 34/100 | PL: 7,500 (8,046) FIGHTING ACCURACY: 25 | ENERGY ACCURACY: 20 | DEF: 30 (45) DR: 11 | DAM: +2 1d100+50·2d6+5·1d4·1d100+50·3d10+2·1d4
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Post by Nase on Sept 24, 2020 22:10:17 GMT -8
Slowly remembering what had just happened while he was not fully here, Nase's face read an emotion of pure shock and worry as he realized what he had done. After his ki's second transformation into candy, Nase had suddenly released a shot that was able to push even the Giant Waka back with the one hit, leaving her to try and recuperate from the hit while 'he' began to charge his next attack. Then, the second attack struck her soon after. What even did he hit her with? It was like his normal 'Neutron' lasers, but it felt Much more powerful than anything he had fired before. Seriously! As the grass between the two fighters finished burning from exposure to the heat, Nase noticed a pain that was coming from his hand that felt like he just burnt them in the process. Guess there was no way out of that without pain, huh? But he wasn't the one ho got hit by it... What could he have done to Waka like that?! Watching as The titan of a beastwoman fell to her knees after grunting from the hit, obviously failing to tank the hit as she initially attempted. The look on her face said it all, and Nase seeing this immediately felt horrible. Adelaide, on the other hand, did not. As she went over how cool the scene was, Nase watched as Waka slowly got up from the cheating laser that went straight through her guard. This was the first time it took her this long to regenerate from one of his hits... How long could he do this for? Eventually, as Adelaide noticed that she may have been seriously hurt, Waka got up and spoke. "Waka... I don't know what came over me, but... i didn't mean to do any of that. I didn't even know I could do anything like that! I'm sorry if I hit you too hard there. We can stop now if you wa-"While Nase was blabbering apologetically, he got cut off by Waka speaking again, now forgoing any of her usual ego or laziness, which honestly, put fear in Nase's heart. "You're... still willing to fight?"Was she really serious? After all of that? She was either putting on a face to look cool (which he doubted since she went to admit how strong his attack was)... or she was really willing to continue and was okay after the amount of damage she took to still try and go after him. He wasn't sure what think of this, but the fighter in him reminded him that this was a great experience for him to really fight someone his level. He'd just have to move past his hangups for the rest of this. "Well, at least you won't have to worry about a second of that. I don't think I'll be able to use a laser that powerful again after that."Seeing the now fully upright foxwoman take her quintessential battle pose, Nase lowered his own stance, maybe a bit too late. The Bājíquan stomp that Waka often lead with slammed into the ground ahead of him as he hopped back lightly, quickly maneuvering through the successive open-handed strikes and punches. Attempting to match this, Nase swung back with his own palm strikes, half because Waka was successful with them so he wanted to try his own, and half because his ki vents (as he just began to call them) had opened up again and he felt this was a good way to put them to use. After that, however, it seemed both fighters wanted to mix it up. While Nase expected a strong final strike to finish off her barrage, he was ready for the powerful candy grab as well, and reacted accordingly to his plan. Though normally he would jump and dive away from one of Waka's blows, this time he rushed towards her, going to the inside of her main attack instead of escaping out. She really liked using that technique, huh? Maybe later he could ask to try it to see if it was just that the candy really tasted that good... wait, is that canniballism? Moving past the confusing thought of if his ki candy was apart of him or not, Nase speedily rolled low, underneath Waka's stance (making sure to not get a glance at her skirt meanwhile) and went for a very strange option. Going for Waka's tail, Nase saw how this extremity could end up being very lively in spite of its owner's apparent lack of such energy, meaning that this could be a good point for him to get some extra hits off with his own power. He just hoped she wasn't too sensitive there. Initially planning on grabbing it, he believed this to be way to risky of a manoeuvre for someone with this much fatigued wearing down on him from the attacks that he had taken, so instead he went for the safe, yet practical energy-blasts-to-the-back technique. It was a classic.
840|7381 WC Nase's Battle Tracker{Click Here} Enemy's Act[Waka, the Resilient Foxgirl] Attack #1: Lazy Bājí (76 < 105, Miss) [Waka, the Resilient Foxgirl] Attack #2: Sweeter Tooth (102 < 105, Miss) Damage Total: 0 HP: 40 Nase's ActReactive At-Will Action(s): Bonus Action: Rapid movement (+25 Def, 10 if against a finisher) Action 1: Open Palm STRIKEs roll to hit: NNrsvQ8_1d100+40roll to damage: 1d8+6Action 2: Energy blast roll to hit: 1d100+30roll to damage: 2d6+5Buffs: N/A Debuffs: Immobilise (Defensive techniques cost +10 ki to use) for 2 turns Heavy (All actions cost +5 ki, including actions that normally cost 0) for 2 turns Traits ListGeneral Traits:Warning Shot -You may perform 1 ranged attack on your first turn of combat. It deals no damage, but reduces its target’s Defense by an amount equal to the damage it would have dealt for 3 turns if it “hits”. Might -Your Physical attacks deal +3 bonus damage. Racial Trait:Drain Type Android -Whenever you successfully land a hit on an opponent, regain 2 ki. Class Traits:Dynamic Entry -You may perform 1 Attack on your first combat turn of a thread. Class FeaturesMartial Mastery -You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1. Solid Foundation -You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Flexible Technician -Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type. EQUIPMENT:{Click to See}Weapon 1: -Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread.
Supplementary 1: -Personal Shield Generator Typically worn somewhere discrete on the body, this small generator can be used to produce a temporary energy shield around its wearer. Type: Supplementary- Technology Activation: Reactive At-Will Effect: Using this item grants you +10 Temporary HP. Limit: 2 uses per thread.
Supplementary 2: -Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living things and androids alike, used to boost power output and Ki generation. Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a special technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread.
Outfit 1 -Intermediate Belt A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt 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 once. Techniques{Click to See}Basic Techniques:
DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki
FOCUS ENERGY You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki
GUARD You hunker down against incoming attacks to survive them. Type: Defensive Action. Bonus Action - Reactive Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) Cost: 10 ki Limit: Once per turn.
POWER UP Your aura bursts around you as your power increases and you draw out your ki. Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored.
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn.
STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None
SUPPRESSION You compress your ki down inside of you and lower your power level. Type: Utility Action: At-Will / Reactive At-Will to Release Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn. Cost: None Limit: None Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
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 commonplace 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. Cost: 15 Ki
Other Techniques:
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.
KIAI You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread.
PARALYZE You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle.
Special Techniques:
NEUTRON STAR Nase absorbs a large amount of energy from the surrounding area into the palm of his hand. It is then formed into a large, green ki blast. He then flexes his hand out and the attack condenses into a more concentrated beam which is then released as a high powered blast Type: (Energy, Ranged, Single) Action: Standard Action Base Damage: 3d10 Major Effect: Piercing- This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Wounding- This technique has a 40% chance to inflict Wound on hit. Cost: 15 ki
Perfected NEUTRON STAR Based off of a Tuffle's accident with ki manipulation, Perfect Star is the finalized form of the Nase's laser attack that incorporates both incredible range and damage. The user of this finisher summons a large amount of ki energy into their hand and then shrinks it down to a sphere the size of a fingernail. The ki then travels to the user's fingertips and is fired as a straight beam attack that is made to pierce through materials up to and including metal. The concentrated beam that is released also has the capability to curve slightly as to trick enemies into believing it has missed, right before it is angled into them. This attack truly is a testament to faking it until you make it. Type: (Energy, Ranged, Finisher) Action: Standard Action Base Damage: 5d8+ 10 Major Effect: Piercing- This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Shocking- This technique has a 40% chance to inflict Stun on hit. Cost: 35 ki PL: 8,654 | Current PL: 8221 HP: 40/85 | KI: 5/100 Defense: 80 | DR: +3 Melee Acc: (1d100 +40) | Ranged Acc: (1d100 +30) DMG Modifier: +3 (6 if melee)| Ki Cost Reduction: +1 Ki Cost:30 - 1 + 5 - 1 + 7 - 1 = 40 1d100+40·1d8+6·1d100+30·2d6+5
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Post by Wakana Waka on Sept 24, 2020 22:52:15 GMT -8
Nase’s blathering and embarrassment undermined all of Adelaide’s cheering, but it did earn something considerably rarer - for a fleeting moment, Waka wore a rather sunny smile instead of an idle smirk. Maybe she was just that entertained by his fumbled words, or maybe she found it a bit heartwarming… but, either way, it only foreshadowed more of a fight ahead. ”Hmhm. Look at this guy, Adelaide; apolog'sin' in a fight. See, he’s a gentlem'n.” rumbled the fox, pausing before her next assault. ”Too bad I ain’t one. It’d be bad for my reput'tion if I gave up before I ended up flat on my face. Ah, well… flat on my face again, anyway.”Alas, while her next moves were slightly more serious, they were still stale – and Nase was still a small target with agility far beyond the oversized Beastman’s own. Her switch to boxing moves proved very unwise with her current size, as it gave Nase tonnes of room to zip in and retaliate; earning two solid hits with ease. Surely that range would make it easier for her to perform her grab, but the boy was already two steps ahead… since she hadn’t gone for a bear hug, it was easy for him to slip under her grasp and roll straight under her. Waka growled in frustration, but Adelaide giggled quietly in the meantime – the android’s evasion was making the giant look like a fool; like something out of a comic book. However, before Nase could open up on her exposed back, Waka was on her knees again; giving him plenty of opportunity to wail on her. Though it hadn’t been a serious blow, she felt it this time… her reinforcement had finally been thoroughly wrecked. Her ki escaped her grasp, and her Giant Form finally fell away – in a whirl of dust and pink glitter, Waka was finally just a big fox rather than a huge fox again. Usually, she’d feel fine after this, but thanks to those lasers she couldn’t claim that this time; her defences had been broken long before her reinforcement gave way. At the very least, her ki was back under her full control now – Nase might be able to feel the slight difference in her power level, now that she wasn’t exerting herself so much to maintain her control. All this fuss in Waka’s body didn’t change the fact that she was being shot in the back, though! Or, well, in the tail. It was a smaller target now, but it was still big as far as most Beastman went – he couldn’t possibly miss. The fur flicked around upon being hit, and poor Waka gave a very uncharacteristic squeak upon having her poor tail fried… maybe she was sensitive there in spite of how durable the rest of her was. A glare over her shoulder might reinforce that guess, though she could just as easily be peeved over losing her best asset. ”Haaaah… geez. Back to norm'l, huh? Aren’t you going to miss the view?” teased the fox, seeming merely irritated by the setback – while she already missed the ego trip of her size, at least she could move with some hint of speed now. Still an easy target for Nase, but at least she could try to dodge. ”What'ver. I was think'ng of play'ng with you a bit at that size, but I guess I’ll settle for just breakfast…”She was hardly done yet – she still had a bit of juice left in the tank. Whirling around properly, she’d charge straight at Nase with a shoulder rush. It didn’t cause an earthquake this time, but she was still seven feet and countless pounds of Beastman, so it was just – a different flavour of threat. And in spite of losing her size, the ki detonation that followed as she swung wide at the end of the rush was still there; she clearly still had the rest of her moves still in play. And, speaking of which, the usual attempt at a grab followed… though she might have run out of cards to play, Waka was still a threat. But, with her heavy defences gone, perhaps Nase could clean up quickly. At least, while he could still afford too… [711/7706] ---------------- BATTLE TRACKER{Spoiler}DEFENCE PHASE Nase, Full of Surprises Reactive Bonus Action: Sense (+5 ACC, +5 DEF) Passive: Flawless Counter (+20 ACC) Attack 1: Strike 71 > 35 = Hit 13 - 11 = 2 +2 ki to Nase Giant Form removed
Attack 2: Energy Blast 78 > 50 = Hit 12 - 0 = 12 +2 ki to Nase
Total Damage: 2 THP, 12 HP, +7 HP (Bio-Suit and Salve)
OFFENCE PHASE Standard Action 1: Melee Energy Blast Lazy Bājí Energy Blast 1 To Hit: p|hImCUl1d100+50 Critical, Somehow Energy Blast 1 Damage: 2d6+5 + 5 Ignores 2 DR due to Ethereal Forge
Standard Action 2: Sweet Tooth Sweet Tooth To Hit: 1d100+50 Critical, Again? Really? Sweet Tooth Damage: 3d10+2 + 5 Ignores 2 DR due to Ethereal Forge, removes 5 ki and 5% of Base Power Level on hit
Applies Salve (+3 HP per turn for 3 turns) to Waka, improved by Regeneration (+4 HP per turn for 4 turns)
EFFECTS Bio-Suit (recover 3 HP per turn) Regenerating Salve (recover 4 HP per turn) (7 turns)
Total Ki Spent: 1 + 12 = 13
Last Stand: 1/1 Taunting Presence: 2/2 Giant Form: 0/1 Hypnosis: 0/2 Barrier: 0/1 Absorb: 0/1 Feint: 2/2 Power Up Ki: 75/125 Regeneration: 1/3 Regeneration Stacks: 1/3 Edge 0 (11684 [1.5x)> 8046 > 7789 [1x]) No bonuses for either party. STATS, SKILLS, & STUFF{Spoiler}Class: Protector | Level 1 | +25 HP, +5 ACC, -20 DEF, +1 DAM, +6 DR Racial Trait: Like Rubber (demon racial) | You possess a natural 2 DR. Fighting: 20 Energy Control: 15 Reflexes: 15 Resilience: 40
ABILITIES.
Tank | You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP (125 x 0.15 = 18 THP), this Temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Taunting Presence | Twice per battle, as an At-Will Action, your opponents’ Accuracy modifiers are reduced to 0 on their next turn if they target any of your allies- they retain their full Accuracy modifier when targeting you.
Last Stand | If an attack would reduce you to 0 HP(or lower), you are instead reduced to 1 HP and 20 Ki(even if you had less than 20 ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread.
Flawless Counter | 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.
Regeneration | When you use the 'Power Up' technique or a technique which counts as it, you gain 1 stack of the status effect 'Salve'. In addition, Salve heals for an additional +1 HP per turn and its duration is extended by 1 turn when applied to you. Power Up may only apply Salve up to 3 times per thread.
Ethereal Forge | You immediately gain the utility technique “Ki Blade” and it does not take up a technique slot. Once your Ki Blade reaches rank 3, melee Energy Blasts and Imbued Special Techniques treat their targets as though their DR were reduced by 2.
EQUIPMENT. Battle Armor | Increases maximum HP by +10 and DR by +1. | Passive Bio-Suit | Heals 3 HP at the end of each turn. | Passive Obi | Decrease the cost of all your Techniques by 2 ki. | Passive Prayer Beads | Power up ki limit raised from 100 to 125. | Passive
DEFENSE/UTILITY TECHS.
Giant Form - Rank 2 Action: Bonus Action Effect: While in Giant Form you gain 35 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 13 (15-2) ki. Limit: Once per battle.
Hypnosis - Rank 3 Action: Bonus Action Effect: You have a 80% chance to inflict the Immobilize status on your target and the effect lasts for +2 turns (4 turns total). The max chance to inflict with any effect is 95%. If successful, the Special Status Effect “Heavy” is also inflicted. "Heavy" possesses the same duration as Immobilize inflicted by Hypnosis and may not stack with itself; while "Heavy", all actions taken by the target cost an additional -5 ki, even if that action wold not usually cost ki. Cost: 3 (5-2) ki. Limit: Twice per thread.
Ki Blade - Rank 3 Action: -- Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls), and reduces the cost of Special Techniques with Imbued by 3 ki. Cost: 1 (2-2) ki.
Absorb - Rank 1 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.
Barrier - Rank 1 Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until Temporary HP is depleted. Cost: 13 (15-2) ki. Limit: Once per thread.
Feint - Rank 1 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: 13 (15-2) ki. Limit: Twice per thread.
ATTACK TECHS. Sweet Tooth Type: Energy, Melee, Single Action: Standard Action Base Damage: 3d10 (ignores 2 DR) Major Effect: Bashing - The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Salving - Apply yourself "Salve" automatically or a have a 40% chance of applying "Salve" a target of your choice. Cost: 12 (17-2-3) ki
HP: 50/125 | THP: 0| KI: 12/100 | PL: 8,046 FIGHTING ACCURACY: 25 | ENERGY ACCURACY: 20 | DEF: 45 DR: 11 | DAM: +2 1d100+50·2d6+5·1d100+50·3d10+2
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Post by Nase on Sept 25, 2020 20:03:23 GMT -8
Nase continued to bob and weave through Waka's attacks until he got the space for some hits of his own. He got two really good ones in before rolling through Waka and noticing a large amount of energy coming off her. As she fell to her knees, it seemed that the final hit he got was enough to finally take out her gigantification ability, leaving all of that excess ki to fade off into the open air. Though it looked like it was nature for her to easily get up and finish up the battle now, she still seemed to feel the pain from his laser attacks, meaning they were enough to hit through all of that. While Nase would normally just think she'd be tired out from such a technique, he saw that her power level only rose as she began to recuperate from the recent damage. The battle was not over yet. Though Waka had turned herself into a smaller target, she still was the 7-foot beastwoman underneath all of that ki, so Nase didn't have a hard time aiming at her with his ki blasts as she stood up. Met with a tiny shriek and then a glare from the attack, Nase at least knew that it worked... but thought against trying it again before Waka got too angry at him. Then again, it also was a weak spot... Hm, Not worth it. "The technique was cool and all, but I felt if I waited any longer I would have been able to last much longer. Then again, I also must have unburdened you as well, so I'll just have to see if I made the right choice."A more agile and powerful opponent, in exchange for actually being able to damage her instead of being blocked off by her ki. A risky technique to be sure, but be that Nase didn't regret. Going into his battle stance, Nase had to wonder how more dextrous had Waka gotten now that she didn't have a whole extra 8 feet to deal with. She seemed ready to end the fight in the next few moves, so she must have gotten a significant boost. Surprisingly for Nase, he wouldn't have to wait much longer, as even without the massive increase in height, the sun was still eclipsed by his foe's menacing figure. "Already?!"Only given enough time to block, Nase completely miscalculated how fast Waka could move and was met with a terrifying amount of Bājí and ki related damage from her rushdown style of shoulder bashing him, basically flooring him the process. Though the attack didn't have a giant beastwoman attached and instead had a very tall beastwoman, the tackle still hit him like a truck, causing him to land a good way away. "So fast!"Not leaving him anytime to rest however, Waka came back to him with her hands covered in crackling ki, just enough for that terrifyingly strong version of her candy technique. Seeing this as a perfect time to get back, he tried to jump out of the way, but was quickly met by a pain he earlier forgot about. "Gh!"It was that ki dampening ability that she hit him with all that while ago. It was still active! Somehow this technique lasted so long that the pink ki still attached itself to his body, keeping him from using any power without exerting himself too much. It was the perfect trap. Now seeing that he could avoid this majin-style attack, he awaited Waka's hit to strike him once more. It really didn't get any better, did it? Being tossed away for the third time after having the remainder of his energy drained out into a snack, Nase felt himself go down and almost pass out. Waka's strength was undeniable now... but so was Nase's. Standing up with a slight shake and noticing a streak of red coming out from his mouth, Nase wiped it off after taking off his glove and looked up at Waka. By this point, he was holding back coughs that try to come out from her techniques and instead, trying to talk. {(Click for Picture)} "Heh, that almost did me in right there... Were you always like this or were you holding back in that giant form of yours?"Forcing himself to stand for a while longer, Nase smirked as he felt the vents in his hands reopen. Through the fatigue he felt from his lack of ki, he felt the strange... hunger feeling coming off of him as he looked to the ground underneath him. Maybe this feeling was similar to what Waka had been experiencing when she went for his ki and things like that. Interesting. He hated it. Going down to the ground, Nase leaned down as if he was doing the dogeza position, but his idea on what to do was much more sinister than accepting his defeat. Slowly, but surely, energy began to make itself known as it left the ground and plant life around Nase's body and entered his body through his hands. After a moment had passed, Nase stood up again with a faint aura surrounding him, the only vestige of energy he had left. "Geez, seems that our battle's coming to a close soon, right? Well, I'm not going to just give up yet. Besides, we still have a sho to put on, don't we?"Taking a quick glance to the girl who had been enjoying the fight the whole time, Nase gave a soft smile before turning back to his opponent. Widening his stance, he returned to his natural fighting stance, now with a little more strain on his body. Tensing his muscles, Nase knew that this move he would soon make could very well be his last, and realized that if it was, he was going to have to make sure he didn't regret it. This 'puppy' still had some bite to him yet. "Hey, Waka. Look at this!"Trying to catch Waka's attention, Nase immediately let out his wrist blade from his body and let the light of the sun reflect off of it into her eyes. A dirty technique, and one that Nase didn't think too far ahead for, seeing as Waka's eyes barely open anyways. He could hope, though. Now that he had attempted his trick, Nase made haste to release his newfound energy around him as quickly as possible as he boosted towards Waka's form. Tossing a ki blast ahead of him as he advanced, he made his way to her with a powerful green aura surrounding him as he did so. With veins popping out of his head and arms, Nase swung hard at her with his fist, causing all the air and energy around the two fighters to get blasted away with a force strong enough to blow back the loose leaves and push Adelaide's hair behind her. "RAAAAAAAH!!!"Blinded by the strain he went through, Nase let his arms go limp after the hit, and his tattoo and eyes stopped glowing almost immediately after. Landing behind her after this, Nase's aura disappeared and a small splatter of blood left his mouth. Overexertion is hell to go through, huh? But Nase held his stance, even if it was crouched down on the floor. He didn't know what Waka would do next, but he just had to survive it; if he did, he might be able to do something that could net him some more damage or even better, end the spar with him as a victor. Waka did just show her impressive power and surprising techniques just now and with her original Under Pressure. Time would just have to tell, since Nase refused to drop just yet.
800+|8675 WC(good gosh) Nase's Battle Tracker{Click Here} Enemy's Act[Waka, the Resilient Foxgirl] Attack #1: Lazy Bājí (Crit! 19 damage) [Waka, the Resilient Foxgirl] Attack #2: Sweetest Tooth (Another Crit?! 27 damage) Damage Total: 46 THP: 10-46=-36 HP:40-36=4 Nase's ActReactive At-Will Action(s): Tuffle Stubborness Personal Shield Generator (Final Use, +10 THP) Bonus Action: POWER UP (+25 ki, +25% PL for 2 turns) Action 1: Cyborg Hyperpunch STRIKEroll to hit: 3A93pc421d100+40roll to damage: 1d8+9Action 2: Ki shot ENERGY BLASTSroll to hit: 1d100+30roll to damage: 2d6+5Buffs: Intermediate Belt (-3 ki, +3 damage on STRIKE) Debuffs: Immobilise (Defensive techniques cost +10 ki to use) for this turn Heavy (All actions cost +5 ki, including actions that normally cost 0) for this turn Traits ListGeneral Traits:Warning Shot -You may perform 1 ranged attack on your first turn of combat. It deals no damage, but reduces its target’s Defense by an amount equal to the damage it would have dealt for 3 turns if it “hits”. Might -Your Physical attacks deal +3 bonus damage. Racial Trait:Drain Type Android -Whenever you successfully land a hit on an opponent, regain 2 ki. Class Traits:Dynamic Entry -You may perform 1 Attack on your first combat turn of a thread. Class FeaturesMartial Mastery -You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1. Solid Foundation -You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Flexible Technician -Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type. EQUIPMENT:{Click to See}Weapon 1: -Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread.
Supplementary 1: -Personal Shield Generator Typically worn somewhere discrete on the body, this small generator can be used to produce a temporary energy shield around its wearer. Type: Supplementary- Technology Activation: Reactive At-Will Effect: Using this item grants you +10 Temporary HP. Limit: 2 uses per thread.
Supplementary 2: -Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living things and androids alike, used to boost power output and Ki generation. Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a special technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread.
Outfit 1 -Intermediate Belt A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt 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 once. Techniques{Click to See}Basic Techniques:
DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki
FOCUS ENERGY You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki
GUARD You hunker down against incoming attacks to survive them. Type: Defensive Action. Bonus Action - Reactive Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) Cost: 10 ki Limit: Once per turn.
POWER UP Your aura bursts around you as your power increases and you draw out your ki. Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored.
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn.
STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None
SUPPRESSION You compress your ki down inside of you and lower your power level. Type: Utility Action: At-Will / Reactive At-Will to Release Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn. Cost: None Limit: None Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
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 commonplace 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. Cost: 15 Ki
Other Techniques:
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.
KIAI You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread.
PARALYZE You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle.
Special Techniques:
NEUTRON STAR Nase absorbs a large amount of energy from the surrounding area into the palm of his hand. It is then formed into a large, green ki blast. He then flexes his hand out and the attack condenses into a more concentrated beam which is then released as a high powered blast Type: (Energy, Ranged, Single) Action: Standard Action Base Damage: 3d10 Major Effect: Piercing- This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Wounding- This technique has a 40% chance to inflict Wound on hit. Cost: 15 ki
Perfected NEUTRON STAR Based off of a Tuffle's accident with ki manipulation, Perfect Star is the finalized form of the Nase's laser attack that incorporates both incredible range and damage. The user of this finisher summons a large amount of ki energy into their hand and then shrinks it down to a sphere the size of a fingernail. The ki then travels to the user's fingertips and is fired as a straight beam attack that is made to pierce through materials up to and including metal. The concentrated beam that is released also has the capability to curve slightly as to trick enemies into believing it has missed, right before it is angled into them. This attack truly is a testament to faking it until you make it. Type: (Energy, Ranged, Finisher) Action: Standard Action Base Damage: 5d8+ 10 Major Effect: Piercing- This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Shocking- This technique has a 40% chance to inflict Stun on hit. Cost: 35 ki PL: 8,654 | Current PL: 10,278 HP: 7/85 | KI: 13/100 Defense: 80 | DR: +3 Melee Acc: (1d100 +40) | Ranged Acc: (1d100 +30) DMG Modifier: +3 (6 if melee)| Ki Cost Reduction: +1 Ki Cost: 2 + 5 - 1 + 5 - 1 + 3 - 1 = 12 Add +494 to next WC 1d100+40·1d8+9·1d100+30·2d6+5
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Post by Wakana Waka on Sept 26, 2020 17:23:28 GMT -8
The ridiculous strike from her messy Bājí left Waka beaming with pride; and her Sweet Tooth had been peerless today as well! She’d take her time to snack this time, having plenty of time to relish her meal while Nase dragged himself back onto his feet… earlier in the fight, she probably would have considered conceding for his sake or giving him a more direct offer to bow out, but – she was no fool. Anyone who said they wanted to become tough couldn’t give up already! If she treated him like that, she’d be disrespecting him. ”I don’t like holdin' back too much, so don’t start flatt'ring me. You’re just wind'ng down while I’m still wind'ng up…” bluffed the fox, trying to play it all cool – though, she was hardly doing that well herself. And she’d only end up feeling worse. She’d give Nase all the time he wanted to regain some hint of vigour, only eyeing his efforts to draw out the last of his ki with a raised eyebrow – but, Miss ‘Street Fighter’ of all people ought to know better than to slack off during even a spar. As obedient as Adelaide’s nickname had suggested, she’d glance precisely as Nase requested; and earn that awful glare for her troubles… it wasn’t as effective as the android probably hoped, but it was more than enough for him to steal that ki blast and zoom in with a ludicrous strike. And what a strike – even the ki blast before it was flawless, easily forcing Waka onto the defensive before the actual impact reached her. This time, the fox wouldn’t just take it and move on; she’d double over and wheeze like any other person. The force behind it was even enough to send her off her feet; tossed back a metre onto her rump. At last, Nase had overcome her size, well and truly… but, unfortunately, her endurance did not end there. Though clearly displeased and no doubt sore, the girl still hauled herself back onto her feet; once again more annoyed than exhausted. Well… or so she’d like Nase and Adelaide to think, anyway. A keen eye might notice her heavier breathing and lowered stance. At the very least, Nase would be able to feel that noxious Majin ki roll off of him at last; falling away into nothingness and letting his energy take command again. And speaking of which, Waka was just like him, and needed time to recuperate her own power: with a slow, deep breath, and a drifting stance; she gripped her ki once more, kneading it within her into something she could use. She was getting too fired up over all this… no wonder she was taking a pounding, even from this punk. S-She’d have to get a bit more serious, or this might end badly for her. The android might be on his last legs, but she still couldn’t dodge a thing – if she whiffed once or twice more, it might be curtains for her instead! Well… at least Adelaide couldn’t complain about getting a poor showing. She couldn’t rely on her Sweet Tooth to seal the deal here, as showy as it might be; and she genuinely didn’t want to bully Nase anyway – he’d been a good sport. So, her bet would have to be on her explosive Bājí. Turning around to face the android properly, she’d hesitate; taking the moment to consider how to close toe distance… no doubt he’d be looking for any excuse to get out of her reach. ”Alright, Nase. Now, you watch this. For Bājíquan, there’s no need for a second strike –“There was no stomping, nor charge; merely a low weaving dash that belied Waka’s size – the skill of a boxer, in spite of her words. Slipping close, she paused, switching legs; clearly following some elaborate kata in her head. But, the technique itself was simple – a step forwards, a lowered elbow, and finally the explosive swing of her fist towards Nase’s chest – the conjured momentum moving from her hips to her arm in a smooth motion, before the crack of the whip from her arm. In any other martial art, that sort of range wouldn’t allow for any kind of damage, but Bājíquan’s momentum made it as dangerous as any haymaker – if not moreso. However, the force behind it hardly mattered anymore… the question was whether or not it could snatch a bird from the air, instead. [744/8450] ---------------- BATTLE TRACKER{Spoiler}DEFENCE PHASE Nase, Full of Surprises Reactive Bonus Action: Sense (+5 ACC, +5 DEF) Passive: Flawless Counter (+20 ACC) Attack 1: Strike 78 > 55 = Hit 16 - 11 = 5 +2 ki to Nase
Attack 2: Energy Blast 82 > 55 = Hit 17 - 0 = 17 +2 ki to Nase
Total Damage: 22 HP, +7 HP (Bio-Suit and Salve)
OFFENCE PHASE Bonus Action 2: Power Up (+25 ki, +25% PL for 2 turns, +1 Regeneration Stack)
Standard Action 1: Melee Energy Blast Lazy Bājí Energy Blast 1 To Hit: s5es7Dw71d100+50 Energy Blast 1 Damage: 2d6+5 Ignores 2 DR due to Ethereal Forge
EFFECTS +25% PL (2 turns) Bio-Suit (recover 3 HP per turn) Regenerating Salve (recover 4 HP per turn) (10 turns)
Total Ki Spent: +25 ki 1 = 1
Last Stand: 1/1 Taunting Presence: 2/2 Giant Form: 0/1 Hypnosis: 0/2 Barrier: 0/1 Absorb: 0/1 Feint: 2/2 Power Up Ki: 50/125 Regeneration: 0/3 Regeneration Stacks: 2/3 Edge 0 (12824 [1.5x)> 10058 > 8549 [1x]) No bonuses for either party. STATS, SKILLS, & STUFF{Spoiler}Class: Protector | Level 1 | +25 HP, +5 ACC, -20 DEF, +1 DAM, +6 DR Racial Trait: Like Rubber (demon racial) | You possess a natural 2 DR. Fighting: 20 Energy Control: 15 Reflexes: 15 Resilience: 40
ABILITIES.
Tank | You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP (125 x 0.15 = 18 THP), this Temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Taunting Presence | Twice per battle, as an At-Will Action, your opponents’ Accuracy modifiers are reduced to 0 on their next turn if they target any of your allies- they retain their full Accuracy modifier when targeting you.
Last Stand | If an attack would reduce you to 0 HP(or lower), you are instead reduced to 1 HP and 20 Ki(even if you had less than 20 ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread.
Flawless Counter | 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.
Regeneration | When you use the 'Power Up' technique or a technique which counts as it, you gain 1 stack of the status effect 'Salve'. In addition, Salve heals for an additional +1 HP per turn and its duration is extended by 1 turn when applied to you. Power Up may only apply Salve up to 3 times per thread.
Ethereal Forge | You immediately gain the utility technique “Ki Blade” and it does not take up a technique slot. Once your Ki Blade reaches rank 3, melee Energy Blasts and Imbued Special Techniques treat their targets as though their DR were reduced by 2.
EQUIPMENT. Battle Armor | Increases maximum HP by +10 and DR by +1. | Passive Bio-Suit | Heals 3 HP at the end of each turn. | Passive Obi | Decrease the cost of all your Techniques by 2 ki. | Passive Prayer Beads | Power up ki limit raised from 100 to 125. | Passive
DEFENSE/UTILITY TECHS.
Giant Form - Rank 2 Action: Bonus Action Effect: While in Giant Form you gain 35 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 13 (15-2) ki. Limit: Once per battle.
Hypnosis - Rank 3 Action: Bonus Action Effect: You have a 80% chance to inflict the Immobilize status on your target and the effect lasts for +2 turns (4 turns total). The max chance to inflict with any effect is 95%. If successful, the Special Status Effect “Heavy” is also inflicted. "Heavy" possesses the same duration as Immobilize inflicted by Hypnosis and may not stack with itself; while "Heavy", all actions taken by the target cost an additional -5 ki, even if that action wold not usually cost ki. Cost: 3 (5-2) ki. Limit: Twice per thread.
Ki Blade - Rank 3 Action: -- Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls), and reduces the cost of Special Techniques with Imbued by 3 ki. Cost: 1 (2-2) ki.
Absorb - Rank 1 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.
Barrier - Rank 1 Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until Temporary HP is depleted. Cost: 13 (15-2) ki. Limit: Once per thread.
Feint - Rank 1 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: 13 (15-2) ki. Limit: Twice per thread.
ATTACK TECHS. Sweet Tooth Type: Energy, Melee, Single Action: Standard Action Base Damage: 3d10 (ignores 2 DR) Major Effect: Bashing - The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Salving - Apply yourself "Salve" automatically or a have a 40% chance of applying "Salve" a target of your choice. Cost: 12 (17-2-3) ki
HP: 35/125 | THP: 0 | KI: 36/100 | PL: 10,058 (8,046) FIGHTING ACCURACY: 25 | ENERGY ACCURACY: 20 | DEF: 45 DR: 11 | DAM: +2 1d100+50·2d6+5
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Post by Nase on Sept 26, 2020 22:10:39 GMT -8
As time had progressed, it seemed that both of the fighters in the park were on their last legs, as they both begun to breathe heavily. Holding back their attacks being a thing of the past by this point, it seemed. In fact, Nase's punches had a visual impact on their target for once, launching his opponent back a large distance as he landed, much to his satisfaction. As Nase let his arms go limp, he felt the restrictive ki around his body lessen partially. Seeing this as a chance to save himself, Nase tensed his body and released a light pulse of ki, finally giving himself time to breathe freely for a second. A luxury they both needed, evidently. While Waka began to mold her ki into a usable force, Nase wanted to try his absorption technique again, but was distracted when he heard heavy, yet not graceless footsteps behind him. Turning to Waka, Nase heard her speak and at any other point, he'd think was just her being cocky. Not this time, however. Realizing the danger he was in now, Nase turned fully and noticed the change in Waka's approach. This time, she was just trying to crush him under her arm, and she was good at it too! Right before the hit landed, Nase cursed himself for not gaining enough energy beforehand. She really was sparing no expense trying to earn that breakfast. W-wait, breakfast?! So that food wasn't... Not having the time to think about that, Nase blocked against the hit as well as his bare arms could by themselves, but the upcoming explosion that hit sent him flying back. Grunting as he flew, Nase wasted no time and flipped around so he landed feet-first onro the side of an upcoming tree. From this position, he shot forward and swung again. Truly, he had no time to waste now.
800|8988 WC Nase's Battle Tracker{Click Here} Enemy's Act[Waka, the Resilient Foxgirl] Attack #1: Lazy Bājí (99 > 80, Hit! 8 damage) [Waka, the Resilient Foxgirl] Attack #2: N/A Damage Total: 8 Damage HP: 4 (13 DR) - 8 = 4 Nase's ActReactive At-Will Action(s): Bonus Action: GUARD (+10 DR) Action 1: STRIKE roll to hit: 8CggxziE1d100+40roll to damage: 1d8+9Action 2: STRIKE roll to hit: 1d100+40roll to damage: 1d8+9Buffs: N/A Debuffs: N/A Traits ListGeneral Traits:Warning Shot -You may perform 1 ranged attack on your first turn of combat. It deals no damage, but reduces its target’s Defense by an amount equal to the damage it would have dealt for 3 turns if it “hits”. Might -Your Physical attacks deal +3 bonus damage. Racial Trait:Drain Type Android -Whenever you successfully land a hit on an opponent, regain 2 ki. Class Traits:Dynamic Entry -You may perform 1 Attack on your first combat turn of a thread. Class FeaturesMartial Mastery -You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1. Solid Foundation -You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Flexible Technician -Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type. EQUIPMENT:{Click to See}Weapon 1: -Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread.
Supplementary 1: -Personal Shield Generator Typically worn somewhere discrete on the body, this small generator can be used to produce a temporary energy shield around its wearer. Type: Supplementary- Technology Activation: Reactive At-Will Effect: Using this item grants you +10 Temporary HP. Limit: 2 uses per thread.
Supplementary 2: -Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living things and androids alike, used to boost power output and Ki generation. Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a special technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread.
Outfit 1 -Intermediate Belt A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt 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 once. Techniques{Click to See}Basic Techniques:
DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki
FOCUS ENERGY You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki
GUARD You hunker down against incoming attacks to survive them. Type: Defensive Action. Bonus Action - Reactive Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) Cost: 10 ki Limit: Once per turn.
POWER UP Your aura bursts around you as your power increases and you draw out your ki. Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored.
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn.
STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None
SUPPRESSION You compress your ki down inside of you and lower your power level. Type: Utility Action: At-Will / Reactive At-Will to Release Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn. Cost: None Limit: None Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
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 commonplace 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. Cost: 15 Ki
Other Techniques:
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.
KIAI You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread.
PARALYZE You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle.
Special Techniques:
NEUTRON STAR Nase absorbs a large amount of energy from the surrounding area into the palm of his hand. It is then formed into a large, green ki blast. He then flexes his hand out and the attack condenses into a more concentrated beam which is then released as a high powered blast Type: (Energy, Ranged, Single) Action: Standard Action Base Damage: 3d10 Major Effect: Piercing- This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Wounding- This technique has a 40% chance to inflict Wound on hit. Cost: 15 ki
Perfected NEUTRON STAR Based off of a Tuffle's accident with ki manipulation, Perfect Star is the finalized form of the Nase's laser attack that incorporates both incredible range and damage. The user of this finisher summons a large amount of ki energy into their hand and then shrinks it down to a sphere the size of a fingernail. The ki then travels to the user's fingertips and is fired as a straight beam attack that is made to pierce through materials up to and including metal. The concentrated beam that is released also has the capability to curve slightly as to trick enemies into believing it has missed, right before it is angled into them. This attack truly is a testament to faking it until you make it. Type: (Energy, Ranged, Finisher) Action: Standard Action Base Damage: 5d8+ 10 Major Effect: Piercing- This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Shocking- This technique has a 40% chance to inflict Stun on hit. Cost: 35 ki PL: 8,654 | Current PL: 10,278 HP: 4/85 | KI: 9/100 Defense: 80 | DR: +3 Melee Acc: (1d100 +40) | Ranged Acc: (1d100 +30) DMG Modifier: +3 (6 if melee)| Ki Cost Reduction: +1 Ki Cost: 3 - 1 + 3 - 1 = 4 1d100+40·1d8+9·1d100+40·1d8+9
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Post by Wakana Waka on Oct 1, 2020 1:01:42 GMT -8
She hit, in spite of her low expectations! And yet… to her surprise, she didn’t break through. Even the following ki blast didn’t shatter Nase’s defences; though it was a close call. Still… she’d underestimated the boy. Many times over, in fact. She’d originally considered just challenging him to break through her Giant Form, but he was pushing her to the edge right now. So much for ‘no second strike’, huh? Darn… but, right now, all she could do was curse her luck, and finish up before Adelaide got any ideas. Losing here… well, it wouldn’t be the worst thing – she was proud of her cooking, and she didn’t have a big ego – but having a close match like this was only making her more stubborn. She couldn’t consider her options for long, though. She saw him coming this time, preparing herself; but he was still far too fast for her. She could only catch the first hit, and even that still managed a glancing blow; before the second hit her with full force – another strike to her stomach. And… i-it was starting to really hurt now. She couldn’t just play for time anymore; she had to finish up! Rather than backing off to recover, Waka stayed at close quarters; launching straight into a counteroffensive – and this range suited her Bājí just fine. She wasn’t playing too nice, either; firing off a few jabs before raising an arm and launching a downward elbow; a nasty move from any fighter, much less one who bragged of having some sort of martial art! Hopefully Nase didn’t know too much of her style, or she might get chewed out for claiming to use Bājí when her moves were so messy. Suffice to say, even Adelaide had realised that things were getting serious – the pair weren’t snapping at each other anymore; instead having descended into exchanging desperate flurries of blows. Leaning forward with intense interest, the girl was just as hypnotised by the rabid close-quarters scuffle as she was by all the fancy lasers… Waka was definitely a bad influence; no doubt about it. [350/8800] ---------------- BATTLE TRACKER{Spoiler}DEFENCE PHASE Nase, Full of Surprises Reactive Bonus Action: Sense (+5 ACC, +5 DEF) Passive: Flawless Counter (+20 ACC) Attack 1: Strike 66 > 55 = Hit 13 - 11 = 2 +2 ki to Nase
Attack 2: Strike 131 > 55 = Hit 16 - 0 = 16 +2 ki to Nase
Total Damage: 18 HP, +7 HP (Bio-Suit and Salve)
OFFENCE PHASE Standard Action 1: Melee Energy Blast Lazy Bājí Energy Blast 1 To Hit: YvzsCfsC1d100+50 Energy Blast 1 Damage: 2d6+5 Ignores 2 DR due to Ethereal Forge
Standard Action 2: Melee Energy Blast Lazy Bājí Energy Blast 2 To Hit: 1d100+50 Critical Miss Energy Blast 2 Damage: 2d6+5 Ignores 2 DR due to Ethereal Forge
EFFECTS +25% PL (1 turns) Bio-Suit (recover 3 HP per turn) Regenerating Salve (recover 4 HP per turn) (9 turns)
Total Ki Spent: 1 + 1 = 2
Last Stand: 1/1 Taunting Presence: 2/2 Giant Form: 0/1 Hypnosis: 0/2 Barrier: 0/1 Absorb: 0/1 Feint: 2/2 Power Up Ki: 50/125 Regeneration: 0/3 Regeneration Stacks: 2/3 Edge 0 (12824 [1.5x)> 10058 > 8549 [1x]) No bonuses for either party. STATS, SKILLS, & STUFF{Spoiler}Class: Protector | Level 1 | +25 HP, +5 ACC, -20 DEF, +1 DAM, +6 DR Racial Trait: Like Rubber (demon racial) | You possess a natural 2 DR. Fighting: 20 Energy Control: 15 Reflexes: 15 Resilience: 40
ABILITIES.
Tank | You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP (125 x 0.15 = 18 THP), this Temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Taunting Presence | Twice per battle, as an At-Will Action, your opponents’ Accuracy modifiers are reduced to 0 on their next turn if they target any of your allies- they retain their full Accuracy modifier when targeting you.
Last Stand | If an attack would reduce you to 0 HP(or lower), you are instead reduced to 1 HP and 20 Ki(even if you had less than 20 ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread.
Flawless Counter | 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.
Regeneration | When you use the 'Power Up' technique or a technique which counts as it, you gain 1 stack of the status effect 'Salve'. In addition, Salve heals for an additional +1 HP per turn and its duration is extended by 1 turn when applied to you. Power Up may only apply Salve up to 3 times per thread.
Ethereal Forge | You immediately gain the utility technique “Ki Blade” and it does not take up a technique slot. Once your Ki Blade reaches rank 3, melee Energy Blasts and Imbued Special Techniques treat their targets as though their DR were reduced by 2.
EQUIPMENT. Battle Armor | Increases maximum HP by +10 and DR by +1. | Passive Bio-Suit | Heals 3 HP at the end of each turn. | Passive Obi | Decrease the cost of all your Techniques by 2 ki. | Passive Prayer Beads | Power up ki limit raised from 100 to 125. | Passive
DEFENSE/UTILITY TECHS.
Giant Form - Rank 2 Action: Bonus Action Effect: While in Giant Form you gain 35 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 13 (15-2) ki. Limit: Once per battle.
Hypnosis - Rank 3 Action: Bonus Action Effect: You have a 80% chance to inflict the Immobilize status on your target and the effect lasts for +2 turns (4 turns total). The max chance to inflict with any effect is 95%. If successful, the Special Status Effect “Heavy” is also inflicted. "Heavy" possesses the same duration as Immobilize inflicted by Hypnosis and may not stack with itself; while "Heavy", all actions taken by the target cost an additional -5 ki, even if that action wold not usually cost ki. Cost: 3 (5-2) ki. Limit: Twice per thread.
Ki Blade - Rank 3 Action: -- Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls), and reduces the cost of Special Techniques with Imbued by 3 ki. Cost: 1 (2-2) ki.
Absorb - Rank 1 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.
Barrier - Rank 1 Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until Temporary HP is depleted. Cost: 13 (15-2) ki. Limit: Once per thread.
Feint - Rank 1 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: 13 (15-2) ki. Limit: Twice per thread.
ATTACK TECHS. Sweet Tooth Type: Energy, Melee, Single Action: Standard Action Base Damage: 3d10 (ignores 2 DR) Major Effect: Bashing - The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Salving - Apply yourself "Salve" automatically or a have a 40% chance of applying "Salve" a target of your choice. Cost: 12 (17-2-3) ki
HP: 24/125 | THP: 0 | KI: 34/100 | PL: 10,058 (8,046) FIGHTING ACCURACY: 25 | ENERGY ACCURACY: 20 | DEF: 45 DR: 11 | DAM: +2 1d100+50·2d6+5·1d100+50·2d6+5
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Post by Nase on Oct 2, 2020 11:10:03 GMT -8
Nase's flying punches seemed to be working to his advantage, but he didn't know for how long that could last. The two strong strikes to her torso seemed like they did a good amount of damage, but he knew he wouldn't have time to risk that a second time, not unless Waka didn't attack him and he had the time to absorb more energy. He wouldn't be that lucky today, though. It seemed that instead of backing up like normal, Waka was ready to make good on her statement of never needing many hits to end a fight. And after that last hit, she didn't need to prove much. He managed to get through her transformation without going down which was a huge achievement to him, but it did take a toll on him to do so. Luckily, it seemed to wake a toll on her too. "Just... a bit... more."Thinking for a bit too long, the male Tuffle looked up and became instantly shadowed by the not-so-giant giantess ahead of him. Even though she was much taller and heavier than him, she still had some speed to her, this time Nase was ready for it, but even still, she got him somewhat by surprise. By this point, Nase had learnt a lot of the differences between her Bājíquan and his Tàijí quan, but he still didn't know much about how to combat it yet. Meaning, he was pretty much boned. T-that wouldn't stop him so easily, though, as he made sure after his hits he readied himself to fire another laser; One that might be able to finish this. As Waka readied her ki to begin attacking, it felt like time had slowed down for him. Wanting to try and block Waka's rapid jabs, Nase went to move his arms up, but was stopped by an aching pain coming from arms and chest. It was from the last explosion he defended against! Did... did she plan this? Thinking back over the last few interactions they had in the spar, Nase realized how deep he might have gotten into this mess. Looking back at Waka, Nase could tell that her attacks were just fast enough that he wouldn't be able to dodge them at this point and without the use of his arms, it seemed he had reached an impasse. Huh, and just when things seemed they'd get the most serious. Evevn as Nase was storing energy into his arm, he saw that he was just too short from charging ki to fire anything. Too little, too late, it seemed. Acknowledging this, Nase decided the best course was to yield to this, probably to the expense of the show. Lowering his head as he opened his arms, Nase smirked as the explosive strikes rushed towards his face and body. "Heh, It seems your Bājí was stronger after all."This was all that Nase could convey to his opponent before he got slammed back multiple times by rapid thrusts and blows released by the tanky foxgirl. Finally being shot back by the volatile ki that were released from her hands, Nase was sent flying into the air to the point that it didn't even matter that her elbow strike wouldn't have done anything to him, as he was already long gone. Freefalling temporarily through the park, Nase luckily had just enough energy to flip around midair before slaming feet-first into the ground, causing a large cloud of smoke to kick up, obscuring him from Waka and Adelaide's view. After a second passed, the dust finally settled again, showing the heavily battered Nase on his feet. That is, until he wasn't. "...Oof."Collapsing into the grass beneath him, Nase's body had finally given up resisting the damage he had taken, culminating up to the point where he couldn't even stand up anymore. --0 HP! Wakana Waka is the winner!--"Ughhhh, that hurt."Lying in the dirt and soil around him, Nase glanced over to the two he came here to meet and gave a pained smile through what was either him winking, or him being unable to open one of his eyes anymore. Seeing as his ki was nearing zero from overuse and his auxiliary core had been spent during the fight, Nase realized that his power level would drop to nothing pretty soon, so he made sure to show signs of life as to not worry them with his 'death'. Even so, he was still sore all over and felt that he wouldn't be able to move for a good while. But he did have a bet to uphold. "Heheh. That was fun. I would ask if you wanna do it again, but I think I'm too knocked out for that. So... whadduya want to eat?"
800|9788 WC Nase's Battle Tracker{Click Here} Enemy's Act[Waka, the victorious foxgirl] Attack #1: Lazy Bājí (86 > 80, Hit, 13 damage) [Waka, the victorious foxgirl] Attack #2: Lazy Bājí (Critfail!) Damage Total: 13-1= 12 HP: 4-12= -8 Nase's ActReactive At-Will Action(s): N/A Bonus Action: N/A Action 1: N/A Action 2: N/A Buffs: N/A Debuffs: N/A Traits ListGeneral Traits:Warning Shot -You may perform 1 ranged attack on your first turn of combat. It deals no damage, but reduces its target’s Defense by an amount equal to the damage it would have dealt for 3 turns if it “hits”. Might -Your Physical attacks deal +3 bonus damage. Racial Trait:Drain Type Android -Whenever you successfully land a hit on an opponent, regain 2 ki. Class Traits:Dynamic Entry -You may perform 1 Attack on your first combat turn of a thread. Class FeaturesMartial Mastery -You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1. Solid Foundation -You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Flexible Technician -Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type. EQUIPMENT:{Click to See}Weapon 1: -Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread.
Supplementary 1: -Personal Shield Generator Typically worn somewhere discrete on the body, this small generator can be used to produce a temporary energy shield around its wearer. Type: Supplementary- Technology Activation: Reactive At-Will Effect: Using this item grants you +10 Temporary HP. Limit: 2 uses per thread.
Supplementary 2: -Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living things and androids alike, used to boost power output and Ki generation. Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a special technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread.
Outfit 1 -Intermediate Belt A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt 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 once. Techniques{Click to See}Basic Techniques:
DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki
FOCUS ENERGY You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki
GUARD You hunker down against incoming attacks to survive them. Type: Defensive Action. Bonus Action - Reactive Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) Cost: 10 ki Limit: Once per turn.
POWER UP Your aura bursts around you as your power increases and you draw out your ki. Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored.
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn.
STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None
SUPPRESSION You compress your ki down inside of you and lower your power level. Type: Utility Action: At-Will / Reactive At-Will to Release Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn. Cost: None Limit: None Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
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 commonplace 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. Cost: 15 Ki
Other Techniques:
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.
KIAI You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread.
PARALYZE You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle.
Special Techniques:
NEUTRON STAR Nase absorbs a large amount of energy from the surrounding area into the palm of his hand. It is then formed into a large, green ki blast. He then flexes his hand out and the attack condenses into a more concentrated beam which is then released as a high powered blast Type: (Energy, Ranged, Single) Action: Standard Action Base Damage: 3d10 Major Effect: Piercing- This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Wounding- This technique has a 40% chance to inflict Wound on hit. Cost: 15 ki
Perfected NEUTRON STAR Based off of a Tuffle's accident with ki manipulation, Perfect Star is the finalized form of the Nase's laser attack that incorporates both incredible range and damage. The user of this finisher summons a large amount of ki energy into their hand and then shrinks it down to a sphere the size of a fingernail. The ki then travels to the user's fingertips and is fired as a straight beam attack that is made to pierce through materials up to and including metal. The concentrated beam that is released also has the capability to curve slightly as to trick enemies into believing it has missed, right before it is angled into them. This attack truly is a testament to faking it until you make it. Type: (Energy, Ranged, Finisher) Action: Standard Action Base Damage: 5d8+ 10 Major Effect: Piercing- This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Shocking- This technique has a 40% chance to inflict Stun on hit. Cost: 35 ki PL: 8,654 | Current PL: 0 HP: 0/85 | KI: 13/100 Defense: 80 | DR: +3 Melee Acc: (1d100 +40) | Ranged Acc: (1d100 +30) DMG Modifier: +3 (6 if melee)| Ki Cost Reduction: +1 Ki Cost:
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Post by Wakana Waka on Oct 2, 2020 23:37:18 GMT -8
Even Waka could recognise when Nase was cornered… or rather, when he realised he was cornered. Though he certainly was met with a beating, the fox did hold back a bit; knowing better than to overdo it in a spar – as tempting as it was to rub it in Adelaide’s face. As the boy crumpled, she merely relaxed and dusted off her hands like it was just that easy… but, he cool demeanour was promptly shattered as she saw the boy was still on her feet. Hastily, she’d try and take a stance again. Was he really able to take even more punishment?! Seriously, seriously?! She was supposed –
Nevermind.
Sighing in relief, the fox sat down with a grand thud; finally revealing her rough state as she panted with exhaustion. Wiping her brow, Waka needed a few moments to steady herself… s-seriously, she thought she was on the edge there! And, to her amazement, in spite of such punishment, Nase was still willing to chat. ”Seriously… you’re still yapp'ng? You really are a cyborg, huh? Guess I can’t steal a nap just yet…” grumbled the lazy fox, as if even winning was a chore for her. ”Right… at least give me a week or eight b'fore another round like that.”
After a minute of puffing, Waka finally dragged herself back onto her feet, and waltzed over to the boy. ”Good show, puppy. But… you do owe me breakf'st. When you’re not buried in the floor, y’know.” With an arm behind his back and an arm under his knees, Nase ended up in a position that few souls his size would ever be in… the legendary princess carry! And, well, Waka was nothing if not comfy. However… this might not be the most dignified way to be dragged around town. Before she could get moving, though; a tuft of white hair appeared from the edge of his vision –
“Of course, I knew Waka would win; ‘cause she’s the biggest. She cheats all the time, too.” chirped Adelaide, albeit with a little less energy now in spite of the show; “You do have cooler moves than her, though. I feel like she’s destined to be a villain, honestly.”
”Oi! You’re going back to your room, kitten, so shut it. You’ve been spoiled enough. Maybe I should book Nase into the hosp'tal with you… harr harr.” But, Waka put a prompt hold on her crass jokes – ”Right… ah, fight'ng’s just given me more work to do, huh? So, you’d bett'r make it a good breakf'st. But I won’t make sugg'stions; I want the real Nase flavour. Ah, well… aside from your ki’s flavour.”
And, the fox paused, with an unlikely expression –
”Um… s-sorry, if I was too rough…”
[463/9263]
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