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Post by Clove on Oct 12, 2020 22:57:15 GMT -8
In a matter of seconds, the opposing team acted first, they were experienced fighters who were throwing their best shot, and her crimson eyes looked at Grenn who teleported away from Shinryu’s initial attack of using a coin to decide his next move. Will O’ Wisp closed in with a barrage of punches, her Lightning Aura was in effect, bolts of lightning shocked the feline, but he kept pressing her until he reached her armored breastplate using every part of his body to hit her with.
Clove winced at the bruising the feline dealt behind her armor, he must have injured himself with each blow against the specialized alloy in nearly equal amounts of damage, and she sighed when she realized she had to fight against her opponents seriously.
A red surge of ki surrounded the Tea princess sprouting a massive pair of red translucent butterfly wings, using a bit of her divided concentration to maintain, and with her red odachi blade in hand she delivered her retaliation in a form of deafening sound by slicing the air itself. Which sounded like a blade being removed from a sheath, except she bore none, as she swung her six foot long sword at both Will O’ Wisp and his chosen team mate Shinryu.
The first swing was impactful enough to disable part of their defenses, the air strike was enough to wound them in the aftermath, and just to make sure she struck them both she aimed to deliver a second blow. Like the vibrating sound of a tuning fork, the second strike was imbued with ki would lower their power level, and stun their hearing if she was successful in her aim. [282] [1,864] { Actions} DEFENSE PHASE. 94 vs 100= Miss! 130 vs 100= Hit 180 vs 100= Hit 173 vs 100= Hit Incoming Damage: 34-10 DR -3 Damage Reduction from Edge 2= 21 Damage Returned to Will O. Wisp : -18 Damage from Bristling Defenses bypassing DR -3 from Lightning Aura bypassing DR Damage Total: 21 Bristling Defenses: +6 bypassing DR HP: 120 HP maximum -21= 99+3 Bio-suit =102 (Giant Form +35 Temp HP) -- OFFENSE PHASE.Power Level: 50,289 x 1.1 Auxiliary Core x 1.1 ChiChi’s Battle Armor= 60,850 PL Will O’ Wisp: 23,451 [Edge 2] Shinryu Kinryu : 143 (Suppressed) [Edge 4] At-Will: Passive: Bio Suit, Chichi’s Battle Armor Bonus Action: Giant Form Rank 2 -12 ki -15 Defense Standard Action 1: Dissonance -12ki -5 ki Giant Form AOE Will O. Wisp Kinryu "The Shinryu" Kyto To Hit: _THBbbqL1d100+75+15 Accuracy from AOE +5 Accuracy from Edge 2 to Will O’ Wisp + 15 Accuracy from Edge 4 to Shinryu Damage: 3d10+8+3 Edge 2 Damage to Will O’ Wisp +5 Edge 4 Damage to Shinryu Giant Form Damage: 1d4Major Effect: Smelting: Select one non-artifact, non-outfit item equipped by this technique’s target. The target item cannot be activated on the target’s next turn if they were hit. Smelt may not affect the same item twice in a row and a character may only have 1 item “Smelted” at a time. Will O. Wisp Scrying Staff Kinryu "The Shinryu" Kyto AI Assistant Minor Effect: This technique has a 40% chance to inflict Wound on hit. Wounding Chance 1d10040% Standard Action 2:Crescendo -1 use of Auxiliary Core -5 ki Giant Form AOE Will O. Wisp Kinryu "The Shinryu" Kyto To Hit: 1d100+75+15 Accuracy from AOE +5 Accuracy from Edge 2 to Will O’ Wisp + 15 Accuracy from Edge 4 to Shinryu Damage: 5d8+18+3 Edge 2 Damage to Will O’ Wisp +5 Edge 4 Damage to Shinryu Giant Form Damage: 1d4Bashing: 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%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only. Stun Chance 1d10040% EFFECTS.Lightning Aura Round 1/5 Bio Suit +3 HP every turn Total Ki Spent: -34 Powering-Up: 0/2 Power-Up ki bonus: 4/4 ~ {Statistics}
Skills & Statistics Fighting: 45 Energy Control: 30 Reflexes: 40 Resilience: 40
Accuracy: 1d100+45 (Fighting)+15 (Conqueror Level 3)/ 1d100+30(Energy Control)+15 (Conqueror Level 3) Defense: 50+40 (Reflexes)= 90 + 10 (Conqueror Level 3)= 100 HP: 50+ 40(Resilience)= 90-10(Conqueror Level 2)= 80 +40 (Chichi's Battle Armor)= 120 HP KI: 100 KCR: -1 + -2 (Obi Belt) DM: +2 Fighting + 6 (Conqueror Level 3) = 8 DM DR: -0 (Conqueror Level 3) + -4 Indomitable + -4 (ChiChi's Battle Armor) + -2 (Resilience)= 10 DR
Class: Conqueror Racial Trait: Lucky Dog
Traits: Momentary Ascension Activation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector
Rend Activation: Passive Effect: Whenever you use Dragon Dash, your physical melee attacks have a 50% chance to apply 1 turn of “Wound” to their target; this is added to and rolled separately from any other effects. Limit: -- Classes: Conqueror, Ravager, Witch/Wizard
Intimidating Power Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread.
Class Features:
Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn.
Final Word- You gain 1 additional use of every Finisher-Type special technique that you know, per thread.
Reverberation - Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique.
Destruction Unbound - Twice per thread, as an At-Will Action, you may select a single Special Technique used on the same turn. Reactive Defensive Techniques used by the target of your chosen Special Technique are only half as effective(Rapid Movement would grant only +12 Defense, Energy Shield would only grant 15 DR, etc.) Destruction Unbound has no effect on Techniques that would cause you to fail to hit through means that are not Defense increases.
Overcharge - Whenever you sacrifice a Standard Action for a Bonus Action and use Focus Energy with that Bonus Action, increase the damage of the next Special Technique is DOUBLED.
Equipped items:
Katchin Sword ōdachi (大太刀) Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 uses per thread.
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive 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. Limit: Only one Auxiliary Core may be equipped at a time. Uses: 1/2
Obi A belt worn by martial artists, often designating their rank within a particular school. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Decrease the cost of all your Techniques by 2 ki. Limit: --
Bio-suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: --
Artifact Equipment: Chichi's Battle Armor Long ago, when the Ox-king wanted to protect his beautiful daughter, he commissioned a beautiful protective set of armor with a third of his massive treasury. They say this armor was engineered with state-of-the-art laser cannons, a virtually unbreakable metal alloy known only to the ancient smiths of old, and a magically enchanted cutting saw. Needless to say, the Ox-princess got tired of it in a few years and threw it away to her Dad's heartbreak. Still, some say that the lost armor has passed through different hands as the years went on, growing and shrinking to fit it's new wearer. The ancient armor still has a lot of power left in it... for the price of showing off your goods to everyone who wants to see. Type: Lost Artifact - Outfit Zeni Value: N/A – NPC Merchants will not buy an artifact from you. Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: This armor is surprisingly useful for its purpose of defense, even if most would not believe it to be capable of such. The user of this armor is considered to have 4 additional DR and 40 additional HP. In addition, the user is considered to possess an additional Protector class feature. Those who do not possess the Protector Class may only pick from the level 0 features of Protector. Those who do possess the Protector class may pick from any feature from the levels they have unlocked, and when they unlock a new level they may switch out the artifact unlocked feature chosen. As an item of great power simply possessing the Battle Armor of Chichi generates an increase of 10% to the user's power level. Questing EP Cost: 5,000 EP. Limit: N/A
Protector Class Feature: Bristling Defenses - Whenever a combatant deals damage to you with an attack, they receive damage equal to your class Damage Modifier; this damage bypasses Temporary HP and DR.
Techniques
Enhanced Basic Technique after unlocking Potential Mastery:
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. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
Starting Non-Basic Technique Chosen:
Heart Stroke A slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki
Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only.
Techniques: Crescendo A deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki
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%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only.
DEFLECT RANK 3 You deftly parry or knock aside an attack headed towards you. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
LIGHTNING AURA RANK 3 A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE RANK 3 Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM Rank 2 You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
COUNTERMEASURES Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Dissonance The opponent is disarmed of a prized part of their equipment after being severly wounded. Type: Physical/ Single / Melee Action: Standard Action Base Damage: 3d10 Major Effect: Smelting: Select one non-artifact, non-outfit item equipped by this technique’s target. The target item cannot be activated on the target’s next turn if they were hit. Smelt may not affect the same item twice in a row and a character may only have 1 item “Smelted” at a time. Minor Effect: This technique has a 40% chance to inflict Wound on hit. Cost: 15 ki Learn: 2 Weeks
Technique Slots: 8/10
Clove Tea HP:
| Ki:
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| 102 (35) | 54 | 50,289
| x | 68,450 | AC: 60|45 | DEF: 85 | DM: +8 | DR: -10 | KCR: -3 |
1d100+60·3d10+8·1d4·1d100·1d100+60·5d8+18·1d4·1d100
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Post by Kinryu "The Shinryu" Kyto on Oct 14, 2020 21:39:46 GMT -8
Kinryu Kyto wasn’t surprised by his friend Grenn’s incredible speed when he avoided his attack, but more so the distractionary effect of the crimson cloud of smoke his kicks cut through. Kinryu honestly considered that as a trick only humans or demons would use, not a Saiyan. However, Kinryu remembered that he told Grenn to do his best. Kinryu Kyto did not have the time to think more about this as he sensed Grenn’s power flare up as he turned to see the crimson-eyed Saiyan coming swiftly hurling an intensively strong cross-hook punch at his face. Causing Kinryu to cry out after impact as he managed to recover quickly leaning hard backward, almost fully into a backflip as Grenn flew roaring over him before popping back onto his feet. “Shit!” Before Kinryu Kyto could go chasing after Grenn, he paused for a moment as he watched Princess Clove appear to seemingly transform and grow in size before him in a manner he was completely unfamiliar with. Kinryu thought this must’ve been Clove revealing her true full strength. Which Kinryu believed she confirmed as she swung her gigantic sword blade at both himself and Master Will O-Wisp. That Kinyru narrowly dodged out of the way from. When Kinryu Kyto finished tumbling away and landed in a ready stance as he quickly pulled his hands back at his sides while he charged orbs of Ki but did not release them as shouted over to Master Will O-Wisp to coordinate an attack. “Master Will, we got to put her down now!”WC:256 | TWC: 1431
{ Just a little bit of Info } Name: Kinryu "Shinryu" Kyto Species: Human-Saiyan Hybrid Age:22 Born: AGE 1132, May 14th Gender: Male Father: Shin Kyto - Heir Successor of the Okatera Clan (Deceased) Mother: Son Dan Sisters: Serai Kyto (Elder half-sister | Human | Age 1120, September 15), Matcha Kyto (Elder | Born AGE 1130, June 5 | Human-Saiyan Hybrid), Taru Kyto (Younger | Born AGE 1140, April 16 | Human-Saiyan Hybrid) Brother-in-law: TBA Skills & StatisticsFighting: 35 Energy Control: 30 Reflexes: 40 Resilience: 25 Accuracy:Melee: 1d100+45 (+30 Fighting +10 Class) Ranged Energy: 1d100+40 (+30 Energy Control +10 Class) Defense: 100 =(50 +40 Reflexes +10 Instinct) HP: 85 =(50 +25 Resilience +10 Class) KI: 100 Ki Reduction -1
DR: +1 Prodigy
Damage Bonus: +2 (+1 Class, +1 Fighting Skill)
Natural Power Level: 15,085
Base Power Level: 15,085
Class: Prodigy
Current Class Level:2
Racial Trait: Zenkai
Requirements: Saiyan
Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in, to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
{Traits:}
Canon Descendant:As an ardent student of Martial Arts and being a descendant of Son Gohan. Kinryu should receive a one week reduction on learning Demon School Techniques if they are ever developed like the Masendan Bomb, Masenko, or Special Beam Cannon.
Flawless Counter: Class Trait
Activation: Passive
Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Limit: --
Classes: Martial Artist, Mystic, Prodigy, Protector
Bend the Limits
Activation: Reactive At-Will
Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread.
Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Classes: Mystic, Prodigy, Techie
GENERAL | SKILL TRAITS. |*A.I. Assistant granted Traits*|
|1| Luchador
Activation: None (Passive)
Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage.
Limit: --
|*2| Instinct Requirements: Reflexes Skill of 30
Activation: None (Passive)
Effect: Your Defense is increased by +10.
|*3| Thrill of the Hunt
Activation: Passive
Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6.
Limit: --
|*4| Momentum
Requirements: Reflexes Skill of 35
Activation: None (Passive) / At-Will
Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
{ Class Abilities:} Class
Level | HP Modifier | AccuracyModifier | Defense
Modifier
| Damage
Modifier | Damage
Reduction
Modifier | 0 | 0 | +5 | 0 | 0 | 0 | 1 | +5 | +5 | 0 | +1 | +1 | 2 | +10 | +10 | 0 | +2 | +2 | 3 | +15 | +15 | 0 | +3 | +3 |
Class Features:Level | 0 | Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genius - Your Skills are no longer restricted by the natural 50 cap. Level | 1 | Skillful - Focus Mastery Level 1 now instead increases your chosen skill by +10. Level | 2 | Unmatched Skill - Focus Mastery Level 3 now instead increases your chosen skill by +10. {EQUIPMENT.}
|•| Artifact |•|
Bansho Fan
A large and magical fan once used to stoke the flames of a powerful magical furnace- a furnace that served as a portal to Other World atop a long forgotten mountain. It is said to have the power to control the weather, rumored to have the capability to raise a typhoon with a single wave, a thunderstorm with two and a monsoon with three.
Type: Lost Artifact - Weapon - Fan
Zeni Value: 600,000
Zeni Cost: 120,000
Activation: At-Will Action
Effect: When Bansho Fan is activated, the first Special Technique used by you on this turn has an additional 40% chance to afflict Freeze on its target. The second Special Technique you use on this turn has an additional 50% chance to afflict Stun. Additionally, techniques you use on a turn in which Bansho Fan has been activated may not critically fail. If a technique does not already have a chance to afflict Freeze or Stun to their target, this item allows them to do so at the aforementioned rates. The maximum chance to afflict any status effect is 95%.
Questing Word Requirement: 5,000 Words
Limit: Three times per thread.
|•| Weapon |•|
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
Zeni Value: 30000
Zeni Cost: 80000
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.
|•| Supplement - Tech |•|
AI Assistant
Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Type: Supplementary - Technology
Zeni Value: 30000
Zeni Cost: 80000
Activation: Passive
Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Limit: --
|•| Outfit: |•|
Weighted Clothing (equipped) Sometimes, simple training weights are not enough-- a warrior must occasionally burden themselves with dramatic weighting to see the growth they desire, and these weighted clothing were made just for that purpose. Type: Outfit - Weights Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive / Bonus Action Effect: Decrease your base PL by -30% at the beginning of each Spar, Battle, and Event. You may deactivate this outfit’s PL reduction as a Bonus Action; Deactivating this PL reduction instead increases your Base PL by +5% for each turn that your PL was reduced by this outfit, to a maximum of +30% Base PL. This bonus lasts for the remainder of the thread. If you complete a Spar, Battle, or Event without Deactivating the Base PL reduction, you gain an additional +1 MP for Spars or Non-Deadly Events and +2 MP for Battles or Deadly Events. Limit: None.
|•| Supplement - Tech|•|
Outdated Scouter (Equipped) A device first used by the Tuffles and later co-opted by others, this device allows its wearer to judge the strength of opponents and their attacks using numeric values via a display piece. This model in particular is rather dated and prone to failure. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: The first three (3) times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action. Limit: --
{ TECHNIQUES }
DEFENSE/UTILITY TECHNIQUES.
SONIC SWAY - RANK 3
You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills.
Type: Defense
Action: Standard Action - Reactive
Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.)
Cost: 15 ki
Limit: Once per battle.
Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less.
Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE - Rank 3
You swiftly blink in and out of your opponent's attacks using your powerful natural instincts.
Type: Utility
Action: At-Will
Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.
Duration: N/A
Cost: 2 ki per Instinct generated.
Limit: Once per battle.
Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD ATTACK - Rank 3 You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents.
Type: Utility
Action: At-Will
Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct.
Duration: N/A
Cost: 2 ki per Instinct generated.
Limit: Once per battle.
Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHNIQUES.
DRAGON CLAWS
This secret technique of the Okatera Clan causes the user to focus so much of their Ki around their hands triggering the shroud of aura to take shape of a pair of dragon heads.
Type: Energy, Melee, Barrage
Action: Standard Action
Base Damage: 4d6+4
Major Effect: Slashing : This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage.
Minor Effect: Imbued ; Shocking
Cost: 22 Ki
Learn: 2 weeks
STATIC PULSE
This secret technique of the Okatera Clan is a derivation of the Turtle School legendary Thundershock Surprise. After charging a large amount of lightning elemental chakra into a orb akin to a Kamehameha it is thrust down by a single hand into the ground shocking everyone around the user weakening their defense.
Type: Energy, Ranged, Area
Action: Standard Action, +15 Accuracy
Base Damage: 10
Major Effect:
Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself.
Minor Effect: Immobilize 40% chance
Cost: 25 Ki
Learn: 2 weeks
{ SHINRYU KYTO - BATTLE TRACKER}
DEFENSE PHASE
Reactive-At-Will Action(Outdated Scouter 2/3): ENHANCED SENSE: Gain +5 Defense; +5 All Accuracy; 1 DR; +1 Damage
Reactive-Bonus Action: ENHANCED RAPID MOVEMENT: -15Ki Cost | +25 Defense standard attacks; +10 Defense when used against a Special Technique of the “Finisher” type.| Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
Reactive- Standard Action:
At-Will: INSTINCTUAL DEFENSE - NO COST: USE 4 INSTINCT FOR +10 DEFENSE NEXT 3 TURNS
Attack 1: Shinryu Kyto (140) vs Grenn (184 Critical Hit) = 14+5(Critical) = 19 DMG
Attack 2: Shinryu Kyto (140) vs Clove (105 Miss)= N/A
Attack 3: Shinryu Kyto (140) vs Clove (94 Miss)= N/A
Total damage: = 19 -4DR = 15
OFFENSE PHASE.
At-Will: Enhanced Suppression(99%) 3 Ki Regen at end of Turn
At-Will:
Bonus Action:
Standard Action 1: COMBINATION ATTACK(DAMAGING) w/ Will O-Wisp: -10Ki Cost | Double the damage dice of the attack (Single and Barrage); Add +10 to the damage of the attack (Area only)
Standard Action 2: Sacrificed to Combination Attack
Regen: 3 KI
EFFECTS:
WILD ATTACK: +10 ACCURACY NEXT 2/3 TURNS
INSTINCTUAL DEFENSE: +10 DEFENSE NEXT 3 TURNS
FIGHTING: 35 | ENERGY CONTROL: 30 | REFLEXES: 40 | RESILIENCE: 25 DR: 3(4) | DMG MOD: 3(4) | KI COST: -1 | DEFENSE: 100(140) | MELEE ACC: 1d100+45(60) | ENERGY ACC: 1d100+40(55) HP: 70/85 | KI: 70/100 | INSTINCT: 12/16 | BASE PL: 15.085(14,332-WEIGHTED)| CURRENT PL: 143 | INITIATIVE: 102 Tag Grenn/kitara , Will O. Wisp , Clove [/quote]
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Post by Grenn/kitara on Oct 19, 2020 6:54:05 GMT -8
Grenn grinned widely seeing how far he had come with his own strength, he chuckled as he nodded at clove "dont worry clove-san....this is just for the fun of it..hehe..." He soon rallied towards her seeing they were prepearing to attack clove, to which he stepped in front of the gigantic mistress, and analizing the situation, seeing the most vulnarable yet fresh one was indeed the cat, so he decided he'd take 2 birds with one stone and immediately rushed even faster then before, scanning to himself the body and where he felt the hit would do greater good for the team, he aimed towards the cat's left pectoral to which he roared and unleashed a massive barrage of punches "think you can just let me be??! DONT UNDER ESTIMATE ME KITTEN!" He grinned hoping to get a reaction out of Kinryu and make him stop his support to come to his master's rescue, or what he could assume it was his master.....and during this whole time he had a wide grin as he was realising just how strong he had gotten....he just kept on trying to hammet down on the cat "Feeling on the backfoot whiskers??!" Grenn seemed liek a completely different person thats for sure...his eyes seemed to glow much brighter then ever before as the fight went on....tho he seemed to have more fun then anger in his expression
[238/988]
Equipment Guardian Staff This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm. Type: Weapon - Staff Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit: 3 uses per thread.
Traits Thrill of the Hunt Activation: Passive Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Limit: --
Might Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage.
Class Trait: Flawless Counter Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
Lifedrinker Requirements: Demon Effect: Your every successful attack heals you 2 Health Points.
Techniques Enhanced Basics
-COUNTERMEASURES: Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions,
and Reactive Bonus Actions to Reactive At-Will Actions.
Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. -TELEPORT You vanish--moving immediately through space and time by some unnatural means. Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle.
-FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some
martial arts enthusiasts forget to place it where it belongs,
alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Cost: 15 Ki Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. BattleTracker DEFENSE PHASE Reactive-At-Will Action: Reactive-Bonus Action: Attack 1: Attack 2: Total damage: OFFENSE PHASE. At-Will: Bonus Action: Sense (enhanced) Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. Standard Action 1: Strike (enhanced) tVI4H|W31d100+60, 1d12+5, additional d6 1d6+5
Standard Action 2:Strike (enhanced) 1d100+60, 1d12+5, additional d6 1d6+5
Effects: +1 DR and +1 Damage for every 3 turns, Thrill of the hunt (+1d6 to damage rolls this turn),5 accuraccy and defense (this turn) FIGHTING:50 | ENERGY CONTROL:45 | REFLEXES:50 | RESILIENCE:45 DR: 2(1+1) | DMG MOD: +1 ; +5(3+1+1) Melee | DEFENSE: 105(100+5) | MELEE ACC: 1d100+60 (55+5)(lvl1 prod.) | ENERGY ACC: 1d100+55 (50+5)(lvl1 prod.) HP: 100/100 | KI: 68/100 | BASE PL: 9.894 PL | CURRENT PL: 9.894 PL | INITIATIVE: 92 1d100+60·1d12+5·1d6+5·1d100+60·1d12+5·1d6+5
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Post by Will O. Wisp on Oct 19, 2020 10:51:08 GMT -8
Will did figure that he would take a bit of damage from the electrical aura, he took that gambit. But he didn't expect the armor to be that hardy and hurt his hand so much. Even if he managed to do some damage it pales to how much he took in return. He needs to change tactics and use ranged combat on her from now on. He looks at his bloody knuckles that have stained his white-furred hands. He still closes them as he goes through the pain and continues through the spar. He watched as Clove took on a beautiful appearance with her butterfly wings made out of aura. As soon as her sword was being used the minute he could hear it being swung sharply. Will jumps up into the air as the burst of air whizzes past him. And after doing so he hears Grenn's taunt as he turned to see Grenn about hit hit him. Will then expertly dodges each punch Grenn sent his way. He then smirked and said "Perhaps it is you who is underestimating me?" He then nods to Kinryu as he gets ready. He then jumps into the air and aims downward at Clove, as he does not want to harm the audience. As he makes a familiar pose and starts gathering energy in his palms. And begins focusing as much energy as he can. He then looks towards Kinryu and nods as the signal to try to copy what he is doing, even if it's a weaker version of Will's, if it hits she'll be hurting a lot. "Neko....hame...ha!" he yells out as he launches a large blue beam of energy towards the arena where Clove is at. Word Count: 255 Total Word Count: 1,653 Tag: Clove , Kinryu "The Shinryu" Kyto , Grenn/kitara BATTLE TRACKERSUMMARYAt-Will 1: Champion Gi - Gain +15 accuracy with one Special Technique this turn (On Combination Attack) Bonus Action 1: Focus Energy - Increase your Accuracy with Energy Attacks on this turn by +15. Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn. | -5 Ki Standard Action 1: Nekohameha (Kamehameha) - Energy Ranged Barrage Major Effect: Charging | Minor Effect: Shocking | -11 Ki Clove Accuracy: m6MlOjSu1d100+102 (Champion Gi + Charging + Wild Attack) Damage: 8d6+13 (Combination Attack) Shocking(%55): 1d100 At-Will 2: 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. | -6 Ki Standard Action 2: Nekohameha (Kamehameha) Energy Ranged Single Major Effect: Charging | Minor Effect: Shocking | -6 Ki Clove Accuracy: 1d100+87 (Wild Attack + Charging) Damage: 3d10Shocking(%55): 1d100 Status0/100 Ki Restored 5/10 Instinct Stacks 2/2 Countermeasures Stacks +12 Accuracy 2/3 Stacks 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. Practice Makes Perfect - You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage. SPECIES TRAITS9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITSFlurry of Blows - You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn. 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. Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Efficiency - Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki. Haste - When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. ITEMSChampion Gi Scrying Staff Field Responder Pack Obi TECHNIQUESNekohameha (Kamehameha Energy Ranged Barrage Major Charging Minor Shocking) True Kamehameha (Signature Energy Ranged Finisher| Signature Effect: Supercharge | Major Effect: Charging | Minor Effect: Searing) After Image (Feint) Kiai Instinctual Defense 0/1 uses. Enhanced Focus Energy Sonic Sway Clash Countermeasures 0/1 uses Wild Attack 0/1 uses Divination CURRENT Edge: 0 | Base PL: 23,451 | Current PL: 23,451 | HP: 69/90 | Ki: 60/100 | DEF: 100 | DR: +3 | Dmg: +5 | Melee Accuracy: d100+60 | Ranged Accuracy: d100+50 | Ki Cost: -2 1d100+102·8d6+13·1d100·1d100+87·3d10·1d100
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Post by Clove on Oct 24, 2020 21:04:52 GMT -8
It appeared her opponents were quick to dodge her red odachi blade, they were quite fast, including Shinryu, which made her smile widely, now she was feeling rather motivated to cut them both to show them her demonic powers. As a descendant of Oolong Tea, she took pride in her demon heritage, as well as her pig lineage, she had all the makings of being formidable in battle, and she only inspired to motivate her friends by applying her techniques.
Will O’ Wisp realized the set back in his melee based strikes on her armored bikini body, the metal hurt, and he was not partial towards hitting her exposed skin. The feline’s paws were now bloody from the durability of the metal armor, switching his combat stance to distance himself from her, and she pouted when he figured her out. It would seem Shinryu would stay by his ally’s side to give him the opening he needed to fire a nekohameha?
“Awe, how cute.” Clove spoke up, she was usually quiet in battle, but she never knew the sage cat was so adorable with his technique. The blasts made impact, not in the way the opposing team anticipated, as an invisible barrier was raised in time to reduce the blast damage, part of it spilled to shred the butterfly wings on her back, while the rest of the blast ricocheted towards Will and Shinryu.
The Tea Princess, took the opportunity to try hitting them both again, this time with more finesse in her application. Just like before she swung her odachi blade imbued with ki lashing out at the both Shinryu and Will O’ Wisp. [275] Will O. Wisp Grenn/kitara Kinryu "The Shinryu" Kyto { Actions} DEFENSE PHASE. 136 vs 85= Hit! Shocked status effect inflicted. 143vs 85= Hit! Incoming Damage: Nekohameha Attack 1: 48 -50% Deflect Rank 3= 24 Nekohameha Attack 2: 23 -50% Deflect Rank 3= 11 Total Damage 35 -10 DR -4 Damage Reduction from Edge 3= 21 [Damage Returned to Will O. Wisp : -12 Damage from Bristling Defenses bypassing DR] Damage Total: 21 Bristling Defenses: +6 bypassing DR HP: 120 HP maximum= 102 +3 Bio-suit =105 (Giant Form +35 Temp HP- 22= 13) -- OFFENSE PHASE.Power Level: 50,289 x 1.1 Auxiliary Core x 1.1 ChiChi’s Battle Armor= 60,850 PLx 1.25= 76,062 Will O’ Wisp: 23,451 [Edge 3] [70,353 PL Required for Edge 3] Shinryu Kinryu : 15,085 [Edge 4] [60,340 PL required for Edge 4] At-Will: Reverberation, Destruction Unbound on Finisher Crescendo Passive: Bio Suit, Chichi’s Battle Armor Bonus Action: Deflect Rank 3 -12ki Haste: Power Up +25 Ki Standard Action 1: Dissonance -12ki -10 ki stunned Status Effect -5 ki Giant Form AOE Will O. Wisp Kinryu "The Shinryu" Kyto To Hit: aUVZ1t7l1d100+70+10 Accuracy from Edge 3 to Will O’ Wisp + 15 Accuracy from Edge 4 to Shinryu Damage: 3d10+8+4 Edge 3 Damage to Will O’ Wisp +5 Edge 4 Damage to Shinryu Giant Form Damage: 1d4Major Effect: Smelting: Select one non-artifact, non-outfit item equipped by this technique’s target. The target item cannot be activated on the target’s next turn if they were hit. Smelt may not affect the same item twice in a row and a character may only have 1 item “Smelted” at a time. Will O. Wisp Scrying Staff Kinryu "The Shinryu" Kyto AI Assistant Minor Effect: This technique has a 40% chance to inflict Wound on hit. Wounding Chance 1d10040% Standard Action 2:Crescendo -1 use of Auxiliary Core -5 ki Giant Form AOE Will O. Wisp Kinryu "The Shinryu" Kyto To Hit: 1d100+70+10 Accuracy from Edge 3 to Will O’ Wisp + 15 Accuracy from Edge 4 to Shinryu Damage: 5d8+18+4 Edge 2 Damage to Will O’ Wisp +5 Edge 4 Damage to Shinryu Giant Form Damage: 1d4Bashing: 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%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only. Stun Chance 1d10040% EFFECTS.Stunned (Shock): Round 1 of 2 [-10 Ki to all specials] Bio Suit +3 HP every turn Total Ki Spent: -44 + 25 ki Power Up= -19 Powering-Up: 1/2 Power-Up ki bonus: 3/4 ~ {Statistics}
Skills & Statistics Fighting: 45 Energy Control: 30 Reflexes: 40 Resilience: 40
Accuracy: 1d100+45 (Fighting)+15 (Conqueror Level 3)/ 1d100+30(Energy Control)+15 (Conqueror Level 3) Defense: 50+40 (Reflexes)= 90 + 10 (Conqueror Level 3)= 100 HP: 50+ 40(Resilience)= 90-10(Conqueror Level 2)= 80 +40 (Chichi's Battle Armor)= 120 HP KI: 100 KCR: -1 + -2 (Obi Belt) DM: +2 Fighting + 6 (Conqueror Level 3) = 8 DM DR: -0 (Conqueror Level 3) + -4 Indomitable + -4 (ChiChi's Battle Armor) + -2 (Resilience)= 10 DR
Class: Conqueror Racial Trait: Lucky Dog
Traits: Momentary Ascension Activation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector
Rend Activation: Passive Effect: Whenever you use Dragon Dash, your physical melee attacks have a 50% chance to apply 1 turn of “Wound” to their target; this is added to and rolled separately from any other effects. Limit: -- Classes: Conqueror, Ravager, Witch/Wizard
Intimidating Power Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread.
Class Features:
Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn.
Final Word- You gain 1 additional use of every Finisher-Type special technique that you know, per thread.
Reverberation - Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique.
Destruction Unbound - Twice per thread, as an At-Will Action, you may select a single Special Technique used on the same turn. Reactive Defensive Techniques used by the target of your chosen Special Technique are only half as effective(Rapid Movement would grant only +12 Defense, Energy Shield would only grant 15 DR, etc.) Destruction Unbound has no effect on Techniques that would cause you to fail to hit through means that are not Defense increases. Uses 1/2
Overcharge - Whenever you sacrifice a Standard Action for a Bonus Action and use Focus Energy with that Bonus Action, increase the damage of the next Special Technique is DOUBLED.
Equipped items:
Katchin Sword ōdachi (大太刀) Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 uses per thread.
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive 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. Limit: Only one Auxiliary Core may be equipped at a time. Uses: 1/2
Obi A belt worn by martial artists, often designating their rank within a particular school. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Decrease the cost of all your Techniques by 2 ki. Limit: --
Bio-suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: --
Artifact Equipment: Chichi's Battle Armor Long ago, when the Ox-king wanted to protect his beautiful daughter, he commissioned a beautiful protective set of armor with a third of his massive treasury. They say this armor was engineered with state-of-the-art laser cannons, a virtually unbreakable metal alloy known only to the ancient smiths of old, and a magically enchanted cutting saw. Needless to say, the Ox-princess got tired of it in a few years and threw it away to her Dad's heartbreak. Still, some say that the lost armor has passed through different hands as the years went on, growing and shrinking to fit it's new wearer. The ancient armor still has a lot of power left in it... for the price of showing off your goods to everyone who wants to see. Type: Lost Artifact - Outfit Zeni Value: N/A – NPC Merchants will not buy an artifact from you. Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: This armor is surprisingly useful for its purpose of defense, even if most would not believe it to be capable of such. The user of this armor is considered to have 4 additional DR and 40 additional HP. In addition, the user is considered to possess an additional Protector class feature. Those who do not possess the Protector Class may only pick from the level 0 features of Protector. Those who do possess the Protector class may pick from any feature from the levels they have unlocked, and when they unlock a new level they may switch out the artifact unlocked feature chosen. As an item of great power simply possessing the Battle Armor of Chichi generates an increase of 10% to the user's power level. Questing EP Cost: 5,000 EP. Limit: N/A
Protector Class Feature: Bristling Defenses - Whenever a combatant deals damage to you with an attack, they receive damage equal to your class Damage Modifier; this damage bypasses Temporary HP and DR.
Techniques
Enhanced Basic Technique after unlocking Potential Mastery:
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. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
Starting Non-Basic Technique Chosen:
Heart Stroke A slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki
Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only.
Techniques: Crescendo A deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki
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%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only.
DEFLECT RANK 3 You deftly parry or knock aside an attack headed towards you. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
LIGHTNING AURA RANK 3 A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE RANK 3 Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM Rank 2 You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
COUNTERMEASURES Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Dissonance The opponent is disarmed of a prized part of their equipment after being severly wounded. Type: Physical/ Single / Melee Action: Standard Action Base Damage: 3d10 Major Effect: Smelting: Select one non-artifact, non-outfit item equipped by this technique’s target. The target item cannot be activated on the target’s next turn if they were hit. Smelt may not affect the same item twice in a row and a character may only have 1 item “Smelted” at a time. Minor Effect: This technique has a 40% chance to inflict Wound on hit. Cost: 15 ki Learn: 2 Weeks
Technique Slots: 8/10
Clove Tea HP:
| Ki:
| PL:
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| 105 (13) | 35 | 50,289
| x | 76,062 | AC: 60|45 | DEF: 85 | DM: +8 | DR: -10 | KCR: -3 |
1d100+70·3d10+8·1d4·1d100·1d100+70·5d8+18·1d4·1d100
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Post by Kinryu "The Shinryu" Kyto on Oct 30, 2020 22:30:16 GMT -8
“Haha Grenn, I got to tell you something. No one forgot about you, we just have an actual problem to deal with first.” Kinryu Kyto laughed out loud as he shouted at his friend Grenn’s failure to even tap Master Will O-Wisp to distract his counter assault against Clove. “Yeah!” Kinryu Kyto was thrilled to see the vast explosion of Master Will O-Wisp’s Ki beam engulfing Princess Clove’s body. However, this jubilization proved itself trivial as the smoke cleared revealing the Tea Princess was still towering above them. “Oh come on.” Kinryu Kyto couldn’t waste time wailing in disappointment at the failure to blow up Princess Clove, as she quickly tried once again to slash him apart with her massive sword. Which triggered an idea within Kinryu’s mind to use her own weapon against her. When Princess Clove swung down at him the second time Kinryu Kyto ran not away but towards her attempting to grasp her wrist to throw off her balance to toss her on her back. “Hopefully, that left a grass stain.”WC:180 | TWC: 1611
{ Just a little bit of Info } Name: Kinryu "Shinryu" Kyto Species: Human-Saiyan Hybrid Age:22 Born: AGE 1132, May 14th Gender: Male Father: Shin Kyto - Heir Successor of the Okatera Clan (Deceased) Mother: Son Dan Sisters: Serai Kyto (Elder half-sister | Human | Age 1120, September 15), Matcha Kyto (Elder | Born AGE 1130, June 5 | Human-Saiyan Hybrid), Taru Kyto (Younger | Born AGE 1140, April 16 | Human-Saiyan Hybrid) Brother-in-law: TBA Skills & StatisticsFighting: 35 Energy Control: 30 Reflexes: 40 Resilience: 25 Accuracy:Melee: 1d100+45 (+30 Fighting +10 Class) Ranged Energy: 1d100+40 (+30 Energy Control +10 Class) Defense: 100 =(50 +40 Reflexes +10 Instinct) HP: 85 =(50 +25 Resilience +10 Class) KI: 100 Ki Reduction -1
DR: +1 Prodigy
Damage Bonus: +2 (+1 Class, +1 Fighting Skill)
Natural Power Level: 15,085
Base Power Level: 15,085
Class: Prodigy
Current Class Level:2
Racial Trait: Zenkai
Requirements: Saiyan
Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in, to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
{Traits:}
Canon Descendant:As an ardent student of Martial Arts and being a descendant of Son Gohan. Kinryu should receive a one week reduction on learning Demon School Techniques if they are ever developed like the Masendan Bomb, Masenko, or Special Beam Cannon.
Flawless Counter: Class Trait
Activation: Passive
Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Limit: --
Classes: Martial Artist, Mystic, Prodigy, Protector
Bend the Limits
Activation: Reactive At-Will
Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread.
Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Classes: Mystic, Prodigy, Techie
GENERAL | SKILL TRAITS. |*A.I. Assistant granted Traits*|
|1| Luchador
Activation: None (Passive)
Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage.
Limit: --
|*2| Instinct Requirements: Reflexes Skill of 30
Activation: None (Passive)
Effect: Your Defense is increased by +10.
|*3| Thrill of the Hunt
Activation: Passive
Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6.
Limit: --
|*4| Momentum
Requirements: Reflexes Skill of 35
Activation: None (Passive) / At-Will
Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
{ Class Abilities:} Class
Level | HP Modifier | AccuracyModifier | Defense
Modifier
| Damage
Modifier | Damage
Reduction
Modifier | 0 | 0 | +5 | 0 | 0 | 0 | 1 | +5 | +5 | 0 | +1 | +1 | 2 | +10 | +10 | 0 | +2 | +2 | 3 | +15 | +15 | 0 | +3 | +3 |
Class Features:Level | 0 | Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genius - Your Skills are no longer restricted by the natural 50 cap. Level | 1 | Skillful - Focus Mastery Level 1 now instead increases your chosen skill by +10. Level | 2 | Unmatched Skill - Focus Mastery Level 3 now instead increases your chosen skill by +10. {EQUIPMENT.}
|•| Artifact |•|
Bansho Fan
A large and magical fan once used to stoke the flames of a powerful magical furnace- a furnace that served as a portal to Other World atop a long forgotten mountain. It is said to have the power to control the weather, rumored to have the capability to raise a typhoon with a single wave, a thunderstorm with two and a monsoon with three.
Type: Lost Artifact - Weapon - Fan
Zeni Value: 600,000
Zeni Cost: 120,000
Activation: At-Will Action
Effect: When Bansho Fan is activated, the first Special Technique used by you on this turn has an additional 40% chance to afflict Freeze on its target. The second Special Technique you use on this turn has an additional 50% chance to afflict Stun. Additionally, techniques you use on a turn in which Bansho Fan has been activated may not critically fail. If a technique does not already have a chance to afflict Freeze or Stun to their target, this item allows them to do so at the aforementioned rates. The maximum chance to afflict any status effect is 95%.
Questing Word Requirement: 5,000 Words
Limit: Three times per thread.
|•| Weapon |•|
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
Zeni Value: 30000
Zeni Cost: 80000
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.
|•| Supplement - Tech |•|
AI Assistant
Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Type: Supplementary - Technology
Zeni Value: 30000
Zeni Cost: 80000
Activation: Passive
Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Limit: --
|•| Outfit: |•|
Weighted Clothing (equipped) Sometimes, simple training weights are not enough-- a warrior must occasionally burden themselves with dramatic weighting to see the growth they desire, and these weighted clothing were made just for that purpose. Type: Outfit - Weights Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive / Bonus Action Effect: Decrease your base PL by -30% at the beginning of each Spar, Battle, and Event. You may deactivate this outfit’s PL reduction as a Bonus Action; Deactivating this PL reduction instead increases your Base PL by +5% for each turn that your PL was reduced by this outfit, to a maximum of +30% Base PL. This bonus lasts for the remainder of the thread. If you complete a Spar, Battle, or Event without Deactivating the Base PL reduction, you gain an additional +1 MP for Spars or Non-Deadly Events and +2 MP for Battles or Deadly Events. Limit: None.
|•| Supplement - Tech|•|
Outdated Scouter (Equipped) A device first used by the Tuffles and later co-opted by others, this device allows its wearer to judge the strength of opponents and their attacks using numeric values via a display piece. This model in particular is rather dated and prone to failure. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: The first three (3) times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action. Limit: --
{ TECHNIQUES }
DEFENSE/UTILITY TECHNIQUES.
SONIC SWAY - RANK 3
You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills.
Type: Defense
Action: Standard Action - Reactive
Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.)
Cost: 15 ki
Limit: Once per battle.
Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less.
Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE - Rank 3
You swiftly blink in and out of your opponent's attacks using your powerful natural instincts.
Type: Utility
Action: At-Will
Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.
Duration: N/A
Cost: 2 ki per Instinct generated.
Limit: Once per battle.
Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD ATTACK - Rank 3 You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents.
Type: Utility
Action: At-Will
Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct.
Duration: N/A
Cost: 2 ki per Instinct generated.
Limit: Once per battle.
Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHNIQUES.
DRAGON CLAWS
This secret technique of the Okatera Clan causes the user to focus so much of their Ki around their hands triggering the shroud of aura to take shape of a pair of dragon heads.
Type: Energy, Melee, Barrage
Action: Standard Action
Base Damage: 4d6+4
Major Effect: Slashing : This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage.
Minor Effect: Imbued ; Shocking
Cost: 22 Ki
Learn: 2 weeks
STATIC PULSE
This secret technique of the Okatera Clan is a derivation of the Turtle School legendary Thundershock Surprise. After charging a large amount of lightning elemental chakra into a orb akin to a Kamehameha it is thrust down by a single hand into the ground shocking everyone around the user weakening their defense.
Type: Energy, Ranged, Area
Action: Standard Action, +15 Accuracy
Base Damage: 10
Major Effect:
Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself.
Minor Effect: Immobilize 40% chance
Cost: 25 Ki
Learn: 2 weeks
{ SHINRYU KYTO - BATTLE TRACKER}
DEFENSE PHASE
Reactive-At-Will Action(Outdated Scouter 3/3): ENHANCED SENSE: Gain +5 Defense; +5 All Accuracy; 1 DR; +1 Damage
Reactive-Bonus Action: ENHANCED RAPID MOVEMENT: -14Ki Cost | +25 Defense standard attacks; +10 Defense when used against a Special Technique of the “Finisher” type.| Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
Reactive- Standard Action:
At-Will:
Attack 2: Shinryu Kyto (140) vs Clove (87 Miss)= N/A
Attack 3: Shinryu Kyto (120) vs Clove (131 Hit)= 57
Total damage: = 57 -4DR = 53
OFFENSE PHASE.
At-Will: Enhanced Suppression(99%) 3 Ki Regen at end of Turn
At-Will:
Bonus Action: ENHANCED DRAGON DASH | -6 Ki Cost | The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
Standard Action 1: ENHANCED GRAPPLE @ Clove | 0 Ki Cost (Luchador)|
Melee Accuracy | Flawless Counter +20| Dragon Dash +10 S1K2yHJo1d100+90
Damage | Dragon Dash +5 | Luchador(The natural roll of the damage dice on Grapple deals +1d6 damage, and bypasses all DR (max of 2d6). 2d6+9 Thrill of the Hunt Damage 1d6
Immobilize | 40% chance 1d100
Standard Action 2: Sacrificed for Dragon Dash
At-Will: INSTINCTUAL DEFENSE - NO COST: USE 4 INSTINCT FOR +10 DEFENSE NEXT 3 TURNS
Regen: 3 KI
EFFECTS:
WILD ATTACK: +10 ACCURACY NEXT 1/3 TURNS
INSTINCTUAL DEFENSE: +10(+20) DEFENSE NEXT 5(2)/6 TURNS
Stunned (Shock): Round 1 of 2 [-10 Ki to all specials]
FIGHTING: 35 | ENERGY CONTROL: 30 | REFLEXES: 40 | RESILIENCE: 25 DR: 3(4) | DMG MOD: 3(4) | KI COST: -1 | DEFENSE: 100(120) | MELEE ACC: 1d100+45(70) | ENERGY ACC: 1d100+40(55) HP: 17/85 | KI: 53/100 | INSTINCT: 4/16 | BASE PL: 15.085(14,332-WEIGHTED)| CURRENT PL: 143 | INITIATIVE: 102 | Momentum Stacks: 2 Tag Grenn/kitara , Will O. Wisp , Clove 1d100+90·2d6+9·1d6·1d100
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Post by Grenn/kitara on Nov 6, 2020 2:43:27 GMT -8
Grenn Gritted his teeths at being basically called a weakling as he seems to charge up and growl a little and skeletal like wings started to form with a red mist taking form of feather like aura on them "Dont you dare MOCK ME!!" Soon enough Grenn seemed to have copyed Clove's Giant form to make it his own "AM I NOT A PROBLEM HUH?!! THEN HOW ABOUT YOU LET ME HIT YOU AND SEE IT FOR YOURSELF!!" as he formed theese Gigantic sinister wing he roared basically swinging them towards the 2, they dont think they think they can just ignore him?? that they can just think less of him because of one stupid form?? How about now then... Grenn still was not loosing himself, tho the anger on kinryu's comment clearly had pierced through Grenn's usually calmer exterior, that hit the nerve, and it hit it deep, deep enough to show his repressed anger. [156/1.144] Equipment Guardian Staff This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm. Type: Weapon - Staff Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit: 3 uses per thread.
Traits Thrill of the Hunt Activation: Passive Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Limit: --
Might Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage.
Class Trait: Flawless Counter Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
Lifedrinker Requirements: Demon Effect: Your every successful attack heals you 2 Health Points.
Techniques Enhanced Basics -COUNTERMEASURES: Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. -TELEPORT You vanish--moving immediately through space and time by some unnatural means. Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. -FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Cost: 15 Ki Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%.
BattleTracker DEFENSE PHASE Reactive-At-Will Action: Reactive-Bonus Action: Attack 1: Attack 2: Total damage: OFFENSE PHASE. At-Will:
Prodigious Student - Twice per battle as a Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. Clove- Giant Form
Bonus Action1: GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Bonus Action 2: 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. Standard Action 1:STRIKE (enhanced) Against Will and Shin. 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: 5 (AOE) Enhanced: Upgrades to 1d12 damage. 6PHV1KFB1d100+55 Strike: 1d12+5 Thrill of the hunt: 1d6 Giant Form: 1d4Effects:+1 DR and +1 Damage for every 3 turns, Thrill of the hunt (+1d6 to damage rolls this turn),5 accuraccy and defense (this turn), -15 def (giant) +1d4, can make melee AOE for 5 ki FIGHTING:50 | ENERGY CONTROL:45 | REFLEXES:50 | RESILIENCE:45 DR: 1 | DMG MOD: +1 ; +5(3+1+1) Melee | DEFENSE: 90(100+5-15) (giant form)| MELEE ACC: 1d100+55(lvl1 prod.) | ENERGY ACC: 1d100+50(lvl1 prod.) HP: 100/100 | KI: 53/100 | BASE PL: 9.894 PL | CURRENT PL: 9.894 PL | INITIATIVE: 92| Temp Hp: 25/25 1d100+55···1d4+5
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Post by Will O. Wisp on Nov 7, 2020 4:01:13 GMT -8
Will of course expected her to use some sort of technique to counteract their combination attack, he just didn't expect it do barely anything. Her etheral wings haven't even be clipped yet and to make matters worse some of the energy is deflected back at him. So far he has been the one to receive the most damage during this spar. And most of it was because he choose to hit Clove. Just what is that armor made of he wondered. It was then Clove started to slash at them with her Ki imbued blade Barely dodging one of the sword swipes with it cutting off a small tuft of fur from his head. And as another swing appears to have been connected, instead just seemed to have hit air. As what she thought was Will was just one of his After Images. He then makes his distance as he pats his head where it was cut as if checking to make sure she didn't just gave him a bald spot. Taking a sigh of relief he takes a couple of breaths to calm himself down. Before going back into a defensive pose. It was then Grenn's rage has reached it's boiling point as he doesn't seem to like being ignored for this spar. Even copying Clove's Ki based wings technique though his look more malovent then the beauty and grace of Clove's. Almost as if reflecting Grenn's true nature or a result of summoning it through his rage? Though Will was able to barely dodge the two swinging giant wings. He then appears next to Shinryu to whisper to him. "Alright, let's try attacking Clove together like we did before again, only this time first you go and start the attack from above her, and I go from below and fire another Nekohameha. We need to both put everything we got into it. If we can be able to break through her defenses then we have more of a chance, but for now I'll go try and see if I can take care of our current second problem," Will whispered. He then flies over towards Grenn, reaching for his Scrying Staff and getting it off of his back. And imbues it and hardens it with Ki, surrounding it by a blue aura, as he then proceeds to punch at Grenn's Ki Wings in order to break them and get him out of this current state. Word Count: 378 Total Word Count: 2,031 Tag: Clove , Kinryu "The Shinryu" Kyto , Grenn/kitara BATTLE TRACKER SUMMARY
Dodges Dissonance and Grenn's AOE Strike with Will's 100 Defense, Spends 1 Countermeasure Stack on Feint to turn it into a reaction Bonus Action. Dodges Crescendo with Feint Champion Gi's defensive boon Used Haste.Used Scrying Staff Attacks Grenn with three strikes.
At-Will 1: Champion Gi - You gain +10 Defense this turn(applied before incoming attack resolution)
Bonus Action 1: After Image (Feint) - You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. | -8 Ki (1 Countermeasures Stack and dodges Crescendo with Feint)
Bonus Action 2: Scrying Staff - Your Sense technique may be used as a Reactive At-Will action on your next turn. For each Strike you perform on this turn that successfully hits its target, you may use Sense 1 additional time on your next turn; the Effects of multiple Sense uses through this Effect stack. (Haste)
Standard Action 1: Strike @grenn
Accuracy: zXey7u5L1d100+92 (Flawless Counter + Wild Attack)
Damage: 1d8+5
Standard Action 2: Strike @grenn
Accuracy: 1d100+92
Damage: 1d8+5
At-Will Blitz Action: Strike @grenn
Accuracy: 1d100+92
Damage: 1d8+5
At-Will 2: Spend 5 Instinct Stacks for Instinctual Defense for next 3 turns.
Status
0/100 Ki Restored
0/10 Instinct Stacks
1/2 Countermeasures Stacks
+12 Accuracy 1/3 Stacks
CLASS FEATURES
Martial 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.
Practice Makes Perfect - You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage.
SPECIES TRAITS
9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS
Flurry of Blows - You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn.
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.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Efficiency - Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Haste - When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. 2/3 Uses
ITEMS
Champion Gi
Scrying Staff 2/3 uses
Field Responder Pack 1/1 use
Obi
TECHNIQUES
Nekohameha (Kamehameha Energy Ranged Barrage Major Charging Minor Shocking)
True Kamehameha (Signature Energy Ranged Finisher| Signature Effect: Supercharge | Major Effect: Charging | Minor Effect: Searing)
After Image (Feint) 1/2 Uses
Kiai
Instinctual Defense 0/1 uses.
Enhanced Focus Energy
Sonic Sway
Clash
Countermeasures 0/1 uses
Wild Attack 0/1 uses
Divination
CURRENT Edge: 0 | Base PL: 23,451 | Current PL: 23,451 | HP: 57/90 | Ki: 52/100 | DEF: 100 | DR: +3 | Dmg: +5 | Melee Accuracy: d100+60 | Ranged Accuracy: d100+50 | Ki Cost: -2 1d100+92·1d8+5·1d100+92·1d8+5·1d100+92·1d8+5
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Post by Clove on Nov 11, 2020 12:40:36 GMT -8
The tuxedo fur pattern feline dodged again, he was an elusive martial artist, and Shinryu dodged again but this time her nodachi got wedged on the side of his thigh. Using the momentum to drop her to the ground damaging her translucent crimson butterfly wings in the process. While Shinryu attempted to subdue her into a grapple hold, she rolled out of the way, and pulled her sword out of his thigh which surprisingly did not bleed out. The Tea princess powered up her ki signature, pulling what remained of her ki pool, which was dangerously low. With what remained of her wings, she channeled her ki to swing again at her opponents, this time the protective layer of ki that prevented the blade from being sharp was removed, proving to be lethal on contact. “Grenn-san, it appears this full blooded saiyan has reached his limits, I suppose we can finish him so we can focus on one opponent. It seems you are faring well with adapting to your environment. I never expected anyone to be able to copy my demon form technique as their own. I am quite impressed.” [189] [2,328] { Actions} DEFENSE PHASE. Shinryu 96 vs 85= Hit! -5 Bypassing DR Grapple Damage -15 Damage [3 Damage Dice Rolled -3 Damage bypassing DR on Shinryu -6 Damage bypassing DR on Shinryu from Bristling Defenses Total Direct Unavoidable Damage Back at Shinryu: -9] Incoming Damage: 15 -10 DR - 5 DR= 0 Total Damage: 0 Lightning Aura Round 3/5 Bristling Defenses: +6 bypassing DR HP: 120 HP maximum= 105 +3 Bio-suit =108 (Giant Form Temp HP 13- 5 Dmg= 8) -- OFFENSE PHASE.Power Level: 50,289 x 1.1 ChiChi’s Battle Armor= 55,318 PL x 1.5 Power up = 82,997 Will O’ Wisp: 23,451 [Edge 3] [70,353 PL Required for Edge 3] Shinryu Kinryu : 143 [Edge 4] [60,340 PL required for Edge 4] At-Will: Quick Draw: Katchin Sword Passive: Bio Suit, Chichi’s Battle Armor Bonus Action: Power Up +25ki Haste: Dragon Dash -4 ki Activates Rend Trait Standard Action 1: Katchin sword Strike -5 AOE Kinryu "The Shinryu" Kyto Will O. WispTo Hit: Ex5TejkY1d100+60+10 Accuracy from Edge 3 to Will O’ Wisp + 15 Accuracy from Edge 4 to Shinryu Strike: 1d8+14+8 DM +3 Dmg Dragon Dash, +3 Katchin Sword +4 Edge 3 Damage to Will O’ Wisp +5 Edge 4 Damage to Shinryu Rend Wound Chance 1d10050% Katchin Sword Wound Chance 1d10050% Giant Form 1d4Standard Action 2: Katchin sword Strike -5 AOE Kinryu "The Shinryu" Kyto Will O. WispTo Hit: 1d100+60+10 Accuracy from Edge 3 to Will O’ Wisp + 15 Accuracy from Edge 4 to Shinryu Strike: 1d8+14+8 DM +3 Dmg Dragon Dash, +3 Katchin Sword +4 Edge 3 Damage to Will O’ Wisp +5 Edge 4 Damage to Shinryu Rend Wound Chance 1d10050% Katchin Sword Wound Chance 1d10050% Giant Form 1d4EFFECTS.Stunned (Shock): Round 2 of 2 [-10 Ki to all specials] Bio Suit +3 HP every turn Total Ki Spent: -14 + 25 ki Power Up= +11 Powering-Up: 2/2 Power-Up ki bonus: 2/4 ~ {Statistics}
Skills & Statistics Fighting: 45 Energy Control: 30 Reflexes: 40 Resilience: 40
Accuracy: 1d100+45 (Fighting)+15 (Conqueror Level 3)/ 1d100+30(Energy Control)+15 (Conqueror Level 3) Defense: 50+40 (Reflexes)= 90 + 10 (Conqueror Level 3)= 100 HP: 50+ 40(Resilience)= 90-10(Conqueror Level 2)= 80 +40 (Chichi's Battle Armor)= 120 HP KI: 100 KCR: -1 + -2 (Obi Belt) DM: +2 Fighting + 6 (Conqueror Level 3) = 8 DM DR: -0 (Conqueror Level 3) + -4 Indomitable + -4 (ChiChi's Battle Armor) + -2 (Resilience)= 10 DR
Class: Conqueror Racial Trait: Lucky Dog
Traits: Momentary Ascension Activation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector
Rend Activation: Passive Effect: Whenever you use Dragon Dash, your physical melee attacks have a 50% chance to apply 1 turn of “Wound” to their target; this is added to and rolled separately from any other effects. Limit: -- Classes: Conqueror, Ravager, Witch/Wizard
Intimidating Power Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread.
Class Features:
Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn.
Final Word- You gain 1 additional use of every Finisher-Type special technique that you know, per thread.
Reverberation - Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique.
Destruction Unbound - Twice per thread, as an At-Will Action, you may select a single Special Technique used on the same turn. Reactive Defensive Techniques used by the target of your chosen Special Technique are only half as effective(Rapid Movement would grant only +12 Defense, Energy Shield would only grant 15 DR, etc.) Destruction Unbound has no effect on Techniques that would cause you to fail to hit through means that are not Defense increases. Uses 1/2
Overcharge - Whenever you sacrifice a Standard Action for a Bonus Action and use Focus Energy with that Bonus Action, increase the damage of the next Special Technique is DOUBLED.
Equipped items:
Katchin Sword ōdachi (大太刀) Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 uses per thread. 1/3
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive 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. Limit: Only one Auxiliary Core may be equipped at a time. Uses: 0/2
Obi A belt worn by martial artists, often designating their rank within a particular school. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Decrease the cost of all your Techniques by 2 ki. Limit: --
Bio-suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: --
Artifact Equipment: Chichi's Battle Armor Long ago, when the Ox-king wanted to protect his beautiful daughter, he commissioned a beautiful protective set of armor with a third of his massive treasury. They say this armor was engineered with state-of-the-art laser cannons, a virtually unbreakable metal alloy known only to the ancient smiths of old, and a magically enchanted cutting saw. Needless to say, the Ox-princess got tired of it in a few years and threw it away to her Dad's heartbreak. Still, some say that the lost armor has passed through different hands as the years went on, growing and shrinking to fit it's new wearer. The ancient armor still has a lot of power left in it... for the price of showing off your goods to everyone who wants to see. Type: Lost Artifact - Outfit Zeni Value: N/A – NPC Merchants will not buy an artifact from you. Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: This armor is surprisingly useful for its purpose of defense, even if most would not believe it to be capable of such. The user of this armor is considered to have 4 additional DR and 40 additional HP. In addition, the user is considered to possess an additional Protector class feature. Those who do not possess the Protector Class may only pick from the level 0 features of Protector. Those who do possess the Protector class may pick from any feature from the levels they have unlocked, and when they unlock a new level they may switch out the artifact unlocked feature chosen. As an item of great power simply possessing the Battle Armor of Chichi generates an increase of 10% to the user's power level. Questing EP Cost: 5,000 EP. Limit: N/A
Protector Class Feature: Bristling Defenses - Whenever a combatant deals damage to you with an attack, they receive damage equal to your class Damage Modifier; this damage bypasses Temporary HP and DR.
Techniques
Enhanced Basic Technique after unlocking Potential Mastery:
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. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
Starting Non-Basic Technique Chosen:
Heart Stroke A slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki
Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only.
Techniques:
Crescendo A deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki
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%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only.
DEFLECT RANK 3 You deftly parry or knock aside an attack headed towards you. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
LIGHTNING AURA RANK 3 A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE RANK 3 Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM Rank 2 You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
COUNTERMEASURES Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Dissonance The opponent is disarmed of a prized part of their equipment after being severly wounded. Type: Physical/ Single / Melee Action: Standard Action Base Damage: 3d10 Major Effect: Smelting: Select one non-artifact, non-outfit item equipped by this technique’s target. The target item cannot be activated on the target’s next turn if they were hit. Smelt may not affect the same item twice in a row and a character may only have 1 item “Smelted” at a time. Minor Effect: This technique has a 40% chance to inflict Wound on hit. Cost: 15 ki Learn: 2 Weeks
Technique Slots: 8/10
Clove Tea HP:
| Ki:
| PL:
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| 108 (8) | 46 | 50,289
| x | 82,997 | AC: 60|45 | DEF: 85 | DM: +8 | DR: -10 | KCR: -3 |
1d100+60·1d8+14·1d100·1d100·1d4·1d100+60·1d8+14·1d100·1d100·1d4
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Post by Kinryu "The Shinryu" Kyto on Nov 15, 2020 22:30:16 GMT -8
“Arrrrgh, fuck!” Kinryu Kyto shouted out as he felt as if his body was being charred from the inside out by Cloves bristiling lightning aura as her sword stabbed his thigh as he tossed the statuesque demon Tea Princess to the ground. As Kinryu knelt breathing hard on the ground recovering from the awesome strain from performing that reckless feat he looked over to find Grenn also growing to nearly such a ridiculous stature. Kinryu tumbled out of the way of Grenn’s strike to counter attack with a quick Ki blast before he mocked the enlarged Saiyan. “Oh come on are you kidding me? Does this mean you can’t even go great ape? I was expecting at least that much from you, Grenn.”Kinryu Kyto honestly would’ve continued berating Grenn, if not for Master Will O-Wisp regaining Kinryu’s attention as Princess Clove began to climb back up from the stadium floor to explain his strategy. Kinryu Kyto nodded his head in agreement and refocused his attention towards Clove. Which proved a wise decision for Kinryu Kyto as he narrowly dodged out of the way of Clove’s long sword twice. Kinryu then managed to charge towards Clove as he swooped into the air above her as he channeled his Ki between his hands and shouted out to Master Will O-Wisp. “Now!”WC:225 | TWC: 1836
{ Just a little bit of Info } Name: Kinryu "Shinryu" Kyto Species: Human-Saiyan Hybrid Age:22 Born: AGE 1132, May 14th Gender: Male Father: Shin Kyto - Heir Successor of the Okatera Clan (Deceased) Mother: Son Dan Sisters: Serai Kyto (Elder half-sister | Human | Age 1120, September 15), Matcha Kyto (Elder | Born AGE 1130, June 5 | Human-Saiyan Hybrid), Taru Kyto (Younger | Born AGE 1140, April 16 | Human-Saiyan Hybrid) Brother-in-law: TBA Skills & StatisticsFighting: 35 Energy Control: 30 Reflexes: 40 Resilience: 25 Accuracy:Melee: 1d100+45 (+30 Fighting +10 Class) Ranged Energy: 1d100+40 (+30 Energy Control +10 Class) Defense: 100 =(50 +40 Reflexes +10 Instinct) HP: 85 =(50 +25 Resilience +10 Class) KI: 100 Ki Reduction -1
DR: +1 Prodigy
Damage Bonus: +2 (+1 Class, +1 Fighting Skill)
Natural Power Level: 15,085
Base Power Level: 15,085
Class: Prodigy
Current Class Level:2
Racial Trait: Zenkai
Requirements: Saiyan
Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in, to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
{Traits:}
Canon Descendant:As an ardent student of Martial Arts and being a descendant of Son Gohan. Kinryu should receive a one week reduction on learning Demon School Techniques if they are ever developed like the Masendan Bomb, Masenko, or Special Beam Cannon.
Flawless Counter: Class Trait
Activation: Passive
Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Limit: --
Classes: Martial Artist, Mystic, Prodigy, Protector
Bend the Limits
Activation: Reactive At-Will
Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread.
Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Classes: Mystic, Prodigy, Techie
GENERAL | SKILL TRAITS. |*A.I. Assistant granted Traits*|
|1| Luchador
Activation: None (Passive)
Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage.
Limit: --
|*2| Instinct Requirements: Reflexes Skill of 30
Activation: None (Passive)
Effect: Your Defense is increased by +10.
|*3| Thrill of the Hunt
Activation: Passive
Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6.
Limit: --
|*4| Momentum
Requirements: Reflexes Skill of 35
Activation: None (Passive) / At-Will
Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
{ Class Abilities:} Class
Level | HP Modifier | AccuracyModifier | Defense
Modifier
| Damage
Modifier | Damage
Reduction
Modifier | 0 | 0 | +5 | 0 | 0 | 0 | 1 | +5 | +5 | 0 | +1 | +1 | 2 | +10 | +10 | 0 | +2 | +2 | 3 | +15 | +15 | 0 | +3 | +3 |
Class Features:Level | 0 | Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genius - Your Skills are no longer restricted by the natural 50 cap. Level | 1 | Skillful - Focus Mastery Level 1 now instead increases your chosen skill by +10. Level | 2 | Unmatched Skill - Focus Mastery Level 3 now instead increases your chosen skill by +10. {EQUIPMENT.}
|•| Artifact |•|
Bansho Fan
A large and magical fan once used to stoke the flames of a powerful magical furnace- a furnace that served as a portal to Other World atop a long forgotten mountain. It is said to have the power to control the weather, rumored to have the capability to raise a typhoon with a single wave, a thunderstorm with two and a monsoon with three.
Type: Lost Artifact - Weapon - Fan
Zeni Value: 600,000
Zeni Cost: 120,000
Activation: At-Will Action
Effect: When Bansho Fan is activated, the first Special Technique used by you on this turn has an additional 40% chance to afflict Freeze on its target. The second Special Technique you use on this turn has an additional 50% chance to afflict Stun. Additionally, techniques you use on a turn in which Bansho Fan has been activated may not critically fail. If a technique does not already have a chance to afflict Freeze or Stun to their target, this item allows them to do so at the aforementioned rates. The maximum chance to afflict any status effect is 95%.
Questing Word Requirement: 5,000 Words
Limit: Three times per thread.
|•| Weapon |•|
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
Zeni Value: 30000
Zeni Cost: 80000
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.
|•| Supplement - Tech |•|
AI Assistant
Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Type: Supplementary - Technology
Zeni Value: 30000
Zeni Cost: 80000
Activation: Passive
Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Limit: --
|•| Outfit: |•|
Weighted Clothing (equipped) Sometimes, simple training weights are not enough-- a warrior must occasionally burden themselves with dramatic weighting to see the growth they desire, and these weighted clothing were made just for that purpose. Type: Outfit - Weights Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive / Bonus Action Effect: Decrease your base PL by -30% at the beginning of each Spar, Battle, and Event. You may deactivate this outfit’s PL reduction as a Bonus Action; Deactivating this PL reduction instead increases your Base PL by +5% for each turn that your PL was reduced by this outfit, to a maximum of +30% Base PL. This bonus lasts for the remainder of the thread. If you complete a Spar, Battle, or Event without Deactivating the Base PL reduction, you gain an additional +1 MP for Spars or Non-Deadly Events and +2 MP for Battles or Deadly Events. Limit: None.
|•| Supplement - Tech|•|
Outdated Scouter (Equipped) A device first used by the Tuffles and later co-opted by others, this device allows its wearer to judge the strength of opponents and their attacks using numeric values via a display piece. This model in particular is rather dated and prone to failure. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: The first three (3) times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action. Limit: --
{ TECHNIQUES }
DEFENSE/UTILITY TECHNIQUES.
SONIC SWAY - RANK 3
You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills.
Type: Defense
Action: Standard Action - Reactive
Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.)
Cost: 15 ki
Limit: Once per battle.
Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less.
Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE - Rank 3
You swiftly blink in and out of your opponent's attacks using your powerful natural instincts.
Type: Utility
Action: At-Will
Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.
Duration: N/A
Cost: 2 ki per Instinct generated.
Limit: Once per battle.
Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD ATTACK - Rank 3 You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents.
Type: Utility
Action: At-Will
Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct.
Duration: N/A
Cost: 2 ki per Instinct generated.
Limit: Once per battle.
Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHNIQUES.
DRAGON CLAWS
This secret technique of the Okatera Clan causes the user to focus so much of their Ki around their hands triggering the shroud of aura to take shape of a pair of dragon heads.
Type: Energy, Melee, Barrage
Action: Standard Action
Base Damage: 4d6+4
Major Effect: Slashing : This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage.
Minor Effect: Imbued ; Shocking
Cost: 22 Ki
Learn: 2 weeks
STATIC PULSE
This secret technique of the Okatera Clan is a derivation of the Turtle School legendary Thundershock Surprise. After charging a large amount of lightning elemental chakra into a orb akin to a Kamehameha it is thrust down by a single hand into the ground shocking everyone around the user weakening their defense.
Type: Energy, Ranged, Area
Action: Standard Action, +15 Accuracy
Base Damage: 10
Major Effect:
Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself.
Minor Effect: Immobilize 40% chance
Cost: 25 Ki
Learn: 2 weeks
{ SHINRYU KYTO - BATTLE TRACKER}
DEFENSE PHASE
FROM PREVIOUS TURN Shinryu 96 vs 85= Hit! -5 Bypassing DR Grapple Damage -15 Damage [3 Damage Dice Rolled -3 Damage bypassing DR on Shinryu from Clove's Lightning Aura -6 Damage bypassing DR on Shinryu from Bristling Defenses Total Direct Unavoidable Damage Back at Shinryu: -9]
Reactive-At-Will Action:
Reactive-Bonus Action:
Reactive- Standard Action: SONIC SWAY - RANK 3 | -9 Ki Cost | You avoid all attacks that roll a natural 15 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.)
At-Will:
Attack 2: Shinryu Kyto (125) vs Grenn (93 Miss)= N/A
Attack 2: Shinryu Kyto (125) vs Clove (146 Hit Dismissed - SONIC SWAY)= N/A (Natural Rolled Damage Without modifiers is 4, Minimum 15 to Hit.)
Attack 3: Shinryu Kyto (125) vs Clove (126 Hit Dismissed - SONIC SWAY)= N/A (Natural Rolled Damage Without modifiers is 9, Minimum 15 to Hit.)
Total damage: = 0 -3DR = 0
OFFENSE PHASE.
At-Will: WILD ATTACK - NO COST: USE 4 INSTINCT FOR +10 ACCURACY NEXT 3 TURNS
At-Will: Enhanced Suppression(99%) 3 Ki Regen at end of Turn
At-Will: Use 2 MOMENTUM Stacks for +10 Accuracy; Treat Natural Dice Roll as if +10 to trigger Critical Hit Damage| ie. 86 is considered 96
Bonus Action: ENHANCED ENERGY BLAST @ Grenn | -1Ki |
Energy Accuracy |Wild Attack +10 | Flawless Counter +20 | Momentum +10; Treat Natural Dice Roll as if +10 to trigger Critical Effects ie. 86 is considered 96 YscEIwRb1d100+80
Damage | 2d6+5 Thrill of the Hunt Damage 1d6
Standard Action 1: COMBINATION ATTACK 2/2 (DAMAGING) w/ Will O-Wisp: -9Ki Cost | Double the damage dice of the attack (Single and Barrage); Add +10 to the damage of the attack (Area only)
Standard Action 2: N/A
Regen: 3 KI
EFFECTS:
WILD ATTACK: +10 ACCURACY NEXT 3/3 TURNS
INSTINCTUAL DEFENSE: +10(+20) DEFENSE NEXT 4(1)/6 TURNS
Stunned (Shock): Round 2 of 2 [-10 Ki to all specials]
FIGHTING: 35 | ENERGY CONTROL: 30 | REFLEXES: 40 | RESILIENCE: 25 DR: 3(3) | DMG MOD: 3(3) | KI COST: -1 | DEFENSE: 100(120) | MELEE ACC: 1d100+45(85) | ENERGY ACC: 1d100+40(80) HP: 8/85 | KI: 36/100 | INSTINCT: 0/16 | BASE PL: 15.085(14,332-WEIGHTED)| CURRENT PL: 143 | INITIATIVE: 102 | Momentum Stacks: 0 Tag Grenn/kitara , Will O. Wisp , Clove 1d100+80·2d6+5·1d6
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Post by Grenn/kitara on Nov 18, 2020 16:20:00 GMT -8
Once again being belittled by bith shinryu and The cat, Grenn would have copied the technique previously seen by Shinryu as he created a sonic wave that deflected Almost all of the attacks and with a mighty roar as he yelled at the 2 "So what, am i not enough!!? Think that just because i did not turn into giant ape im a disappointment?? Well you are Wrong!" there was CLEARLY alot of repressed and still boiling anger inside grenn, they didnt know what it might have been, but kami (instead of god) knows what the hell must have happened to grenn to make him so susceptible to this kind of comments.... Grenn kept on charging still in his giant form as he roared once again hitting towards the 2 foes, angrier and stronger then ever, the more he kept fighting the more he was sucked in in his saiyan enjoyment and unnatural anger, the strike would have also hit the ground, making the whole surrounding of it slightly tremble with the impact "I Wont Let Just Let you both away!" [180] [1324] Equipment Guardian Staff This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm. Type: Weapon - Staff Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit: 3 uses per thread.
Traits Thrill of the Hunt Activation: Passive Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Limit: --
Might Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage.
Class Trait: Flawless Counter Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
Lifedrinker Requirements: Demon Effect: Your every successful attack heals you 2 Health Points.
Techniques Enhanced Basics -COUNTERMEASURES: Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. -TELEPORT You vanish--moving immediately through space and time by some unnatural means. Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. -FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Cost: 15 Ki Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%.
BattleTracker DEFENSE PHASE Reactive at will: Prodigious Student - Twice per battle as a Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. Taken Sonic Sway from Kinryu Reactive-At-Will Action: Guardian Staff Activation: Bonus Action - Reactive (at will cause of counter mesures) Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit: 3 uses per thread.
Reactive-Standard: SONIC SWAY (all attacks are below a natural 10 there fore they miss) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 ki Limit: Once per battle. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
Reactive Bonus: COUNTERMEASURES Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Total damage: hit by Kinryu 17-4-2= 11 dmg total
OFFENSE PHASE. At-Will:DRAGON DASH (at will from counter mesures) 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 Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage. Bonus Action: Standard Action 1:STRIKE (targeting both) You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: Cost: 5 Enhanced: Upgrades to 1d12 damage. To hit x2|e84qL1d100+90 Damahe roll (aoe) 1d12+12 Giant form dmg 1d4 Thrill of the hunt 1d6 Effects:+1 DR and +1 Damage for every 3 turns (3 turn from the use), Thrill of the hunt (+1d6 to damage rolls this turn),5 accuraccy and defense (this turn), -15 def (giant) +1d4, can make melee AOE for 5 ki, Flawless Counter (+20 accuracy), -4 to all incoming attacks (not dr) and +10 accuracy (both guardian staff),+6 to damage from enhanced dragonrush
FIGHTING:50 | ENERGY CONTROL:45 | REFLEXES:50 | RESILIENCE:45 DR: 2 (1+1) | DMG MOD: 2 ; +6(3+1+2) Melee | DEFENSE: 90(100+5-15) (giant form)| MELEE ACC: 1d100+55(lvl1 prod.) | ENERGY ACC: 1d100+50(lvl1 prod.)| Counter mesures 0/2 HP: 100/100 | KI: 11/100 | BASE PL: 9.894 PL | CURRENT PL: 9.894 PL | INITIATIVE: 92| Temp Hp: 14/25 1d100+90·1d12+12·1d4·1d6
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Post by Will O. Wisp on Nov 19, 2020 14:36:29 GMT -8
Will was surprised to see Grenn, though blinded by fury, able to perfectly copy one of Shinryu's moves. From both fronts both Clove and Grenn were attack him from both sides. It looked like he wasn't going to be able to get out of this one, though he has some tricks of his own. He weaved and ducked under Clove's sword strikes like he was in that one movie about people trying to escape a virtual reality world controlled by robots. Then he swiftly jumped out of the way from Grenn's shockwave before rolling along the ground. As long as they both have those wings they'll be able to strike at both of them. Will sees Shinryu flying getting ready for the plan as Will runs to a spot underneath Clove. Along the way he thought of perhaps using the True Kamehameha instead of his weaker variation. But decided not to as it costs a lot of energy to use and should be saved for when he really needs it, plus it could put Shinryu in danger as well. He then gets below Clove and starts cupping the energy in his hands to begin charging. Hoping to push Clove into Shinryu's attack with his Nekohameha to make the attack more devastating. As soon as Shinryu said to do it now he didn't bother to shout the attack's name as he unleashes a gigantic blue energy wave from underneath Clove to try to push her into Shinryu's. Word Count: 246 Total Word Count: 2,277 Tag: Clove , Kinryu "The Shinryu" Kyto , Grenn/kitara BATTLE TRACKERSUMMARYDodges all attacks this turn with Sonic Sway. Uses last Countermeasures Stack to make Sonic Sway into a Reactive Bonus Action and Haste to have two Bonus Actions. Spent 30 Ki. At-Will 1: Champion Gi - Gain +15 accuracy with one Special Technique this turn (On Combination Attack) Bonus Action 1: Sonic Sway - You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) | -8 Ki Bonus Action 2: Focus Energy - Increase your Accuracy with Energy Attacks on this turn by +15. Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn. | -5 Ki (Haste) Standard Action 1: Nekohameha (Kamehameha) - Energy Ranged Barrage Major Effect: Charging | Minor Effect: Shocking | -11 Ki Clove Accuracy: pNbHVVA81d100+110 (Champion's Gi + Charging + Flawless Counter) Damage: 8d6+13 (Combination Attack) Shocking(%55): 1d100At-Will 2: 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. Standard Action 2: Nekohameha (Kamehameha) Energy Ranged Single Major Effect: Charging | Minor Effect: Shocking | -6 Ki Clove Accuracy: 1d100+95 (Flawless Counter + Charging) Damage: 3d10+5Shocking(%55): 1d100 Status0/100 Ki Restored 0/10 Instinct Stacks 0/2 Countermeasures Stacks +12 Accuracy 0/3 Turns +12 Defense 3/3 Turns 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. Practice Makes Perfect - You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage. SPECIES TRAITS9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITSFlurry of Blows - You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn. 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. Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Efficiency - Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki. Haste - When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. 1/3 Uses ITEMSChampion Gi Scrying Staff 2/3 uses Field Responder Pack 1/1 use Obi TECHNIQUESNekohameha (Kamehameha Energy Ranged Barrage Major Charging Minor Shocking) True Kamehameha (Signature Energy Ranged Finisher| Signature Effect: Supercharge | Major Effect: Charging | Minor Effect: Searing) After Image (Feint) 1/2 Uses Kiai 1/1 uses Instinctual Defense 0/1 uses. Enhanced Focus Energy Sonic Sway 0/1 uses Clash 1/1 uses Countermeasures 0/1 uses Wild Attack 0/1 uses Divination 1/1 uses CURRENT Edge: 0 | Base PL: 23,451 | Current PL: 23,451 | HP: 57/90 | Ki: 22/100 | DEF: 112(100) | DR: +3 | Dmg: +5 | Melee Accuracy: d100+60 | Ranged Accuracy: d100+50 | Ki Cost: -2 1d100+110·8d6+13·1d100·1d100+95·3d10+5·1d100
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Post by Clove on Nov 23, 2020 3:30:38 GMT -8
Shinryu was at his limit but he still kept his wit about him, assisting Will O’ Wisp to boost his Nekohameha, which Clove took flight into the air to avoid it, the chain link fence in front of the empty stands absorbed the massive cat paw of energy. When Shinryu aimed to attack Green, Clove air dropped between the two saiyans, and swept up her red odachi targeting the unwounded thigh since the initial cut did not seem to bother him that he was wounded. Was this how zenkai worked? A legendary ability that nearly annihilated the saiyan clans in the western land as it was a major threat to the Namekian horde when Piccolo Daimao almost took over the world.
Another Nekohameha was blasted directly at Clove, she was nearly knocked out of the arena on impact, but she managed to sustain the damage. By this point, her crimson red butterfly wings faded away, as she was no longer able to use her demonic speed to attack both of her opponents simultaneously, and soon enough this game of dodging powerful attacks would come to an end.
“You’re plenty strong Grenn-san. Try to keep your cool will you?” [198] [2,526] { Actions} DEFENSE PHASE. Invoking this now. It says next turn but it's always on as long y’all don’t have edge so next round. Uses: 2/3 Uses Remaining Shinryu 111 vs 85= Hit! -17 Damage -10 DR -5 Edge 4= 2 [-6 Damage bypassing DR on Shinryu from Bristling Defenses] Will O’ Wisp 138 vs 85= Miss! Flight! Will O’ Wisp 195 vs 85= Hit! -26 -5 crit = 31 -10 DR -4 Edge 3= 17 Stunned for 2 rounds [-6 Damage bypassing DR on Will O’ Wisp from Bristling Defenses] Total Damage: 19 - 8 temp HP = 11 Lightning Aura Round 4/5 Bristling Defenses: +6 bypassing DR HP: 120 HP maximum= 108 + 3 Bio Suit= 111 -11= 100 -- OFFENSE PHASE.Power Level: 50,289 x 1.1 ChiChi’s Battle Armor= 55,318 PL x 1.5 Power up = 82,997 Will O’ Wisp: 23,451 [Edge 3] [70,353 PL Required for Edge 3] Shinryu Kinryu : 143 [Edge 4] [60,340 PL required for Edge 4] At-Will: Quick Draw: Katchin Sword, Intercept Passive: Bio Suit, Chichi’s Battle Armor, Intimidating Power Bonus Action: Power Up +25ki Haste: Counter Measures -12 ki Counter Measures: Intercept At-WIll -7 ki Standard Action 1: => Bonus action Flight -12 ki Standard Action 2: Katchin sword Strike Kinryu "The Shinryu" Kyto To Hit: hvkc4Ter1d100+75+ 15 Accuracy from Edge 4 to Shinryu Strike: 1d8+16+8 DM +3 Katchin Sword +5 Edge 4 Damage to Shinryu Katchin Sword Wound Chance 1d10050% EFFECTS.Stunned (Shock): Round 1 of 2 [-10 Ki to all specials] Bio Suit +3 HP every turn Counter Measures: 1/2 stacks Remaining Total Ki Spent: -31 + 25 ki Power Up= -6 Powering-Up: 2/2 Power-Up ki bonus: 1/4 Uses Remaining ~ {Statistics}
Skills & Statistics Fighting: 45 Energy Control: 30 Reflexes: 40 Resilience: 40
Accuracy: 1d100+45 (Fighting)+15 (Conqueror Level 3)/ 1d100+30(Energy Control)+15 (Conqueror Level 3) Defense: 50+40 (Reflexes)= 90 + 10 (Conqueror Level 3)= 100 HP: 50+ 40(Resilience)= 90-10(Conqueror Level 2)= 80 +40 (Chichi's Battle Armor)= 120 HP KI: 100 KCR: -1 + -2 (Obi Belt) DM: +2 Fighting + 6 (Conqueror Level 3) = 8 DM DR: -0 (Conqueror Level 3) + -4 Indomitable + -4 (ChiChi's Battle Armor) + -2 (Resilience)= 10 DR
Class: Conqueror Racial Trait: Lucky Dog
Traits: Momentary Ascension Activation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector
Rend Activation: Passive Effect: Whenever you use Dragon Dash, your physical melee attacks have a 50% chance to apply 1 turn of “Wound” to their target; this is added to and rolled separately from any other effects. Limit: -- Classes: Conqueror, Ravager, Witch/Wizard
Intimidating Power Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread.
Class Features:
Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn.
Final Word- You gain 1 additional use of every Finisher-Type special technique that you know, per thread.
Reverberation - Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique.
Destruction Unbound - Twice per thread, as an At-Will Action, you may select a single Special Technique used on the same turn. Reactive Defensive Techniques used by the target of your chosen Special Technique are only half as effective(Rapid Movement would grant only +12 Defense, Energy Shield would only grant 15 DR, etc.) Destruction Unbound has no effect on Techniques that would cause you to fail to hit through means that are not Defense increases. Uses 1/2
Overcharge - Whenever you sacrifice a Standard Action for a Bonus Action and use Focus Energy with that Bonus Action, increase the damage of the next Special Technique is DOUBLED.
Equipped items:
Katchin Sword ōdachi (大太刀) Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 uses per thread. 0/3
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive 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. Limit: Only one Auxiliary Core may be equipped at a time. Uses: 0/2
Obi A belt worn by martial artists, often designating their rank within a particular school. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Decrease the cost of all your Techniques by 2 ki. Limit: --
Bio-suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: --
Artifact Equipment: Chichi's Battle Armor Long ago, when the Ox-king wanted to protect his beautiful daughter, he commissioned a beautiful protective set of armor with a third of his massive treasury. They say this armor was engineered with state-of-the-art laser cannons, a virtually unbreakable metal alloy known only to the ancient smiths of old, and a magically enchanted cutting saw. Needless to say, the Ox-princess got tired of it in a few years and threw it away to her Dad's heartbreak. Still, some say that the lost armor has passed through different hands as the years went on, growing and shrinking to fit it's new wearer. The ancient armor still has a lot of power left in it... for the price of showing off your goods to everyone who wants to see. Type: Lost Artifact - Outfit Zeni Value: N/A – NPC Merchants will not buy an artifact from you. Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: This armor is surprisingly useful for its purpose of defense, even if most would not believe it to be capable of such. The user of this armor is considered to have 4 additional DR and 40 additional HP. In addition, the user is considered to possess an additional Protector class feature. Those who do not possess the Protector Class may only pick from the level 0 features of Protector. Those who do possess the Protector class may pick from any feature from the levels they have unlocked, and when they unlock a new level they may switch out the artifact unlocked feature chosen. As an item of great power simply possessing the Battle Armor of Chichi generates an increase of 10% to the user's power level. Questing EP Cost: 5,000 EP. Limit: N/A
Protector Class Feature: Bristling Defenses - Whenever a combatant deals damage to you with an attack, they receive damage equal to your class Damage Modifier; this damage bypasses Temporary HP and DR.
Techniques
Enhanced Basic Technique after unlocking Potential Mastery:
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. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
Starting Non-Basic Technique Chosen:
Heart Stroke A slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki
Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only.
Techniques:
Crescendo A deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki
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%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only.
DEFLECT RANK 3 You deftly parry or knock aside an attack headed towards you. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
LIGHTNING AURA RANK 3 A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE RANK 3 Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM Rank 2 You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
COUNTERMEASURES Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Dissonance The opponent is disarmed of a prized part of their equipment after being severly wounded. Type: Physical/ Single / Melee Action: Standard Action Base Damage: 3d10 Major Effect: Smelting: Select one non-artifact, non-outfit item equipped by this technique’s target. The target item cannot be activated on the target’s next turn if they were hit. Smelt may not affect the same item twice in a row and a character may only have 1 item “Smelted” at a time. Minor Effect: This technique has a 40% chance to inflict Wound on hit. Cost: 15 ki Learn: 2 Weeks
Technique Slots: 8/10
Clove Tea HP:
| Ki:
| PL:
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| 100 | 46 | 50,289
| x | 82,997 | AC: 60|45 | DEF: 100 | DM: +8 | DR: -10 | KCR: -3 |
1d100+75·1d8+16·1d100
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Post by Kinryu "The Shinryu" Kyto on Dec 2, 2020 0:29:50 GMT -8
Even though Kinyru Kyto was wincing in pain a crooked smile continued to appear upon his face as his Saiyan warrior pride was kicking in, as he watched the gargantuan Grenn giving into his Saiyan carnal temper from being mock by the hybrid. Which was clearly making Grenn more and more impatient granting Kinyru Kyto the pleasure of potentially making fun of him once again before he eventually passes out as he flew high up into the air, jetting fast up and out of the way of Grenn’s huge hand trying to smack both him and Master Will down into the ground like insects. Kinryu Kyto laughed as he shouted down towards Grenn. “Nice try buddy! But we both know you need to be fast to swat gnats, and you ain’t got thats.” “Ha!” Kinryu Kyto yelled out as his eerily flaming lavender aura flared up while refocusing his Ki energy as he descended towards Grenn. Kinryu said to Master Will O-Wisp. “Hey, Master Will when we’re done with this you’re going to have to teach me that move. But first, let's shrink Grenn down also.” Kinryu Kyto began charging his lavender colored Ki into the palms of his hands, as Princess Clove came charging right towards him. He prepared to possibly guard himself from her long-bladed sword which she was drawing. However, this proved completely unnecessary in actuality a source for another brief cause for comedy for Kinryu as Princess Clove swung the blade in a beautiful vertical slash that cut through nothing but air until it struck the ground nearly eight meters past him. Kinryu began laughing hardily as jokingly said. “I think your depth perception is, a little bit off. Do you want to stop for a moment and fix your contacts?” “Anyway, Master will let’s zap Grenn.” Kinryu Kyto turned to focus once again on the vampiric Saiyan. Hoping to release his Ki in another massive blast against him with Master Will. WC: 332 | TWC: 2168
{ Just a little bit of Info } Name: Kinryu "Shinryu" Kyto Species: Human-Saiyan Hybrid Age:22 Born: AGE 1132, May 14th Gender: Male Father: Shin Kyto - Heir Successor of the Okatera Clan (Deceased) Mother: Son Dan Sisters: Serai Kyto (Elder half-sister | Human | Age 1120, September 15), Matcha Kyto (Elder | Born AGE 1130, June 5 | Human-Saiyan Hybrid), Taru Kyto (Younger | Born AGE 1140, April 16 | Human-Saiyan Hybrid) Brother-in-law: TBA Skills & StatisticsFighting: 35 Energy Control: 30 Reflexes: 40 Resilience: 25 Accuracy:Melee: 1d100+45 (+30 Fighting +10 Class) Ranged Energy: 1d100+40 (+30 Energy Control +10 Class) Defense: 100 =(50 +40 Reflexes +10 Instinct) HP: 85 =(50 +25 Resilience +10 Class) KI: 100 Ki Reduction -1
DR: +1 Prodigy
Damage Bonus: +2 (+1 Class, +1 Fighting Skill)
Natural Power Level: 15,085
Base Power Level: 15,085
Class: Prodigy
Current Class Level:2
Racial Trait: Zenkai
Requirements: Saiyan
Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in, to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
{Traits:}
Canon Descendant:As an ardent student of Martial Arts and being a descendant of Son Gohan. Kinryu should receive a one week reduction on learning Demon School Techniques if they are ever developed like the Masendan Bomb, Masenko, or Special Beam Cannon.
Flawless Counter: Class Trait
Activation: Passive
Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Limit: --
Classes: Martial Artist, Mystic, Prodigy, Protector
Bend the Limits
Activation: Reactive At-Will
Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread.
Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Classes: Mystic, Prodigy, Techie
GENERAL | SKILL TRAITS. |*A.I. Assistant granted Traits*|
|1| Luchador
Activation: None (Passive)
Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage.
Limit: --
|*2| Instinct Requirements: Reflexes Skill of 30
Activation: None (Passive)
Effect: Your Defense is increased by +10.
|*3| Thrill of the Hunt
Activation: Passive
Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6.
Limit: --
|*4| Momentum
Requirements: Reflexes Skill of 35
Activation: None (Passive) / At-Will
Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
{ Class Abilities:} Class
Level | HP Modifier | AccuracyModifier | Defense
Modifier
| Damage
Modifier | Damage
Reduction
Modifier | 0 | 0 | +5 | 0 | 0 | 0 | 1 | +5 | +5 | 0 | +1 | +1 | 2 | +10 | +10 | 0 | +2 | +2 | 3 | +15 | +15 | 0 | +3 | +3 |
Class Features:Level | 0 | Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genius - Your Skills are no longer restricted by the natural 50 cap. Level | 1 | Skillful - Focus Mastery Level 1 now instead increases your chosen skill by +10. Level | 2 | Unmatched Skill - Focus Mastery Level 3 now instead increases your chosen skill by +10. {EQUIPMENT.}
|•| Artifact |•|
Bansho Fan
A large and magical fan once used to stoke the flames of a powerful magical furnace- a furnace that served as a portal to Other World atop a long forgotten mountain. It is said to have the power to control the weather, rumored to have the capability to raise a typhoon with a single wave, a thunderstorm with two and a monsoon with three.
Type: Lost Artifact - Weapon - Fan
Zeni Value: 600,000
Zeni Cost: 120,000
Activation: At-Will Action
Effect: When Bansho Fan is activated, the first Special Technique used by you on this turn has an additional 40% chance to afflict Freeze on its target. The second Special Technique you use on this turn has an additional 50% chance to afflict Stun. Additionally, techniques you use on a turn in which Bansho Fan has been activated may not critically fail. If a technique does not already have a chance to afflict Freeze or Stun to their target, this item allows them to do so at the aforementioned rates. The maximum chance to afflict any status effect is 95%.
Questing Word Requirement: 5,000 Words
Limit: Three times per thread.
|•| Weapon |•|
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
Zeni Value: 30000
Zeni Cost: 80000
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.
|•| Supplement - Tech |•|
AI Assistant
Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Type: Supplementary - Technology
Zeni Value: 30000
Zeni Cost: 80000
Activation: Passive
Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Limit: --
|•| Outfit: |•|
Weighted Clothing (equipped) Sometimes, simple training weights are not enough-- a warrior must occasionally burden themselves with dramatic weighting to see the growth they desire, and these weighted clothing were made just for that purpose. Type: Outfit - Weights Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive / Bonus Action Effect: Decrease your base PL by -30% at the beginning of each Spar, Battle, and Event. You may deactivate this outfit’s PL reduction as a Bonus Action; Deactivating this PL reduction instead increases your Base PL by +5% for each turn that your PL was reduced by this outfit, to a maximum of +30% Base PL. This bonus lasts for the remainder of the thread. If you complete a Spar, Battle, or Event without Deactivating the Base PL reduction, you gain an additional +1 MP for Spars or Non-Deadly Events and +2 MP for Battles or Deadly Events. Limit: None.
|•| Supplement - Tech|•|
Outdated Scouter (Equipped) A device first used by the Tuffles and later co-opted by others, this device allows its wearer to judge the strength of opponents and their attacks using numeric values via a display piece. This model in particular is rather dated and prone to failure. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: The first three (3) times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action. Limit: --
{ TECHNIQUES }
DEFENSE/UTILITY TECHNIQUES.
SONIC SWAY - RANK 3
You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills.
Type: Defense
Action: Standard Action - Reactive
Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.)
Cost: 15 ki
Limit: Once per battle.
Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less.
Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE - Rank 3
You swiftly blink in and out of your opponent's attacks using your powerful natural instincts.
Type: Utility
Action: At-Will
Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.
Duration: N/A
Cost: 2 ki per Instinct generated.
Limit: Once per battle.
Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD ATTACK - Rank 3 You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents.
Type: Utility
Action: At-Will
Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct.
Duration: N/A
Cost: 2 ki per Instinct generated.
Limit: Once per battle.
Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHNIQUES.
DRAGON CLAWS
This secret technique of the Okatera Clan causes the user to focus so much of their Ki around their hands triggering the shroud of aura to take shape of a pair of dragon heads.
Type: Energy, Melee, Barrage
Action: Standard Action
Base Damage: 4d6+4
Major Effect: Slashing : This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage.
Minor Effect: Imbued ; Shocking
Cost: 22 Ki
Learn: 2 weeks
STATIC PULSE
This secret technique of the Okatera Clan is a derivation of the Turtle School legendary Thundershock Surprise. After charging a large amount of lightning elemental chakra into a orb akin to a Kamehameha it is thrust down by a single hand into the ground shocking everyone around the user weakening their defense.
Type: Energy, Ranged, Area
Action: Standard Action, +15 Accuracy
Base Damage: 10
Major Effect:
Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself.
Minor Effect: Immobilize 40% chance
Cost: 25 Ki
Learn: 2 weeks
{ SHINRYU KYTO - BATTLE TRACKER}
DEFENSE PHASE
FROM PREVIOUS TURN Shinryu 111 vs 85= Hit! -6 Damage bypassing DR on Shinryu from Bristling Defenses Total Direct Unavoidable Damage Back at Shinryu: -6]
Reactive-At-Will Action: Activate "Bend the Limits" | COMBINATION ATTACK
Reactive-Bonus Action: Enhanced Flight | -9 Ki Cost | Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit.
At-Will:
Attack 1: Shinryu Kyto (120) vs Grenn (150 Miss | Enhanced Flight evades)= N/A
Attack 2: Shinryu Kyto (120) vs Clove ( Critical Miss | Natural Hit dice Rolled was 1)
Total damage: = 0 -3DR = 0
OFFENSE PHASE.
At-Will: Enhanced Suppression(99%) 3 Ki Regen at end of Turn
At-Will: Activates
Bonus Action: Enhanced Power Up | +50 KI
Standard Action 1: COMBINATION ATTACK 3/3 Bended Limit | (DAMAGING) w/ Will O-Wisp: -9Ki Cost | Double the damage dice of the attack (Single and Barrage); Add +10 to the damage of the attack (Area only) B
Standard Action 2: N/A
Regen: 3 KI
EFFECTS:
WILD ATTACK: +10 ACCURACY NEXT 3/3 TURNS
INSTINCTUAL DEFENSE: +10(+20) DEFENSE NEXT 3(0)/6 TURNS
FIGHTING: 35 | ENERGY CONTROL: 30 | REFLEXES: 40 | RESILIENCE: 25 DR: 3(3) | DMG MOD: 3(3) | KI COST: -1 | DEFENSE: 100(120) | MELEE ACC: 1d100+45(65) | ENERGY ACC: 1d100+40(60) HP: 2/85 | KI: 66/100 | INSTINCT: 0/16 | BASE PL: 15.085(14,332-WEIGHTED)| CURRENT PL: 143 | INITIATIVE: 102 | Momentum Stacks: 0 Tag Grenn/kitara , Will O. Wisp , Clove
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Post by Grenn/kitara on Dec 16, 2020 14:24:46 GMT -8
Grenn seemed pretty tired as he kept panting and looked towards clove nodding as he charged his ki back up as he looked towards the 2, getting ready to blast both him and Clove, he concentrated for a moment as focused his strength around his right arm "Hope you dont mind me going back on the offensive clove" he chuckled a bit seeming a bit more concentrated as he exhaled, rushing towards Shinryu and the cat, seeing that they were both trying a combination attack, to which grenn wanted to put a stop He punched the ground in hope to actually hit them, enough to at least make a huge distraction considering so far most of the attention went to clove. as he punched the ground makinga huge shockwave he looked towards shinryu and his master with a small smirk, he seemed to have thrown out most of his anger by now "Heh...sorry but i wont go down without a fight!"[162] [1486] Equipment Guardian Staff This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm. Type: Weapon - Staff Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit: 3 uses per thread.
Traits Thrill of the Hunt Activation: Passive Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Limit: --
Might Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage.
Class Trait: Flawless Counter Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
Lifedrinker Requirements: Demon Effect: Your every successful attack heals you 2 Health Points.
Techniques Enhanced Basics -COUNTERMEASURES: Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. -TELEPORT You vanish--moving immediately through space and time by some unnatural means. Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. -FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Cost: 15 Ki Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%.
BattleTracker DEFENSE PHASE Reactive-At-Will Action: Reactive-Bonus Action: Attack 1: Attack 2: Total damage: OFFENSE PHASE. At-Will: Stealing technique (3rd time) from Clove-
Crescendo A deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki At-Will: Ki Sense
Bonus Action: POWER UP Enhanced Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
Bonus Action 2: DRAGON DASH enhanced 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 Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
Standard Action: To hit Qosl13Nj1d100+65Dagame 1d12+11giant form 1d4thrill of the hunt 1d6Effects:+1 DR and +1 Damage for every 3 turns (3 turn from the use), 5 accuraccy and defense (this turn), -15 def (giant) +1d4, can make melee AOE for 5 ki, ,Thrill of the hunt (+1d6 to damage rolls this turn),The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage. FIGHTING:50 | ENERGY CONTROL:45 | REFLEXES:50 | RESILIENCE:45 DR: 2 (1+1) | DMG MOD: 3(2+1) ; +6(3+1+2) Melee | DEFENSE: 90(100+5-15) (giant form)| MELEE ACC: 1d100+55(lvl1 prod.) | ENERGY ACC: 1d100+50(lvl1 prod.)| Counter mesures 0/2 HP: 100/100 | KI: 54/100 | BASE PL: 9.894 PL | CURRENT PL: 9.894 PL | INITIATIVE: 92| Temp Hp: 14/25 1d100+65·5d8+16·1d6·1d4·1d100
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