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Post by Grisha on Oct 11, 2020 14:36:06 GMT -8
It was another routine morning, but it was a morning she was used to. Lena sat up in her bed, stretching her arms above her head as she hummed in effort. Her blonde hair was scattered and puffed in a bedhead mess and she tossed back the fur blankets to swing her bare feet over to the floor. Rising from her bed in a white, wool gown, she walked over to a washing bowl and poured a pitcher of water into it. For anyone not used to the arctic climate, the water would have been chilly even within doors. It was that chill that got her heart racing and woke her up once she splashed a handful of water on her face. Afterwards, she poured some water into a cup and used the cup as she brushed her teeth. While her toothbrush poked from the corner of her mouth, her hands were busy, multitasking, grasping long locks of her flaxen mane and brushing the tangles and frizz out of it. After her morning ritual, Lena changed into a marble-grey tunic, charcoal-black skin pants, and grey knit socks and headed downstairs to the kitchen. She was going to fry up some flurry cakes for Grisha. They were his favorite. As she neared the kitchen table, she noticed a piece of paper with a few attempted words scribbled on it. There was a spiral, the letter B, and then the letters BAK, a clear sign of Grisha. The spiral was his attempt at “G” to mean his name. Lena stared at the note for a few seconds longer before she raised her head and raced upstairs to check the guest room. The bed was empty and made. Grisha had never left a note before. Did it mean he was gone? The girl darted from the bedroom, the quick thump of her feet, stirring Tobias from his sleep. He sat up in bed, rubbing his eyes, and yawning. “What is going on now?” he groggily muttered. He tossed aside the blankets and just before he could get out of bed, Lena burst into his room in a panic. “Dad; Grisha’s gone. You got to blow the horn,” she urged. Tobias held up his hands and hushed, “Lena; calm down. He’s probably in the mountains again.” Lena approached her father, waving the note Grisha left as tears spilled from her eyes. “He left a note. He never leaves a note. We have to call him!” Tobias grasped his daughter’s arms and didn’t bother to read the note. “If Grisha’s gone, then we can’t blow the horn. If he doesn’t come, it’ll spook the village.” Lena bowed her head. Her blonde hair hid her face as she continued to cry. “Why would he just leave a note and not say goodbye? Why would he do that?” Tobias pulled his daughter into a hug as she continued to weep. He finally decided to look at the note seeing the simple handwriting, which was a clear sign that it was indeed Grisha’s handiwork. He wanted to feel happy that the Saiyan was finally gone, but he had left his daughter in shambles, and Tobias suspected she would remain that way for the duration of his absence. Tobias frowned as he thought, Grisha, you idiot.Tobias really meant it this time. All the other times he just said it casually without any true emotion behind it, but this. This was the dumbest and cowardliest thing Grisha could have ever done. He couldn’t properly say goodbye to a girl, especially one who was infatuated with him. “Do you think if Grisha stuck around and said goodbye that he would have actually left?” Tobias asked. Lena released her father and wiped her eyes. “Why would he leave?” “He’s been with us for years. I think it’s about time he saw the world for a change, don’t you? He said he’ll be back. If a person intended to leave forever, then they wouldn’t have left a note.” “I know you’re glad he’s gone. You never wanted him here to begin with,” Lena growled in a fit and stormed out of her father’s bedroom. Tobias sighed and rubbed his face. He prayed to Kami that this whole ordeal would be over soon. Grisha had traveled west across the island with a small sack full of extra clothes over his shoulder. There was a weight in his heart, a sinking in his chest as though there was a hole growing wider and wider the further he traveled. Emotionally, he wanted to go back. He was afraid to leave Kousetsu Village alone. What if someone or something attacked it while he was gone? What was really bothering him was the note he had written. He never got to see Lena’s reaction, but he knew she was going to be upset, and he was a coward for running away. He feared that if he had said goodbye to her, then he wouldn’t have had the courage to leave. She would have kept him there forever. She was probably crying. The giant looked up at the cloud-covered sky and closed his eyes as though he could feel her pain. He had to keep going. He felt a strong urge to turn around and head back, and he knew if he did, he would be stuck there again not knowing what was truly out there. No matter what his reasons were and how justified they might have been, he still felt like a jerk. It wasn’t long before Grisha noticed a boat in the distance. It was pulling up to a lone dock and was larger than Mr. Flurry’s boat. It seemed to be carrying a crew and very few passengers. The arctic wasn’t a very popular tourist attraction. Most of the passengers seemed to be biologists, planning to video the blubbery walruses that lazed about the beach. As Grisha crossed the dock to ascend the foot bridge, he took one last look at his island and the grunting walruses. He was going to miss the taste of their meat and sharing it with friends and family. He found an empty space out of the way to sit cross-legged and meditate. It was something he often did in the mountains, and he hoped his new journey would challenge him just as much. Grisha was officially on his own. WC: 1,061 Tagging: Flare
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Flare
Other Race
Posts: 28
Power Level: Biggest in town
Effort Points: LORG
Reputation: 2 - Southern Islands
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Post by Flare on Oct 12, 2020 21:08:10 GMT -8
With all that's gone down between Flare and her master, it was only a matter of time before she really wanted to go soul searching around the world. A decision she made some time after she stormed off after their... last little outburst. After clearing her head by busting others it was around the time she came back up to the house and knocked on the door. Waiting patiently for that familiar face to open it. For both of them being devoted sun scions, the air between them felt a little cold.
"Hey Master... It's been a bit, hasn't it? Haven't done anything super dumb, I promise." Master Blaze rested up firmly against his large cane as he watched the young woman incredulously. One of the few times he wasn't buying it when she was actually roughly speaking the truth. Noone she had to meddle with really that much of a challenge, and the fact she held an ancient martial art didn't seem to trigger any alarms. Yet, here he was doubting her. His words however would brush past the cold air they left between themselves.
"Yes, of course, you can handle yourself. I should have known for a while you could, just... I've never thought up a way to let you comfortably explore yourself. I still fear what you've done has risen someone from their stupor, even if it's not obvious now. We still don't know why we were hunted." Instead of further berating the young light however Blaze would usher her back in for the moment. They'd talk over a light snack and tea. The time she had away let Blaze start remodeling the dining a bit. They had a very specific table for sit-ins like this now! Tea platter and all.
"You never really did explain anything you knew about this. And now you're sitting here not sure why? Never knew? Never even tried to go out and look for answers?" Blaze had shaken his head and set his tea down, getting up from the warm plate of rice balls and tea. Staring out the window in the dining room with some concern stricken across his face.
"That, my girl, was never my choice, but my obligation. I was always tasked with protecting and raising you, child. And I would like to think I did an admirable job. There is something you need to know now though. There are a few other masters who survived the incident. It was they who tasked themselves with gaining information over our home's destruction. Where they are now? I have not had contact in a long while. This was to be kept from you anyways until you were ready." The small sun took a deep breath in and after cleansed herself of anything immediately negative about this with a long draw of tea. Now wasn't really the time to be mad at him for just doing his part. It was instead time to get a clear head on things. Just looking up to Blaze with a determined peer. This actually fell in line pretty well with her whole idea of soul searching and trying to find out what she wanted to really do with her life.
"I think what I was coming around to tell ya lines up with this then. Master, I'm going to set out to the world at large and go find myself. Grow. Learn. But the other masters, I could also go out and search for them too! That'd be the greatest test I could ever receive from you or anyone else." Blaze pondered on it as he stood still in front of that window. Orange eyes bouncing around the nightlight town they made a home in. In the middle of him still thinking the woman stood and come up onto him. Leaning over to give the guy a big hug from behind.
"Hey, look, I had plenty of time to muse over our little fight. I'll always love ya, I just think it's time to-" The man turned on her and returned the hug with his adopted student. Daresay adopted daughter. Cutting her short her little attempt to further persuade. It was no longer necessary.
"You're right. Go then, young pupil. Find the others. Masters Coal, Cinder, and Brine should all still be alive and well somewhere on the main continent. That is your final test now. Oh, and don't forget that you can come home anytime." Their final embrace was sweet but short, and the young sun would quickly pack for her first destination. The goal? Take a round trip around the world. And what better place to start sweeping the world than up north.
Flare had enough sense to pack for a cooler environment. She was used to the constant tropics and humid plains of the southern islands that anything else felt cold. Real cold. Not many of her people had actually been away from the south, so acclimating would be one of the bigger things she'd have to get used to. Her normal coat and shorts were not cutting it. Buuut, since she was on her own for the most part... She could get away with conjuring up her own little flame to keep herself warm at night. Seems it had just started an expedition on around the world. Finally!
"Sheesh. Didn't think I'd be this damn bored..." Flare did her best to meditate and soak in the sun as the ship finally docked on here. It was then that she would have something pique her interests. There was no hiding that... presence. That large guy couldn't hide in a crowd of millions he was that massive. And did it intrigue her that he seemed the spiritual type? The dark lady took in a deep breath and pushed her way into being the first on from this dock. Pretty much going straight to this mystery man with a big smirk on her face.
"Heya. Is there room for another one?" Silly question. Because regardless of what he'd say the woman ended up trying to take a spot up beside him and take a more standing meditation. Very slowly moving from a series of strong poses and taking deep breaths in between.
"It's Flare, by the way. Don't think I've ever seen a larger-than-life guy like yourself before."
PL: 974 WC: 1056
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Post by Grisha on Oct 19, 2020 9:02:41 GMT -8
Someone was speaking to him. Grisha’s body felt on fire to him. Sweat glistened his brow and rolled in beads down the side of his face and neck. The woman who identified herself as Flare might have thought Grisha was meditating. He was at first until he passed out from heat exhaustion during it. It was the fire demon’s voice that had woken him from it. The giant Saiyan keeled over onto his side. His arms were still folded as though he were still meditating until a comical white wisp of a soul rose from his mouth like a balloon to signal his supposed passing from the southern heat. This was Grisha’s first time traveling alone, and already he could barely survive the trip across the ocean. Unlike other boats, the ferry didn’t have a freezer for him to hide in until the ship docked. Unlike Flare, he was going to need a few days to adapt to the warm weather, which was very contrary to the arctic climate he originated. WC: 171 Tagging: Flare
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Flare
Other Race
Posts: 28
Power Level: Biggest in town
Effort Points: LORG
Reputation: 2 - Southern Islands
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Post by Flare on Oct 19, 2020 23:14:52 GMT -8
Flare was expecting some stoic warrior. Maybe rude and abrasive, like her. Or maybe even the silent type. Well, one of those was right, but not for the reason she was thinking. The sun scion didn't right pay attention to why immediately until she'd catch a glimpse of that sorry sack having re-upped himself. Too bad he looked miserable in the heat. Interesting from a guy who looked like he burned muscle just walking. It was almost disappointing, and she sighed.
"And just how long were ya roastin'? Surely a big guy like you could take heat better. Might wanna stand clear uh me then." She continued her meditation unrestrained. Going through simple movements in a circle on the ship, striking various powerful stances in sequence. Now, this was cathartic to her, and the form itself would appear real abstract to anyone who knew anything about martial arts.
"Where are ya headed, toaster oven? Surely ya ain't goin' somewhere hot. That'd be a bit rough on your poor senses." After that, more traditional stretching and exercises would begin. Keeping true to her form as she went along. She was nowhere near as tall or big as the man, but her body language exuded strength. It was up in the air rather she was showing off or not. Maybe trying to impress even.
WC: 223
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Post by Grisha on Oct 23, 2020 5:15:32 GMT -8
There was no sanctuary from the sun, was there? Grisha cracked open his dark-grey eyes. His orbs rolled to his right and then left, searching for any decent shade, but there wasn’t any with the sun being at its peak. He raised a hand above his face, squinting through the gaps in his fingers at the death ball. They meet again. The first time the sun sat on his shoulders was on Training Island. Now, it wanted to hitch a ride on the same boat as him. The Saiyan’s eyes lowered to a dark-skinned woman with fiery-orange hair. She talked funny—not like his big brother Cabin. It was an accent Grisha had never heard of before and being a beginner in the common tongue, it only butchered his education. “Grisha hate hot,” the giant informed. The woman who had introduced herself as Flare was shadowboxing. She had a funny accent, and she had a funny way of moving around. Grisha rested his hands flat against the deck and rocked his shoulders forward as he sat up. It felt harder to sit up than normal, and it was probably due to his lack of hydration. He rose further to his feet as Flare called him a toaster oven—whatever that was. The giant didn’t know whether to feel insulted or not since he didn’t understand what she had called him. He spent a few seconds longer, listening to her talk as he tried to understand her language. When he finally understood, Grisha frowned sullenly at the floor. He had no idea where he was going. He just boarded the boat to get away from Kousetsu Island and to learn about a world he knew nothing about. He still bore the burden of guilt on his shoulders for having disappeared on Lena and Tobias. He had left everyone behind to include Barlei and Okora. He didn’t know whether it was the right thing to do or not. What he did know was that if he didn’t leave, he would have never learned anything about the world or himself. “Grisha go, where Grisha go,” he answered. His tail swung up and wrapped about his waist as he turned to go search for water on the ship. He wasn’t going to survive much longer without it. WC: 381 Tagging: Flare
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Flare
Other Race
Posts: 28
Power Level: Biggest in town
Effort Points: LORG
Reputation: 2 - Southern Islands
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Post by Flare on Oct 27, 2020 1:39:04 GMT -8
Oh. Well, he didn't answer just how long he had been there or where he was going. In fact, the big guy didn't say all of much. A benefit to Flare's own routine she was partaking in, sure, but boring to death. Not to mention, the man talked about himself in the third person? Ehh. Flare didn't wanna make assumptions based on looks but he did fit the bill for a big idiot. But he didn't seem overly rude or mean about it, just terribly blunt. And naive? Flare at least had a destination in mind, but by the sounds of it, he just hopped on board and was going wherever. "Well. Best get used to some heat, big guy, I don't think the Sun will shun you away from its light. Best ta acclimate."Something was... off about the boat trip though. Other than the big guy, the ship had become real vacant right before its next stop. With most people deciding to bail at the last stop just before her own. A strange sight, seeing as her own trek was a bigger city and attraction. Was enough for the perspective to key in that the dark completed lady was keeping an eye out on the down-low. Maybe not to the big guy. "So. Where are ya from, big guy? I've heard the north gets plenty cold."Flare had waited to catch back up to him after he'd properly rehydrate. Any ship would have the proper supplies to keep a crew and precious cargo hydrated, yeah? Sure, we'll go with that. Speaking of, Flare did pack lunches but she wasn't particularly keen on eating trail rations all the time. Maybe she could poke around for something in here and ask a crewmate when they could sate that hunger. Presented itself a good opportunity, actually. While trying to grab food she'd ask.- "Ya hungry too? I can spice these bland dishes up if that's your thing too." WC: 330 Grisha
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Post by Will O. Wisp on Nov 17, 2020 17:56:31 GMT -8
A tall man wandered around the boat impatiently, mad about something. He wore a hoodie to conceal his appearance though the sleeves appeared to have been torn off to show his muscular arms. On the back of his shirt is the words Too Hot to Handle written across a firey logo. On his feet were dark blue knee high boots. Wrapped around his left arm is a red armband. Lugged over his shoulder is a satchel filled with his belongings. The man looks over to hear the sounds of two people talking, what appeared to be a large giant of a man, and a bubbly tanned skin girl. He grinned beneath his hood as he made himself known by releasing his full power. He then tossed his satchel onto the ground as he slowly approached them and began to crack his knuckles. He ripped off his hoodie to show his true appearance. Spiky messy blue hair that looked like blue flames, orange spandex pants and a vest, a black sleeveless t-shirt underneath his vest, and a sinister smile with a scarred face and bushy eyebrows.
"Well well well, it seems you two are heading off somewhere on this boat. I was on my way to Kousetsu Village to pay it a visit and see how well they could handle themselves out here, but ended up sleeping for too long and missing my stop so rightfully I am a bit pissed so I need to let off some steam. It seems you two need to learn a lesson of how dangerous things are around here with all of the demons running amok and what not. Which is why I am here to give you two a little test. It's easy, fight me and last long enough and I'll let you live to get stronger to face me next time. Disappoint me and loose and then I'll just kill you here. Unfortunately you can't just back out of this if you try to run away I'll come after you and kill you like the coward you are," the man said. Other passengers and the crewmates looked at the man, and from his hair they recognized him instantly. "It's that mad man Heater, everyone hide!" one man shouted. Heater turned to look at the crowd of fleeing people and growled in anger. "I'll knock them off this boat once I'm done with you two, weaklings like them who don't bother to get strong to be able to protect themselves don't deserve to even live," Heater explained. He then turned his back to face towards Grisha and Flare punched his hand into his fist and then went into a fighting pose reminiscent of a boxer.
Word Count: 447 Tags: Grisha , Flare Initiative: zUNczZyy1d1001d100
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Post by Grisha on Nov 18, 2020 10:24:08 GMT -8
Grisha had returned to his spot where Flare also just so happened to be. He sat cross-legged upon the deck with a few bottles of water in his lap. One, he had already opened and used to douse his head and rinse of all the salt and sweat he was gushing. The second, he bit between his teeth to remove the cap and started chugging. The orange-haired girl asked where he was from. After sucking down the fresh water until the bottle imploded, Grisha exhaled a relieved sigh and answered her, “Kousetsu Village. Very cold. Grisha like cold. Hate hot. Hate sun!” The giant seemed to glance pathetically up at the sky at the devil orb. She then talked about food. His brows rose curiously. “Orange Girl has food?” He had gotten a little excited, but then managed to reel himself back in as Phantom Lena started scolding him about taking food from strangers. The women in Kousetsu Village used to give him food all the time and for some reason it always made Lena angry. She wasn’t around anymore, but he still felt a little nervous about it. “Uh…Orange Girl sharing with Grisha?” he asked with a sheepish grin. Grisha didn’t seem to pay the man known as Heater any mind, even as he flared his power level and approached him and Flare with such aggression. It wasn’t until he had spoken to them that Grisha turned his head to regard the new stranger curiously. The Saiyan studied his mannerisms, processing several characteristics from his facial expression to his hands clutching his knuckles. When he said Kousetsu Village, Grisha immediately beamed and pointed at himself as he proudly declared, “Kousetsu Village home!” Grisha’s smile then slowly smoothed on his face when Heater started talking about “fighting them” and “letting them live.” For a brief period, Grisha’s eyes appeared as small dots as he stared at the man obliviously. He came out of nowhere first talking about Grisha’s village, and then he suddenly wanted to beat them up and kill them. Was this how people were outside of his village? Heater continued to threaten them, telling them the consequences if they were to run away. The Saiyan’s beady eyes shifted over to passengers who identified the Orange Boy as Heater. They fled from him as though he were some White Devil, and that had put a frown on Grisha’s face. An ominous shadow fell over the giant’s eyes as he finally rose to his feet with a heavy scowl weighing down his lips. The water bottles tumbled from his lap to roll across the deck. Grisha curled and uncurled his fingers, causing the tendons in them to pop and loosen before his hands formed into large fists that remained at his sides. His brown tail unraveled from his waist and whipped behind him as his black hair stood on end like the hackles of a beast. There was a gleam in Grisha’s graphite-colored eyes as they stared down Heater. “Grisha no run,” he told Heater. His lips then rolled back, presenting his teeth in a determined grin. “Grisha break Little, Orange Man.” WC: 522 Tagging: Flare @jokerjay799 Initiative: Jyc8nazO1d1001d100
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Flare
Other Race
Posts: 28
Power Level: Biggest in town
Effort Points: LORG
Reputation: 2 - Southern Islands
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Post by Flare on Nov 20, 2020 5:22:02 GMT -8
Ahh. The guy wasn't used to hot. Understandable, Flare probably wouldn't fare too well in the cold at first either. Despite being her own heater. That was something to think about. The big guy talks some more. And of course, it was around the food. Not that Flare wasn't too surprised by the big guy perking up at the thought, she figured such a stature required a lotta food. Not to bring up her own shameless habits either, but she also liked a good bit of food. 'Orange girl' would snort and turn back to just about offering the dried fish and other condiments.
"Orange girl, huh? yeah. Yeah, I think I am sharin' with Grisha." But, of course, rarely do her days go by where she can just enjoy company with anyone. In comes this mess of a color palette, wearing a work outfit with the sleeves very deliberately cut to show that muscle. Flare had to watch, putting up the salted fish and staring the cocky guy down. Seemed to have a chip on his shoulder and a predilection to do whatever the hell he wanted. What really took the cake was his name though. Flare had to keep back some ironic chuckling at 'Heater'. Flare had the excuse that she was literally a flame demon, but this chump just wore that kitchen appliance name while looking like a clown's cousin.
"I don't think anythin' pisses me off more than some punk thinkin' they can shove people around. 'Specially with a name like 'Heater'. Think I'll teach ya more than to show our ugly mug to me!" Besides her own irritation, the big guy was the one to perk up even more. She didn't expect him to so shake up. Guess the place WAS his village the guy mentioned picking on. The sudden shift was interesting to say the least. Flare's own temperament was leveled and pointed. Lowering herself into a strong stance with a fist outreaching towards Heater. If they were going to do this, better to get it over with than stall with the posturing.
Initiative: K1zqe49e1d100
WC: 3541d100
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Post by Grisha on Feb 13, 2021 17:38:42 GMT -8
Pass.1d100+10·1d100+10nVYj8DMn
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Post by Will O. Wisp on Feb 20, 2021 20:55:21 GMT -8
Heater could tell how weak Flare was, so he ended up bursting into a fit of laughter at the fact that she thinks she has the right to insult him. "You really have no idea who you're messing with, do you? Well then allow me to show you a new thing I picked up after surviving a few pretty tough fights," he said. He then seemed to these up as his muscles begin to become veinier as power starts building up, though Grisha might be able to sense this Flare can. And she is terrified of his full power eclipse. Flare then looks towards Grisha. "I think you can handle this fine without me, I'll go and protect the passengers." before she left. "What a shame, another coward. Those who are willing to go against tough challenges shouldn't even be breathing the same air we do." Heater said. He then grabbed a bottle of hard liquor from one of his pockets and started shaking it a bit. From the sounds of the sloshing of the liquids inside it seemed half empty. "Hm seems it won't be able to last throughout the whole fight. Let's make things interesting. If I am unable to beat you before I am able to down this whole canister of booze, then I'll let you live to fight another day." he boasted. BATTLE TRACKER SUMMARY
Bonus Action 1: Power Up - You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns.
Bonus Action 2: Drunken Fist - Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends. | -14 Ki
Standard Action:
Standard Action:
Status Powered Up 2/2 Turns
Drunken Fist Sips 4/4
CLASS FEATURES
Rushing - Your attacks deal 15% of their total damage to their targets if they fail to hit. This damage ignores DR.
Relentless - Whenever you use at least two Standard Actions to attack an opponent, that opponent receives 2 damage that bypasses all DR and Temporary HP. Increase this value by +1 for each turn that you have used two Standard Actions to attack an opponent. This bonus returns to 0 if you do not attack an opponent on your turn and must be accumulated again.
Pummel - Your Strike, Energy Blast, and Grapple Basic Techniques deal an additional +1d4 damage. Your Single and Barrage Special Techniques deal an additional +2d5 damage; your Finisher Special Techniques deal an additional +3d6 damage. TRAITS
Crush Requirements: Fighting Skill of 40 Activation: None (Passive) Effect: Your melee critical hits deal +3 damage and inflict Wound on their target.
Blitz Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Sadist Activation: None (Passive) Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% chance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
ITEMS
1. Elder Student’s Gi This Gi has been carefully maintained by each student who has worn it, with each imbuing a bit of their Ki into its weaving throughout their usage. It is given to only experienced students within a Dojo. Type: Outfit - Gi Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +5 Defense this turn(applied before incoming attack resolution), you gain +10 Accuracy with all Basic Techniques this turn, or you gain +10 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
2. Knife A common knife used by cultures across time and space, able to be utilized as a tool and weapon alike. Type: Weapon - Knife Zeni Value: 10000 Zeni Cost: 40000 Activation: At-Will Action Effect: Performing a Strike on this turn reduces the target of that Strike’s DR by 2 when responding to all attacks made by you this turn. Limit: 3 uses per thread.
3. Dried Senzu Root While not as effective as a fresh Senzu Bean, a Senzu Root subject to precise drying techniques may be ingested on the fly to restore fighting potential. Type: Restorative - Senzu Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Restore +20 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread.
4. Master Belt A belt worn by master martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4. Limit: Only one Belt may be equipped at a time.
TECHNIQUES One-Two-Punch! Type: Physical Melee Barrage Cost: 20 Ki Damage: 4d6 + 4 Major Effect: Slashing - Crits on 75 or higher. Crits deal an extra +4 Damage. Minor Effect: Crippling - 40% chance to inflict Cripple. (Note: 60% Chance to inflict Cripple with Sadist and a 20% chance to Immobilize)
DRUNKEN FIST Rank 1 You adopt a fighting style fueled by booze that makes you unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
EIGHT ARMS Rank 1 You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CLASH Rank 1 You unleash a vicious counter attack to ensure neither you or your foe gets away unharmed. Type: Defensive Action: 2 Standard Actions - Reactive Effect: When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused. Cost: 20 + (Cost of your Attack) ki Limit: Once per thread. Ranks: Rank 2 reduces the ki cost to 15 + (Cost of your Attack), Rank 3 reduces the ki cost to 10 + (Cost of your Attack) Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT Rank 1 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.
Ignition Punch (Signature Technique) Heater winds up and releases a powerful punch that causes so much friction in the air it causes an explosion from his fist. Physical: Uses the Fighting skill to determine Accuracy values. Melee: Target is engaged in close-range combat- this is typically for Physical Attacks only. Single: Costs 15 Ki, Deals 4d10+5 Base Damage. 2 times per battle. Signature Effect - Wide-Striking: When attacking with this technique, the user rolls two d100s, and uses the better die roll to figure out the total accuracy of this technique. Major Effect : Draining: This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effects : Imbued: This technique is now a Melee Energy attack and uses the Fighting Skill to determine its Accuracy, but increases its Ki cost by 2. This may be added alongside another Minor Effect, but may not be taken with Projectile. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. (20% Chance to Cripple and 20% Chance to Immobilize with Sadist)
CURRENT Edge: 0 HP: 75/75 | Ki: 86/100 | DEF: 80 | Base PL: 6,564 | Current PL: 8,205 | Melee Accuracy: d100+55 | Ranged Accuracy: d100+35 | DMG Mod: +5 | DR: 6 | Ki Cost: -1
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Post by Grisha on Feb 20, 2021 21:23:18 GMT -8
Battle Stats.
Grisha
PL: | 6,078
| Base:
| 9,117 | Fighting: | 50 | HP: | 140 | Ki:
| 120 | EC: | 25 | Melee Acc: | 60 |
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| Reflexes: | 30 | Energy Acc: | 25 |
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| Resilience: | 50 | Defense: | 65 |
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| Edge: | 0 | DR: | 6 | DM:
| 4 |
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Active Effects | - Power of Legends
- Powerful Ki
- Tidebreaker
- Zenkai
| Status Effects | xxxx | Equipment | - ABA
- Buckler
- Master Belt
- Capture Net
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Racial Traits
Zenkai
The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
Class Features
Power of Legends - Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
Powerful Ki - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
Tidebreaker - Your natural DR may not be bypassed or ignored by attacks unless the opponent targeting you possesses at least Edge 2 vs you. Utility techniques and other Class Features are not considered "attacks" for the purposes of this ability.
Class Traits
Shatterspell Activation: Bonus Action Effect: When you activate Shatterspell, you may remove a single non-special Status Effect from yourself at a cost of 5 HP(may not spend Temp HP) per turn remaining on the chosen status effect. Limit: -- Classes: Mystic, Powerhouse, Witch/Wizard
Equipped Weapon
Buckler (Common) A highly technical Buckler employed by Soldiers throughout the universe as a last-ditch defensive maneuver. Type: Weapon - Shield Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action - Reactive Effect: When you activate ‘Buckler’, select one unresolved attack targeting you this turn. That attack deals its damage to ‘Buckler’ rather than you; if the damage of the target attack would not reduce ‘Buckler’s’ Temporary HP to 0, that attack’s Effects are not applied to you. ‘Buckler’ has 20 Temporary HP and 4 DR. Limit: 2 uses per thread; Buckler’s Temporary HP and DR are not added to your own and do not replenish between uses in the same thread. If damage exceeds Buckler’s Temporary HP, you receive the remainder of the damage.
Outfit
Advanced Battle Armor (Rare) This Armor is a cutting-edge development by Capsule Corporation; it provides more protection than standard-issue armor without sacrificing any mobility. Type: Outfit - Armor Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit.
Equipment
Master Belt (Mythic) A belt worn by master martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4. Limit: Only one Belt may be equipped at a time.
Capture Net (Common) This capsule contains an expanding net that is released shortly after being thrown. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Immobilize status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Techniques
All basic not enhanced.
Basic skills not mentioned below because they are automatically a given. Everyone has them.
SPECIAL DELIVERY A solid, pillar-like construct of red ki that detonates into a massive crater. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Draining Minor Effect: Searing Cost: 35 Ki (-1) Learn: 2 weeks
ABSORB I You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread. Ranks: Rank 2 can regain 30 ki. Rank 3 can regain 40 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
STEEL MOUNTAIN Grisha performs a breathing exercise, which improves the flow of energy throughout his veins. His ki begins to surge into his muscles, bulking them up and strengthening his tissue fibers until they harden and give off a metallic sheen. His body becomes as tough as steel and like a weapon, somewhat destructive. The technique can be used to strengthen an ally's body through touch/ki transfer, boosting the body's ability to overcome adversity. Grisha, however, prefers to use it to increase his endurance and resilience when putting an enemy in their place. Type: Physical. Action: Defensive. Base Damage: Absorbs 4d6+4 Base Damage plus your damage modifier. 2 times per battle. Signature Effect: Smoothed Edge: If used on a defensive technique this effect increases the user's edge for two turns by X where X is the user's class level plus one. If used on an offensive technique treat this technique as if the opponent's edge was 0. Major Effect: Fortify: Using this technique increases your natural DR by 3 until the end of your next turn; this stacks with itself up to a maximum of +6 DR. Minor Effect: Salving: Apply yourself "Salve" automatically or a have a 40% chance of applying "Salve" a target of your choice. Salve heals 3 HP per turn for 3 turns. Cost: 15 Learn: 2 Weeks, 2500 word count quest learned from Grisha. Start: 11 October 20 End: 18 October 20
GIANT FORM I 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.
| Grisha listened as Flare backed out of the fight in order to safeguard the passengers. He didn’t find her actions cowardly like Heater did. If they had been fighting before his village, his priority would have been protecting the people as well. Grisha scowled sternly at Heater as he watched him bulk up. It got his Saiyan blood racing hotly through his veins. There was never an opponent too great. With a bellow, Grisha charged Heater like the brute he was, wasting no time for calculation or trying to come at his opponent from any other direction. The giant attacked him head on, sprinting toward him like a speeding truck. He cocked back his right arm. The muscles in his arm bulged full of power, expanding and hardening the muscles fibers before he swung his hammer-like fist toward Heater’s left jaw. He then followed up with a second swing from his left fist, crossing it in a wild, reckless swing. Each mighty swing encouraged a bestial grunt of anger and determination from Grisha. The sun bearing down on his head didn’t make him any less angry. The weather outside Kousetsu Village was as bad as Training Island, and now having Heater in his face threatening him, his new friend, and having threatened to go to his home, Grisha was eager to make the punk regret going anywhere near his village. WC: 230 Tagging: Will O. Wisp Battle Tracker Information
Defensive Phase
Attack 1: Grisha xx Def vs [Enemy] xxx Acc Result: Attack 2: Grisha xx Def vs [Enemy] xxx Acc Result: Attack 3: Grisha xx Def vs [Enemy] xxx Acc Result: Attack 4: Grisha xx Def vs [Enemy] xxx Acc Result:
Total Damage:
Offensive Phase
Passive Actions: None
Reactive Actions: None
At-Will Actions: None
Standard Action 1: Strike WJ3FS8Ow1d8+4 1d100+60 Standard Action 2: Strike 1d8+4 1d100+60 Bonus Action: None
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Coding created by Grisha (oniyon) 1d100+60·1d100+60·1d8+4·1d100+60
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Post by Will O. Wisp on Feb 21, 2021 11:35:15 GMT -8
Heater then got hit from the first swing to the left which left a mighty impact, as the second swing manages to push him causing him to skid across the deck of the ship back a few feet from where he was standing. After he stops he breathes heavily for a bit his head turned away from Grisha. He then turns towards Grisha with a smug grin and blood running on his left cheek. He quickly wipes it off with his left arm before getting into a boxing stance. "Not bad, so that muscle isn't just for show after all. However, it'll take more than brute strength if you ever any hope of surviving in this world. Just know that Demon King Piccolo and his spawn are less merciful than I ever will be." he gloated. Heater then studies the large Grisha with his eyes as if finding just the right spots to strike. He would rush forward with speed surpassing the large Saiyan of the north. As he closes in he gets ready to hit Grisha with a barrage of punches. One to his liver, another to his gut in his, and another to his ribs. The force behind each punch is so great that even if Grisha manages to dodge them he will still feel some pain from the force of the punches themselves. Word Count: 211 Total Word Count: 884 BATTLE TRACKER SUMMARY
Grisha Strike 1 149 acc vs. 80 Defense Hits. 11 damage - 6 DR = 5 Damage.
Grish Strike 2 80 acc vs 80 Defense. Hits. 10 damage taken.
Bonus Action: Dragon Dash - Increase your Damage with Melee Attacks used on this turn by +3. | -6 Ki
Standard Action 1: Liver Punch (Strike) | -4 Ki to increase damage modifier by 4 with Master Belt
Acc: ssU7O|mg1d100+55
Damage: 1d8+12
Pummel Damage: 1d4
Standard Action 2: Gut Punch (Strike) | -4 Ki to increase damage modifier by 4 with Master Belt
Acc: 1d100+55
Damage: 1d8+12
Pummel Damage: 1d4
At-Will: Rib Cracker (Blitz Strike) | -4 Ki to increase damage modifier by 4 with Master Belt
Acc: 1d100+55
Damage: 1d8+12
Pummel Damage: 1d4
Status Powered Up 1/2 Turns
Drunken Fist Sips 4/4
CLASS FEATURES
Rushing - Your attacks deal 15% of their total damage to their targets if they fail to hit. This damage ignores DR.
Relentless - Whenever you use at least two Standard Actions to attack an opponent, that opponent receives 2 damage that bypasses all DR and Temporary HP. Increase this value by +1 for each turn that you have used two Standard Actions to attack an opponent. This bonus returns to 0 if you do not attack an opponent on your turn and must be accumulated again.
Pummel - Your Strike, Energy Blast, and Grapple Basic Techniques deal an additional +1d4 damage. Your Single and Barrage Special Techniques deal an additional +2d5 damage; your Finisher Special Techniques deal an additional +3d6 damage. TRAITS
Crush Requirements: Fighting Skill of 40 Activation: None (Passive) Effect: Your melee critical hits deal +3 damage and inflict Wound on their target.
Blitz Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Sadist Activation: None (Passive) Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% chance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
ITEMS
1. Elder Student’s Gi This Gi has been carefully maintained by each student who has worn it, with each imbuing a bit of their Ki into its weaving throughout their usage. It is given to only experienced students within a Dojo. Type: Outfit - Gi Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +5 Defense this turn(applied before incoming attack resolution), you gain +10 Accuracy with all Basic Techniques this turn, or you gain +10 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
2. Knife A common knife used by cultures across time and space, able to be utilized as a tool and weapon alike. Type: Weapon - Knife Zeni Value: 10000 Zeni Cost: 40000 Activation: At-Will Action Effect: Performing a Strike on this turn reduces the target of that Strike’s DR by 2 when responding to all attacks made by you this turn. Limit: 3 uses per thread.
3. Dried Senzu Root While not as effective as a fresh Senzu Bean, a Senzu Root subject to precise drying techniques may be ingested on the fly to restore fighting potential. Type: Restorative - Senzu Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Restore +20 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread.
4. Master Belt A belt worn by master martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4. Limit: Only one Belt may be equipped at a time.
TECHNIQUES One-Two-Punch! Type: Physical Melee Barrage Cost: 20 Ki Damage: 4d6 + 4 Major Effect: Slashing - Crits on 75 or higher. Crits deal an extra +4 Damage. Minor Effect: Crippling - 40% chance to inflict Cripple. (Note: 60% Chance to inflict Cripple with Sadist and a 20% chance to Immobilize)
DRUNKEN FIST Rank 1 You adopt a fighting style fueled by booze that makes you unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
EIGHT ARMS Rank 1 You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CLASH Rank 1 You unleash a vicious counter attack to ensure neither you or your foe gets away unharmed. Type: Defensive Action: 2 Standard Actions - Reactive Effect: When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused. Cost: 20 + (Cost of your Attack) ki Limit: Once per thread. Ranks: Rank 2 reduces the ki cost to 15 + (Cost of your Attack), Rank 3 reduces the ki cost to 10 + (Cost of your Attack) Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT Rank 1 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.
Ignition Punch (Signature Technique) Heater winds up and releases a powerful punch that causes so much friction in the air it causes an explosion from his fist. Physical: Uses the Fighting skill to determine Accuracy values. Melee: Target is engaged in close-range combat- this is typically for Physical Attacks only. Single: Costs 15 Ki, Deals 4d10+5 Base Damage. 2 times per battle. Signature Effect - Wide-Striking: When attacking with this technique, the user rolls two d100s, and uses the better die roll to figure out the total accuracy of this technique. Major Effect : Draining: This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effects : Imbued: This technique is now a Melee Energy attack and uses the Fighting Skill to determine its Accuracy, but increases its Ki cost by 2. This may be added alongside another Minor Effect, but may not be taken with Projectile. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. (20% Chance to Cripple and 20% Chance to Immobilize with Sadist)
CURRENT Edge: 0 HP: 60/75 | Ki: 72/100 | DEF: 80 | Base PL: 6,564 | Current PL: 8,205 | Melee Accuracy: d100+55 | Ranged Accuracy: d100+35 | DMG Mod: +5 | DR: 6 | Ki Cost: -1 1d100+55·1d8+12·1d4·1d100+55·1d8+12·1d4·1d100+55·1d8+12·1d4
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Post by Grisha on Feb 21, 2021 15:56:53 GMT -8
Battle Stats.
Grisha
PL: | 6,078
| Base:
| 9,117 | Fighting: | 50 | HP: | 107 | Ki:
| 112 | EC: | 25 | Melee Acc: | 60 |
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| Reflexes: | 30 | Energy Acc: | 25 |
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| Resilience: | 50 | Defense: | 65 |
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| Edge: | 0 | DR: | 6 | DM:
| 4 |
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Active Effects | - Power of Legends
- Powerful Ki
- Tidebreaker
- Zenkai
| Status Effects | xxxx | Equipment | - ABA
- Buckler
- Master Belt
- Capture Net
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Racial Traits
Zenkai
The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
Class Features
Power of Legends - Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
Powerful Ki - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
Tidebreaker - Your natural DR may not be bypassed or ignored by attacks unless the opponent targeting you possesses at least Edge 2 vs you. Utility techniques and other Class Features are not considered "attacks" for the purposes of this ability.
Class Traits
Shatterspell Activation: Bonus Action Effect: When you activate Shatterspell, you may remove a single non-special Status Effect from yourself at a cost of 5 HP(may not spend Temp HP) per turn remaining on the chosen status effect. Limit: -- Classes: Mystic, Powerhouse, Witch/Wizard
Equipped Weapon
Buckler (Common) A highly technical Buckler employed by Soldiers throughout the universe as a last-ditch defensive maneuver. Type: Weapon - Shield Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action - Reactive Effect: When you activate ‘Buckler’, select one unresolved attack targeting you this turn. That attack deals its damage to ‘Buckler’ rather than you; if the damage of the target attack would not reduce ‘Buckler’s’ Temporary HP to 0, that attack’s Effects are not applied to you. ‘Buckler’ has 20 Temporary HP and 4 DR. Limit: 2 uses per thread; Buckler’s Temporary HP and DR are not added to your own and do not replenish between uses in the same thread. If damage exceeds Buckler’s Temporary HP, you receive the remainder of the damage.
Outfit
Advanced Battle Armor (Rare) This Armor is a cutting-edge development by Capsule Corporation; it provides more protection than standard-issue armor without sacrificing any mobility. Type: Outfit - Armor Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit.
Equipment
Master Belt (Mythic) A belt worn by master martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4. Limit: Only one Belt may be equipped at a time.
Capture Net (Common) This capsule contains an expanding net that is released shortly after being thrown. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Immobilize status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Techniques
All basic not enhanced.
Basic skills not mentioned below because they are automatically a given. Everyone has them.
SPECIAL DELIVERY A solid, pillar-like construct of red ki that detonates into a massive crater. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Draining Minor Effect: Searing Cost: 35 Ki (-1) Learn: 2 weeks
ABSORB I You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread. Ranks: Rank 2 can regain 30 ki. Rank 3 can regain 40 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
STEEL MOUNTAIN Grisha performs a breathing exercise, which improves the flow of energy throughout his veins. His ki begins to surge into his muscles, bulking them up and strengthening his tissue fibers until they harden and give off a metallic sheen. His body becomes as tough as steel and like a weapon, somewhat destructive. The technique can be used to strengthen an ally's body through touch/ki transfer, boosting the body's ability to overcome adversity. Grisha, however, prefers to use it to increase his endurance and resilience when putting an enemy in their place. Type: Physical. Action: Defensive. Base Damage: Absorbs 4d6+4 Base Damage plus your damage modifier. 2 times per battle. Signature Effect: Smoothed Edge: If used on a defensive technique this effect increases the user's edge for two turns by X where X is the user's class level plus one. If used on an offensive technique treat this technique as if the opponent's edge was 0. Major Effect: Fortify: Using this technique increases your natural DR by 3 until the end of your next turn; this stacks with itself up to a maximum of +6 DR. Minor Effect: Salving: Apply yourself "Salve" automatically or a have a 40% chance of applying "Salve" a target of your choice. Salve heals 3 HP per turn for 3 turns. Cost: 15 Learn: 2 Weeks, 2500 word count quest learned from Grisha. Start: 11 October 20 End: 18 October 20
GIANT FORM I 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.
| Grisha’s grey eyes were livid and wild when he felt his knuckles collide with the side of Heater’s skull. His second swing, he hoped shook the cocky warrior. The force had been strong enough to repel him a few feet back. The giant Saiyan stood tall, raising his chin confidently as he arched the corner of his lip in disgust. He wanted to see if the orange, jumpsuit-wearing punk was going to keep at it. Heater wiped the blood from his face and raised his fists for more, which made Grisha’s nose wrinkle like a beast. He hadn’t known what a Demon King Piccolo was, and so while the Saiyan hadn’t understood Heater’s warning, he interpreted it as just some taunt or threat. When the bully charged him, the whites of Grisha’s eyes shined briefly in his surprise. He hadn’t expected him to move so quickly. No human he had encountered up to this point had moved so fast. Grisha only had time to draw his arms in, curling them in a guard as he felt Heater’s fist, which was going for his abdomen shatter the buckler on his forearm. He felt the power absorbed by the shield, passing through his muscles there. A second strike buried itself into his gut, forcing spittle to explode passed his teeth. Grisha clenched them as he felt a third strike slam against his ribs. The pain was enough to enrage the giant. His pupils shrank in his fury as he snarled, crossing his fist across Heater’s face before following up with a second. WC: 260 Tagging: Will O. Wisp Battle Tracker Information
Defensive Phase
Attack 1: Heater's Liver Punch (68/21) vs Grisha's Buckler (21-4DR=17) HP: 3 Damage Result: 0 Attack 2: Heater's Gut Punch (148/18) vs Grisha's DEF (65)/DR(6) Damage Result: 12 Attack 3: Heater's Rib Cracker (93/19)vs Grisha's DEF (65) Damage Result: 19 Passive Damage: Heater's Relentless +2
Total Damage: 33
Offensive Phase
Passive Actions: Master Belt +4DM
Reactive Actions: Buckler HP Remaining: 3
At-Will Actions: None
Standard Action 1: Strike (Master Belt +4 included) (Correction 6+8=14) zrmwP9Gx1d8+10 1d100+60
Standard Action 2: Strike (Master Belt +4 included) 1d8+8 1d100+60
Bonus Action: See "Reactive" actions.
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Coding created by Grisha (oniyon) 1d8+10·1d100+60·1d8+8·1d100+60
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Post by Will O. Wisp on Feb 21, 2021 17:10:54 GMT -8
He was surprised to see that the giant was equipped with a buckler on his arm that managed to reduce the damage of one of his attacks. Though he still smirked upon seeing how much damage he inflicted upon seeing his other two strikes connect. Before he started he went to drink some more liquid courage out of his liquor bottle before seeing the attack coming his way. He pockets it back in before matching Grisha's punches with his own. Parrying the attack before being pushed back more by some feet. The alcohol seemed to numb some of the pain he would've felt by his attack but Grisha could see how bloodied Heater's knuckles were after deflecting the attacks with his own fists, in fact, Heater seemed much worse for wear than Grisha certainly is at the moment. "Come on don't tell me that's all you got? Use a special martial arts technique, throw an energy ball, at least something to make this more interesting. Or are you just one a one-trick pony?" Heater asked. Heater would go forward for three more attacks, this time aiming for Grisha's face as he would jump in the air to reach it. A left hook, a right jab, and finishing it off with an uppercut to his jaw. Word Count: 215Total Word Count: 1,099 BATTLE TRACKER SUMMARY
Grisha Strike 1 157 acc vs. 80 Defense Hits. 14 Damage.
Grish Strike 2 80 acc vs 80 Defense. Hits. 16 damage taken.
30 total damage reduced by 30% or 9. 21 damage - 6 DR = 15 damage taken.
At-Will: Drunken Fist - As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips.
Bonus Action: Deflect - Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. | -14 Ki
Standard Action 1: Left Hook (Strike) | -4 Ki to increase damage modifier by 4 with Master Belt
Acc: VhIn76Fv1d100+55
Damage: 1d8+9
Pummel Damage: 1d4
Standard Action 2: Right Jab (Strike) | -4 Ki to increase damage modifier by 4 with Master Belt
Acc: 1d100+55
Damage: 1d8+9
Pummel Damage: 1d4
At-Will: Jawbreaker (Blitz Strike) | -4 Ki to increase damage modifier by 4 with Master Belt
Acc: 1d100+55
Damage: 1d8+9
Pummel Damage: 1d4
(Note: Cause of Relentless and the fact he used two Standard Action attacks this turn. Grish gets 3 unavoidable status damage instead of 2.)
Status Powered Up 0/2 Turns
Drunken Fist Sips 2/4
CLASS FEATURES
Rushing - Your attacks deal 15% of their total damage to their targets if they fail to hit. This damage ignores DR.
Relentless - Whenever you use at least two Standard Actions to attack an opponent, that opponent receives 2 damage that bypasses all DR and Temporary HP. Increase this value by +1 for each turn that you have used two Standard Actions to attack an opponent. This bonus returns to 0 if you do not attack an opponent on your turn and must be accumulated again.
Pummel - Your Strike, Energy Blast, and Grapple Basic Techniques deal an additional +1d4 damage. Your Single and Barrage Special Techniques deal an additional +2d5 damage; your Finisher Special Techniques deal an additional +3d6 damage. TRAITS
Crush Requirements: Fighting Skill of 40 Activation: None (Passive) Effect: Your melee critical hits deal +3 damage and inflict Wound on their target.
Blitz Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Sadist Activation: None (Passive) Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% chance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
ITEMS
1. Elder Student’s Gi This Gi has been carefully maintained by each student who has worn it, with each imbuing a bit of their Ki into its weaving throughout their usage. It is given to only experienced students within a Dojo. Type: Outfit - Gi Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +5 Defense this turn(applied before incoming attack resolution), you gain +10 Accuracy with all Basic Techniques this turn, or you gain +10 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
2. Knife A common knife used by cultures across time and space, able to be utilized as a tool and weapon alike. Type: Weapon - Knife Zeni Value: 10000 Zeni Cost: 40000 Activation: At-Will Action Effect: Performing a Strike on this turn reduces the target of that Strike’s DR by 2 when responding to all attacks made by you this turn. Limit: 3 uses per thread.
3. Dried Senzu Root While not as effective as a fresh Senzu Bean, a Senzu Root subject to precise drying techniques may be ingested on the fly to restore fighting potential. Type: Restorative - Senzu Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Restore +20 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread.
4. Master Belt A belt worn by master martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4. Limit: Only one Belt may be equipped at a time.
TECHNIQUES One-Two-Punch! Type: Physical Melee Barrage Cost: 20 Ki Damage: 4d6 + 4 Major Effect: Slashing - Crits on 75 or higher. Crits deal an extra +4 Damage. Minor Effect: Crippling - 40% chance to inflict Cripple. (Note: 60% Chance to inflict Cripple with Sadist and a 20% chance to Immobilize)
DRUNKEN FIST Rank 1 You adopt a fighting style fueled by booze that makes you unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
EIGHT ARMS Rank 1 You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CLASH Rank 1 You unleash a vicious counter attack to ensure neither you or your foe gets away unharmed. Type: Defensive Action: 2 Standard Actions - Reactive Effect: When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused. Cost: 20 + (Cost of your Attack) ki Limit: Once per thread. Ranks: Rank 2 reduces the ki cost to 15 + (Cost of your Attack), Rank 3 reduces the ki cost to 10 + (Cost of your Attack) Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT Rank 1 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.
Ignition Punch (Signature Technique) Heater winds up and releases a powerful punch that causes so much friction in the air it causes an explosion from his fist. Physical: Uses the Fighting skill to determine Accuracy values. Melee: Target is engaged in close-range combat- this is typically for Physical Attacks only. Single: Costs 15 Ki, Deals 4d10+5 Base Damage. 2 times per battle. Signature Effect - Wide-Striking: When attacking with this technique, the user rolls two d100s, and uses the better die roll to figure out the total accuracy of this technique. Major Effect : Draining: This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effects : Imbued: This technique is now a Melee Energy attack and uses the Fighting Skill to determine its Accuracy, but increases its Ki cost by 2. This may be added alongside another Minor Effect, but may not be taken with Projectile. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. (20% Chance to Cripple and 20% Chance to Immobilize with Sadist)
CURRENT Edge: 0 HP: 45/75 | Ki: 46/100 | DEF: 80 | Base PL: 6,564 | Current PL: 6,564 | Melee Accuracy: d100+55 | Ranged Accuracy: d100+35 | DMG Mod: +5 | DR: 6 | Ki Cost: -1 1d100+55·1d8+9·1d4·1d100+55·1d8+9·1d4·1d100+55·1d8+9·1d4
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