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Post by Will O. Wisp on Dec 19, 2020 12:59:09 GMT -8
Will was glad to see the attack do something this time, not only getting rid of her aura wings but also doing some damage to her. Although Will would find himself in pain as he looks at his scratched up paw pads. As soon as his attack hit the armor he had to overexert himself just for it to be able to do any damage. And by doing so caused some damage to himself in the process. Now he regrets making a jab at that armor in the first place, even if it was not so much with malicious intent as more friendly teasing. When he sensed the powerful shockwave coming his way, the fur on the back of his neck tingling he managed to easily jump and narrowly avoid the attack. Will then nodded and agreed with Shinryu, if Grenn keeps being able to hit both of them at once then this fight will be over quickly. Luckily Will brought a first aid kit, not like there was nothing like that against the rules. Though it seems Shinryu needs it more than he. As he uses its contents to start treating his wounds. He then goes to the side for a pincer attack, while Will fires his own Nekohameha from one side, Shinryu would fire his own blast on Grenn from the other. As both blasts would attempt to slam into Grenn. Word Count: 233 Total Word Count: 2,510 Tags: Clove , Kinryu "The Shinryu" Kyto , Grenn/kitara BATTLE TRACKERSUMMARYDodges all attacks this turn with 117 defense to Sense. At-Will 1: Champion Gi - Gain +15 accuracy with one Special Technique this turn (On Combination Attack) Reactive Bonus Action: Sense - You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Standard Action 1: Nekohameha (Kamehameha) - Energy Ranged Barrage Major Effect: Charging | Minor Effect: Shocking | -11 Ki Grenn/kitara Accuracy: a_L|hb621d100+70 (Champion's Gi + Charging + Flawless Counter - Intimidating Power) -10 acc = 102Damage: 8d6+13 (Combination Attack - Intimidating Power) -1 Damage = 32Shocking(%40): 1d100Standard Action 2: Field Responder Pack on Shinryu - Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Accuracy: Damage: Shocking(%55): Status0/100 Ki Restored 0/10 Instinct Stacks 0/2 Countermeasures Stacks +12 Accuracy 0/3 Turns +12 Defense 2/3 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 0/1 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: 51/90 | Ki: 11/100 | DEF: 112(100) | DR: +3 | Dmg: +5 | Melee Accuracy: d100+60 | Ranged Accuracy: d100+50 | Ki Cost: -2 1d100+70·8d6+13·1d100
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Post by Clove on Jun 28, 2021 13:48:08 GMT -8
Grenn had excellent speed so the demoness did not interfere in his defense a second time, when Will O’ Wisp used almost all his energy just to hit her comrade, Clove leaped over the incoming blast to target Shinryu again. While the feline was formidable in this fight, the opportunities the saiyan was opening up was becoming a nuisance, and logically the weak were preyed on from a boar demon beastman descendant like herself. If he were to fall now, the fight would be over, and there was no delay in swinging her nodachi.
A crimson hue engulfed the sword, an explosion of ki burst from the blade, connecting the momentum to both of Shinryu’s thighs to disable him. Everything would be set in stone from this critical moment, she was fighting seriously for once, and for some reason or another she could only think of returning home after being gone for so long. It seemed she reached the pinnacle of her swordsmanship training, even taking on apprentices to boost their power level, and she still had a past to overcome. [181] [2,707] { Actions} DEFENSE PHASE. Better late than never! x Total Damage: 0 Lightning Aura Round 5/5 HP: 120 HP maximum= 100 + 3 Bio Suit= 103 -- 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: Passive: Bio Suit, Chichi’s Battle Armor, Intimidating Power Bonus Action: Power Up +25ki Standard Action 1: Ki Blade -2 ki Kinryu "The Shinryu" Kyto To Hit: Gf2sD03I1d100+75 85 to crit + 15 Accuracy from Edge 4 to Shinryu Energy Blast: 2d6+15+8 DM +5 Edge 4 Damage to Shinryu Standard Action 2: Ki Blade -2 ki Kinryu "The Shinryu" Kyto To Hit: 1d100+75 85 to crit + 15 Accuracy from Edge 4 to Shinryu Energy Blast: 2d6+15+8 DM +5 Edge 4 Damage to Shinryu EFFECTS.Stunned (Shock): Round 2 of 2 [-10 Ki to all specials] Bio Suit +3 HP every turn Counter Measures: 1/2 stacks Remaining Total Ki Spent: -4 + 25 ki Power Up= +21 Powering-Up: 2/2 Power-Up ki bonus: 0/4 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:
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| 103 | 67 | 50,289
| x | 82,997 | AC: 60|45 | DEF: 100 | DM: +8 | DR: -10 | KCR: -3 |
Will O. Wisp Kinryu "The Shinryu" Kyto Grenn/kitara1d100+75·2d6+15·1d100+75·2d6+15
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Post by Grenn/kitara on Jun 28, 2021 14:04:45 GMT -8
Grenn Noticed the both of them Readying up to take him down, but as for many MANY times during this battle they under estimated him, What, did they really thing because of his Enormous wings he couldnt just, skim past this damn Beam?? Well they are WRONG! Grenn gritted his teeths and pushed up all the ki he could as his wings gave a mightly flap, making him skyrocket directly towards them, it looked like for grenn it would have been game over, only that he anticipated the beam by mere seconds Miracuously avoiding it as they not had to worry about a full speed grenn with a toothy grin which was now charging the strongest strike he'd have delivered so far. Once in rangee Grenn would have Throwl a swing, a truly mighty one, as his skeletal wings Moved incredibly fast to slap the both of his opponents, With a massive roar Grenn was surely not unleashing a Good technique, But certaintly His Most Powerful swing yet, and it was CLEARLY visible from the difference with the previous ones. [180/1666] Equipment
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: SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
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.
Attack 1:Nekohameha (Kamehameha) - Energy Ranged Barrage Major Effect: Charging | Minor Effect: Shocking | -11 Ki Grenn/kitara Acc. 112, Miss Attack 2: Total damage: 0
OFFENSE PHASE. At-Will: Bonus Action: standard Action 1: Enhanced Strike Enhanced, splashdamage - 5 Ki Roll to hit: 7DdLeqFJ1d100+75 Damage Roll: 1d12+6 Thrill Of The Hunt: 1d6 AOE Dmg: 1d4 Standard Action 2: 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)(+25 Def. From Rapid Movements)Flawless Counter +20 to acc. of attacks due to using Rapid Movements
FIGHTING:50 | ENERGY CONTROL:45 | REFLEXES:50 | RESILIENCE:45 DR: 2 (1+1) | DMG MOD: 3(2+1) ; +6(3+1+2) Melee | DEFENSE: 115(100+5-15) (giant form)| MELEE ACC: 1d100+75(lvl1 prod.) | ENERGY ACC: 1d100+50(lvl1 prod.)| Counter mesures 0/2 HP: 100/100 | KI: 34/100 | BASE PL: 9.894 PL | CURRENT PL: 9.894 PL | INITIATIVE: 92| Temp Hp: 14/25 1d100+75·1d12+6·1d6·1d4
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Post by Kinryu "The Shinryu" Kyto on Jun 29, 2021 21:20:42 GMT -8
Even though Kinryu Kyto’s body was feeling very weary from the intensive beating his body has taken thus far, his Saiyan pride was burning bright within his heart. However, this innate boisterous ego which is held by those who claim to be warriors of many species through out the universe. Has come to prove itself once again a dangerous double-edged sword to those who wield it. Because of this Kinryu Kyto’s passionate drive to beat Grenn made him foolishly overlook the presence of the Tea Princess Clove, due to her often inaccuracy. For as Kinryu stood watching to see his teamwork strategy had failed to work against the feral Saiyan, Kinryu mistakenly exposed a major opening allowing Clove the opportunity to critically strike his legs nearly shattering his meridian flow while he prepared to strike at Grenn again. Causing him to cry out painfully in shock as he fell to the ground unconscious. “Arrrgh!” WC: 156| TWC: 2324
{ 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:
Reactive-Bonus Action:
At-Will:
Attack 1: Shinryu Kyto (120) vs Clove ( Critical Hit | Natural Hit dice Rolled was 95) DMG 45 Attack 2: Shinryu Kyto (120) vs Clove (167) DMG 32
Total damage: = 74 -3DR = 71
OFFENSE PHASE.
At-Will: Enhanced Suppression(99%) 3 Ki Regen at end of Turn
At-Will:
Bonus Action:
Standard Action 1: N/A
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: -71 ( Knock Out)/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 Will O. Wisp on Jul 2, 2021 9:43:44 GMT -8
Will was hoping that the attack would connect and Grenn would be weakened at least. Though he watches as Grenn manages to dodge the attack even with those gigantic heavy wings slowing him down. And then is unable to do anything as after he healed Kinryu as much as he could, their legs were horrible slashed by Clove's sword beam attack. As Will is slapped by one of Grenn's wings he is sent back a bit as he looks at his opponents and try to think of some way he can still win this and honestly there isn't. They both have barely gotten any damage and he's used up so much energy already that he is unsure if he could be able to keep going. He had no other choice especially with Kinryu in the state he was in. He needed immediate medical attention. Will put a timeout hand signal to them. As he begins to carry Kinryu in both arms and starts walking out of the stadium. "It's a shame I used up that emergency kit earlier just before he was hit by that attack, I was hoping that would allow him to continue fighting for just a bit longer. You two are definitely strong, I still need a lot to learn, especially so does Kinryu. Had we been more coordinated with our teamwork we'd might have stood more of a chance, but I can see you two have been fighting together a lot longer then we have. I surrender for this fight, but if we ever meet again I'll make sure to give you both a real challenge," Will said.
As he was walking he stopped by Grenn.
"Be thankful by the way you had an ally like Clove by your side, and that you had a lot of skill and talent that you honed to make up for you lack of strength. If I hadn't held back this spar like Clove did to me and Kinryu we might have stood more of a chance and this spar could have gone on longer. Oh well, seems like a good lesson for me at least," Will said.
As he flew off with Kinryu to the nearest hospital to drop him off. Even if the crowd booed for him leaving he didn't care. Kinryu's health was more important then continuing a pointless spar where the winner could be seen as clear as day. His pride was not even wounded this time. No annoyance, no disappointment in himself, just acceptance. Acceptance that he is still too weak currently and that he needs to go even further with his training if he ever wants to be able to hold the title of master.
Word Count: 451
Total Word Count: 2,961
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Post by Clove on Jul 3, 2021 2:12:27 GMT -8
The fight ended the moment Shinryu fell from his injuries, the tuxedo cat picked him, and Clove winced, rushing over to heal the saiyan before he bled to death. It was inappropriate to move an injured person, as it would cause more harm than good, and she noticed that the turtle school master had forgotten this basic fact.
Even while he complimented their team work, he was wrong in his statement, this was the first time Clove had a teammate that relied on her in battle, and she relied on him to create an opening to finish the fight.
“Will-san,” The princess smiled once she was done healing Shinryu with her own ki, “This was the first time I fought alongside Grenn. It is possible he watched my match in West City against Zam and Jade in order to learn my fighting style from observation. Becoming a stronger fighter is not simply training, it is also analysing the styles and techniques from others. If you really cared about your student’s injuries you need to heal him first before moving their unconscious body, you’re not a doctor and you might injure him further if you’re not careful.”
The last remark Will made about not holding back on Grenn was something a sore loser would say. It made her wonder if he was able to use his flying nimbus with this level of honesty. After a beat, she pursed her lips, and cleared her throat to respond to the obvious threat.
“As a turtle school master, you need to encourage others, not just your own students. You seem to forget why we are training to become the strongest martial artists in the world. There are still enemies we need to fight to restore peace on earth and we need all the help we can get. Preying on the weak is tactless, Will-san.”
Clove turned on her okobo sandals, flipped her long dark hair in the air with the back of her hand to reflect her sassy attitude over the situation, and placed her hand on Grenn’s demonic arm.
“You did well against opponents that are stronger than you. Even if they ignored me to take you down, you preserved when you were in great danger, and adapted to the best of your ability. I am afraid I am no longer accepting students to mentor as I have been missing my homeland for a while now. It is time for me to return to my family and you’re more than welcome to come along with me. What do you say, Grenn-san?”
This was the second time she offered an invitation, the first time she asked him to be a vassal for the tea clan which he denied in order to find his own family, and this she asked because they were friends. [469] [3,176] Will O. Wisp Grenn/kitara Kinryu "The Shinryu" Kyto
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Post by Grenn/kitara on Jul 3, 2021 12:01:27 GMT -8
As soon as grenn noticed the injuries given to Shin, he immediately turned off his giant form literally blazing through to go to him and check up on him actually worried, as soon as clove was done he arrived to him and kneeled over immediately cheking up on him slightly panicked.
after afew moments he noticed everything was indeed fine and sighed in relief giving his basically best friend a caress on the head as he got up and sighed turning back to listen to the Cat, he at first was kind of in agreement aside from how much they had been fighting together but as soon as he walked closer and startet to yabber you'd see his previously neutral face darken and turn into a frown
"i see....." he took a few moments gritting his teeths, i guess some people didnt want to be in the wrong. he just walked away from the group not listening to the yabber sitting down seeming more subtly angry, how DARES he! he just lost, put his best friend's life in grave danger and also had the FACE to tell HIM he was basically nothing....i see....
Grenn kept staring daggers at the cat and clove, by now he really just expected clove to be in agreement with her master, i mean the cat was right, besides thats how master pupil works right?? once he saw clove walk closer to him he sighed prepearing for some kind of argument for the way he acted to the cat only to be met with basically the most encouragement anyone had ever given him, if any in the first place!!
he remained stunned for a second as he had been in silence the whole time, he blinked at clove's proposal looking to her for a few seconds more after hearing the proposal.
he finally nodded, his previous frown turning into a warm smile with happiness for having such a good friend and offered a hand to shake "i finished searching a while ago...i guess its time to find my own place right?" From a previously almost demonic look grenn slightly grinned with his usual innocense, giving her friend a thumbs up.
[336/2002]
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Post by Will O. Wisp on Jul 6, 2021 14:34:49 GMT -8
Will was surprised to hear what Clove had to say. Though deep down he knew she was right. He didn't realize it but he has been trying to gain the upper hand in the spar by teaming up with his Shinryu to take the weaker of the four fighters. He stopped before leaving, and decided the best thing to do first was apologize. As he turned to Grenn and Shinryu looking more downtrodden then usual. "Wait, Clove, Grenn, we need to talk. I know what I did was dishonorable but if you can least hear me out for a few seconds to let me explain myself and apologize," Will explained. He sighed as he sat down to trying to find the right words. "You see for the longest time I have had big expectations put on my shoulders. Expectations I worked hard to make sure I could become the version of me people wanted me to be. That is until I suffered such a heavy loss by the time I awoke I was heavily weakened. And the losses didn't just end there," Will explained. Memories flash by of different times he lost in battle. The fight he had with Melody, the spar he had with Cayle, the list goes on. "I suppose what happened was because of my wounded pride in my strength and abilities subconsciously or otherwise I had a deep desire to win and to prove myself. And that caused me to do a dishonorable tactic that is disgraceful of the Turtle School. And for that, I am truly sorry." Will said. He then looked towards Grenn. "What I said before to you Grenn you looked discouraged. I didn't mean that as an insult to your skills I mean that in a way you have plenty of potential to grow into a great Martial artist. In fact, you probably would still give me some trouble if we had gone one on one in a spar. It doesn't matter how much of a gap in power there is between two opponents. If someone has enough skill they can close that gap and I still need to work on my own skills it seems," Will said. Will then looked towards Clove. "By the way, I heard what you said to Grenn. Didn't mean to listen in my ears are just too good. It's a shame you are not going to be taking up any students. You would have been a better teacher than me for sure. I wish you and your family luck and I do hope you two can forgive me for making this friendly spar into a sham," Will said. He walked out of there. He saw his Flying Nimbus parked out, but he was afraid. Afraid that his pure heart has been tainted. And was reluctant to get on. So instead he began to walk a bit before calling Shinryu's blue Nimbus as a sort of stretcher. The softness of the cloud providing good support as it surfs over a river he made sure it didn't go too fast as it carried the unconscious Shinryu to the hospital. He followed Shinryu to the hospital to check on him and wait for him to wake up and be fully healed. So he can explain to him why the strategy they were doing was a wrong to do and they shouldn't ever use such tactics again against an opponent weaker then them.
Word Count: 573
Total Word Count: 3,534
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Post by Kinryu "The Shinryu" Kyto on Jul 6, 2021 18:42:41 GMT -8
As the other fighters around Kinryu Kyto continued to talk as they tended to his battered body, Kinryu slowly began to regain consciousness. Listening silently to near everything which was being said with a bitter tang on the tongues of both Master Will O-Wisp and Princess Clove. When Master Will O-Wisp lifted him up to place Kinryu Kyto on to his blue nimbus, he could faintly sense his friend Grenn walking away. However, before either of them could get too far away from one another grasped hold of the brim of his blue nimbus and said loud enough to be heard over the cold silence. “ Tsunami, stop.” The blue nimbus immediately yielded to Kinryu Kyto’s command. Kinryu did not have the strength to raise himself up into a sitting position, but Kinryu turned his head so that his eyes would open to see Grenn standing furthest away from him. When Kinryu’s eyes locked on Grenn’s, his lips curled into a crooked left-sided smile as he raised a thumbs up on his right hand. Kinryu doesn’t know if his words were in fully intelligible as he felt himself passing out again but he definitely tried to say. “ Good fight, but next time I’m going to kick your ass alone.” Sensing Kinryu Kyto had lost consciousness once again his blue nimbus continued to carry him following Master Will O-Wisp as far as possible to the hospital. WC: 239| TWC: 2,563 Tags: Grenn/kitara , Will O. Wisp , Clove
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Post by Grenn/kitara on Jul 7, 2021 5:21:05 GMT -8
Once the cate came back and started to yabber on about how he made a mistake Grenn remained silent and just listened in, he was kind of curious to see what his thoughts would be on the matter now that he had his stupid face fur pretty much slapped by clove's words.
He looked to the side at the cats words to him..discouraged?? he really didnt understand basic concerns did he...instead of lashing out grenn took a deep breath and explained "Discouraged?? no...i was Livid, livid that you dare judge my strength but didnt even bat an eyelid at your 'Pupil'.." he made quotation marks "..conditions, you know we may have been opponents , but you see that guy right there you like to call yourself master of?? Thats my best friend. so no, i wasnt discouraged..." After the slightly stern call out he sighed and gave a handshake to let him know he did forgive his actions.
After a little while, Grenn noticed His friend coming closer on the cloud and immediately turned his head towards him with a bit fo a smile glad to see that Shin was indeed battered but at least safe for right now.
he nodded to Shin's words and made a thumbs up aswell "And ill be glad to prove my strength again my friend..." Before he was able to add a 'sorry' to the sentence for his previous outbursts he saw shin collapse again, He sighed lightly and smiled again just nodding once to himself and looking back at the cat and Shin as they both left, waiting a little himself and a bit later making his way off together with clove deciding to follow her to new places.
[288/2290]
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