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Post by Cabin on Nov 23, 2020 13:22:38 GMT -8
Ever since his first foray outside of his home village and into the wider world, Cabin had made a habit of fighting in all of the arenas, both legitimate and underground, he came across. As an up-and-coming mercenary it was important that he had a reputation that drew people to him, and the thrill of combat definitely left a good, and deep, impression in people's minds. That's why he once again stepped up to the plate, so to speak. He mused to himself that he was lucky the 'outside' world was so obsessed with martial arts for entertainment, this meant nearly every city with enough people and space was sure to host at least one martial arts gathering a year. Many areas were known only for the combat styles they exported, Hell in a way in own home was like this. They exported Saiyan violence, but it was the same concept, he felt. They had their own fighting style and their entire economy was based around sending mercenary bands into the world to bring home wealth. They barely even farmed and hunting was reserved for special occasions, as a single Saiyan feast would require so many animals it would wipe out local populations for seasons to come. Most of what they had was traded for or taken by force. The only thing they really made were weapons and children. Cabin snapped out of his musings as his taxi skidded to a stop among a cluster of cars. This part of town was crowded, and for good reason. Anony Beach Bi-Annual Beat-Down!He couldn't really say where in the world Anony Beach was, it just seemed to be an island that.. Existed here in the middle of the ocean. As his luck would have it, this tournament seemed to be popular and would be televised, another surefire way to get his name into the world. After paying his entrance fee and being directed into a waiting room, an attendant slapped a number onto his back and directed him to a whiteboard that showed his match up and scheduled fight. No matter, he would knock any challenger aside in the ring, but this was also a good opportunity to mingle. Connections among other fighters and warriors could get him work that would be otherwise out of reach, and you never knew when you could run into a potential mentor. It was difficult for him to swallow his pride, but fighting alongside and under others had greatly increased his battle power in the past, so he was not against making 'friends' in the process.
----- WC: 431 Tag: @juni
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Post by Juni on Nov 25, 2020 0:03:59 GMT -8
Hachiko Tea was rather bored so she signed up for a local event to test out her mysticism and demonic sorcery in an organized battle event. It was unlike Juniper to fight outside of training or without Koma so it was up to her demon form to participate in something lucrative that went against the beliefs of her human form. Life was short, so the demoness took advantage of every opportunity at freedom, while preserving her reputation as mystic healer on behalf of the Tea Clan.
The world view on demons was a stain in history, it was not a favorable term among earthlings, so Hachiko cast away her own identity to change that view and restore balance to earth. After two years of suppressing her demon appearance as 'Juniper' her different personalities also became split apart. To anyone who knew her personally or understood ki power level signature, both women were the same person but the chakras were different. Either another mystic would understand the differences or someone who was perceptive enough to understand.
Dressed in a maid outfit, the audience began whistling, as she approached the arena, using her demonic powers she summoned a giant paint brush the size of a mop. While Hachi normally wandered around exploring the world on his own the octopus decided to remain by his companion’s side to provide the ink for Hachiko’s demonic sorcery. The octopus befriended Hachiko since he mastered the sky dance art emerging from Yoyo river to introduce himself to her. Ever since that fateful encounter he followed the mystic during training, on her 18th birthday she was allowed to leave the castle, to go on her own adventures to continue her mysticism as Juniper; an acceptable human visage that was easily embraced by earthlings.
Since the event was not sanctioned by the World Government, Hachiko was permitted to have Hachi in battle, against her opponent who was yet to emerge from the opposite end of the arena locker rooms. A bell was being rung repeatedly to summon Cabin from the arena entrance but the crowd was muting the sound by cat calling the devilish maid with red tipped horns.
[362] Initiative:RUbp7i5O1d100{Actions} DEFENSE PHASE.
Total
-- OFFENSE PHASE.
Power Level: 11,954 Maxine: 1,290 (Edge 4)
Passive:
Bonus Action:
Standard Action 1: Standard Action 2:
EFFECTS.
Arcane Points: 10/10 Total Ki Spent: Powering-Up: 0/2 Power-Up ki bonus: N/A
~ {Statistics} Skills & Statistics Fighting: 25 Energy Control: 50 Reflexes: 40 Resilience: 40
Accuracy: 1d100+25 (Fighting)+ 5 Level 2 Mystic / 1d100+ 50(Energy Control) + 5 Level 2 Mystic Defense: 50+ 40 Reflexes = 90 -10 Mystic Level 2 = 80 HP: 50+ 40 Resilience - 10 Mystic Level 2= 80hp + 20 HP Sumi-e KI: 100 DR: -6 Mystic Level 2 - 2 Resilience= 8 DR DM: +2 Mystic Level 2 + 1 Fighting= +3 DM KRC: -2
Class: Mystic Racial Trait: Canon Descendant of Grand Duke Oolong
Demonic Royalty Requirements: Demon Effect: You gain the technique Giant size for free and it takes up no technique slots. In addition, Companions have your class level plus their rarity more HP where rarity is common 1, rare 2, mythic 3. In addition, they can use the intercept ability twice per battle.
Traits: Surge Requirements: Energy Control Skill of 50 Activation: None (Passive) Effect: Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit.
Rejuvenating Strike Activation: At-Will Effect: On a turn in which you activate Rejuvenating Strike, Strikes you perform do not deal damage but instead heal their targets for the damage that they would have otherwise dealt. You may target allies with Strikes on this turn, but may not target yourself. Limit: Twice per thread. Classes: Martial Artist, Mystic, Techie
Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
Sumi-e Features:
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects: -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Class Features:
Mysticism - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies.
Healer - You begin play with the Utility Technique “Heal” and may use it one additional time per ally. This does not count as your Starting Technique, however it uses a Technique Slot.
Empath - Once per turn, as a Bonus Action, you may remove up to 2 Status Effects from an ally of your choosing and instead apply them to yourself. Transferring Status Effects in this way increases the target ally’s Current Power Level by +10%.
Arcane Mastery - You gain 1 additional Arcane Point per thread. Whenever you use “Heal” on a target other than yourself, you regain 1 Arcane Point on your turn.
Starting Non-Basic Technique Chosen:
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.
Techniques:
HEAL You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Requirements: Requires an Energy Control skill of 30 or the Mystic class. Effect: You restore 15 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally. Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
PSYCHIC POWERS Rank 2 Using your ki you're able to communicate with other minds telepathically and move objects using telekinesis. Type: Utility Action: -- Prerequisite: Requires an Energy Control skill of 20. Effect: You may perform your Strike and Grapple Basic Techniques as if they were Ranged Physical attacks, using your Energy Control skill to determine their Accuracy. Cost: 1 ki per ranged Strike. 5 ki per ranged Grapple. (Replaces Strike/Grapple’s base costs.) Ranks: Rank 2 increases damage with ranged Strikes by 1d4 and Rank 3 makes attacks with the Projectile effect cost 2 less ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
MORPH Through spiritual energy manipulation or magic you transform yourself into another form in a puff of smoke. Type: Utility Action: At-Will - Reactive In-Battle Effect: You gain a variety of effects based on the rank of mastery which you have over the transformation technique. At first rank you have a 50% 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, Out-of-Battle Effects: For every rank of Transformation you have, you have a 5% minimum chance to evade life or death battles and/or Artifact Challenges, up to a maximum of 90% chance. You determine your chance to evade them by stating you are using the technique for that purpose and rolling a d100. Your chance to evade is based off of the class level difference between the hunting player and the hunted player (your character) as well as your ranks of the Transformation technique. If you are the same level as your hunter, you have a base 25% chance to evade with Transformation at level 1, a 30% chance to evade with Transformation at level 2, and a 35% chance to evade with transformation at level 3. If you are 1 level higher, your chances are 40%/45%/50%. If you are 2 levels higher, your chances are 60%/65%/70%. If you are 3 levels higher, your chances are 80%/85%/90%. If you are one or more levels lower, your chances are 5%/10%/20%. Cost: None Limit: Twice per thread. Ranks: 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. At third rank, you have the choice of either having a 90% chance to cause your opponent to lose a bonus action and in addition a +5 bonus to the skill rating of two stats, or you may have an 80% chance cause your opponent to lose a standard action. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP.
REVENGER CHARGE You recollect the ambient ki you left behind when you wasted your previous energy attacks. Type: Utility Action: At-Will Prerequisite: Requires Energy Control skill of 35. Effect: You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect. Cost: None Limit: Can spend total of 6 stacks of Ambient Ki per thread. Ranks: Rank 2 lets you spend 9 stacks of Ambient Ki per thread. Rank 3 lets you gain stacks of Ambient Ki when your Basic and Special Energy Techniques hit. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KIAI You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense 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: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
COUNTERMEASURES Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEMON EYE Using magic you hurl tiny beads of cursed ki at your opponent and it sticks to them, wracking them with pain. Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 70% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 80% chance to Cripple. Rank 3 of the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. "Cursed" possesses the same duration as Cripple inflicted by Demon Eye and may not stack with itself; while "Cursed", the target loses 3 ki at the beginning of their turn. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Technique Slots 8/8
Racial Technique:
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Equipment
Totem A hand-carved totem that's said to ward against certain malicious energies. Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: When you use this item, you gain Immunity to the Freeze, Stun, Burn, Poison, Chill, and Shock status effects for 3 turns. Limit: Once per thread.
Stim Pack Not recommended for daily use, this cocktail of stimulants grants a large and sudden increase in energy levels. Type: Restorative - Stimulant Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s 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.
COMPANION This person is always at your side. They could be a well-paid mercenary, a student, a pet, a lover, a robotic assistant-- whatever you choose. ZENI VALUE: 40,000 ZENI COST: 120,000 RARITY: MYTHIC -This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and it’s HP is 20. -A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both.
Universal Targe The Universal Targe is a Capsule Corporation production that appears to be only an Iron Bangle- when it is activated by a neural link embedded within its construction, a durable shield of synthetic Katchin expands outward to aid in its user’s defense. Type: Weapon - Shield Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Increase your DR by 10 this turn; additionally, select one non-Special Status Effect. You may not be inflicted with the chosen Status Effect on this turn. Limit: 2 uses per thread.
Artifact:
Sumi-e 墨絵 Juni taps into her mystic abilities to utilize ancient 'sorcery' by painting arcane symbols instead of her purificaton sigils to inflict curses on her opponents. Master of Shu in the Four Arts in scholar society. Type: Custom Artifact - Paint Brush - Supplementary Zeni Value: N/A Zeni Cost: 120,000 Activation: Constant Effect: While the paint brush is equipped, Juni gains the witch class trait 'Sorcery'. In addition, 10 Temporary HP per class level. Limit: N/A
Juniper Tea HP:
| Ki:
| PL:
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| 80 (20) | 100 | 16,982
| x |
| AC: 30|55 | DEF: 80 | DM: +3 | DR: -8 | KCR: -2 |
1d100Attachments:
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Post by Cabin on Nov 26, 2020 14:39:27 GMT -8
Cabin had been in his own little world in the locker room, imagining the cheering of the crowd as he took down an opponent and rose to the top to win this little tournament. He imagined giving a little speech to the cameras, projected into homes around the world. The crass dinging of the bell woke him out of his lovely fantasy, and with a grumble he left the locker room. He was not greeted with adulation. Instead he received only stares, the crowd unsure that this small red-haired Saiyan was actually the fighter. To make matters worse, it looked like the other fighter was even mocking him. Why was she wearing that maid's outfit? Was she planning to clean him up with the rest of the competition. The nerve some of these Earth-people had, even cheering for his scantily-clad opponent instead. He rolled is shoulders and stretched his legs in the ring, eyeing his opponent up and down. She seemed oddly familiar and he could have sworn he recognized the giant brush and floating octopus but her power level was overwhelming and quite like he had felt before. "Is this a joke? What sort of outfit is that for combat?" Cabin said, pointing to her ridiculous get-up. He supposed once you got to a power level like that, you could probably care less about how your outfit was perceived. With a final crack of his knuckles, he crouched down in the wide-stanced, clawed Saiyan fighting position. DL4cx60a1-100
WC: 247
{Battle Tracker} BATTLE TRACKER
SUMMARY Bonus Action: Standard Action:
{Stats & Skills} CLASS FEATURESLevel 0: Powerful Ki - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns. Level 0: One Man Army - You gain 1 additional Standard Action per turn when you(and your allies) are outnumbered by your opponents. Level 1: Reckoning - Twice per battle, as a Reactive At-Will Action, you gain an additional Standard Action on your turn. If you(and your allies) are outnumbered by opponents in the current thread, this may be used four times per battle instead.
SPECIES TRAITS Zenkai: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains TRAITSFocusActivation: 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. Desperado Activation: At-Will Effect: When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. Limit: 3 times per thread.
ITEMSTECHNIQUESTechnique Slots: 3/5, (Shanty Surprise, Giant Form, X, X, X) {SHANTY SURPRISE} Bringing the hands to each side, palms facing outward, ki is concentrated in the palms of the hand. This energy is then 'stretched' and thrown in wide arcs, creating bright green crescents of energy that rain down upon a foe. Depending on how the ki is shaped by the user, the effects of the energy can be altered on the fly.
Type: (Energy Ranged Barrage) Action: Standard Action Base Damage: 4d6+4 Major Effect: Versatile Minor Effect: Change At-Will Cost: 20 ki {GIANT FORM(Rank 1)}Cabin creates a concentrated Power Ball, and tosses it into the air. The Power Ball produces Blutz Wave radiation that triggers the Great Ape transformation in Saiyans. One of the more powerful techniques among a Saiyan's arsenal, the user become a gigantic monkey-like creature capable of great feats of strength but without strict training and mental fortitude, most users fall into a berserk state that is barely capable of telling friend from foe. Type: Defensive Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. {PSYCHIC POWERS(Rank 1)}By concentrating and extending his natural ki aura outward, Cabin can perform a wide variety of mental manipulations, including telekinesis and telepathy. Type: Utility Action: -- Prerequisite: Requires an Energy Control skill of 20. Effect: You may perform your Strike and Grapple Basic Techniques as if they were Ranged Physical attacks, using your Energy Control skill to determine their Accuracy. Cost: 1 ki per ranged Strike. 5 ki per ranged Grapple. (Replaces Strike/Grapple’s base costs.) Ranks: Rank 2 increases damage with ranged Strikes by 1d4 and Rank 3 makes attacks with the Projectile effect cost 2 less ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Focus 0/2 stacks Current PL: 2550 CURRENT Edge: 0 HP: 90/90 (0/0 Temp)| Ki: 120/120 (+3 Ki Regen)| DEF: 65(+0) | DR: +3(+0)| Melee Accuracy: +30 | Ranged Accuracy: +40 | Ki/Damage Modifier: -1/+2 1-100
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Post by Cabin on Nov 26, 2020 16:40:30 GMT -8
As the bell rang, nothing seemed to happen. The room got still, as if waiting for everything to break loose at once. Cabin took a deep breathe and focused inwardly on himself. Since he wasn't under pressure at the moment, his body could rapidly generate and sequester ki for later. He raised both his hands into the air and created two small rotating spheres inside a shell of counter-spinning energy that greatly resembled the Power Ball Saiyans were known to use but smaller and less energetic. He let them go and manipulated them with his ki field until the rest floating just above his shoulders and slighty back from his head. The two orbs gave off only a very dim glow and seemed glued in place, moving with him as he resumed his fighting stance, only slowly rotating in place. "You obviously do not take this seriously, Earth-demon. I warn you, this could end badly for you if you're just here to play." Cabin clenched his clawed fist, his muscles bulging out in display as he did, "Let's go!"
WC: 179
{Spoiler}{Battle Tracker} BATTLE TRACKER
SUMMARY - Cabin uses (Focus)
- Cabin uses (Focus)
Bonus Action: Standard Action: (Focus) Effect: Gain one stack of Focus.
(Focus) Effect: Gain one stack of Focus.
{Spoiler}{Stats & Skills} CLASS FEATURESLevel 0: Powerful Ki - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns. Level 0: One Man Army - You gain 1 additional Standard Action per turn when you(and your allies) are outnumbered by your opponents. Level 1: Reckoning - Twice per battle, as a Reactive At-Will Action, you gain an additional Standard Action on your turn. If you(and your allies) are outnumbered by opponents in the current thread, this may be used four times per battle instead.
SPECIES TRAITS Zenkai: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains TRAITSFocusActivation: 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. Desperado Activation: At-Will Effect: When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. Limit: 3 times per thread.
ITEMSTECHNIQUESTechnique Slots: 3/5, (Shanty Surprise, Giant Form, X, X, X) {Spoiler}{SHANTY SURPRISE} Bringing the hands to each side, palms facing outward, ki is concentrated in the palms of the hand. This energy is then 'stretched' and thrown in wide arcs, creating bright green crescents of energy that rain down upon a foe. Depending on how the ki is shaped by the user, the effects of the energy can be altered on the fly.
Type: (Energy Ranged Barrage) Action: Standard Action Base Damage: 4d6+4 Major Effect: Versatile Minor Effect: Change At-Will Cost: 20 ki {Spoiler}{GIANT FORM(Rank 1)}Cabin creates a concentrated Power Ball, and tosses it into the air. The Power Ball produces Blutz Wave radiation that triggers the Great Ape transformation in Saiyans. One of the more powerful techniques among a Saiyan's arsenal, the user become a gigantic monkey-like creature capable of great feats of strength but without strict training and mental fortitude, most users fall into a berserk state that is barely capable of telling friend from foe. Type: Defensive Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. {Spoiler}{PSYCHIC POWERS(Rank 1)}By concentrating and extending his natural ki aura outward, Cabin can perform a wide variety of mental manipulations, including telekinesis and telepathy. Type: Utility Action: -- Prerequisite: Requires an Energy Control skill of 20. Effect: You may perform your Strike and Grapple Basic Techniques as if they were Ranged Physical attacks, using your Energy Control skill to determine their Accuracy. Cost: 1 ki per ranged Strike. 5 ki per ranged Grapple. (Replaces Strike/Grapple’s base costs.) Ranks: Rank 2 increases damage with ranged Strikes by 1d4 and Rank 3 makes attacks with the Projectile effect cost 2 less ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Focus 0/2 stacks Current PL: 2550 CURRENT Edge: 0 HP: 90/90 (0/0 Temp)| Ki: 120/120 (+3 Ki Regen)| DEF: 65(+0) | DR: +3(+0)| Melee Accuracy: +30 | Ranged Accuracy: +40 | Ki/Damage Modifier: -1/+2
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Post by Juni on Nov 27, 2020 12:29:11 GMT -8
While the audience was amused, it was clear that her opponent was upset, ironically Juniper wore a maid outfit during cleansing rituals, so Hachiko was never bothered with wearing one before in her demon form. It was no different from a swimsuit with frills, so she wondered what bothered the red head so much, especially since women wore even less as athletes or to the beach. The crimson eyed woman nodded in disagreement, even went as far motioning her index in her disapproval, and took a defensive stance.
“Did you leave your manners in the locker room?” Hachiko grinned, “If you’re going to make it far as a fighter, I recommend having a couple of manners when facing an opponent, emotions do tend to get in the way of your focus. It’s poor chakra alignment after all.”
Hachi spat out ink on the arena floor, with one sweep of her brush, she spread the ink around to draw a calligraphy character for ‘Blood’. The demonic entity channeled from her hands, to the brush, as ki channeled through the illustrated character symbol, as it lifted off from the ground then dissipated into nothing. A few seconds later the under six foot woman was now twelve feet tall with the brush in her hand was now fitting to fit one hand, of course she was now an easier target for the fiery red headed young man. The swimsuit style openings of her maid outfit transformed, as if it were made out of liquid, to adjust to growth, even the black three inch heels pumps on her feet seemed to swirl in demonic synergy.
“I would prefer to be called by Hachiko Tea, please. I will do the same in calling you by your birth given name. Unless you insist on using the race card, Saiyan.”
Hachiko had spent enough time in Little Vegeta of Oolong City to recognize saiyans by their chakras, it was always something she could do as long as her crimson eyes revealed all seven points of a humanoid’s body, the root chakra was the largest either because of their tails, or the pride they all seemed to have in their origins to make their demeanor seem rather grounded.
The referee wearing a black cap, a vertical striped polo shirt and swim shorts to accommodate the tropic weather, rang the bell to begin the match from the sidelines of the arena. [402] [764] Cabin{Actions} DEFENSE PHASE.
Total
-- OFFENSE PHASE.
Power Level: 16,982 Cabin: 2,550 [Edge 4 10k req to maintain]
Passive:
Bonus Action: Giant Form -13 ki (+25 Temp HP)
Standard Action 1: => 2nd Bonus Action: Countermeasures -13ki Standard Action 2:
EFFECTS.
Arcane Points: 10/10 Total Ki Spent: -26 Powering-Up: 0/2 Power-Up ki bonus: N/A
~ {Statistics} Skills & Statistics Fighting: 25 Energy Control: 50 Reflexes: 40 Resilience: 40
Accuracy: 1d100+25 (Fighting)+ 5 Level 2 Mystic / 1d100+ 50(Energy Control) + 5 Level 2 Mystic Defense: 50+ 40 Reflexes = 90 -10 Mystic Level 2 = 80 HP: 50+ 40 Resilience - 10 Mystic Level 2= 80hp + 20 HP Sumi-e KI: 100 DR: -6 Mystic Level 2 - 2 Resilience= 8 DR DM: +2 Mystic Level 2 + 1 Fighting= +3 DM KRC: -2
Class: Mystic Racial Trait: Canon Descendant of Grand Duke Oolong
Demonic Royalty Requirements: Demon Effect: You gain the technique Giant size for free and it takes up no technique slots. In addition, Companions have your class level plus their rarity more HP where rarity is common 1, rare 2, mythic 3. In addition, they can use the intercept ability twice per battle.
Traits: Surge Requirements: Energy Control Skill of 50 Activation: None (Passive) Effect: Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit.
Rejuvenating Strike Activation: At-Will Effect: On a turn in which you activate Rejuvenating Strike, Strikes you perform do not deal damage but instead heal their targets for the damage that they would have otherwise dealt. You may target allies with Strikes on this turn, but may not target yourself. Limit: Twice per thread. Classes: Martial Artist, Mystic, Techie
Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
Sumi-e Features:
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects: -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Class Features:
Mysticism - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies.
Healer - You begin play with the Utility Technique “Heal” and may use it one additional time per ally. This does not count as your Starting Technique, however it uses a Technique Slot.
Empath - Once per turn, as a Bonus Action, you may remove up to 2 Status Effects from an ally of your choosing and instead apply them to yourself. Transferring Status Effects in this way increases the target ally’s Current Power Level by +10%.
Arcane Mastery - You gain 1 additional Arcane Point per thread. Whenever you use “Heal” on a target other than yourself, you regain 1 Arcane Point on your turn.
Starting Non-Basic Technique Chosen:
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.
Techniques:
HEAL You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Requirements: Requires an Energy Control skill of 30 or the Mystic class. Effect: You restore 15 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally. Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
PSYCHIC POWERS Rank 2 Using your ki you're able to communicate with other minds telepathically and move objects using telekinesis. Type: Utility Action: -- Prerequisite: Requires an Energy Control skill of 20. Effect: You may perform your Strike and Grapple Basic Techniques as if they were Ranged Physical attacks, using your Energy Control skill to determine their Accuracy. Cost: 1 ki per ranged Strike. 5 ki per ranged Grapple. (Replaces Strike/Grapple’s base costs.) Ranks: Rank 2 increases damage with ranged Strikes by 1d4 and Rank 3 makes attacks with the Projectile effect cost 2 less ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
MORPH Through spiritual energy manipulation or magic you transform yourself into another form in a puff of smoke. Type: Utility Action: At-Will - Reactive In-Battle Effect: You gain a variety of effects based on the rank of mastery which you have over the transformation technique. At first rank you have a 50% 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, Out-of-Battle Effects: For every rank of Transformation you have, you have a 5% minimum chance to evade life or death battles and/or Artifact Challenges, up to a maximum of 90% chance. You determine your chance to evade them by stating you are using the technique for that purpose and rolling a d100. Your chance to evade is based off of the class level difference between the hunting player and the hunted player (your character) as well as your ranks of the Transformation technique. If you are the same level as your hunter, you have a base 25% chance to evade with Transformation at level 1, a 30% chance to evade with Transformation at level 2, and a 35% chance to evade with transformation at level 3. If you are 1 level higher, your chances are 40%/45%/50%. If you are 2 levels higher, your chances are 60%/65%/70%. If you are 3 levels higher, your chances are 80%/85%/90%. If you are one or more levels lower, your chances are 5%/10%/20%. Cost: None Limit: Twice per thread. Ranks: 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. At third rank, you have the choice of either having a 90% chance to cause your opponent to lose a bonus action and in addition a +5 bonus to the skill rating of two stats, or you may have an 80% chance cause your opponent to lose a standard action. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP.
REVENGER CHARGE You recollect the ambient ki you left behind when you wasted your previous energy attacks. Type: Utility Action: At-Will Prerequisite: Requires Energy Control skill of 35. Effect: You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect. Cost: None Limit: Can spend total of 6 stacks of Ambient Ki per thread. Ranks: Rank 2 lets you spend 9 stacks of Ambient Ki per thread. Rank 3 lets you gain stacks of Ambient Ki when your Basic and Special Energy Techniques hit. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KIAI You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense 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: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
COUNTERMEASURES Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEMON EYE Using magic you hurl tiny beads of cursed ki at your opponent and it sticks to them, wracking them with pain. Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 70% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 80% chance to Cripple. Rank 3 of the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. "Cursed" possesses the same duration as Cripple inflicted by Demon Eye and may not stack with itself; while "Cursed", the target loses 3 ki at the beginning of their turn. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Technique Slots 8/8
Racial Technique:
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Equipment
Totem A hand-carved totem that's said to ward against certain malicious energies. Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: When you use this item, you gain Immunity to the Freeze, Stun, Burn, Poison, Chill, and Shock status effects for 3 turns. Limit: Once per thread.
Stim Pack Not recommended for daily use, this cocktail of stimulants grants a large and sudden increase in energy levels. Type: Restorative - Stimulant Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s 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.
COMPANION This person is always at your side. They could be a well-paid mercenary, a student, a pet, a lover, a robotic assistant-- whatever you choose. ZENI VALUE: 40,000 ZENI COST: 120,000 RARITY: MYTHIC -This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and it’s HP is 20. -A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both.
Universal Targe The Universal Targe is a Capsule Corporation production that appears to be only an Iron Bangle- when it is activated by a neural link embedded within its construction, a durable shield of synthetic Katchin expands outward to aid in its user’s defense. Type: Weapon - Shield Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Increase your DR by 10 this turn; additionally, select one non-Special Status Effect. You may not be inflicted with the chosen Status Effect on this turn. Limit: 2 uses per thread.
Artifact:
Sumi-e 墨絵 Juni taps into her mystic abilities to utilize ancient 'sorcery' by painting arcane symbols instead of her purificaton sigils to inflict curses on her opponents. Master of Shu in the Four Arts in scholar society. Type: Custom Artifact - Paint Brush - Supplementary Zeni Value: N/A Zeni Cost: 120,000 Activation: Constant Effect: While the paint brush is equipped, Juni gains the witch class trait 'Sorcery'. In addition, 10 Temporary HP per class level. Limit: N/A
Juniper Tea HP:
| Ki:
| PL:
|
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| 80 (45) | 74 | 16,982
| x |
| AC: 30|55 | DEF: 65 | DM: +3 | DR: -8 | KCR: -2 |
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Post by Cabin on Nov 27, 2020 21:25:53 GMT -8
Cabin couldn't help but let his anger be known to his opponent. How dare she speak of manners while mocking him with that outfit, "You think to lecture me while you stand in this arena is a helper's outfit? What sort of joke do you take me for?" Cabin pointed to her maid's outfit. Even nudity would have been a less insulting fighting outfit than that.Despite her insults, Cabin allowed her to continue. Not for want of hearing her words, but because he was taking the time to internally manipulate his ki once again. When she drew the strange symbol on the floor, Cabin wasn't intimidated. Hell, he could barely read, words meant little to him. But when she nearly doubled in size, he would later admit he very seriously considered going Great Ape himself in response. When she settled into her form, he couldn't believe that she would keep talking. "Very well, Hachiko, I will respect your request..." Cabin brought both of his hands backs, concentrating his wild green ki into his palms, "If you can show me how serious you are!"Green ki burst from Cabin's aura and coalesced into his palms. They formed swirling, bubble-like orbs of power, violently spinning in his hands and begging to be unleashed. "Choke on my power!"Cabin brought his hands together with as big a roar as his small body could manage and an onslaught of blasts burst forth from the bubbley-ki balls in his hands. Cabin had little disregard for the arena itself, only taking the most minimal efforts to avoid spectator casualities, and the ki orbs that didn't collide with Hachiko instead exploded into green mist, cracking the ring itself and sending debris and dust into the air. ----- WC: 290
Battle Tracker BATTLE TRACKER
SUMMARY - Cabin uses (RECKONING!) 1/2
- Cabin uses (DESPERADO)! 1/3
- Cabin uses (FOCUS ENERGY)! (-10 ki)
- Cabin uses Energy Blast x5! (-15 ki)
At-Will Action(s)Reckoning (1/2)Twice per battle, as a Reactive At-Will Action, you gain an additional Standard Action on your turn. If you(and your allies) are outnumbered by opponents in the current thread, this may be used four times per battle instead. DesperadoWhen you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. Bonus Action: Focus EnergyIncrease your Accuracy with Energy Attacks on this turn by +15. Standard Action: Energy Blast 1
zV16z807'1d100' + 45 = 124'1-6' + '1-6' + 4 = 13
Energy Blast 2 '1d100' + 45 = 101 '1-6' + '1-6' + 4 = 15
Energy Blast 3 '1d100' + 45 = 117 '1-6' + '1-6' + 4 = 12
Energy Blast 4 '1d100' + 45 = 53 '1-6' + '1-6' + 4 = 8
Energy Blast 5 '1d100' + 45 = 55 '1-6' + '1-6' + 4 = 9
{Stats and Skills} CLASS FEATURESLevel 0: Powerful Ki - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns. Level 0: One Man Army - You gain 1 additional Standard Action per turn when you(and your allies) are outnumbered by your opponents. Level 1: Reckoning - Twice per battle, as a Reactive At-Will Action, you gain an additional Standard Action on your turn. If you(and your allies) are outnumbered by opponents in the current thread, this may be used four times per battle instead.
SPECIES TRAITS Zenkai: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains TRAITSFocusActivation: 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. Desperado Activation: At-Will Effect: When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. Limit: 3 times per thread.
ITEMSTECHNIQUESTechnique Slots: 3/5, (Shanty Surprise, Giant Form, X, X, X) SHANTY SURPRISE Bringing the hands to each side, palms facing outward, ki is concentrated in the palms of the hand. This energy is then 'stretched' and thrown in wide arcs, creating bright green crescents of energy that rain down upon a foe. Depending on how the ki is shaped by the user, the effects of the energy can be altered on the fly.
Type: (Energy Ranged Barrage) Action: Standard Action Base Damage: 4d6+4 Major Effect: Versatile Minor Effect: Change At-Will Cost: 20 ki GIANT FORM(Rank 1) Cabin creates a concentrated Power Ball, and tosses it into the air. The Power Ball produces Blutz Wave radiation that triggers the Great Ape transformation in Saiyans. One of the more powerful techniques among a Saiyan's arsenal, the user become a gigantic monkey-like creature capable of great feats of strength but without strict training and mental fortitude, most users fall into a berserk state that is barely capable of telling friend from foe.Type: Defensive Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. PSYCHIC POWERS(Rank 1)By concentrating and extending his natural ki aura outward, Cabin can perform a wide variety of mental manipulations, including telekinesis and telepathy. Type: Utility Action: -- Prerequisite: Requires an Energy Control skill of 20. Effect: You may perform your Strike and Grapple Basic Techniques as if they were Ranged Physical attacks, using your Energy Control skill to determine their Accuracy. Cost: 1 ki per ranged Strike. 5 ki per ranged Grapple. (Replaces Strike/Grapple’s base costs.) Ranks: Rank 2 increases damage with ranged Strikes by 1d4 and Rank 3 makes attacks with the Projectile effect cost 2 less ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Focus 2/2 stacks Current PL: 2550 CURRENT Edge: -4 HP: 90/90 (0/0 Temp)| Ki: 95/120 (+3 Ki Regen)| DEF: 65(+0) | DR: +3(+0)| Melee Accuracy: +30 | Ranged Accuracy: +40 | Ki/Damage Modifier: -1/+2 '1d100'·'1-6'·'1-6'·'1d100'·'1-6'·'1-6'·'1d100'·'1-6'·'1-6'·'1d100'·'1-6'·'1-6'·'1d100'·'1-6'·'1-6'
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Post by Juni on Dec 3, 2020 7:39:43 GMT -8
“Even ordinary helpers are capable fighters, you should stop by the Flying Monkey in Oolong City sometime, there is a chance you might change your mind. Ca-bin-san.” Hachiko spoke his name with a teasing tone of voice, at no point did he disclose his name, not even the organizers introduced his name. In truth, he only told Juniper, so his name came up naturally without a thought, she was unable to access the memory of when her human self met the saiyan but his name was on the tip of her tongue. The saiyan chose to keep his distance, firing a series of ki blasts, she was an easy target with her guard down, but something was amiss when the blasts made contact. There was a ripple of nearly invisible liquid demonic energy that the ki blasts pushed through first, then continued its trajectory after a one second delay to damage on her exposed parts of her ash grey skin leaving behind scorch marks like gunpowder bursts, and her power level surged. It seemed she absorbed some of the ki of those blasts, for something sinister, and she focused her crimson eyes with an eerie glow as tapped into her own chakras. A brow was raised when he said to choke on his power, the twelve foot demoness blushed demurely at first, and answered simply. “It’s not big enough.” Hachi spat on the arena ground near him, the splash alone would be damaging to Cabin if he did not avoid it since it was infused with ki, she used her brush in mid air manipulating the ink to place several curses on him in calligraphy drawn kanji symbols: 目 Eye [Demon Eye] 変 Change [Morph] 握 Grip [Grapple] The last set of characters attempted to constrain him, the ink stretched out like a tar like substance, that latched on to his chakras to block his ki channels. [307] [1,071] Cabin{Actions} DEFENSE PHASE.
124 vs 65= Hit! 13 Damage [1st Stack of Ambient ki Gained]
101 vs 65= Hit! 15 Damage [2nd Stack of Ambient ki Gained]
117 vs 65= Hit! 12 Damage [3rd Stack of Ambient ki Gained]
53 vs 65= Miss [4th Stack Ambient ki Gained]
55 vs 65= Miss [5th Stack of Ambient Ki Gained]
Total= 40
-4 DR [Edge 4] -8 DR -10 Guard = 18 Damage
Temp HP 45 -18 Damage = 27
-- OFFENSE PHASE.
Power Level: 16,982 x 1.25= 21,228 PL Cabin: 2,550 [Edge 4 10k req to maintain]
Passive: Surge +35 Ki
At-Will: Morph +5 to Energy Control, Revenger charge: 5 stacks
Hachi Ink Splat:
Rp|2lJya1d100+40
Damage:
2d6
Morph
1d100 65% Chance for Cabin to lose a bonus action next turn.
Countermeasures Guard -8 ki
Abjure: Enhanced Focus Energy +15% for status effects -8 ki
Bonus Action: Demon Eye- 3ki
1d100 85% Chance
Standard Action 1: Grapple -1 ki
1d100
55% Chace
Standard Action 2: Grapple -1 ki
1d100
55% Chace
EFFECTS. Ambient ki Stacks: 5
Arcane Points: 9/10 Total Ki Spent: -21 Powering-Up: 1/2 Power-Up ki bonus: 3/4 Uses Remaining
~ {Statistics} Skills & Statistics Fighting: 25 Energy Control: 50 Reflexes: 40 Resilience: 40
Accuracy: 1d100+25 (Fighting)+ 5 Level 2 Mystic / 1d100+ 50(Energy Control) + 5 Level 2 Mystic Defense: 50+ 40 Reflexes = 90 -10 Mystic Level 2 = 80 HP: 50+ 40 Resilience - 10 Mystic Level 2= 80hp + 20 HP Sumi-e KI: 100 DR: -6 Mystic Level 2 - 2 Resilience= 8 DR DM: +2 Mystic Level 2 + 1 Fighting= +3 DM KRC: -2
Class: Mystic Racial Trait: Canon Descendant of Grand Duke Oolong
Demonic Royalty Requirements: Demon Effect: You gain the technique Giant size for free and it takes up no technique slots. In addition, Companions have your class level plus their rarity more HP where rarity is common 1, rare 2, mythic 3. In addition, they can use the intercept ability twice per battle.
Traits: Surge Requirements: Energy Control Skill of 50 Activation: None (Passive) Effect: Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit.
Rejuvenating Strike Activation: At-Will Effect: On a turn in which you activate Rejuvenating Strike, Strikes you perform do not deal damage but instead heal their targets for the damage that they would have otherwise dealt. You may target allies with Strikes on this turn, but may not target yourself. Limit: Twice per thread. Classes: Martial Artist, Mystic, Techie
Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie
Sumi-e Features:
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects: -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Class Features:
Mysticism - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies.
Healer - You begin play with the Utility Technique “Heal” and may use it one additional time per ally. This does not count as your Starting Technique, however it uses a Technique Slot.
Empath - Once per turn, as a Bonus Action, you may remove up to 2 Status Effects from an ally of your choosing and instead apply them to yourself. Transferring Status Effects in this way increases the target ally’s Current Power Level by +10%.
Arcane Mastery - You gain 1 additional Arcane Point per thread. Whenever you use “Heal” on a target other than yourself, you regain 1 Arcane Point on your turn.
Starting Non-Basic Technique Chosen:
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.
Techniques:
HEAL You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Requirements: Requires an Energy Control skill of 30 or the Mystic class. Effect: You restore 15 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally. Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
PSYCHIC POWERS Rank 2 Using your ki you're able to communicate with other minds telepathically and move objects using telekinesis. Type: Utility Action: -- Prerequisite: Requires an Energy Control skill of 20. Effect: You may perform your Strike and Grapple Basic Techniques as if they were Ranged Physical attacks, using your Energy Control skill to determine their Accuracy. Cost: 1 ki per ranged Strike. 5 ki per ranged Grapple. (Replaces Strike/Grapple’s base costs.) Ranks: Rank 2 increases damage with ranged Strikes by 1d4 and Rank 3 makes attacks with the Projectile effect cost 2 less ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
MORPH Through spiritual energy manipulation or magic you transform yourself into another form in a puff of smoke. Type: Utility Action: At-Will - Reactive In-Battle Effect: You gain a variety of effects based on the rank of mastery which you have over the transformation technique. At first rank you have a 50% 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, Out-of-Battle Effects: For every rank of Transformation you have, you have a 5% minimum chance to evade life or death battles and/or Artifact Challenges, up to a maximum of 90% chance. You determine your chance to evade them by stating you are using the technique for that purpose and rolling a d100. Your chance to evade is based off of the class level difference between the hunting player and the hunted player (your character) as well as your ranks of the Transformation technique. If you are the same level as your hunter, you have a base 25% chance to evade with Transformation at level 1, a 30% chance to evade with Transformation at level 2, and a 35% chance to evade with transformation at level 3. If you are 1 level higher, your chances are 40%/45%/50%. If you are 2 levels higher, your chances are 60%/65%/70%. If you are 3 levels higher, your chances are 80%/85%/90%. If you are one or more levels lower, your chances are 5%/10%/20%. Cost: None Limit: Twice per thread. Ranks: 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. At third rank, you have the choice of either having a 90% chance to cause your opponent to lose a bonus action and in addition a +5 bonus to the skill rating of two stats, or you may have an 80% chance cause your opponent to lose a standard action. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP.
Uses 1/2
REVENGER CHARGE You recollect the ambient ki you left behind when you wasted your previous energy attacks. Type: Utility Action: At-Will Prerequisite: Requires Energy Control skill of 35. Effect: You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect. Cost: None Limit: Can spend total of 6 stacks of Ambient Ki per thread. Ranks: Rank 2 lets you spend 9 stacks of Ambient Ki per thread. Rank 3 lets you gain stacks of Ambient Ki when your Basic and Special Energy Techniques hit. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KIAI You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense 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: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
COUNTERMEASURES Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEMON EYE Using magic you hurl tiny beads of cursed ki at your opponent and it sticks to them, wracking them with pain. Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 70% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 80% chance to Cripple. Rank 3 of the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. "Cursed" possesses the same duration as Cripple inflicted by Demon Eye and may not stack with itself; while "Cursed", the target loses 3 ki at the beginning of their turn. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Technique Slots 8/8
Racial Technique:
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Equipment
Totem A hand-carved totem that's said to ward against certain malicious energies. Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: When you use this item, you gain Immunity to the Freeze, Stun, Burn, Poison, Chill, and Shock status effects for 3 turns. Limit: Once per thread.
Stim Pack Not recommended for daily use, this cocktail of stimulants grants a large and sudden increase in energy levels. Type: Restorative - Stimulant Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s 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.
COMPANION This person is always at your side. They could be a well-paid mercenary, a student, a pet, a lover, a robotic assistant-- whatever you choose. ZENI VALUE: 40,000 ZENI COST: 120,000 RARITY: MYTHIC -This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and it’s HP is 20. -A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both.
Universal Targe The Universal Targe is a Capsule Corporation production that appears to be only an Iron Bangle- when it is activated by a neural link embedded within its construction, a durable shield of synthetic Katchin expands outward to aid in its user’s defense. Type: Weapon - Shield Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Increase your DR by 10 this turn; additionally, select one non-Special Status Effect. You may not be inflicted with the chosen Status Effect on this turn. Limit: 2 uses per thread.
Artifact:
Sumi-e 墨絵 Juni taps into her mystic abilities to utilize ancient 'sorcery' by painting arcane symbols instead of her purificaton sigils to inflict curses on her opponents. Master of Shu in the Four Arts in scholar society. Type: Custom Artifact - Paint Brush - Supplementary Zeni Value: N/A Zeni Cost: 120,000 Activation: Constant Effect: While the paint brush is equipped, Juni gains the witch class trait 'Sorcery'. In addition, 10 Temporary HP per class level. Limit: N/A
Juniper Tea HP:
| Ki:
| PL:
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| 80 (27) | 53 | 16,982
| x21,228 |
| AC: 30|55 | DEF: 65 | DM: +3 | DR: -8 | KCR: -2 |
1d100+40·2d6·1d100·1d100·1d100·1d100
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Post by Juni on Dec 8, 2020 12:43:27 GMT -8
Grapple 1: x263rzWT1d100+75 55 Accuracy, +5 Morph, +15 Edge 4
Grapple 2: 1d100+75
Damage 1: 1d6+3 Giant Form: 1d4 = 9 Total Damage
Damage 2: 1d6+3 Giant Form: 1d4 = 6 Total Damage1d100+75·1d100+75·1d6·1d6·1d6+3·1d4
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Post by Cabin on Dec 12, 2020 14:29:10 GMT -8
Cabin growled under his breath, his assault had done nearly nothing to the giant demon woman, and to make matters worse, she had been absorbing some of his attacks' ki and he was certain it was a bad sign. Her size didn't intimidate him per se, but what did intimidate him was the surging power that emanated from such a creature. His own aura was barely a breeze in the face of a hurricane, but this only meant that his victory would be all the more sweet at the end. The small squid being, which he had not been watching as he should have, spit a glob of ink in his direction and though he attempted to dive out of the way, he was still caught in the blast. The ink soaked most of his armor and he spit black onto the ring floor as he tried to push himself back to his feet. The giant drew strange symbols with the ink, and a jolt of pain shot down Cabin's spine as his ki channels became blocked. He took a labor breath, now watching the ink more carefully than before. Tendrils stretched out towards him, wrapping around his legs. The first he managed to break before it could truly take hold, though the lashing of the ink around his leg had left large, bleeding welts. The second he wasn't so lucky, and more pain shot through his nerves as the ink further cursed his body. "Parlor tricks won't be enough to get rid of me! His aura sparked up again, a burst of pressure managing to push the ink away somewhat to give him more breathing room. His breathing had become more labored, but he stayed grounded and steady, clapping his hands in front of him. Cabin's mind focused and what would have been an unseen force shot from his aura, the ink around the two combatants forming smalls wakes as Cabin took a page from his opponents book. Much like her ink, his psychically-controlled ki sought to wrap around Hachiko and hinder her movements. Determined to not give her time to react to even the first assault, Cabin concentrated ki into his hands, forming swirling balls of deep green energy that he stretched between his hands. The first orb over his shoulder blinked out of existence, and Cabin began to yell and lob this energy at Hachiko. As it sailed through the air, the energy seemed to further stretch into a crescent-shape, and impacted the area around her with sharp, cracking blows. ----- WC: 423
BATTLE TRACKER
SUMMARY - Haciko's HACHI INK SPLAT hits! 6dmg - 3DR = 3dmg!
- Hachiko's MORPH success! Cabin's Bonus Action lost.
- Hachiko's DEMON EYE success! Cripple Status for 4 turns!
- Hachiko's GRAPPLE 1 hits! Status Failed! 9dmg!
- Hachiko's GRAPPLE 2 hits! Immobilize Status for 2 turns! 6dmg!
- Cabin uses GRAPPLE! -4 ki
- Cabin uses SHANTY SURPRISE! 1stack of FOCUS spent!
At-Will Action(s)Bonus Action: N/AStandard Action:
Grapple(Psychic Powers) 4q0M96E91-100 + 40 = 99
1-6 + 2 = 5
1-100 40% to Immobilize Shanty Surprise 1-100 + 40 = 99
[/b][/div] 4d6 + 6 = 14
1-100 40% to Stun
{Stats and Skills} CLASS FEATURESLevel 0: Powerful Ki - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns. Level 0: One Man Army - You gain 1 additional Standard Action per turn when you(and your allies) are outnumbered by your opponents. Level 1: Reckoning - Twice per battle, as a Reactive At-Will Action, you gain an additional Standard Action on your turn. If you(and your allies) are outnumbered by opponents in the current thread, this may be used four times per battle instead.
SPECIES TRAITS Zenkai: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains TRAITSFocusActivation: 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. Desperado Activation: At-Will Effect: When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. Limit: 3 times per thread.
ITEMSTECHNIQUESTechnique Slots: 3/5, (Shanty Surprise, Giant Form, Psychic Power, X, X) SHANTY SURPRISE Bringing the hands to each side, palms facing outward, ki is concentrated in the palms of the hand. This energy is then 'stretched' and thrown in wide arcs, creating bright green crescents of energy that rain down upon a foe. Depending on how the ki is shaped by the user, the effects of the energy can be altered on the fly.
Type: (Energy Ranged Barrage) Action: Standard Action Base Damage: 4d6+4 Major Effect: Versatile Minor Effect: Change At-Will Cost: 20 ki GIANT FORM(Rank 1) Cabin creates a concentrated Power Ball, and tosses it into the air. The Power Ball produces Blutz Wave radiation that triggers the Great Ape transformation in Saiyans. One of the more powerful techniques among a Saiyan's arsenal, the user become a gigantic monkey-like creature capable of great feats of strength but without strict training and mental fortitude, most users fall into a berserk state that is barely capable of telling friend from foe.Type: Defensive Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. PSYCHIC POWERS(Rank 1) {Spoiler}By concentrating and extending his natural ki aura outward, Cabin can perform a wide variety of mental manipulations, including telekinesis and telepathy. Type: Utility Action: -- Prerequisite: Requires an Energy Control skill of 20. Effect: You may perform your Strike and Grapple Basic Techniques as if they were Ranged Physical attacks, using your Energy Control skill to determine their Accuracy. Cost: 1 ki per ranged Strike. 5 ki per ranged Grapple. (Replaces Strike/Grapple’s base costs.) Ranks: Rank 2 increases damage with ranged Strikes by 1d4 and Rank 3 makes attacks with the Projectile effect cost 2 less ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Immobilize 2/2 turns Cripple 4/4 turns
Focus 1/2 stacks Current PL: 2550 CURRENT Edge: -4 HP: 75/90 (0/0 Temp)| Ki: 92/120 (+3 Ki Regen)| DEF: 65(+0) | DR: +3(+0)| Melee Accuracy: +30 | Ranged Accuracy: +40 | Ki/Damage Modifier: -1/+2 1-100·1-6·1-100·1-100·4d6·1-100
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