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Post by Maxine on Nov 3, 2020 22:37:48 GMT -8
Broken Destiny Battle Walkthrough (and Tracker Template)So, you want to pick a fight, but the battle system is a bit intimidating – that’s okay! Everyone on the site has taken a while to learn the system, as it is a lot to take on board. This guide will go through the start of a battle and a few turns step-by-step, and show how just about every part of your character works in a spar or life-or-death duel. In addition, there’ll be a battle tracker template at the bottom that you can use for your own character. For more information on this topic and particularly the terms used, check out the original explanation in the rulebook here: 3 - Battle SystemIn this thread, though, I'll be trying to give a simplified as well as more self-explanatory walkthrough. Let’s get started! Part 1: Initiative
The first part of any battle is deciding who goes first. To do this, each participant does an Initiative roll as part of their next roleplaying post – it’s just a d100, and whoever has the higher score gets to go first. Just add it under your post using the following code: [.roll range="1d100".] [.roll=1d100.] Then remove the dots - I can't just use the code on its own here, or else it'll just try and roll the dice! After all the participants have rolled, then the person who rolled highest goes first. This may mean posting twice in a row, but that’s perfectly fine in this context. No stat affects your Initiative roll, but the trait ‘Improved Initiative’ does – it lets you add or subtract 30 from whatever you rolled, which might let you choose to go first or second if your numbers are pretty close. Going first can be great since you can make your first attack without having to spend any actions or other resources on defending against your opponent. However, your strategy might actually make going second more useful – Protectors in particular get a few abilities that give them benefits when they’ve used defensive techniques, which you wouldn’t have any reason to use on your first turn. In addition to rolling your initiative, you should add your battle tracker to your post here as well. This way all the characters involved know each other’s skillsets which will dissuade any kind of cheating. It also ‘locks in’ your character’s current state – any future upgrades to your character won’t affect them in this battle, no matter how long the thread might take to finish. Part 2: Preparation PhaseRegardless of who goes first, each character’s first turn is spent in the ‘Preparation Phase’. In this part of the battle, you can only use techniques and items that affect yourself – you can’t use any techniques that affect your opponent; so no attacks and no debuffs. Later on you’ll have plenty of options for this section – stacking temporary health with Barrier, preparing Energy Constructs for later, or summoning a companion with Parapapa – but early on, this phase can feel a little useless. However, any character can use Power Up in this phase, which will temporarily increase your power level by 25%. This is always a good move to start with, and it’s fun to roleplay too – how does your character prepare for battle? Part 3: Battle BeginsAnd with that, we’re sent into the battle itself. The turn order continues, but now you can use all the attacks and nasty techniques you like. Part 4: ResultsIn regular battles, the rules are very simple: Whoever’s HP is brought to 0, concedes defeat, or flees is considered knocked out of the battle; until only one fighter or team remains. They (and their team) will become the winner. Finally, submit the grading, and be sure to note who won and lost – both will get a little bonus on top of the usual gains. If there's somehow a draw due to disagreement or both conceding, then both will get the bonus for losing rather than winning. You can always agree upon other rules to decide who wins beforehand if you want to get more creative than just based on knock-out, but make sure it's still explicit who wins or loses so that bonuses can be doled out properly afterwards. Similarly, what you consider a 'knock-out' can vary - it doesn't have to mean your character is literally knocked out. They might have pushed further and be too mortally wounded to keep fighting, or maybe they were disarmed and have conceded. Try to stick to a result that is both fitting to the circumstances, but is also respectful to your adversary - losing a Life or Death Battle but having your character act like '0 HP' just means they're too tired to fight rather than actually being wounded would be truly rude, as you might imagine. Part 5: Sample BattleSince every battle will be very different, I’ll be offering a brief sample battle here, and I’ll explain each action and all the math behind it. That should give you a good idea of what you need to be keeping track of when it comes to your own spars. If you're ever curious about how these posts work, or about how any post works, press the 'Quote' button in the top right and switch the view to 'BBCode' - that way you can see how all the code that goes into any post is written out. It's a handy way to see where numbers are coming from, or copy some neat style from someone else's posts. T-Though, you should probably ask nicely first. While going through this sample, I’ll commentate on the characters’ battle trackers using a different font colour: Like this!Let’s meet our stars, and see how their initiative rolls go! ...I do not recommend placing bets. 1d100iD|g5_cK
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Post by Maxine on Nov 3, 2020 22:59:02 GMT -8
Slipping in from the shadows with his blade in hand, the legendary ninja finally found his target. Silently approaching her chair, Shu drew his katana from its sheathe with practiced precision – and announced his foe’s demise! ”You’ve overslept one too many times, Mai! Your slacking – and your life – ends here!”Don’t actually write posts this short. This is just for a brief example’s sake![50/50] Even in battle threads, keep track of how many words you’ve written. My tracker here uses the current post’s word count for the first number, and my total word count for the thread as the second number. You can’t get your gains without those numbers!---------------- Iniative: w7CUwyDh1d100---------------- And, as an especially polite dog ninja, Shu has posted his full sheet already. What a gentleman. Click the spoiler button to check out his sheet for yourself.BATTLE TRACKERThere's usually multiple headings here to choose from, but as this is the opening turn there's no need to include anything that tracks the current battle's events. So, for now, we've just got his base character sheet - that's his stats, class, equipped items, and techniques.STATS, SKILLS, & STUFFClass: Bandit | Level 1 | -15 HP, +5 ACC, +10 DEF, +0 DAM, +1 DR Racial Trait: Student of a Thousand Arts (beastman racial) | When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced basic technique at the start of play. Fighting: 20 Energy Control: 20 Reflexes: 20 Resilience: 10 ABILITIES.Sneak Attack | Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn. Burgle | Once per turn, as a Bonus Action, you may add the following effect to any damage-dealing techniques you perform: “This technique reduces the target’s Accuracy or Defense modifiers(chosen when performing a technique) by -5 for 1 turn if it hits; increase your own Attack or Defense modifier(mirroring which was chosen previously) by +5 until the end of your next turn.” Prey on the Weak | Your attacks targeting an opponent currently suffering from the “Wound” or “Cripple” status effects reduce their target’s Ki by 5 if they hit. If your attacks are benefiting from the “Burgle” class feature, you gain Ki equal to the amount this ability caused an opponent to lose; this ki is gained on your next turn and may not cause you to exceed your maximum Ki. Sadist | 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. Snapshot | On a turn in which you use both a melee Strike and a ranged Energy Blast, your ranged Energy Blast basic technique gains +10 Accuracy and deals +2 damage. This might seem like a lot of abilities for a relatively new character, but it's actually not that much. Shu's Class Level 1, which gives him his pick of two Class Abilities, and then one more on top. Additionally, Class Level 1 lets you choose a 'Class Trait' as well. And, to top it off, he's bought the first rank of 'Ability Mastery', so he's got Snapshot on top of all that.EQUIPMENT.Dojo Gi | Increase your Accuracy with all Basic Techniques by +5 while wearing this outfit. | Passive Outfits like this Gi and Mai's Battle Armour generally give big passive bonuses, but you can only have one equipped at a time.Steel Sword | Strikes you perform on this turn deal an additional +2 damage and have a 35% chance to inflict Wound on their target(s). | 3 uses per thread. Similarly, Weapons give big bonuses to your Strikes or Energy Blasts, but you can only equip two at a time.Outdated Scouter | The first three (3) times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action. | Passive DEFENSE/UTILITY TECHS.Morph - Rank 2Action: At-Will - Reactive Effect: You gain a variety of effects based on the rank of mastery which you have over the transformation technique. At second rank you have a 75% chance to cause your opponent to lose a bonus action and in addition you gain +5 to a skill rating of your choice for this round. Cost: None. Limit: Twice per thread. Poison – Rank 2Action: Bonus Action Effect: All melee techniques you use have a 75% chance to inflict the Poison status and the effect lasts for +1 turns. Duration: 4 turns. Cost: 9 (10-1) ki. Limit: Once per thread. Countermeasures – Rank 1Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 14 (15-1) ki. Limit: Once per thread. 'X per thread' and 'X per battle' mean the same thing. It's just something in need of updating. So, for clarity's sake, I've rewritten them all as 'per thread' here. You might notice that Shu has a reduction on all his ki costs - that's a passive bonus to having 20 points in Energy Control. Fighting and Resilience have similar bonuses; for your Damage Modifier and your Damage Reduction respectively. They're easy to forget, so check them out here in the rulebook when you work on your own tracker:1 - Skills and StatisticsATTACK TECHS.Hardcore BarkourType: Physical, 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: Wounding - This technique has a 40% chance to inflict Wound on hit. Cost: 14 (15-1) ki ENHANCED TECHS.Enhanced Energy BlastAction: Standard Action Effect: Once per turn, you may use Energy Blast as a Bonus Action. Cost: N/A HP: 45/45 | KI: 100/100 | PL: 800 FIGHTING ACCURACY: 30 | ENERGY ACCURACY: 30 | DEF: 80 DR: 1 | DAM: +1 This little footer keeps track of your 'battle stats' - the things affecting this current battle, derived from his base stats, class modifiers, and whatever gear or techniques are in play that also affect them. Having this here and outside of spoiler tags makes it easy to see how things are going at a glance. Keep in mind that this is just the style of tracker I've come to use (I stole it from Smiley!) - a lot of players make their own. However, they should all cover the same details, so even if you make your own, this should teach you what you need to have noted down.1d100
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Post by Maxine on Nov 3, 2020 23:10:38 GMT -8
Turning around with a scowl, Mai merely rolled her eyes upon seeing her foe. As usual, her partner was speaking such nonsense… she didn’t have time for this. Immediately drawing her laser gun, she fired a flurry of bolts at Shu, before standing up on her office chair and giving a retort – ”Of all people to… geez, just forget it. Fine, fine! I’ll play with you, Shu!”Mai can’t actually make attacks in her first post, but since she’s not actually rolling for them, Shu can react to her shots here however he wants. Maybe they miss, maybe he deflects them, maybe they just don’t do enough damage to bother him.[67/67] ---------------- Iniative: gyuU0Kmn1d100Wow, Mai's fast on the draw. Looks like she'll be going first, in spite of how high Shu's roll was. That means she'll be posting again with her Preparation Phase.---------------- In return, Mai has posted her sheet as well. BATTLE TRACKERSTATS, SKILLS, & STUFFClass: Strategist | Level 1 | -15 HP, +10 ACC, +5 DEF, +2 DAM, +1 DR Racial Trait: Quick Learner (Earthling racial) | You automatically subtract one week from every technique you study’s learning time. In addition, three times per RL month you may apply a 5% bonus modifier to EP and PL gains from a thread where you have completed where you have written at least 1/4th of the words. Fighting: 5 Energy Control: 30 Reflexes: 5 Resilience: 5
ABILITIES. Opportunist | Increase your critical strike range by 10 with all attacks(95+ would instead be 85+.) If your target is currently suffering from a Status Effect, increase this to 15(95+ would instead be 80+.)
Stratagem | At the beginning of each thread, you may select up to 3 Utility or Defensive techniques that you know. You may use each of those techniques one additional time during that thread.
Reformulate | Twice per thread, you may use a Utility technique as if it were At-Will.
A Thousand Cuts | Your Burn, Poison, and Wound effects deal +1 damage per turn and last +1 turn when inflicted.
Focus | 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. | Standard Action (Gain Stacks); At-Will (Spend Stacks) | You may not have more than 2 stacks of Focus at once
EQUIPMENT. Battle Armor | Increases maximum HP by +10 and DR by +1. | Passive Incendiary Grenade | Target one opponent; that opponent has a 50% chance to be afflicted with the Burn status effect. The max chance to afflict any Status Effect is 95%. | Bonus Action | 2 uses per thread. Personal Shield Generator | Using this item grants you +10 Temporary HP. | Reactive At-Will | 2 uses per thread. Prayer Beads | Power up ki limit raised from 100 to 125. | Passive
DEFENSE/UTILITY TECHS. Solar Flare – Rank 1 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: 4 (5-1) ki. Limit: Twice per thread.
Hypnosis - Rank 1 Action: Bonus Action Effect: You have a 70% chance to inflict the Immobilize status on your target and the effect lasts for +2 turn. The max chance to inflict with any effect is 95%. Cost: 4 (5-1) ki. Limit: Twice per thread.
Wild Attack - Rank 1 Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Cost: 1 (2-1) ki per Instinct generated. Limit: Once per battle.
Thanks to her Energy Control being above 20, Mai has also got a ki cost reduction on her techniques, bringing Wild Attack's cost per Instinct stack down to 1. If she got her Energy Control up to 40, it'd be a -2 ki discount. However, no technique can cost 0 ki from these reductions alone - it'd have to either cost nothing to begin with, or be affected by something that specifies that it makes it totally free.
Kiai - Rank 1 Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 14 (15-1) ki. Limit: Once per thread.
ATTACK TECHS. Mai Machine Gatling Type: Physical, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing - This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Minor Effect: Poisoning - This technique has a 40% chance to inflict Poison on hit. Cost: 19 (20-1) ki HP: 50/50 | KI: 100/100 | PL: 1100 FIGHTING ACCURACY: 15 | ENERGY ACCURACY: 40 | DEF: 60 DR: 2 | DAM: +2 It looks like her power level is a bit higher, and she’s got a bit more equipment – however, Shu’s enhanced basic technique, balanced stats, and ranked up techniques might even things out. Even though they have a difference in their Mastery Point totals and power levels, they can still have a good fight. If there was a big disparity, the stronger side could also suppress their statistics and power level, and choose not to use some of their techniques or items - so you can still get a close fight even between a brand new character and a veteran.1d100
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Post by Maxine on Nov 6, 2020 8:28:11 GMT -8
Focussing properly, Mai considered her options – going all out on her partner, no matter how incompetent he might be, seemed like a bad move for her future work under Pilaf. So, for now, she ought to just test the waters, and then plan her next big move. Maybe Shu might just give up after a little punishment! Though, she had to admit, just going all out on him for her own entertainment was also pretty tempting… But, she did restrain herself! For now, she prepared her secret weapon instead of going on the offensive. She didn’t have many martial arts up her sleeve, but she did have all kinds of weapons… overclocking her defensive gadgets, and loading her gatling cannon; she looked like she was ready for war! No mecha this time, but she’d make do. [136/203] As you can see, you should keep track of your total word count for the thread as well as each post’s word count – that’ll make it far easier when you hand it in for grading, since your total word count is what matters there.---------------- BATTLE TRACKERPREPARATION PHASEDuring the first turn of combat, all characters get one turn in which they can't target anyone with their attacks, items, or other techniques - so, they get a turn to prepare their buffs and bonuses. This is generally called the 'Preparation Phase'. Some Traits, particularly Warning Shot, can overwrite this phase, though - if someone uses an ability or trait to attack first, then you can attack back, even if you haven't had your own Preparation Phase!At-Will: Stratagem At the beginning of each thread, you may select up to 3 Utility or Defensive techniques that you know. You may use each of those techniques one additional time during that thread. +1 use to Solar Flare, Hypnosis, Kiai Whenever you use a technique or ability, try and give it’s full description in your battle tracker – that way other players don’t have to go and trawl through the rulebook or your character sheet to know what you’re doing. It’s polite!Standard Action 1: Focus 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. Standard Action 2: Focus But, personally, I don’t think you need to say it again if you’ve already used it that turn.Bonus Action 1: Power Up +25% PL Since everyone can use Basic Techniques and they tend to be very simple, I shorten them to just their relevant effects.Each turn, you get two Standard Actions and one Bonus Action; and various Techniques, Items, and other abilities use them up. In addition, there's At-Will Actions - these don't cost either type, and you can have as many as you want. However, you can't use more than one of a unique At-Will action each turn. For example, Shu's Outdated Scouter lets him use Sense as an At-Will Action, but he couldn't use Sense twice in one turn.EFFECTS+25% PL (2 turns) This ‘Effects’ section is for keeping track of any ongoing effects – anything that’ll be effecting you next turn and onwards. Buffs and debuffs go here.Total Ki Spent: 0 Solar Flare: 3/3 Hypnosis: 3/3 Wild Attack: 1/1 Kiai: 2/2 Incendiary Grenade: 2/2 Personal Shield Generator: 2/2 Reformulate: 2/2 Focus Stacks: 2/2 This list here keeps track of how many uses you have left of all your techniques, items, and anything else that has a limited number of uses. It’s a good place to keep track of anything that makes ‘stacks’, too, like the Instinct that comes from Mai’s Wild Attack or the Focus stacks from her… err, Focus.Power Up Ki: 125/125 This one’s really easy to forget, but very important to keep track of. In each battle, you start with 100 ki, and can regenerate an extra 100 ki using Power Up during the battle. This is where you keep track of that extra 100. Thanks to her Prayer Beads, though, Mai’s ki in reserve is 125.Edge 1 (1600 [2x)> 1375 > 1200 [1.5x]) +2 DAM, +2 DR Edge is a bonus created by the difference in two characters’ power levels. Since Mai’s base power level was higher (1100), and has now been raised by 25% extra thanks to Power Up (up to 1375), she’s managed to get Edge 1 over Shu. This is because her current Power Level is more than 150% (or 1.5x) his Power Level of 800; her 1375 is more than 1200, which would be 150% of his current Power Level of 800. I use this fancy little formula here to show where the character’s Power Level is at the moment, compared to the next Edge level above (on the left) and below (on the right). This much detail isn’t strictly necessary, but I find it useful. If you want more information about Edge and its bonuses, look here:4 - Power Level & EdgeSTATS, SKILLS, & STUFFClass: Strategist | Level 1 | -15 HP, +10 ACC, +5 DEF, +2 DAM, +1 DR Racial Trait: Quick Learner (Earthling racial) | You automatically subtract one week from every technique you study’s learning time. In addition, three times per RL month you may apply a 5% bonus modifier to EP and PL gains from a thread where you have completed where you have written at least 1/4th of the words. Fighting: 5 Energy Control: 30 Reflexes: 5 Resilience: 5
ABILITIES. Opportunist | Increase your critical strike range by 10 with all attacks(95+ would instead be 85+.) If your target is currently suffering from a Status Effect, increase this to 15(95+ would instead be 80+.)
Stratagem | At the beginning of each thread, you may select up to 3 Utility or Defensive techniques that you know. You may use each of those techniques one additional time during that thread. I like to strike out abilities that can no longer be used, to make it easy to tell.
Reformulate | Twice per thread, you may use a Utility technique as if it were At-Will.
A Thousand Cuts | Your Burn, Poison, and Wound effects deal +1 damage per turn and last +1 turn when inflicted.
Focus | 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. | Standard Action (Gain Stacks); At-Will (Spend Stacks) | You may not have more than 2 stacks of Focus at once
EQUIPMENT. Battle Armor | Increases maximum HP by +10 and DR by +1. | Passive Incendiary Grenade | Target one opponent; that opponent has a 50% chance to be afflicted with the Burn status effect. The max chance to afflict any Status Effect is 95%. | Bonus Action | 2 uses per thread. Personal Shield Generator | Using this item grants you +10 Temporary HP. | Reactive At-Will | 2 uses per thread. Prayer Beads | Power up ki limit raised from 100 to 125. | Passive
DEFENSE/UTILITY TECHS. Solar Flare – Rank 1 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: 4 (5-1) ki. Limit: Twice per thread.
Hypnosis - Rank 1 Action: Bonus Action Effect: You have a 70% chance to inflict the Immobilize status on your target and the effect lasts for +2 turn. The max chance to inflict with any effect is 95%. Cost: 4 (5-1) ki. Limit: Twice per thread.
Wild Attack - Rank 1 Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Cost: 2 ki per Instinct generated. Limit: Once per battle.
Kiai - Rank 1 Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 14 (15-1) ki. Limit: Once per thread.
ATTACK TECHS. Mai Machine Gatling Type: Physical, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing - This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Minor Effect: Poisoning - This technique has a 40% chance to inflict Poison on hit. Cost: 19 (20-1) ki
HP: 50/50 | KI: 100/100 | PL: 1375 (1100) FIGHTING ACCURACY: 15 | ENERGY ACCURACY: 40 | DEF: 60 DR: 4 (2) | DAM: +4 (+2) You can see in Mai's stats above that her Edge 1 has raised her DR and Damage Modifier, which is a very nice bonus. The original numbers are in brackets, while her altered numbers are in their place - that makes it easier for everyone to see what changes have occurred. As you can see, Mai couldn't use any attacks on the first turn, but she still made the most of it to prepare for the fight ahead - those Focus stacks will save her a lot of ki later.
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Post by Maxine on Nov 6, 2020 9:01:06 GMT -8
Though Mai continued to mouth off at him, Shu proved his worth by deflecting her shots with his blade – a ninja wouldn’t fall to such reckless attacks. Folding his arms, his eyes narrowed; his mind sharp, but his blade sharper still. He’d hoped that Mai would just take it as a joke and let him get away with it, but… it looked like things were about to get messy. Eyeing his newfound foe carefully, Shu arranged his ninjutsu tools – smoke bombs, blinding powder, whoopee cushion; it was all in order. He lined his blade with his target, and focussed his (admittedly meagre) might… his puppy power didn’t quite compare with Mai’s, but it was like they said – every dog had his day. [122/172] ---------------- BATTLE TRACKERPREPARATION PHASEBonus Action 1: Countermeasures You can trade one or both of your Standard Actions for extra Bonus Actions, but not the other way around.Countermeasures – Rank 1Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 14 (15-1) ki. Limit: Once per thread. +2 Countermeasures Stacks Bonus Action 2: Power Up +25% PL Alas, Shu doesn’t have a lot of moves to use to prepare himself compared to Mai, so he doesn’t have anything to do with his last Standard Action. You can just leave such unused actions unlisted, or specifically note that they were used for nothing.EFFECTS+25% PL (2 turns) Total Ki Spent: 14 +14 (25) ki from Power Up Morph: 2/2 Poison: 1/1 Countermeasures: 0/1 Steel Sword: 3/3 Outdated Scouter: 3/3 Countermeasures Stacks: 2/2 Power Up Ki: 86/100 Using Countermeasures used some of Shu’s ki, but he then used Power Up. Power Up usually restores 25 ki, but since he only used 14, it just restored 14 in order to return him to 100. That 14 has then come out of his reserves here. You can think of your current ki as being ki you have ‘at the ready’, while this is your ‘reserve’. You can only use ki that you have ‘at the ready’, but you can refill that supply using Power Up to take from your ‘reserve’.Edge 0 (2063 [1.5x)> 1375 (1x) > 1000) No bonus for either side. Now that Shu has powered up as well, Mai no longer has Edge 1 over him – his new current Power Level of 1000 means she’d need 1500 (1.5x 1000) to get Edge 1, and she’s only got a Power Level of 1375.STATS, SKILLS, & STUFFClass: Bandit | Level 1 | -15 HP, +5 ACC, +10 DEF, +0 DAM, +1 DR Racial Trait: Student of a Thousand Arts (beastman racial) | When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced basic technique at the start of play. Fighting: 20 Energy Control: 20 Reflexes: 20 Resilience: 10
ABILITIES. Sneak Attack | Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Burgle | Once per turn, as a Bonus Action, you may add the following effect to any damage-dealing techniques you perform: “This technique reduces the target’s Accuracy or Defense modifiers(chosen when performing a technique) by -5 for 1 turn if it hits; increase your own Attack or Defense modifier(mirroring which was chosen previously) by +5 until the end of your next turn.”
Prey on the Weak | Your attacks targeting an opponent currently suffering from the “Wound” or “Cripple” status effects reduce their target’s Ki by 5 if they hit. If your attacks are benefiting from the “Burgle” class feature, you gain Ki equal to the amount this ability caused an opponent to lose; this ki is gained on your next turn and may not cause you to exceed your maximum Ki.
Sadist | 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.
Snapshot | On a turn in which you use both a melee Strike and a ranged Energy Blast, your ranged Energy Blast basic technique gains +10 Accuracy and deals +2 damage.
EQUIPMENT. Dojo Gi | Increase your Accuracy with all Basic Techniques by +5 while wearing this outfit. | Passive Steel Sword | Strikes you perform on this turn deal an additional +2 damage and have a 35% chance to inflict Wound on their target(s). | 3 uses per thread. Outdated Scouter | The first three (3) times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action. | Passive
DEFENSE/UTILITY TECHS. Morph - Rank 2 Action: At-Will - Reactive Effect: You gain a variety of effects based on the rank of mastery which you have over the transformation technique. At second rank you have a 75% chance to cause your opponent to lose a bonus action and in addition you gain +5 to a skill rating of your choice for this round. Cost: None. Limit: Twice per thread.
Poison – Rank 2 Action: Bonus Action Effect: All melee techniques you use have a 75% chance to inflict the Poison status and the effect lasts for +1 turns. Duration: 4 turns. Cost: 9 (10-1) ki. Limit: Once per battle.
Countermeasures – Rank 1 Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 14 (15-1) ki. Limit: Once per thread.
ATTACK TECHS. Hardcore Barkour Type: Physical, 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: Wounding - This technique has a 40% chance to inflict Wound on hit. Cost: 14 (15-1) ki
ENHANCED TECHS. Enhanced Energy Blast Action: Standard Action Effect: Once per turn, you may use Energy Blast as a Bonus Action. Cost: N/A
HP: 45/45 | KI: 100/100 | PL: 1000 (800) FIGHTING ACCURACY: 30 | ENERGY ACCURACY: 30 | DEF: 80 DR: 1 | DAM: +1 Now that the preparation phase is over, the battle can really start. I'll just be doing a turn or two, though, so don't start preparing a eulogy for either of the stars.
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Post by Maxine on Nov 11, 2020 6:02:53 GMT -8
With her gatling gun fully loaded, Mai did not waste any more time – Shu had to face some proper punishment for his pointless complaints! The temptation to fill him with laser cannon fire as soon as possible was there, but… she felt it’d be better to wait for the ideal opportunity. So for now, she’d swap to her handgun. It was a little outdated by comparison, sure… but, it’d do just as well when it came to putting an obnoxious dog down. She would, however, activate her Scouter’s targeting module. Its battery wouldn’t last long, but the extra data would help her make every shot count… She didn’t have any use for more warnings – she just opened fire; sending a whole magazine’s worth of bullets in the canine’s direction. She wouldn’t finish with just some gunfire, though. While the dog handled that assault, she’d throw a lit Pilaf cocktail in the mix as well! Maybe it wasn’t as dignified as a military-spec incendiary grenade, but it was important to show your patriotism with such local flavours. The improvised grenade erupted into a fireball as it shattered, causing a brief blaze. Hopefully Lord Pilaf didn’t mind her leaving Shu a little well done… [202/405] Even as Mai makes attacks, her narration keeps it vague whether they hit or not and leaves plenty of room for Shu to describe his own reactions to them. While you may wish to put a lot of detail in to your own attacks and their power, I personally prefer to leave it a bit up the air like Mai does here, so the other character can interpret them how they like. Power Levels are generally pretty vague anyway, so I don’t think there’s a point trying to measure such things. I go with whatever fits the story’s flow, instead.
You’ll also note that she’s reflavoured a bunch of her techniques and gear. ‘Wild Attack’ is a Scouter targeting program, her Energy Blasts are gunshots, and her Incendiary Grenade is a Molotov cocktail – this is all totally fine, and encouraged! So long as it does the same effect, you can reflavour things as much as you like.
When you do a battle post, it's generally courteous to both write your post and do your rolls at the same time; rather than rolling first and then sculpting your roleplay post to fit what happened. This may sound odd, but it keeps things exciting and also forces you to avoid assuming anything works - sort of an extra layer to stop any powerplaying (that's when you force someone else's character to do something, so in this case it'd be assuming they take the hit). If anything does fail to work, your opponent can deal with it however they like, or you can justify it with your next post.---------------- BATTLE TRACKEROFFENCE PHASEShuAlways be sure to mention who you’re targeting! It’s not very important in one-on-one fights like this, but in fights with more involved it can get very messy if you don’t point it out.At-Will: Wild Attack – Generate Wild Attack - Rank 1Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Cost: 2 ki per Instinct generated. Limit: Once per battle. 5 Instinct generated for 10 ki. At-Will: Wild Attack – Spend 4 Instinct spent for +10 Accuracy for the next three turns. Standard Action 1: Energy Blast Gunfire Renaming techniques like this isn’t necessary, but it can make it easier to match up what happens in the post and what your battle tracker says. Plus it’s fun to name your attacks.Energy Blast 1 To Hit: 1TypTc3Z1d100+50 - Critical Hit! This first roll is your ‘Accuracy’ roll – 1d100, plus your Accuracy. Since Mai is using an Energy Blast, it’s based on her Energy Control stat, with her class bonus on top, and that Wild Attack buff on top as well. If it’s higher than Shu’s Defence, then it’s a hit… though, he can still use Defensive Techniques to try and deal with it when it’s his turn. Speaking of which, this roll is a natural Critical Hit - even if Mai didn't have her 'Opportunist' bonus, it'd still be one! A critical hit is a roll of 95 or more, and it means the attack is guaranteed to hit no matter the opponent's Defence. It also gets +5 damage, and can activate other abilities that trigger on Critical Hits. Usually you shouldn't change a post, but in this case it's nice to note that it's a Critical - especially if your 'Critical Range' is higher than normal, like Mai's. Thanks to 'Opportunist' Class Ability, her Critical Range is 85+ rather than 95+.Energy Blast 1 Damage: 2d6+4 + 5 This part is your ‘Damage’ roll; as described in the attack in question. Energy Blasts do 2d6+2, and then Mai’s Damage Modifier of 2 goes on top of that. Even if your attack has no hope of hitting, you still roll your damage for it. You never know if you might get a critical hit!Standard Action 2: Energy Blast Gunfire Energy Blast 2 To Hit: 1d100+50Energy Blast 2 Damage: 2d6+4Bonus Action 1: Incendiary Grenade Target one opponent; that opponent has a 50% chance to be afflicted with the Burn status effect. The max chance to afflict any Status Effect is 95%. Burn to Afflict: 1d100If 50 or less, inflicts Burn with A Thousand Cuts (4 [3+1] damage per turn that ignores DR, for 3 [2+1] turns) For status effects, you just roll 1d100 – then, if your roll lower than the ‘affliction chance’, it’s successful.EFFECTS+10 Accuracy (3 turns) +25% PL (1 turns) You might think it’s odd to have the turn you used a buff count as a turn towards it running out, but if the buff is used before your attacks then it counts before them – thus, it’s already active for that turn. For example, you could Power Up using your Bonus Action to get a level of Edge, then use your attacks for the turn with its bonuses in play. Mai will still have this power level until her next post, too, rather than her opponent's next post; so she's safe from Shu managing to get any Edge on her until then.Total Ki Spent: 10 + 1 + 1 = 12 Solar Flare: 3/3 Hypnosis: 3/3 Wild Attack: 0/1 Kiai: 2/2 Incendiary Grenade: 1/2 Personal Shield Generator: 2/2 Reformulate: 2/2 Focus Stacks: 2/2 Instinct: 1/5 Power Up Ki: 125/125 Edge 0 (1500 [1.5x)> 1375 > 1000 [1x]) No bonus for either side. STATS, SKILLS, & STUFFClass: Strategist | Level 1 | -15 HP, +10 ACC, +5 DEF, +2 DAM, +1 DR Racial Trait: Quick Learner (Earthling racial) | You automatically subtract one week from every technique you study’s learning time. In addition, three times per RL month you may apply a 5% bonus modifier to EP and PL gains from a thread where you have completed where you have written at least 1/4th of the words. Fighting: 5 Energy Control: 30 Reflexes: 5 Resilience: 5
ABILITIES. Opportunist | Increase your critical strike range by 10 with all attacks(95+ would instead be 85+.) If your target is currently suffering from a Status Effect, increase this to 15(95+ would instead be 80+.)
Stratagem | At the beginning of each thread, you may select up to 3 Utility or Defensive techniques that you know. You may use each of those techniques one additional time during that thread.
Reformulate | Twice per thread, you may use a Utility technique as if it were At-Will.
A Thousand Cuts | Your Burn, Poison, and Wound effects deal +1 damage per turn and last +1 turn when inflicted.
Focus | 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. | Standard Action (Gain Stacks); At-Will (Spend Stacks) | You may not have more than 2 stacks of Focus at once
EQUIPMENT. Battle Armor | Increases maximum HP by +10 and DR by +1. | Passive Incendiary Grenade | Target one opponent; that opponent has a 50% chance to be afflicted with the Burn status effect. The max chance to afflict any Status Effect is 95%. | Bonus Action | 2 uses per thread. Personal Shield Generator | Using this item grants you +10 Temporary HP. | Reactive At-Will | 2 uses per thread. Prayer Beads | Power up ki limit raised from 100 to 125. | Passive
DEFENSE/UTILITY TECHS. Solar Flare – Rank 1 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: 4 (5-1) ki. Limit: Twice per thread.
Hypnosis - Rank 1 Action: Bonus Action Effect: You have a 70% chance to inflict the Immobilize status on your target and the effect lasts for +2 turn. The max chance to inflict with any effect is 95%. Cost: 4 (5-1) ki. Limit: Twice per thread.
Wild Attack - Rank 1 Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Cost: 2 ki per Instinct generated. Limit: Once per battle.
Kiai - Rank 1 Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 14 (15-1) ki. Limit: Once per thread.
ATTACK TECHS. Mai Machine Gatling Type: Physical, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing - This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Minor Effect: Poisoning - This technique has a 40% chance to inflict Poison on hit. Cost: 19 (20-1) ki
HP: 50/50 | KI: 88/100 | PL: 1375 (1100) FIGHTING ACCURACY: 25 (15) | ENERGY ACCURACY: 50 (40) | DEF: 60 DR: 2 | DAM: +2 A critical hit, and a second hit with a high accuracy roll; not bad! Shame about the grenade, but it was a 50-50 chance anyway. Good job, Mai! Let's see how Shu handles the heat...1d100+50·2d6+4·1d100+50·2d6+4·1d100
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Post by Maxine on Nov 11, 2020 6:46:36 GMT -8
Even though he thought he’d caught Mai by surprise, it seemed his awesome ninja stealth hadn’t saved him – alas, he’d been training to dodge ki blasts and arrows all this time, not bullets! Though he raised his katana to defend himself, he only managed to deflect one or two shots; leaving him otherwise peppered with lead! The improvised grenade was just the cherry on top… but it was an easier target for his blade. It struck true – though the flames still showered down, Shu must have been quite the sight as he lowered his sword; standing extinguished (albeit somewhat perforated) amidst the sparks. But – he was still standing, and that was all a ninja needed to take someone’s life. Aligning his blade’s tip with his foe, Shu channelled what little ki he had; bathing his weapon of choice with unsettling purple energy… and then, he struck like lightning. Dashing forward, it was like he was teleporting as he feinted left and right at superb speed – before finally springing off a wall, grasping his blade’s hit in his mouth, and coming for Mai’s head…! [183/355] ---------------- BATTLE TRACKERDEFENCE PHASEMaiReactive At-Will Action: Guard (Countermeasures) +10 DR, -1 Countermeasures Reactive Actions are performed before your opponent’s attacks hit; letting you defend yourself. While Shu can’t get his Defence high enough to dodge that second blast, he can still Guard to nullify some of the damage. It comes at a steep ki price, though – luckily, Shu’s other attacks don’t use much ki, so he can afford it. He’s also spent a stack of Countermeasures to lower it from a Bonus Action to an At-Will Action, so he can save his Bonus Action for his Offence Phase.Attack 1: Energy Blast Critical Hit (148) vs 80 = Hit 15 – 11 = 4 Attack 2: Energy Blast 126 vs 80 = Hit 13 – 0 = 13 Total Damage: 17 OFFENCE PHASEBonus Action 1: Poison You can use your Actions in whatever order you like.Poison – Rank 2Action: Bonus Action Effect: All melee techniques you use have a 75% chance to inflict the Poison status and the effect lasts for +1 turns. Duration: 4 turns. Cost: 9 (10-1) ki. Limit: Once per battle. Bonus Action 2: Burgle Once per turn, as a Bonus Action, you may add the following effect to any damage-dealing techniques you perform: “This technique reduces the target’s Accuracy or Defense modifiers(chosen when performing a technique) by -5 for 1 turn if it hits; increase your own Attack or Defense modifier(mirroring which was chosen previously) by +5 until the end of your next turn.” Standard Action 1: Hardcore Barkour (Burgle – Accuracy) Hardcore BarkourType: Physical, 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: Wounding - This technique has a 40% chance to inflict Wound on hit. Cost: 15 ki Hardcore Barkour to Hit: x0msguzp1d100+30Hardcore Barkour Damage: 3d10+1Wound to Inflict: 1d100If 40 or less, inflict Wound (3 damage per turn that ignores DR, for 2 turns) Poison to Inflict: 1d100If 75 or less, inflict Poison (3 damage per turn that ignores DR, for 3 [2+1] turns) Sadist: 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. Cripple to Inflict: 1d100If 20 or less, inflict Cripple (Half HP and ki recovery for 2 turns) Immobilise to Inflict: 1d100If 20 or less, inflict Immobilise (Defensive Techniques cost +10 ki for 2 turns) EFFECTS+25% PL (1 turns) Melee attacks have 75% chance to inflict Poison and Poison lasts +1 turns (4 turns) +10 Accuracy to Basic Techniques (2 turns) Total Ki Spent: 9 + 9 + 14 = 32 Morph: 2/2 Poison: 0/1 Countermeasures: 0/1 Steel Sword: 3/3 Outdated Scouter: 3/3 Countermeasures Stacks: 1/2 Power Up Ki: 86/100 Edge 0 (2063 [1.5x)> 1375 (1x) > 1000) No bonus for either side. STATS, SKILLS, & STUFFClass: Bandit | Level 1 | -15 HP, +5 ACC, +10 DEF, +0 DAM, +1 DR Racial Trait: Student of a Thousand Arts (beastman racial) | When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced basic technique at the start of play. Fighting: 20 Energy Control: 20 Reflexes: 20 Resilience: 10
ABILITIES. Sneak Attack | Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Burgle | Once per turn, as a Bonus Action, you may add the following effect to any damage-dealing techniques you perform: “This technique reduces the target’s Accuracy or Defense modifiers(chosen when performing a technique) by -5 for 1 turn if it hits; increase your own Attack or Defense modifier(mirroring which was chosen previously) by +5 until the end of your next turn.”
Prey on the Weak | Your attacks targeting an opponent currently suffering from the “Wound” or “Cripple” status effects reduce their target’s Ki by 5 if they hit. If your attacks are benefiting from the “Burgle” class feature, you gain Ki equal to the amount this ability caused an opponent to lose; this ki is gained on your next turn and may not cause you to exceed your maximum Ki.
Sadist | 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.
Snapshot | On a turn in which you use both a melee Strike and a ranged Energy Blast, your ranged Energy Blast basic technique gains +10 Accuracy and deals +2 damage.
EQUIPMENT. Dojo Gi | Increase your Accuracy with all Basic Techniques by +5 while wearing this outfit. | Passive Steel Sword | Strikes you perform on this turn deal an additional +2 damage and have a 35% chance to inflict Wound on their target(s). | 3 uses per thread. Outdated Scouter | The first three (3) times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action. | Passive
DEFENSE/UTILITY TECHS. Morph - Rank 2 Action: At-Will - Reactive Effect: You gain a variety of effects based on the rank of mastery which you have over the transformation technique. At second rank you have a 75% chance to cause your opponent to lose a bonus action and in addition you gain +5 to a skill rating of your choice for this round. Cost: None. Limit: Twice per thread.
Poison – Rank 2 Action: Bonus Action Effect: All melee techniques you use have a 75% chance to inflict the Poison status and the effect lasts for +1 turns. Duration: 4 turns. Cost: 9 (10-1) ki. Limit: Once per battle.
Countermeasures – Rank 1 Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 14 (15-1) ki. Limit: Once per thread.
ATTACK TECHS. Hardcore Barkour Type: Physical, 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: Wounding - This technique has a 40% chance to inflict Wound on hit. Cost: 14 (15-1) ki
ENHANCED TECHS. Enhanced Energy Blast Action: Standard Action Effect: Once per turn, you may use Energy Blast as a Bonus Action. Cost: N/A
HP: 28/45 | KI: 68/100 | PL: 1000 (800) FIGHTING ACCURACY: 30 | ENERGY ACCURACY: 30 | DEF: 80 DR: 1 | DAM: +1 Such a massive range of Status Effects in that Special Technique; yet only one actually worked! You hate to see it. Still, its Accuracy looks pretty good, so Shu might still get some good damage in. Hopefully it'll make him even for the bruising Mai gave him... he's almost at half his health already.1d100+30·3d10+1·1d100·1d100·1d100·1d100
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Post by Maxine on Nov 11, 2020 7:19:52 GMT -8
Though her straightforward gunfire had proven quite effective, her grenade was far less so – particularly as the smoke it kicked up gave Shu plenty of cover to make such a fanciful strike. While Mai’s eyes bounced around the room, trying to follow the canine, she couldn’t possibly keep up with such footwork and finesse. Realising she couldn’t dodge, she activated the shield generator attached to her elbow – but even then, Shu’s blade still sliced through. Caught by the slash, the girl was left reeling; stumbling back as she tried to regain her composure. And regain it she did! Now she’d cooled her temper, recognising this was a more serious battle than expected. Shu might be foolish, but he didn’t still have his role for no reason. She’d have to shape up. Especially as she felt that blade’s ki venom sink into her… it was painful, but nothing she hadn’t handled before. She’d need to take a different approach to just brute force… But, she had planned ahead. Ducking low in case Shu took another swipe at her, she made the most of his presence in melee range. He’d trained in ki – and so had she! Bringing her hands together, she performed Solar Flare; setting off a blinding light right in the dog’s face. Then, she’d follow with a new gadget, which had been slung under her shoulder. It looked like a raygun with its wide barrel, but rather than a radar dish it was an amp… and, amplify it did, firing a dull wave of noise. For most, it’d be unpleasant enough – but for a set of canine ears? She had no idea how bad it’d be. If that wasn’t enough – another Pilaf cocktail sent flames dancing again, and to top it off, she added some more shots as well. That ought to be plenty of cover for her while she retreated… hopefully some space between her and that katana would do the trick…! [324/729] ---------------- BATTLE TRACKER{Spoiler} DEFENCE PHASEShuReactive At-Will Action: Personal Shield Generator Using this item grants you +10 Temporary HP. Temporary HP is the same as regular HP, but it goes into a separate pile rather than healing your main HP. That way, you can use it even when you’re at full HP or Status Effects like Cripple are lowering your healing. Usually, you should add another heading to that little status tracker at the bottom of the Battle Tracker to show how much THP you have, but… Mai won’t have it for long, so no point in that this time.Attack 1: Hardcore Barkour 86 vs 60 = Hit 23 – 2 = 21 Poisoned 5 Accuracy Burgled Note any effects your opponent's actions inflict you with here as well, since they are part of their 'Offence Phase'.Total Damage: 21 + 3 (Poison) OFFENCE PHASEAt-Will Action: Solar Flare (Reformulate) Solar Flare – Rank 1Action: 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: 4 (5-1) ki. Limit: Twice per thread. Reformulate: Twice per thread, you may use a Utility technique as if it were At-Will. Blind to Afflict: Fy|iQ|ti1d100If 70 or less, inflicts Blind (Defense and Accuracy is decreased by 25 for 1 turn) Bonus Action 1: Hypnosis Sonic Cannon Hypnosis - Rank 1Action: Bonus Action Effect: You have a 70% chance to inflict the Immobilize status on your target and the effect lasts for +2 turn. The max chance to inflict with any effect is 95%. Cost: 4 (5-1) ki. Limit: Twice per thread. Immobilise to Afflict: 1d100If 70 or less, inflict Immobilise (Defensive Techniques cost +10 ki for 2 turns) Bonus Action 2: Incendiary Grenade Burn to Afflict: 1d100If 50 or less, inflicts Burn with A Thousand Cuts (4 [3+1] damage per turn that ignores DR, for 3 [2+1] turns) Standard Action 1: Energy Blast Gunfire Energy Blast 1 To Hit: 1d100+45 Critical Hit! Energy Blast 1 Damage: 2d6+4 +5 EFFECTS+10 Accuracy (2 turns) -5 Accuracy (1 turn) Poisoned (3 damage per turn) (3 turns) Total Ki Spent: 4 + 4 + 1 = 9 Solar Flare: 2/3 Hypnosis: 2/3 Wild Attack: 0/1 Kiai: 2/2 Incendiary Grenade: 0/2 Personal Shield Generator: 1/2 Reformulate: 1/2 Focus Stacks: 2/2 Instinct: 1/5 Power Up Ki: 125/125 Edge 0 (1500 [1.5x)> 1100 > 1000 [1x]) No effect STATS, SKILLS, & STUFF{Spoiler}Class: Strategist | Level 1 | -15 HP, +10 ACC, +5 DEF, +2 DAM, +1 DR Racial Trait: Quick Learner (Earthling racial) | You automatically subtract one week from every technique you study’s learning time. In addition, three times per RL month you may apply a 5% bonus modifier to EP and PL gains from a thread where you have completed where you have written at least 1/4th of the words. Fighting: 5 Energy Control: 30 Reflexes: 5 Resilience: 5
ABILITIES. Opportunist | Increase your critical strike range by 10 with all attacks(95+ would instead be 85+.) If your target is currently suffering from a Status Effect, increase this to 15(95+ would instead be 80+.)
Stratagem | At the beginning of each thread, you may select up to 3 Utility or Defensive techniques that you know. You may use each of those techniques one additional time during that thread.
Reformulate | Twice per thread, you may use a Utility technique as if it were At-Will.
A Thousand Cuts | Your Burn, Poison, and Wound effects deal +1 damage per turn and last +1 turn when inflicted.
Focus | 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. | Standard Action (Gain Stacks); At-Will (Spend Stacks) | You may not have more than 2 stacks of Focus at once
EQUIPMENT. Battle Armor | Increases maximum HP by +10 and DR by +1. | Passive Incendiary Grenade | Target one opponent; that opponent has a 50% chance to be afflicted with the Burn status effect. The max chance to afflict any Status Effect is 95%. | Bonus Action | 2 uses per thread. Personal Shield Generator | Using this item grants you +10 Temporary HP. | Reactive At-Will | 2 uses per thread. Prayer Beads | Power up ki limit raised from 100 to 125. | Passive
DEFENSE/UTILITY TECHS. Solar Flare – Rank 1 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: 4 (5-1) ki. Limit: Twice per thread.
Hypnosis - Rank 1 Action: Bonus Action Effect: You have a 70% chance to inflict the Immobilize status on your target and the effect lasts for +2 turn. The max chance to inflict with any effect is 95%. Cost: 4 (5-1) ki. Limit: Twice per thread.
Wild Attack - Rank 1 Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Cost: 2 ki per Instinct generated. Limit: Once per battle.
Kiai - Rank 1 Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 14 (15-1) ki. Limit: Once per thread.
ATTACK TECHS. Mai Machine Gatling Type: Physical, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing - This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Minor Effect: Poisoning - This technique has a 40% chance to inflict Poison on hit. Cost: 19 (20-1) ki
HP: 36/50 | KI: 79/100 | PL: 1100 FIGHTING ACCURACY: 15 | ENERGY ACCURACY: 35 (40) | DEF: 60 DR: 2 | DAM: +2 Another critical hit, and successes on every Status Effect roll! Those Utility Techniques are doing Mai a lot of favours. Looks like this might end up pretty one-sided, and she hasn't even used her Focus stacks yet. Alas, it was a bad match-up for Shu to begin with - a Strategist doesn't have to worry about a high Defence if they can go for Critical Hits instead.1d100·1d100·1d100·1d100+45·2d6+4
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Post by Maxine on Nov 11, 2020 7:48:30 GMT -8
Though his sword had struck true once more, and in a fine hit as well despite Mai’s shielding… well, it was short-lived victory. The Solar Flare made Shu bark with surprise… then the sonic blast left him yelping and hopping backward… and then, he’d dive to save his ears, only to toss himself into a plume of flames! Rolling around like a dog on fire with every sense burning, Shu couldn’t possibly dodge the gunfire as well! The Pilafs for the Ethical Treatment of Animals would have to be alerted over this! As he dimly heard the gunfire, he attempted to use the ninjutsu of camouflage to save himself; but unfortunately the cardboard cutout of a tree was not bulletproof (either as a disguise or cover). Still, his flailing sword did save him from a few bullets, leaving him relatively unscathed. From the lead, anyway. Not so much the flashbang, sonic boom, and fireball. Yet – in spite of having the world against him – he would not stand down! While Mai had worked dutifully, he had been studying the blade! Focussing inwards, he felt his blade in his hands – err, paws – even though he couldn’t see or hear a thing. Calming himself, he recalled the layout of the room… then, he struck! A wide, soaring slash; followed by a pair of scythe-like energy blasts from his sword’s blade! [227/582] ---------------- BATTLE TRACKER{Spoiler} DEFENCE PHASEMaiBlinded Immobilised Burned Reactive At-Will Action: Guard (Countermeasures) +10 DR, -1 Countermeasures Guard was already expensive at 9 ki, but with Immobilise adding an extra 10 ki on top of that… well, good thing Shu can afford it.Reactive At-Will Action: Sense (Outdated Scouter) The first three (3) times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action. +5 Defence, +5 Accuracy You can use as many Reactive actions as you want, so long as they're different actions. And you have Standard and Bonus Actions to spare, of course.Reactive At-Will Action: Morph Morph - Rank 2Action: At-Will - Reactive Effect: You gain a variety of effects based on the rank of mastery which you have over the transformation technique. At second rank you have a 75% chance to cause your opponent to lose a bonus action and in addition you gain +5 to a skill rating of your choice for this round. Cost: None. Limit: Twice per thread. +5 Fighting Morph to Afflict: vB2a7l0e1d100If 75 or less, Mai loses a Bonus Action on her next turn. Attack 1: Energy Blast Critical Hit (139) vs 65 (80+5, -25) = Hit 17 – 11 = 4 Total Damage: 4 + 4 (Burn) OFFENCE PHASEStandard Action 1: Strike Strike 1 to Hit: 1d100+20A lot of numbers when into Shu’s Accuracy here. 20 Fighting, then +5 from being a Level 1 Bandit, then +5 from Burgle hitting Mai, and then +5 from Morph increasing Fighting to 25… but then -25 from being Blinded.Strike 1 Damage: 1d8+1Standard Action 2: Energy Blast (Snapshot) Snapshot: On a turn in which you use both a melee Strike and a ranged Energy Blast, your ranged Energy Blast basic technique gains +10 Accuracy and deals +2 damage. Energy Blast 1 to Hit: 1d100+25Energy Blast 1 Damage: 2d6+5Bonus Action 1: Energy Blast (Enhanced) (Snapshot) Enhanced Energy BlastAction: Standard Action Effect: Once per turn, you may use Energy Blast as a Bonus Action. Cost: N/A Energy Blast 2 to Hit: 1d100+25Energy Blast 2 Damage: 2d6+5EFFECTSMelee attacks have 75% chance to inflict Poison and Poison lasts +1 turns (3 turns) +10 Accuracy for Basic Techniques (1 turn) +5 Accuracy (1 turn) +5 Fighting (1 turn) Blind (-25 Defence and Accuracy) (1 turn) Immobilise (Defensive Techniques cost +10 ki) (2 turns) Burn (4 damage per turn) (3 turns) Total Ki Spent: 19 (9+10) + 10 + 1 + 1 = 31 Morph: 1/2 Poison: 0/1 Countermeasures: 0/1 Steel Sword: 3/3 Outdated Scouter: 2/3 Countermeasures Stacks: 0/2 Power Up Ki: 86/100 Edge 0 (2063 [1.5x)> 1375 (1x) > 1000) No bonus for either side. STATS, SKILLS, & STUFF{Spoiler}Class: Bandit | Level 1 | -15 HP, +5 ACC, +10 DEF, +0 DAM, +1 DR Racial Trait: Student of a Thousand Arts (beastman racial) | When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced basic technique at the start of play. Fighting: 20 Energy Control: 20 Reflexes: 20 Resilience: 10
ABILITIES. Sneak Attack | Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Burgle | Once per turn, as a Bonus Action, you may add the following effect to any damage-dealing techniques you perform: “This technique reduces the target’s Accuracy or Defense modifiers(chosen when performing a technique) by -5 for 1 turn if it hits; increase your own Attack or Defense modifier(mirroring which was chosen previously) by +5 until the end of your next turn.”
Prey on the Weak | Your attacks targeting an opponent currently suffering from the “Wound” or “Cripple” status effects reduce their target’s Ki by 5 if they hit. If your attacks are benefiting from the “Burgle” class feature, you gain Ki equal to the amount this ability caused an opponent to lose; this ki is gained on your next turn and may not cause you to exceed your maximum Ki.
Sadist | 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.
Snapshot | On a turn in which you use both a melee Strike and a ranged Energy Blast, your ranged Energy Blast basic technique gains +10 Accuracy and deals +2 damage.
EQUIPMENT. Dojo Gi | Increase your Accuracy with all Basic Techniques by +5 while wearing this outfit. | Passive Steel Sword | Strikes you perform on this turn deal an additional +2 damage and have a 35% chance to inflict Wound on their target(s). | 3 uses per thread. Outdated Scouter | The first three (3) times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action. | Passive
DEFENSE/UTILITY TECHS. Morph - Rank 2 Action: At-Will - Reactive Effect: You gain a variety of effects based on the rank of mastery which you have over the transformation technique. At second rank you have a 75% chance to cause your opponent to lose a bonus action and in addition you gain +5 to a skill rating of your choice for this round. Cost: None. Limit: Twice per thread.
Poison – Rank 2 Action: Bonus Action Effect: All melee techniques you use have a 75% chance to inflict the Poison status and the effect lasts for +1 turns. Duration: 4 turns. Cost: 9 (10-1) ki. Limit: Once per battle.
Countermeasures – Rank 1 Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 14 (15-1) ki. Limit: Once per thread.
ATTACK TECHS. Hardcore Barkour Type: Physical, 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: Wounding - This technique has a 40% chance to inflict Wound on hit. Cost: 14 (15-1) ki
ENHANCED TECHS. Enhanced Energy Blast Action: Standard Action Effect: Once per turn, you may use Energy Blast as a Bonus Action. Cost: N/A
HP: 20/45 | KI: 37/100 | PL: 800 FIGHTING ACCURACY: 25 (30) | ENERGY ACCURACY: 20 (30) | DEF: 60 (80) DR: 1 | DAM: +1 The dice do not smile upon Shu today. Perhaps he should just be glad that all dogs go to heaven instead. Regardless, I hope this little demonstration gives you a good idea of how battles go, and some more explanation on some of the intricacies involved. Always feel free to ask any questions about how things work in the Discord's 'Mechanics and Gameplay Questions' channel, but it can also be worth checking out other completed spars to see if someone else's posts have answered your questions in the past. And so, last but definitely not least, the Battle Tracker template.1d100·1d100+20·1d8+1·1d100+25·2d6+5·1d100+25·2d6+5
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Post by Maxine on Nov 11, 2020 8:01:24 GMT -8
[font size="3"][b]BATTLE TRACKER[/b][/font] [spoiler][b]DEFENCE PHASE[/b] [i]Target[/i] [b]Attack 1:[/b] X Attack Accuracy vs Your Defence = X Damage – DR = X
[b]Total Damage:[/b] X
[b]OFFENCE PHASE[/b] [b]Standard Action 1:[/b] X
[b]Standard Action 2:[/b] X
[b]Bonus Action 1:[/b] X
[b]EFFECTS[/b]
[b]Total Ki Spent:[/b] X + X = X
Class Ability: X/X Technique: X/X Item: X/X Power Up Ki: 100/100 Edge 0 (? [1.5x)> Your PL > ? (1x)) No bonus for either side. [font size=”3”][b]STATS, SKILLS, & STUFF[/b][/font] [spoiler][b]Class:[/b] Class Name | Level X | +X HP, +X ACC, +X DEF, +X DAM, +X DR [b]Racial Trait:[/b] Trait Name (X racial) | Trait Description [b]Fighting:[/b] X [b]Energy Control:[/b] X [b]Reflexes:[/b] X [b]Resilience:[/b] X
[b]ABILITIES.[/b] [b]Ability Name[/b] | Ability Description
[b]Class Trait Name[/b] | Trait Description
[b]Trait Name[/b] | Trait Description
[b]EQUIPMENT.[/b] [b]Item Name[/b] | Effects. | Action/Passive | Number of uses
[b]DEFENSE/UTILITY TECHS.[/b] [b]Technique Name - Rank X[/b] [b]Action:[/b] Standard Action/Bonus Action/At-Will [b]Effect:[/b] Effect. [b]Cost:[/b] X [b]Limit:[/b] Uses per thread.
[b]ATTACK TECHS.[/b] [b]Name[/b] [b]Type:[/b] Physical/Energy, Melee/Ranged, Single/Barrage/Area/Finisher [b]Action:[/b] Standard Action [b]Base Damage:[/b] XdX [b]Major Effect:[/b] Effect Name - Effect. [b]Minor Effect:[/b] Effect Name - Effect. [b]Cost:[/b] X ki
[b]ENHANCED TECHS.[/b] [b]Enhanced Technique Name[/b] [b]Action:[/b] Standard Action/Bonus Action/At-Will Action [b]Effect:[/b] Effect. [b]Cost:[/b] X ki
[/spoiler][/spoiler][div align="right"] [b]HP:[/b] X/X | [b]KI:[/b] 100/100 | [b]PL:[/b] XXX [b]FIGHTING ACCURACY:[/b] X | [b]ENERGY ACCURACY:[/b] X | [b]DEF:[/b] X [b]DR:[/b] X | [b]DAM:[/b] +X [/div][hr]
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