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 20, 2020 14:33:03 GMT -8
The sun kissed the sandy shores and crystal waters coming into the afternoon. Burning a hole into the skies with its radiance. Now that everything had calmed down... Flare was reminded of her home island for a moment. Not too long after those scummy shark gangters went away did she find herself staring into the horizon. It wasn't perfect, the more touristy elements kinda jarred up against the beachside beauty of an afternoon like this, but she could find ways to block that much out. So she does what any sun scion would d after a successful battle against their adversary... Meditate. Though, this was not the quiet sittings of a mountain monk, or the trained spiritualism of a mystic. The young scion closed her eyes, took in a deep breath, and let the others around her fade for the moment as she moved her body in grand gestures. It was like reciting a dance, only instead of elegant twirls and flicks they were practiced strikes. Steps into other strong swings. Fluid, seamless from one to the next. Very similar to a few of the flaming strikes the woman had sent out previous, only with the restraint to not actually send out the flames. And for that moment, everything around her vanished. "... Alrighty then! Woo, what a kick. Always like beatin' up on troublemakers like that. But, it never seems to be much of uh challenge."Eyes open. She'd stop at a last strike and straighten up out of her standing, turning to face the one girl that stuck out to her the most. Flight was advanced, and even Flare could not fully utilize such movement just yet. That was reason enough to have eyes on the other red head. Funny that, she'd never seen anyone with nearly the carrot top as herself, but here she was. Destiny perhaps? "Hey, you, girlie! You can thank me later for the entertainment... You coulda just handled them yourself, couldn't ya?"It was almost like an accusation. Flare crossed her arms and eyed the students and other still cowering around the outskirts of this little entorage. Kinda strange a warrior of this adeptnes would lower themselves to what looked like a school project. "What, ya think you're better than me or somethin'? I'm out here having some fun, and it's only because you'd patronize me by idling about! I betcha coulda taken them on with one less punch, that's what ya think isn't it!?"She's never seen another skilled martial artists up close like this. It was an exercise of both excitement and thrill, as she still hadn't come off the short gang busting high. Ther woman tilted her head towards a more open part of the beach with less people around. "Come on, I kinda wanna see what ya can do over there. I was expecting more out of these thugs today, and I'm still hankerin' in fighting under such nice conditions." Thread PL: 974 WC: 501 Ty
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Post by Ty on Oct 21, 2020 4:14:40 GMT -8
Tiger Lily helped the film students pack up everything, loading the equipment on their rented speed boat below deck. By the time she was done, she was able to put on the rest of her layered clothes, a black tank, with sporty shorts, black thigh highs, and a matching black jacket. Fingerless black gloves were slipped on, after one of the students bandaged her arm from getting shot with a flare gun, and she looked at the horizon where Cayle and Shinryu volunteered to load the thugs into the South City Police boat. Flare spoke up now that the trouble was taken care of, she listened to the bit about the challenge, and giggled. It was not every day that Tiger Lily particularly looked for ways to challenge herself every morning but now she was understanding the value of it. The fiery red head then decided that she showcased enough of her abilities, that it was time to show what the half saiyan was made of, and she grinned widely at the implication. “One punch huh? Nah, I haven’t done anything like that before.” Ty mused, “Ehh?!”The woman pointed in the distance to a clear area of the beach, since onlookers were still snooping on the crime scene on the other side of the island. It was not the first time meeting someone, then being asked to fight, but it turned out that way. The teenage girl took flight, landing softly in the sand, maybe she had it all wrong and only wanted to see her punch. Ocean blue eyes stared at her own fist in bewilderment, was it even possible to take out an opponent with one punch? That was unheard of, even the latest Kakarot move would be over in the first few minutes, before the end credits rolled. “Do you think if you train hard enough, you can punch someone into submission with a single punch? That sounds silly.” Ty laughed, “My name is Tiger Lily. What is your name?”[334]
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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 22, 2020 2:22:16 GMT -8
Flare was a tiny bit confused. Maybe she wasn't heard clearly, and she took a moment to just focus in on the washing waves behind her. Nah, everything was clear as treated glass. Maybe her accent and way of speaking was rougher than she took for granted. She shook her head then with crossed arms. "Nah, I said... ahem, 'You think you could have beat those guys up in one less punch than I'. Not just a single punch. Sorry if that one didn't come across so straight forward. What I do think is that if one trains hard enough they can best any foe they set their sights on and tasks their hearts to. The name's Flare."She pointed to herself with a thumb and smirked with teeth. The dark lady was very much focused on the younger girl's moves. How rather at ease she was given the proposition to fight. Didn't seem intimidated or hesitant in the slightest, just... questioning her words. "You're seasoned. Even the big guys would give a look at me funny if I ever curled a fist near 'em. But not you. Can't let looks deceive, ya know how the sayin' goes. Guess it'd explain the smaller kid I saw earlier this week. Say, ya probably know some fancy stuff then, eh? Don't be afraid to show me all ya got, Flower!" WC: 231 TWC: 732 Ty
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Post by Ty on Oct 23, 2020 4:39:03 GMT -8
The teenage redhead smiled widely, she blinked a few times in confusion, she was struggling to understand the dark skinned woman when she spoke earlier. Even when she repeated herself, it remained verbatim, so she had trouble understanding. At first she thought she was complaining because the whole situation could have been taken care of faster, if she was serious from the start, as believer of second chances it was unlike her to try not to negotiate, and she was cautious over the borrowed clothes from getting ruined in a fight.
“Nice to meet you, Flare.” Ty nodded, she began to crack her knuckles, with her fingerless gloved hands, “I feel like those thugs were a proper warm up for our bout.”
It was clear by this point they were going to fight, she tied her jacket sleeves at her waist, and shadow boxed a few times in the air prepped for what was next to come.
Being called flower was strange, while she hailed from a family of Lilies, she had a name perhaps it was too wordy. “Ty is fine. Let’s do this.” Initiative
N_EyGnd41d100[186] [TWC 520]
1d100
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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 15:10:35 GMT -8
Flare took in a deep breath and slowed her roll. Relaxing a little as the girl prepared herself. There were not many other words that needed to be said after that. This was when it got interesting, as Flare's eye gleamed. Like, an actual flicker of light. Was kinda hard to see under the sun, but it was there and unusual for your typical human. Though, by looks alone, she wasn't a typical human. "Feel free ta do whatever! I don't play with people who hold back!"Ty... then. Ty was such a quaint name. Flare didn't seem to react to it much, just nodding as she mentioned it. It was more on her mind how over her head she might be coming out as. The dark woman was lucky Ty seemed to be more naive girl with some strength behind her rather than something malicious. "Sure thing, Ty. We'll see how nice the meetin' really is after this." InitiativecPIEkVcA1d100WC: 163 Ty1d100
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Post by Ty on Oct 28, 2020 9:09:45 GMT -8
“So do you practice martial arts?” Ty was curious, “I kinda learned how to fight on the street, my boyfriend, who showed up when fighting those thugs, he wants to teach me the art of war, but I would rather do my own training you know? I feel I learn best when studying alone first before taking on a trainer just to know the difference.”
The teenager took an offensive stance, “I will show you how fast I am and not hold back.”
Ocean teal eyes focused on Flare’s technique of preparing herself in the defensive position, any opening in her stance, would give her the opportunity to break through to the dark skinned woman. The first step in any spar, is to analyze the opponent, and some martial artists exchanged bows before engaging in combat; but Ty was a street fighter, learning how to fight from brawling, and adapting to her own style.
Among the opponents she faced were two different Androids, a great magus, two polar opposite teenage boys, two ancient saiyans from another planet, and the most significant opponent was herself through a temporal anomaly in Pilaf Land. This was the first time she would fight against someone who knew martial arts or a monk style of fighting apart from Kiryu. [215] [735] Flare {Actions} DEFENSE PHASE.
Incoming Damage: 0 Damage Total: 0
HP: 90 -- OFFENSE PHASE.
Power Level: 17,300 Flare
At-Will:
Passive:
Bonus Action:
Standard Action 1: Counter Measures -14
Standard Action 2: None
EFFECTS.
Total Ki Spent: 14 Powering-Up Round: 0/2 Power-Up ki bonus: 4/4
~ { Statistics} Name: Tiger Lil y ‘Kuri’ aka Ty Species: Human Saiyan Hybrid Age: 16 Gender: Female Skills &StatisticsFighting: 35 Energy Control: 30 Reflexes: 50 Resilience: 40 Accuracy: 1d100+35(Fighting) +10 Level 2 Prodigy / 1d100+ 30(Energy Control) + 10 Level 2 Prodigy Defense: 50+ 50 Reflexes =100 HP: 50+ 30 Resilience= 80 + 10 Level 2 Prodigy KI: 100 DR: +2 Resilience +2 Level 2 Prodigy DM: +1 Fighting +2 Prodigy Level 2
Class: Prodigy Racial Trait:ZenkaiRequirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. Class Traits: Bend the LimitsActivation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie Flawless CounterActivation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector Traits:
FocusActivation: Standard Action(Gain Stacks) | At-Will(Spend Stacks) Effect: You may spend 1 Standard Action per turn to gain 1 stack of “Focus”. You may spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki. Limit: You may not have more than 2 stacks of Focus at a time. MomentumRequirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier. HasteRequirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Class Features:Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice. Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Starting Non-Basic Technique Chosen:SOLAR FLARE (RANK 3)You use your ki to amplify the light around you into a blinding flash.Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. INSTINCTUAL DEFENSEYou swiftly blink in and out of your opponent's attacks using your powerful natural instincts.Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Cherry Bomb | Outou BakuretsudanAfter testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home.Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks. ABSORB You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread. Ranks: Rank 2 can regain 30 ki. Rank 3 can regain 40 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
REMEDY Focusing your energy, you use your ki to rid an ally of your choice of deleterious effects. Type: Utility Action: Standard Action Effect: Removes one non-special Status Effect that a target of your choice is inflicted with. This technique may not target yourself. Cost: -3 ki turn of Status Effect remaining. Limit: Once per turn. Four uses total per battle. Ranks: Rank 2 allows for special status effects to be targeted with Remedy for removal. Rank 3 allows for two status effects a target is inflicted with to be removed in the same use. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Technique Slots: 5/6 Enhanced Technique for unlocking all levels of potential Mastery: FLIGHTAlternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists. Prodigy Plus Techniques:Learned via Cayle Pota. Learned via Orizuru Prodigy Plus Technique Slots: 2/3 EquipmentSenzu ExtractUtilizing the miraculous qualities of the Senzu Bean, this small vial of extract allows for an expedient return to function by its imbiber. Type: Restorative - Senzu Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Restore +15 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread. Professional PanaceaOnce thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 4 turns. Limit: 1 use per thread. Intermediate BeltA belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time. Blaster CarbineStandard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread. Tiger Lily HP:
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| 90 | 86 | 17,300
| x | % | AC: 45|40 | DEF: 100 | DM: +3 | DR: -4 | KCR: -1 |
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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 2, 2020 5:09:06 GMT -8
Flare watched with burning eyes the younger girl taking her own stance. Cruder than even the vicious sun scion's bold stances. The dark woman herself stood much firmer still, watching the small movements of the girl. Patient. As patient as a rambunctious youth could be. That was the key to any proper fight, you gotta read each other. The one who's an open book has to compensate more for their shown weakness. There was just the problem of Flare being not subtle. At all. "Yeah. As far as I'm aware I don't think people practice my culture's style though. Ain't as big a thing as the Turtle school n' stuff. Think I could show ya some things you've never seen before."Street fighting wasn't to be underestimated with good training either. If anything, it was just a personal form of martial arts. Crude as it may be, the style could lend itself to being a bit more unpredictable. She'd have to keep that in mind as she made a move. Seeing as the stage was hers now. Her fist reeled back for a punch, preparing herself for a giant leap. Instead of legs being bent for the obvious takeoff, however, something would... spark, just near her legs. Starting small, then engorging itself on oxygen before swirling up around the legs and pushing out towards her feet. Bright and vibrant hues of orange against the sandy beaches below. Sudden propulsion by flame. Flare would jettison forwards at Ty, sands being kicked up from the sudden movement as Flare went head-first to the opponent. Hoping to catch the smaller opponent off guard as she was trying to eye her stance. Her moves. As she closed in on the woman she'd not just launch a punch at her. No, the fire jets on her feet would be redirected. Flare dove forward and let her legs tumble over her body, aiming to strike with momentum both her legs in this flip. Packing both a bit of fire and the weight of her thighs to slam down on the woman's shoulders. The weird movements were a bit offputting, considering her more solid movements beforehand. "Let's go girl!"Regardless of the legs hitting or not, Flare would get up into a handstand after stopping in front of Ty and attempt to grab the girl with both legs. Moving hands around to try maneuvering around any guard put up at this point. Trying to land a solid grasp around her waist by tossing her backwards in the handstand. Slinging her over Flare's body and trying to slam her back-first into the sands just behind them in a pin, topping position. Trying to keep the possibly quicker redhead under her.
React:Bonus Action Reactive:Guard @ Self + 10 DR - 10 Ki Ty 's Grapple HIT! 14 Damage Ty 's Grapple HIT! 11 DamageDamage Taken:Ty : 11 + 14 = 25. 25 - 12(DR) = 13New HP: 67/80 Act:At-Wills:N/A Action 2:Grapple Ty Attack: vH5a4qth1d100+40Damage: 1d6+4Effect: Immobilize 1d100, Inflicted on 1-40 - 3 ki Action 1:Enhanced Strike Ty Attack: 1d100+40Damage: 1d12+4Statuses:N/A End-turn StatsHealth: 67/80 Ki: 77/100 Current PL: 974 Skills & Statistics Fighting: 40 (15(Start) + 25(Masteries)) Energy Control: 15 (15(Masteries)) Reflexes: 15 (15(Masteries)) Resilience: 30 (15(Start) + 15(Masteries))
Accuracy: Physical 1d100 + 40(Fighting) / Energy 1d100 + 15(Energy Control) Defense: 50 + 15(Reflexes) + 5 (Level 0 Martial Artist) = 70 HP: 50 + 30(Resilience) = 80 KI: 100 DR: +2 (1(Level 0 Martial Atist) + 1(Resilience)) DM: +4 (2(Level 0 Martial Artist) + 2(Fighting))
Equipped Items: - OTC Stim - - -
Masteries: Potential Mastery Level 1-3 Focus Mastery Level 1-2 (Fighting, Fighting)
Class Features: Combo Attack - Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Racial Trait: Life Drinker Effect: Your every successful attack heals you 2 Health Points.
Traits: N/A
Enhanced Basic Techniques:
ENHANCED STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 1d12 Effects: None Cost: None Enhanced: Upgrades to 1d12 damage.
Special Techniques: Special Techniques
SUN STRIKE An ancient Sun Scion technique, said to be passed down from some of the first ifrits to their followers. It takes the energy and warmth from the sun and amplifies the fiery spirit within. In the brightest of noons or the darkest of nights, the user takes a deep breath and pulls a leg/fist back. Shrouding it in whatever light their spirit or world has to offer. This bright burning light clings to the body, wrapping its small flames around the user's preferred limb like small solar flares. Hitting with the Sun Strike is said to pack the energy and wrath of the sun as contact makes the flame explode outwards in a blinding haze of red. Burns are expected. Type: Physical/Energy Melee Single Action: Standard Action Base Damage: 3d10 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: 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.
Cost: 17 Ki Learn: 2 weeks
WC: 460 1d100+40·1d12+7·1d100+40·1d6+7·1d100
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Post by Ty on Nov 3, 2020 8:28:40 GMT -8
“I was trained by the world strongest Magus by the name of Kiryu Miyazawa who teaches the Path of Joy martial arts. I learned a few things about ki conservation because of him so I can outlast my opponent.” Ty affirmed, while she was told to showcase her fighting talents, it was Flare who became inpatient by attacking first by doing a handstand followed by a leg grapple style kick. The teenage redhead blocked her first attack, taking some damage which bruised her forearm, and dodged out of the way of the second. “That’s not a grapple, that is just a strike, now this is how you pin someone.” Close quarter combat was her niche, she closed in on the dark skinned woman, and attempted a take down in the sand followed by a leg lock to pin Flare down further. Breaking through her defenses would cause quite an injury if the woman was unprepared for the retaliation. [157] [892] {Actions} DEFENSE PHASE. Attack 1: 129 vs 100: Hit! -17 Damage
Attack 2: 86 vs 100: Miss!
Incoming Damage: 17 Damage Total: 17- 5 Edge 4 -4 DR= 8
HP: 90- 8 = 82 -- OFFENSE PHASE.
Power Level: 17,300 Flare: 974 [Edge 4] [Your PL must be 4x an opponent’s; you gain +15 to the value of your Accuracy dice roll, +5 bonus damage on all attacks, and +5 Damage Reduction.]
At-Will:
Passive:
Bonus Action:
Standard Action 1: Enhanced Grapple -2 ki
NnopUO|L1d100+60 45 AC +15 Edge 4
1d6+8 +3 DM + 5 Edge 4 Enhanced, Natural roll bypasses DR to HP
Immobilize
1d100 40% to inflict on a roll of 40 or less.
Standard Action 2: Enhanced Grapple -2 ki
1d100+60 45 AC +15 Edge 4
1d6+8 +3 DM + 5 Edge 4 Enhanced, Natural roll bypasses DR to HP
Immobilize
1d100 40% to inflict on a roll of 40 or less.
EFFECTS.
Total Ki Spent: -4 Countermeasures: 2/2 Powering-Up Round: 0/2 Power-Up ki bonus: 4/4
~ { Statistics} Name: Tiger Lil y ‘Kuri’ aka Ty Species: Human Saiyan Hybrid Age: 16 Gender: Female Skills &StatisticsFighting: 35 Energy Control: 30 Reflexes: 50 Resilience: 40 Accuracy: 1d100+35(Fighting) +10 Level 2 Prodigy / 1d100+ 30(Energy Control) + 10 Level 2 Prodigy Defense: 50+ 50 Reflexes =100 HP: 50+ 30 Resilience= 80 + 10 Level 2 Prodigy KI: 100 DR: +2 Resilience +2 Level 2 Prodigy DM: +1 Fighting +2 Prodigy Level 2
Class: Prodigy Racial Trait:ZenkaiRequirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. Class Traits: Bend the LimitsActivation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie Flawless CounterActivation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector Traits:
FocusActivation: Standard Action(Gain Stacks) | At-Will(Spend Stacks) Effect: You may spend 1 Standard Action per turn to gain 1 stack of “Focus”. You may spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki. Limit: You may not have more than 2 stacks of Focus at a time. MomentumRequirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier. HasteRequirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Class Features:Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice. Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Starting Non-Basic Technique Chosen:SOLAR FLARE (RANK 3)You use your ki to amplify the light around you into a blinding flash.Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. INSTINCTUAL DEFENSEYou swiftly blink in and out of your opponent's attacks using your powerful natural instincts.Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Cherry Bomb | Outou BakuretsudanAfter testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home.Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks. ABSORB You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread. Ranks: Rank 2 can regain 30 ki. Rank 3 can regain 40 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
REMEDY Focusing your energy, you use your ki to rid an ally of your choice of deleterious effects. Type: Utility Action: Standard Action Effect: Removes one non-special Status Effect that a target of your choice is inflicted with. This technique may not target yourself. Cost: -3 ki turn of Status Effect remaining. Limit: Once per turn. Four uses total per battle. Ranks: Rank 2 allows for special status effects to be targeted with Remedy for removal. Rank 3 allows for two status effects a target is inflicted with to be removed in the same use. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Technique Slots: 5/6 Enhanced Technique for unlocking all levels of potential Mastery: FLIGHTAlternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists. Prodigy Plus Techniques:Learned via Cayle Pota. Learned via Orizuru Prodigy Plus Technique Slots: 2/3 EquipmentSenzu ExtractUtilizing the miraculous qualities of the Senzu Bean, this small vial of extract allows for an expedient return to function by its imbiber. Type: Restorative - Senzu Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Restore +15 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread. Professional PanaceaOnce thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 4 turns. Limit: 1 use per thread. Intermediate BeltA belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time. Blaster CarbineStandard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread. Tiger Lily HP:
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| 82 | 82 | 17,300
| x | % | AC: 45|40 | DEF: 100 | DM: +3 | DR: -4 | KCR: -1 |
1d100+60·1d6+8·1d100·1d100+60·1d6+8·1d100
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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 5, 2020 3:25:16 GMT -8
Flare would, in fact, get the hit in on the smaller girl with the flashy change up. Expecting the sun scion to move straight at her wasn't her own game plan, and it paid off a bit. Seems she wouldn't get shaken by the blow though, and seeing as she actually upset this change up the game of hers Flare would watch her sweeping legs, miss. Finding herself falling onto all fours just in front of the woman before rolling forward and quick up into a kneeling guard. Ready to take whatever the woman was throwing at her next. A miscalculation. Being up close and personal wasn't the first thing she'd expect the girl to be good at, but here she was. Deciding to throw her force and body at the woman to try and get her in some MMA leg lock. Impressive, considering the size difference, but she does it. And Flare only takes the moment to hiss and endure the pain with a grimace. She'd not let that assumption get the better of here, because now... "O-Oh yeah!? This is how I like my partners!"She's spurt out and whip her hips around. This was not a plan to shake the woman off, but instead, reverse the grab on her. Trying to slip the leg out from her grasp and spin to try and overpower her. To pin her to the ground temporarily with hands before slamming her body down in a sit on top of her stomach. Trying to capitalize on the mixed martial arts advantage at this stage, she'd try to land a good jab upon the girl's face. Anyone strong enough to toss the big lady around was going to be able to take a bit of a brutal blow. "Let's keep it close and personal!"
React:Bonus Action Reactive:Guard @ Self + 10 DR - 10 Ki Ty 's Grapple HIT! 14 Damage Ty 's Grapple HIT! 11 DamageDamage Taken:Ty : 11 + 14 = 25. 25 - 12(DR) = 13New HP: 67/80 Act:At-Wills:N/A Action 2:Grapple Ty Attack: 7S4WSjeP1d100+40Damage: 1d6+4Effect: Immobilize 1d100, Inflicted on 1-40 - 3 ki Action 1:Enhanced Strike Ty Attack: 1d100+40Damage: 1d12+4Statuses:N/A End-turn StatsHealth: 67/80 Ki: 77/100 Current PL: 974 Skills & Statistics Fighting: 40 (15(Start) + 25(Masteries)) Energy Control: 15 (15(Masteries)) Reflexes: 15 (15(Masteries)) Resilience: 30 (15(Start) + 15(Masteries))
Accuracy: Physical 1d100 + 40(Fighting) / Energy 1d100 + 15(Energy Control) Defense: 50 + 15(Reflexes) + 5 (Level 0 Martial Artist) = 70 HP: 50 + 30(Resilience) = 80 KI: 100 DR: +2 (1(Level 0 Martial Atist) + 1(Resilience)) DM: +4 (2(Level 0 Martial Artist) + 2(Fighting))
Equipped Items: - OTC Stim - - -
Masteries: Potential Mastery Level 1-3 Focus Mastery Level 1-2 (Fighting, Fighting)
Class Features: Combo Attack - Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Racial Trait: Life Drinker Effect: Your every successful attack heals you 2 Health Points.
Traits: N/A
Enhanced Basic Techniques:
ENHANCED STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 1d12 Effects: None Cost: None Enhanced: Upgrades to 1d12 damage.
Special Techniques: Special Techniques
SUN STRIKE An ancient Sun Scion technique, said to be passed down from some of the first ifrits to their followers. It takes the energy and warmth from the sun and amplifies the fiery spirit within. In the brightest of noons or the darkest of nights, the user takes a deep breath and pulls a leg/fist back. Shrouding it in whatever light their spirit or world has to offer. This bright burning light clings to the body, wrapping its small flames around the user's preferred limb like small solar flares. Hitting with the Sun Strike is said to pack the energy and wrath of the sun as contact makes the flame explode outwards in a blinding haze of red. Burns are expected. Type: Physical/Energy Melee Single Action: Standard Action Base Damage: 3d10 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: 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.
Cost: 17 Ki Learn: 2 weeks
WC: 310 1d100+40·1d6+4·1d100·1d100+40·1d12+4
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Post by Ty on Nov 5, 2020 18:34:23 GMT -8
After Tiger Lily showcased her close combat ability, Flare attempted to do the same, in an orange blur the half saiyan slipped out of the way at an extreme speed, and was standing behind her. The teenager understood she had an advantage in being faster, rather than pummel her again, she held back, while it may not have been something this volcanic woman wanted in their fight, Ty was raised by her parents to be fair. A punch for a punch in this case, so she took a defensive stance in the sand, with her fists up high, as she focused her ki preservation, which was her strongest talent.
“Alright, try that again, see if you can break through my defenses.” Ty announced her intentions for standing still, challenging her to take an extra shot, rather than another round of counter attacks.
While she waited for her next move, she rolled her shoulders loosely, and hopped on her black kitten heel pumps eagerly waiting for the right time to make the next move. [173] Flare{Actions} DEFENSE PHASE. Attack 1: 82 vs 100: Miss!
Attack 2: 48 vs 100: Miss!
Incoming Damage: 0 Damage Total: 0
HP: 82 -- OFFENSE PHASE.
Power Level: 17,300 Flare: 974 [Edge 4] [Your PL must be 4x an opponent’s; you gain +15 to the value of your Accuracy dice roll, +5 bonus damage on all attacks, and +5 Damage Reduction.]
At-Will:
Passive:
Bonus Action: Enhanced Sense
Standard Action 1: Focus
Standard Action 2: Focus
EFFECTS.
Total Ki Spent: 0
Enhanced Sense 1/3 Stack 0 Focus Stacks: 2 Countermeasures: 2/2 Powering-Up Round: 0/2 Power-Up ki bonus: 4/4
~ { Statistics} Name: Tiger Lil y ‘Kuri’ aka Ty Species: Human Saiyan Hybrid Age: 16 Gender: Female Skills &StatisticsFighting: 35 Energy Control: 30 Reflexes: 50 Resilience: 40 Accuracy: 1d100+35(Fighting) +10 Level 2 Prodigy / 1d100+ 30(Energy Control) + 10 Level 2 Prodigy Defense: 50+ 50 Reflexes =100 HP: 50+ 30 Resilience= 80 + 10 Level 2 Prodigy KI: 100 DR: +2 Resilience +2 Level 2 Prodigy DM: +1 Fighting +2 Prodigy Level 2
Class: Prodigy Racial Trait:ZenkaiRequirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. Class Traits: Bend the LimitsActivation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie Flawless CounterActivation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector Traits:
FocusActivation: Standard Action(Gain Stacks) | At-Will(Spend Stacks) Effect: You may spend 1 Standard Action per turn to gain 1 stack of “Focus”. You may spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki. Limit: You may not have more than 2 stacks of Focus at a time. MomentumRequirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier. HasteRequirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Class Features:Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice. Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Starting Non-Basic Technique Chosen:SOLAR FLARE (RANK 3)You use your ki to amplify the light around you into a blinding flash.Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. INSTINCTUAL DEFENSEYou swiftly blink in and out of your opponent's attacks using your powerful natural instincts.Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Cherry Bomb | Outou BakuretsudanAfter testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home.Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks. ABSORB You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread. Ranks: Rank 2 can regain 30 ki. Rank 3 can regain 40 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
REMEDY Focusing your energy, you use your ki to rid an ally of your choice of deleterious effects. Type: Utility Action: Standard Action Effect: Removes one non-special Status Effect that a target of your choice is inflicted with. This technique may not target yourself. Cost: -3 ki turn of Status Effect remaining. Limit: Once per turn. Four uses total per battle. Ranks: Rank 2 allows for special status effects to be targeted with Remedy for removal. Rank 3 allows for two status effects a target is inflicted with to be removed in the same use. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Technique Slots: 5/6 Enhanced Technique for unlocking all levels of potential Mastery: FLIGHTAlternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists. Prodigy Plus Techniques:Learned via Cayle Pota. Learned via Orizuru Prodigy Plus Technique Slots: 2/3 EquipmentSenzu ExtractUtilizing the miraculous qualities of the Senzu Bean, this small vial of extract allows for an expedient return to function by its imbiber. Type: Restorative - Senzu Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Restore +15 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread. Professional PanaceaOnce thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 4 turns. Limit: 1 use per thread. Intermediate BeltA belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time. Blaster CarbineStandard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread. Tiger Lily HP:
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| 82 | 82 | 17,300
| x | % | AC: 45|40 | DEF: 100 | DM: +3 | DR: -4 | KCR: -1 |
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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 14, 2020 10:16:06 GMT -8
Preservation was not a thing the Sun Scion necessarily abided by. The teachings of the school very much strove towards fast and direct action, but Flare almost embodied the sun in ferocity. Letting off head and mass without so much a thought of conserving one's self. What mattered was getting in and making one's self known. And it sorta peeved the dark woman off when she was still unable to land a solid hit on the Tiger Lily. She'd have to fall back into a stance upright to avoid any counterattacks. None of which came. And it turned almost into a tutorship no unlike Master Blaze. Eyes squinted at the other red head. "Alright. Fine. Should I refer to ya as Sensei too?"A rather haughty mockery of the way Flare was addressed, soon after letting those jet feet conjure up again beneath her. This time instead of anything fancy the woman went straight to the girl. Arm outstretched to try grabbing her while she just observed Flare. Trying to both grab at the girl and get her into a stance where she could knee and punch into an exposed stomach. The fires from her jet fuelling the propulsion behind her blows as she tried merely overpowering the youth. A bold strategy, yet all too familiar.
React:Damage Taken:Act:At-Wills:N/A Bonus Action:Dragon Dash @self + 3 Melee Damage -7 Ki Action 1:Grapple Ty Attack: pcS|y7MU1d100+40Damage: 1d6+7Effect: Immobilize 1d100, Inflicted on 1-40 - 3 ki Action 2:Enhanced Strike Ty Attack: 1d100+40Damage: 1d12+7Statuses:N/A End-turn StatsHealth: 67/80 Ki: 67/100 Current PL: 974 Skills & Statistics Fighting: 40 (15(Start) + 25(Masteries)) Energy Control: 15 (15(Masteries)) Reflexes: 15 (15(Masteries)) Resilience: 30 (15(Start) + 15(Masteries))
Accuracy: Physical 1d100 + 40(Fighting) / Energy 1d100 + 15(Energy Control) Defense: 50 + 15(Reflexes) + 5 (Level 0 Martial Artist) = 70 HP: 50 + 30(Resilience) = 80 KI: 100 DR: +2 (1(Level 0 Martial Atist) + 1(Resilience)) DM: +4 (2(Level 0 Martial Artist) + 2(Fighting))
Equipped Items: - OTC Stim - - -
Masteries: Potential Mastery Level 1-3 Focus Mastery Level 1-2 (Fighting, Fighting)
Class Features: Combo Attack - Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Racial Trait: Life Drinker Effect: Your every successful attack heals you 2 Health Points.
Traits: N/A
Enhanced Basic Techniques:
ENHANCED STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 1d12 Effects: None Cost: None Enhanced: Upgrades to 1d12 damage.
Special Techniques: Special Techniques
SUN STRIKE An ancient Sun Scion technique, said to be passed down from some of the first ifrits to their followers. It takes the energy and warmth from the sun and amplifies the fiery spirit within. In the brightest of noons or the darkest of nights, the user takes a deep breath and pulls a leg/fist back. Shrouding it in whatever light their spirit or world has to offer. This bright burning light clings to the body, wrapping its small flames around the user's preferred limb like small solar flares. Hitting with the Sun Strike is said to pack the energy and wrath of the sun as contact makes the flame explode outwards in a blinding haze of red. Burns are expected. Type: Physical/Energy Melee Single Action: Standard Action Base Damage: 3d10 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: 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.
Cost: 17 Ki Learn: 2 weeks
WC: 215 Ty1d100+40·1d6+7·1d100·1d100+40·1d12+7
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Post by Ty on Nov 15, 2020 13:21:46 GMT -8
Flare seemed irritated at the suggestion, Ty thought this was just a spar, not a real battle so she thought it was harmless. A blush tinted her pale complexion at the realization, she nodded in disagreement, she just had her own beliefs in fairness. “No. I would never dare. That’s not...what I mean at all. I just thought it would be fair to let you get a few licks in before I pummeled you.” The half saiyan said flatly, she admitted having an advantage over the dark skinned woman, but she also was not the type to beat someone without giving them a chance to land a few hits. At some point she was distracted, without thinking about it she sidestepped some of Flare’s moves, then she blinked her ocean teal eyes when she realized that those were the licks she was waiting for her to make. A sigh escaped her lips, rather than say anything about it, she prepared her next plan of action, holding back again. [169] [1,234] {Actions} DEFENSE PHASE. Attack 1: 54 vs 100: Miss!
Attack 2: 3 vs 100: Critical Miss!
Incoming Damage: 0 Damage Total: 0
HP: 82 -- OFFENSE PHASE.
Power Level: 17,300 Flare: 974 [Edge 4] [Your PL must be 4x an opponent’s; you gain +15 to the value of your Accuracy dice roll, +5 bonus damage on all attacks, and +5 Damage Reduction.]
At-Will:
Passive:
Bonus Action: Enhanced Sense
Standard Action 1:
Standard Action 2:
EFFECTS.
Total Ki Spent: 0
Enhanced Sense 2/3 Stack 0 Focus Stacks: 2 Countermeasures: 2/2 Powering-Up Round: 0/2 Power-Up ki bonus: 4/4
~ { Statistics} Name: Tiger Lil y ‘Kuri’ aka Ty Species: Human Saiyan Hybrid Age: 16 Gender: Female Skills &StatisticsFighting: 35 Energy Control: 30 Reflexes: 50 Resilience: 40 Accuracy: 1d100+35(Fighting) +10 Level 2 Prodigy / 1d100+ 30(Energy Control) + 10 Level 2 Prodigy Defense: 50+ 50 Reflexes =100 HP: 50+ 30 Resilience= 80 + 10 Level 2 Prodigy KI: 100 DR: +2 Resilience +2 Level 2 Prodigy DM: +1 Fighting +2 Prodigy Level 2
Class: Prodigy Racial Trait:ZenkaiRequirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. Class Traits: Bend the LimitsActivation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie Flawless CounterActivation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector Traits:
FocusActivation: Standard Action(Gain Stacks) | At-Will(Spend Stacks) Effect: You may spend 1 Standard Action per turn to gain 1 stack of “Focus”. You may spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki. Limit: You may not have more than 2 stacks of Focus at a time. MomentumRequirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier. HasteRequirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Class Features:Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice. Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Starting Non-Basic Technique Chosen:SOLAR FLARE (RANK 3)You use your ki to amplify the light around you into a blinding flash.Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. INSTINCTUAL DEFENSEYou swiftly blink in and out of your opponent's attacks using your powerful natural instincts.Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Cherry Bomb | Outou BakuretsudanAfter testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home.Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks. ABSORB You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread. Ranks: Rank 2 can regain 30 ki. Rank 3 can regain 40 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
REMEDY Focusing your energy, you use your ki to rid an ally of your choice of deleterious effects. Type: Utility Action: Standard Action Effect: Removes one non-special Status Effect that a target of your choice is inflicted with. This technique may not target yourself. Cost: -3 ki turn of Status Effect remaining. Limit: Once per turn. Four uses total per battle. Ranks: Rank 2 allows for special status effects to be targeted with Remedy for removal. Rank 3 allows for two status effects a target is inflicted with to be removed in the same use. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Technique Slots: 5/6 Enhanced Technique for unlocking all levels of potential Mastery: FLIGHTAlternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists. Prodigy Plus Techniques:Learned via Cayle Pota. Learned via Orizuru Prodigy Plus Technique Slots: 2/3 EquipmentSenzu ExtractUtilizing the miraculous qualities of the Senzu Bean, this small vial of extract allows for an expedient return to function by its imbiber. Type: Restorative - Senzu Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Restore +15 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread. Professional PanaceaOnce thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 4 turns. Limit: 1 use per thread. Intermediate BeltA belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time. Blaster CarbineStandard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread. Tiger Lily HP:
| Ki:
| PL:
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| 82 | 82 | 17,300
| x | % | AC: 45|40 | DEF: 100 | DM: +3 | DR: -4 | KCR: -1 |
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