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Post by Arashi on Jun 22, 2021 12:21:51 GMT -8
That wasn't quite what he said. What he had been trying to indicate was that his mother didn't use fist and foot to fight, but claw and fang. Of course, that still wasn't her usual method for fighting, since magic was much more versatile. She would usually breathe ice or lightning at the enemy, or use various forms of elemental magics of the ice or lightning variety. While Ty launched herself at the little cat, the aura of lightning continued to crackle around Arashi. He also lifted a hand, pointing a finger at the small cat while energy focused on the tip of his finger. Grinning as he aimed while packing even more crackling electricity into the tip of his finger. "Eyes peeled." He agreed, before firing the blast of concentrated lightning at the cat. Flying just past Ty to strike the feline with what was essentially an incredibly accurate bolt of lightning. WC: 154/1,488 {Actions} DEFENSE PHASE.
Incoming Damage: 0 Damage Total: 0
HP: 85 -- OFFENSE PHASE.
Power Level: 281 Will O’ Wisp
At-Will:
Passive: LIGHTNING AURA (2/3) Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: -
Bonus Action: FOCUS ENERGY You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None
Standard Action 1: Name: Lightning Bolt Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Charging Minor Effect: Shocking Cost: 15 ki
Description: Arashi lifts a hand directed at the enemy, gathering energy into his hand, static energy zipping between the tips of his fingers, glowing brighter with every flickering snap. Unleashing the energy results in a crackling boom, unleashing a bolt of electricity as devastating as any lightning storm.
V|pA5FbX1d100+35 Roll to Hit (I messed this up slightly. Didn't add Energy Control, which gives another +10 to hit. So this is 98.) 3d10 Damage 1d100 40% Chance to Stun
Standard Action 2: POWER UP (1/2) Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns.
Total Ki Spent: 0 Powering-Up Round: 2/2 Power-Up ki bonus: 281 -> 351
~
Battle Tracker {Stats Skills And stuff}Stats, Skills, and Stuff Class: Wizard| Level 1 | -15 HP, +5 ACC, +5 DEF, +0 DAM, +2 DR
Racial Trait: 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles, and Events. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles.
Fighting: 5 Energy Control: 10 Reflexes: 10 Resilience: 5
Traits:
Intimidating Power (Class Trait) Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Technique Slots Activation: Passive Effect: You gain 2 additional technique slots(may learn them instantly)(Thunder Bolt & Static Stasis) Limit: Techniques filling these slots may not be Legendary and may not be ranked up. This may not be gained with the AI Assistant item.
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AI Assistant (Memories from Mother) Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Special Effects Activation: None (Passive) Effect: Your Special Techniques have an additional +20% chance to inflict Freeze, Burn, and Stun; this does not give Special Techniques a chance to inflict those status effects if they did not already have a chance to do so. Limit: --
Focus Activation: 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.
Moxy Activation: Passive Effect: When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1. Limit: -- _____
Class Features:
Level 0:
Conjury - You gain the Utility Techniques “Magic Materialization” and “Paparapapa” at Rank 1 and they do not take up any technique slots.
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.
LIGHTNING AURA A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Level 1:
Sangromancy - You may choose to pay the cost of any Technique in HP rather than Ki. Doing so on Basic or Special Techniques increases their Accuracy by +15 and their damage by +4; doing so on Utility techniques increases their chance to inflict Status Effects by +10% and increases their damage dealt by +4, even if they did not otherwise deal damage. If a Technique would cost less than 5 HP, treat its cost as 5 HP instead.
Equipment:
Guardian Staff This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm. Type: Weapon - Staff Activation: Bonus Action - Reactive Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit: 3 uses per thread.
Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None.
AI Assistant (Memories from Mother) Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
utility and defense techniques:
FREEZE You unleash a torrent of cold at your opponent to encase them in ice and slow down their movements. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Freeze status on your target and the effect lasts for +1 turn. 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 Freeze. Rank 3 the effect lasts for +2 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
MAGIC MATERIALIZATION You conjure or summon an object out of thin air using magic. Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
PAPARAPAPA You use magic to call forth a minion or ally to help you in your fight. Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. This technique may be used while a Sidekick equipped. As an At-Will Action your sidekick can take one action listed below:
--Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you.
special techniques:
Name: Lightning Bolt Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Charging Minor Effect: Shocking Cost: 15 ki Learn:2 Weeks by Default Description: Arashi lifts a hand directed at the enemy, gathering energy into his hand, static energy zipping between the tips of his fingers, glowing brighter with every flickering snap. Unleashing the energy results in a crackling boom, unleashing a bolt of electricity as devastating as any lightning storm.
Name: Static Stasis Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Shocking Cost: 35 ki Learn:2 Weeks by Default Description: By flexing ones will upon the world, Arashi can cause a single person or object to be frozen in place, not by ice, but by manipulating an atoms protons and neutrons to remain in place, causing a sort of stasis as all atomic function ceases for the duration of the technique. In that time Arashi will prepare what could be described as an iron maiden made of ice, a nearly dome like collection of numerous ice shards that will all seek to slam themselves into the enemy from all direction, before Arashi ends the attack with a particularly potent lightning bolt. The attack also causes an immense amount of strain to the user, causing him to cough up blood, or have a nose bleed from straining even a small part of the world with his will. 1d100+25·3d10·1d100
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Post by Will O. Wisp on Jun 24, 2021 17:34:22 GMT -8
Will listened intently to Ty's explanation, stroking his chin. "It's a shame that they are still on the loose then, but was nice of him to give you a small lesson. Don't worry about what happened during that tournament though, you managed to get to the second round at the very least. Though perhaps focus less on the progress you've made then, and focus on the progress you have made now. I am also sure Cayle is an incredible teacher as well though he's not very gentle from what I've experienced when I had a sparring match with him once. Also, Arashi while your mother fought differently that doesn't you mean you have to fight differently unless you feel like you want to differentiate yourself from her. Some Martial Artists tend to have more than one teacher aid them in becoming stronger and adopting more than just one style." Will explained. Will watched as Ty managed to make a draconic aura. He sensed out where she was going to hit his small body as he dodged out of the way by stepping to the left and then stepping to the right to avoid the second punch. When Will sensed the lightning bolt heading his way, he flips into the air barely dodging the lightning, though the static from the bolt manages to make his fur stand up a bit. Noticing this he quickly pats it down by licking the palms of his paws and slicking his fur back down. "Now it's my turn, prepare yourselves now," Will said. Will then appeared in front of Ty to deliver quick jab punches to her abdomen. Then he fired a Ki bolt at Arashi, though this one was held back and much more of a concussive bolt of energy than an explosive ball of energy. Word Count: 302 Total Word Count: 1,749 Tags: Ty , Arashi BATTLE TRACKERDEFENSE PHASETargetStrike 1: Ty Attack Accuracy 109 vs Your Defense 110 = Dodged Damage – DR = 0 Strike 2: Ty Attack Accuracy 98 vs Your Defense 110 = Dodged Damage – DR = 0 Lightning Bolt: Arashi Attack Accuracy 104 vs Your Defense 110 = Dodged Damage – DR = 0 Total Damage: 0 OFFENCE PHASEAt-Will: Activate Edge 1 on Ty Bonus Action 1: Sense - You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Standard Action 1: Strike TyAccuracy: qmrt_lLi1d100+65Damage: 1d8+6Blitz At-Will: Strike TyAccuracy: 1d100+65Damage: 1d8+6Standard Action 2: Concussive Bolt (Energy Blast) |-1 Ki @arashi Accuracy: 1d100+55Damage: 2d6+2EFFECTSTotal Ki Spent: X + X = 1 Class Ability: X/X Technique: X/X Item: X/X Power Up Ki: 0/100 Edge 1 on Ty (? [1.5x)> Your PL > ? (1x)) No bonus for either side. 3/3 Countermeasure Stacks 8/8 Instinct Stacks STATS, SKILLS, & STUFFClass: Martial Artist | Level 3 | +15 HP, +10 ACC, +15 DEF, +4 DAM, +3 DR Racial Trait: 9001 Lives (Earthling racial) | You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. Fighting: 50 Energy Control: 40 Reflexes: 40 Resilience: 25
ABILITIES. Martial Mastery | You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation | You begin to play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Flexible Technician | Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
Practice Makes Perfect | You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage.
Genius Technician | You may learn one additional Legendary Technique without it taking up any Technique Slots, though it takes twice as long to learn.
Flurry of Blows | You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn.
Flawless Counter | On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Blitz | When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Efficency | Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Haste | When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. 3/3 uses
Technique Slots | You gain 2 additional technique slots(may learn them instantly) Feints (After Image) and Aura Guard. Limit: Techniques filling these slots may not be Legendary and may not be ranked up. This may not be gained with the AI Assistant item.
EQUIPMENT. Champion Gi | At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. | Passive | 1 bonus applied per turn.
Scrying Staff | Your Sense technique may be used as a Reactive At-Will action on your next turn. For each Strike you perform on this turn that successfully hits its target, you may use Sense 1 additional time on your next turn; the Effects of multiple Sense uses through this Effect stack. | Bonus Action | 3/3 uses
Field Responder Pack | Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. | Standard Action | 1/1 use
Obi | Decrease the cost of all your Techniques by 2 ki. |Passive | Number of uses
DEFENSE/UTILITY TECHS. After Image (Feint) - Rank 3 Action: Standard Action Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: -5 Ki Limit: 2/2 users per thread. Once per turn.
Kiai - Rank 3 Action: Standard Action Reactive Effect: Your opponents critically fail all attack rolls against you that is a natural 60 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well if their affliction roll is 60 or lower this turn. Cost: -10 Ki Limit: 1 use per thread.
Instinctual Defense - Rank 3 Action: At-Will Effect: Generate 1 Instinct per 1 Ki paid, up to 8 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Cost: -1 per Instinct Generated Limit: Uses per thread.
Sonic Sway - Rank 3 Action: Standard Action/Bonus Action/At-Will Effect: You avoid all attacks that roll a natural 15 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: -10 Ki Limit: 1/1 use
Clash - Rank 3 Action: Standard Action Reactive Effect: When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused. Cost: 10 + (Cost of your Attack) Limit: Uses per thread.
Countermeasures - Rank 3 Action: Bonus Action Effect: You gain 3 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: -10 Ki Limit: 1/1 Use per thread.
Wild Attack - Rank 3 Action: At-Will Effect: Generate 1 Instinct per 1 Ki paid, up to 8 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 per Instict Generated Limit: Uses per thread.
Divination - Rank 3 Action: Bonus Action Effect: You gain +50 defense against against attacks targeting you on your next turn. Cost: None Limit: 1/1 use per thread.
Feints (After Image) - Rank 1 Action: Bonus Action Effect: Any reactive techniques, traits, or items a single opponent uses that are At-Will or use a Bonus Action instead require a Standard Action for one turn. Cost: -15 Ki Limit: 2/2 Uses per thread.
Aura Guard - Rank 1 Action: Bonus Action Reactive Effect: All critical hits are reduced down to normal hits against you. Also, you resist damage modifiers on attacks that hit you on this turn, but still, take natural dice roll damage. Cost: -15 Ki Limit: 1/1 Uses per thread.
ATTACK TECHS. Nekohameha Type: Energy, Ranged, Barrage Action: Standard Action Base Damage: 4d6+2 Major Effect: Charging - Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy. Minor Effect: Shocking - This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only. Cost: -20 ki Upgraded: +10 Accuracy and +4 Damage
True Kamehameha Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 6d8+15 Supercharge: May spend a Bonus Action to increase accuracy by +10, damage by +5, and increase ki cost by 5. Major Effect: Charging - Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy. Minor Effect: Searing - This technique has a 40% chance to inflict Burn on hit on hit, Energy Attacks only. Cost: 35 Ki (40 Ki with Supercharge activated.)
ENHANCED TECHS. Enhanced Technique Name Focus Energy Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn. Cost: -10 ki
HP: 90/90 | KI: 88/100 | Ki Cost: -2 Ki | PL: 27,371 FIGHTING ACCURACY: 60 | ENERGY ACCURACY: 50 | DEF: 105 DR: 4 | DAM: +6 1d100+65·1d8+6·1d100+65·1d8+6·1d100+55·2d6+2
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Post by Ty on Jun 25, 2021 20:21:59 GMT -8
“Well, I only keep on improving after every battle, thanks to my saiyan blood. Plus I learn a lot from the opponent, too! Show me your moves, Will!”In her peripheral view, Arashi’s electrical attack fell short, the distraction was enough for Will to land one of the jabs on her abs. However, she moved so fast, an orange blur was left in her wake, to avoid the remaining two punches as the feline hit air. As a close counter combatant, she bicycle kicked the small tuxedo cat making a backflip, followed by a leg sweep across the wet sand when she landed to regain her bearings. “It’s okay Arashi, he is super fast, there must be a height advantage. Don’t give up, try again, you’ll get him. At least once...anyways.” Ty stuck her tongue out in response, controlling her breathing, she could feel the punch on her gut aching, which most likely will leave a bruise. [158] [1,318] Initiative: TyArashiWill O. Wisp{Actions} DEFENSE PHASE. Incoming Damage:
105 vs 130= Miss! 139 vs 130= Hit! 9 Damage 89 vs 130= Miss!
Damage Total: 9 -5 DR= 4
HP: 90- 4= 86 -- OFFENSE PHASE.
Power Level: 17,300 Will O’ Wisp: 27,371, Will has Edge 1 on Ty
At-Will: Enhanced Sense +5 DEF, +1 DR, +1 Damage [Enhanced Sense Round 1/3], Flawless Counter +20 AC
Countermeasures: Rapid Movement -13 ki +25 DEF
Passive: Intermediate Belt
Bonus Action: ENHANCED DRAGON DASH -6 Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
Standard Action 1: ENHANCED STRIKE -3
Accuracy: 1mq_0tBX1d100+75 +35 Fighting, +10 Prodigy Level 2, +10 Enhanced Dragon Dash, +20 Flawless Counter
Damage: 1d12+12 +3 DM, +5 Dragon Dash, +3 Intermediate Belt, +1 Enhanced Sense
Standard Action 2: ENHANCED STRIKE -3
Accuracy: 1d100+75 +35 Fighting, +10 Prodigy Level 2, +10 Enhanced Dragon Dash, +20 Flawless Counter
Damage: 1d12+12 +3 DM, +5 Dragon Dash, +3 Intermediate Belt, +1 Enhanced Sense
EFFECTS. Focus Stacks: 2 Instinctual Defense Stacks: 8 Counter Measures: 1/2
Total Ki Spent: -25 Powering-Up Round: 0/2 Power-Up ki bonus: 4/4
~ { Statistics} Name: Tiger Lil y ‘Kuri’ aka Ty Species: Human Saiyan Hybrid Age: 16 Gender: Female Skills &StatisticsFighting: 35 Energy Control: 30 Reflexes: 50 Resilience: 40 Accuracy: 1d100+35(Fighting) +10 Level 2 Prodigy / 1d100+ 30(Energy Control) + 10 Level 2 Prodigy Defense: 50+ 50 Reflexes =100 HP: 50+ 30 Resilience= 80 + 10 Level 2 Prodigy KI: 100 DR: +2 Resilience +2 Level 2 Prodigy DM: +1 Fighting +2 Prodigy Level 2
Class: Prodigy Racial Trait:ZenkaiRequirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. Class Traits: Bend the LimitsActivation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie Flawless CounterActivation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector Traits:
FocusActivation: Standard Action(Gain Stacks) | At-Will(Spend Stacks) Effect: You may spend 1 Standard Action per turn to gain 1 stack of “Focus”. You may spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki. Limit: You may not have more than 2 stacks of Focus at a time. MomentumRequirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier. HasteRequirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Class Features:Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice. Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Starting Non-Basic Technique Chosen:SOLAR FLARE (RANK 3)You use your ki to amplify the light around you into a blinding flash.Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. INSTINCTUAL DEFENSE Rank 3You swiftly blink in and out of your opponent's attacks using your powerful natural instincts.Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Cherry Bomb | Outou BakuretsudanAfter testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home.Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks. ABSORB You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread. Ranks: Rank 2 can regain 30 ki. Rank 3 can regain 40 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
REMEDY Focusing your energy, you use your ki to rid an ally of your choice of deleterious effects. Type: Utility Action: Standard Action Effect: Removes one non-special Status Effect that a target of your choice is inflicted with. This technique may not target yourself. Cost: -3 ki turn of Status Effect remaining. Limit: Once per turn. Four uses total per battle. Ranks: Rank 2 allows for special status effects to be targeted with Remedy for removal. Rank 3 allows for two status effects a target is inflicted with to be removed in the same use. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Technique Slots: 5/6 Enhanced Technique for unlocking all levels of potential Mastery: FLIGHTAlternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists. Prodigy Plus Techniques:Learned via Cayle Pota. Learned via Orizuru Prodigy Plus Technique Slots: 2/3 EquipmentSenzu ExtractUtilizing the miraculous qualities of the Senzu Bean, this small vial of extract allows for an expedient return to function by its imbiber. Type: Restorative - Senzu Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Restore +15 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread. Professional PanaceaOnce thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 4 turns. Limit: 1 use per thread. Intermediate BeltA belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time. Hidden WeaponWhether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. Tiger Lily HP:
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| 86 | 41 | 17,300
| x | % | AC: 45|40 | DEF: 100 | DM: +3 | DR: -4 | KCR: -1 |
1d100+75·1d12+12·1d100+75·1d12+12
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Post by Arashi on Aug 27, 2021 8:00:41 GMT -8
Arashi was not happy to see his first bolt of lightning miss. Watching the cat dodge it with very little effort on his part. It left Arashi growling with annoyance. And then the concussive blast hit, there was little he could do about that, blown back a few feet, slightly dazed, before snapping into focus. So he doubled his efforts. First summoning a ball of ice, which he tossed to hover near the cat, only for it to explode in the feline face in a blinding reflection of light from the sun. After blinding the feline, he focused and put his very soul into the next attack. Fueling the next bolt of lightning with his life force. The result gave Arashi a nose bleed, as a line of it dripped from his left nostril and off his lip to the ground at his feet. The blue sparks shifted into a dark purple color, eyes slit, focused on the cat. "I'm giving this one all I got!" It was painful to use his attack like this, but in his mind, it was his best chance of hitting after blinding the feline. No pain, no gain. And then the shot boomed out from his pointed fingers at the cat, aiming to slam the cat in the chest. The cat was so fast though, he only hopes that putting so much focus, and energy into his attack after blinding the feline would be enough. WC: 242/1,730 Actions DEFENSE PHASE.
Incoming Damage: 9 Damage Total: 7
HP: 40/25 -- OFFENSE PHASE.
Power Level: 281
@will O’ Wisp
At-Will: Magic Materialization (Flashbang) 8 Ki
Passive: LIGHTNING AURA (3/3) Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: -
Bonus Action: Toss Flashbang @will O’ Wisp bLm7BGvw1d100 50 or lower inflicts Blind. BLIND: Defense and Accuracy is decreased by 25 for 1 turn.
Standard Action 1: FOCUS ENERGY You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None
Standard Action 2: Name: (Sangromancy) Lightning Bolt Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Charging Minor Effect: Shocking Cost: 15 ki
Description: Arashi lifts a hand directed at the enemy, gathering energy into his hand, static energy zipping between the tips of his fingers, glowing brighter with every flickering snap. Unleashing the energy results in a crackling boom, unleashing a bolt of electricity as devastating as any lightning storm.
1d100+40 To Hit (Forgot to add +5 from ACC. True total is 83 with a chance to hit!) 3d10+4 Damage 1d100 70 or lower inflicts Stun. STUN: Special Techniques cost an additional 10 ki to use for 2 turns.
Total Ki Spent: 7 Powering-Up Round: 2/2 Power-Up ki bonus: 281 -> 351
~
Battle Tracker Class: Wizard| Level 1 | -15 HP, +5 ACC, +5 DEF, +0 DAM, +2 DR
Racial Trait: 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles, and Events. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles.
Fighting: 5 Energy Control: 10 Reflexes: 10 Resilience: 5
Traits:
Intimidating Power (Class Trait) Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Technique Slots Activation: Passive Effect: You gain 2 additional technique slots(may learn them instantly)(Thunder Bolt & Static Stasis) Limit: Techniques filling these slots may not be Legendary and may not be ranked up. This may not be gained with the AI Assistant item.
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AI Assistant (Memories from Mother) Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Special Effects Activation: None (Passive) Effect: Your Special Techniques have an additional +20% chance to inflict Freeze, Burn, and Stun; this does not give Special Techniques a chance to inflict those status effects if they did not already have a chance to do so. Limit: --
Focus Activation: 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.
Moxy Activation: Passive Effect: When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1. Limit: -- _____
Class Features:
Level 0:
Conjury - You gain the Utility Techniques “Magic Materialization” and “Paparapapa” at Rank 1 and they do not take up any technique slots.
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.
LIGHTNING AURA A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Level 1:
Sangromancy - You may choose to pay the cost of any Technique in HP rather than Ki. Doing so on Basic or Special Techniques increases their Accuracy by +15 and their damage by +4; doing so on Utility techniques increases their chance to inflict Status Effects by +10% and increases their damage dealt by +4, even if they did not otherwise deal damage. If a Technique would cost less than 5 HP, treat its cost as 5 HP instead.
Equipment:
Guardian Staff This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm. Type: Weapon - Staff Activation: Bonus Action - Reactive Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit: 3 uses per thread.
Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None.
AI Assistant (Memories from Mother) Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
utility and defense techniques:
FREEZE You unleash a torrent of cold at your opponent to encase them in ice and slow down their movements. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Freeze status on your target and the effect lasts for +1 turn. 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 Freeze. Rank 3 the effect lasts for +2 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
MAGIC MATERIALIZATION You conjure or summon an object out of thin air using magic. Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
PAPARAPAPA You use magic to call forth a minion or ally to help you in your fight. Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. This technique may be used while a Sidekick equipped. As an At-Will Action your sidekick can take one action listed below:
--Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you.
special techniques:
Name: Lightning Bolt Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Charging Minor Effect: Shocking Cost: 15 ki Learn:2 Weeks by Default Description: Arashi lifts a hand directed at the enemy, gathering energy into his hand, static energy zipping between the tips of his fingers, glowing brighter with every flickering snap. Unleashing the energy results in a crackling boom, unleashing a bolt of electricity as devastating as any lightning storm.
Name: Static Stasis Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Shocking Cost: 35 ki Learn:2 Weeks by Default Description: By flexing ones Will upon the world, Arashi can cause a single person or object to be frozen in place, not by ice, but by manipulating an atoms protons and neutrons to remain in place, causing a sort of stasis as all atomic function ceases for the duration of the technique. In that time Arashi will prepared what could be described as an iron maiden made of ice, a nearly dome like collection of numerous ice shards that will all seek to slam themselves into the enemy from all direction, before Arashi ends the attack with a particularly potent lightning bolt. The attack also causes an immense amount of strain to the user, causing him to cough up blood, or have a nose bleed from straining even a small part of the world with his will.
HP: 18/40 | KI: 120/135 | Ki Cost: -15 Ki | PL: 281 FIGHTING ACCURACY: 10 | ENERGY ACCURACY: 15 | DEF: 60 DR: 2 | DAM: 0 1d100·1d100+40·3d10+4·1d100
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Post by Will O. Wisp on Aug 29, 2021 18:51:11 GMT -8
Will managed to block the bicycle kick in time and was able to reduce most of the damage. And was able to jump over the leg sweep. Though when Arashi summoned the strange chunk of ice in front of him. Will was prepared for it to explode into shards in his face but didn't expect to be used as a makeshift flashbang by blinding his eyes with sunlight refract from the ice. He was unable to sense the lightning attack in time to be able to dodge as he was shocked by the spell's voltage. The static causes his fur to frizz up and making him look poofy. Shaking it off his fur goes back to normal. "Excellent use of your skillset to improvise during a fight, that kind of ingenuity is important to battle. Fights can't be one just by hitting someone very hard. It takes a lot of skill, technique, endurance, and multiple factors to make a fight go in your favor," Will explained. Will then would go to use a leg sweep of his own at Ty before showing her his own bicycle kick. He would then try to use a light palm attack on Arashi to push them back. Word Count: 203 Total Word Count: 1,952 Tags: Ty , Arashi BATTLE TRACKERDEFENSE PHASETargetStrike 1: Ty Attack Accuracy 116 vs Your Defense 110 = Dodged 18 Damage – 16 DR = 2 Strike 2: Ty Attack Accuracy 84 vs Your Defense 110 = Dodged Damage – DR = 0 Lightning Bolt: Arashi Attack Accuracy 83 vs Your Defense 80(110) = Hit for 13 damage Damage – DR = 0 Total Damage: 0 OFFENCE PHASEBonus Action 1: Guard - You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) |-5 Ki Standard Action 1: Leg Sweep(Strike) Ty Accuracy: RdgdOZun1d100+35Damage: 1d8+8Blitz At-Will: Bicycle Kick(Strike) Ty Accuracy: 1d100+35Damage: 1d8+8Standard Action 2: Palm Strike(Strike) @arashi Accuracy: 1d100+35Damage: 1d8EFFECTSTotal Ki Spent: X + X = 1 Class Ability: X/X Technique: X/X Item: X/X Power Up Ki: 0/100 Edge 1 on Ty (? [1.5x)> Your PL > ? (1x)) No bonus for either side. 3/3 Countermeasure Stacks 8/8 Instinct Stacks STATS, SKILLS, & STUFFClass: Martial Artist | Level 3 | +15 HP, +10 ACC, +15 DEF, +4 DAM, +3 DR Racial Trait: 9001 Lives (Earthling racial) | You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. Fighting: 50 Energy Control: 40 Reflexes: 40 Resilience: 25
ABILITIES. Martial Mastery | You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation | You begin to play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Flexible Technician | Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
Practice Makes Perfect | You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage.
Genius Technician | You may learn one additional Legendary Technique without it taking up any Technique Slots, though it takes twice as long to learn.
Flurry of Blows | You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn.
Flawless Counter | On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Blitz | When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Efficency | Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Haste | When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. 3/3 uses
Technique Slots | You gain 2 additional technique slots(may learn them instantly) Feints (After Image) and Aura Guard. Limit: Techniques filling these slots may not be Legendary and may not be ranked up. This may not be gained with the AI Assistant item.
EQUIPMENT. Champion Gi | At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. | Passive | 1 bonus applied per turn.
Scrying Staff | Your Sense technique may be used as a Reactive At-Will action on your next turn. For each Strike you perform on this turn that successfully hits its target, you may use Sense 1 additional time on your next turn; the Effects of multiple Sense uses through this Effect stack. | Bonus Action | 3/3 uses
Field Responder Pack | Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. | Standard Action | 1/1 use
Obi | Decrease the cost of all your Techniques by 2 ki. |Passive | Number of uses
DEFENSE/UTILITY TECHS. After Image (Feint) - Rank 3 Action: Standard Action Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: -5 Ki Limit: 2/2 users per thread. Once per turn.
Kiai - Rank 3 Action: Standard Action Reactive Effect: Your opponents critically fail all attack rolls against you that is a natural 60 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well if their affliction roll is 60 or lower this turn. Cost: -10 Ki Limit: 1 use per thread.
Instinctual Defense - Rank 3 Action: At-Will Effect: Generate 1 Instinct per 1 Ki paid, up to 8 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Cost: -1 per Instinct Generated Limit: Uses per thread.
Sonic Sway - Rank 3 Action: Standard Action/Bonus Action/At-Will Effect: You avoid all attacks that roll a natural 15 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: -10 Ki Limit: 1/1 use
Clash - Rank 3 Action: Standard Action Reactive Effect: When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused. Cost: 10 + (Cost of your Attack) Limit: Uses per thread.
Countermeasures - Rank 3 Action: Bonus Action Effect: You gain 3 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: -10 Ki Limit: 1/1 Use per thread.
Wild Attack - Rank 3 Action: At-Will Effect: Generate 1 Instinct per 1 Ki paid, up to 8 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 per Instict Generated Limit: Uses per thread.
Divination - Rank 3 Action: Bonus Action Effect: You gain +50 defense against against attacks targeting you on your next turn. Cost: None Limit: 1/1 use per thread.
Feints (After Image) - Rank 1 Action: Bonus Action Effect: Any reactive techniques, traits, or items a single opponent uses that are At-Will or use a Bonus Action instead require a Standard Action for one turn. Cost: -15 Ki Limit: 2/2 Uses per thread.
Aura Guard - Rank 1 Action: Bonus Action Reactive Effect: All critical hits are reduced down to normal hits against you. Also, you resist damage modifiers on attacks that hit you on this turn, but still, take natural dice roll damage. Cost: -15 Ki Limit: 1/1 Uses per thread.
ATTACK TECHS. Nekohameha Type: Energy, Ranged, Barrage Action: Standard Action Base Damage: 4d6+2 Major Effect: Charging - Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy. Minor Effect: Shocking - This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only. Cost: -20 ki Upgraded: +10 Accuracy and +4 Damage
True Kamehameha Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 6d8+15 Supercharge: May spend a Bonus Action to increase accuracy by +10, damage by +5, and increase ki cost by 5. Major Effect: Charging - Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy. Minor Effect: Searing - This technique has a 40% chance to inflict Burn on hit on hit, Energy Attacks only. Cost: 35 Ki (40 Ki with Supercharge activated.)
ENHANCED TECHS. Enhanced Technique Name Focus Energy Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn. Cost: -10 ki
HP: 75/90 | KI: 83/100 | Ki Cost: -2 Ki | PL: 27,371 FIGHTING ACCURACY: 35(60) | ENERGY ACCURACY: 25(50) | DEF: (80)105 | DR: 4 | DAM: +6
1d100+35·1d8+8·1d100+35·1d8+8·1d100+35·1d8
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Post by Ty on Sept 3, 2021 16:07:33 GMT -8
“It’s a hit Arashi!” Ty bounced on the sand, noticing Will O’ Wisp was under the effects of the spell, then she suddenly dodged out of the way of the sweep, but the tuxedo cat managed to kick the orange haired teen on the shoulder. In the corner of her peripheral view, she noticed Arashi spent quite a bit of ki, so rushed over to tap the boy on the nose with her index finger. That single tap healed some of his bruises and replenished a bit of Arashi’s ki. While it may have slowed down the momentum of the fight, Tiger Lily was not in a hurry, since this was more training for experience between the three, the intention was not to win in this instance. If the dragon boy became tired, then they would have to stop, since every living creature alive had a limit. “Just a little bit more! Keep at it!” The half saiyan encouraged her teammate to push forward. [Ty gave Arashi an extra action] [164] Initiative: Ty Arashi Will O. Wisp {Actions} DEFENSE PHASE.
2 stacks of momentum gained from dodged attacks
Incoming Damage:
54 vs 100= Miss! 116 vs 100= Hit! -16 Damage
Damage Total: -16 -4 DR= -12
HP: 86 -12= 74 -- OFFENSE PHASE.
Power Level: 17,300 Will O’ Wisp: 27,371, Will has Edge 1 on Ty
At-Will: [Enhanced Sense Round 2/3]
At-Will 2: DISTRACT You maneuver or feint, sacrificing your action to give an opening to an ally. Type: Utility Action: At-Will Effect: You can give one of your standard actions to an ally that goes in the turn order after you. Cost: None. Limit: Each team (or group of allies in an event) shares a total of 3 uses per battle.
Passive: Intermediate Belt
Bonus Action: Senzu Extract on Arashi - Restore +15 of your target’s HP and Ki at the beginning of their next turn
Standard Action 1: ENHANCED STRIKE -0 ki
Accuracy: XomrTbOk1d100+65 +45 Fighting, +10 Prodigy Level 2, +10 Momentum Stack x 2
Damage: 1d12+6 +3 DM, +3 Intermediate Belt
Standard Action 2: x Distract
EFFECTS. Focus Stacks: 2 Momentum Stacks: 2/4 Instinctual Defense Stacks: 8 Counter Measures: 1/2
Total Ki Spent: -0 Powering-Up Round: 0/2 Power-Up ki bonus: 4/4
~ { Statistics} Name: Tiger Lil y ‘Kuri’ aka Ty Species: Human Saiyan Hybrid Age: 16 Gender: Female Skills &StatisticsFighting: 35 Energy Control: 30 Reflexes: 50 Resilience: 40 Accuracy: 1d100+35(Fighting) +10 Level 2 Prodigy / 1d100+ 30(Energy Control) + 10 Level 2 Prodigy Defense: 50+ 50 Reflexes =100 HP: 50+ 30 Resilience= 80 + 10 Level 2 Prodigy KI: 100 DR: +2 Resilience +2 Level 2 Prodigy DM: +1 Fighting +2 Prodigy Level 2
Class: Prodigy Racial Trait:ZenkaiRequirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. Class Traits: Bend the LimitsActivation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Classes: Mystic, Prodigy, Techie Flawless CounterActivation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector Traits:
FocusActivation: Standard Action(Gain Stacks) | At-Will(Spend Stacks) Effect: You may spend 1 Standard Action per turn to gain 1 stack of “Focus”. You may spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki. Limit: You may not have more than 2 stacks of Focus at a time. MomentumRequirements: Reflexes Skill of 35 Activation: None (Passive) / At-Will Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier. HasteRequirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Class Features:Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice. Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Starting Non-Basic Technique Chosen:SOLAR FLARE (RANK 3)You use your ki to amplify the light around you into a blinding flash.Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. INSTINCTUAL DEFENSE Rank 3You swiftly blink in and out of your opponent's attacks using your powerful natural instincts.Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Cherry Bomb | Outou BakuretsudanAfter testing out concentrated ki energy, Tiger Lily fired a flashing bomb technique while taking out her family pet, Dog Wood Lily, who shortly exhibited signs of blindness on the way back home.Type: Energy Ranged Area Action: Standard Action Base Damage: 10 (Up to 3 Targets), +15 Accuracy Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: [*]Blinding: This technique has a 30% chance to inflict Blind on hit. Cost: 25 Ki Learn: 2 Weeks. ABSORB You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread. Ranks: Rank 2 can regain 30 ki. Rank 3 can regain 40 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
REMEDY Focusing your energy, you use your ki to rid an ally of your choice of deleterious effects. Type: Utility Action: Standard Action Effect: Removes one non-special Status Effect that a target of your choice is inflicted with. This technique may not target yourself. Cost: -3 ki turn of Status Effect remaining. Limit: Once per turn. Four uses total per battle. Ranks: Rank 2 allows for special status effects to be targeted with Remedy for removal. Rank 3 allows for two status effects a target is inflicted with to be removed in the same use. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Technique Slots: 5/6 Enhanced Technique for unlocking all levels of potential Mastery: FLIGHTAlternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic at Class Level 1 for Prodigy and Martial Artists. Prodigy Plus Techniques:Learned via Cayle Pota. Learned via Orizuru Prodigy Plus Technique Slots: 2/3 EquipmentSenzu Extract Utilizing the miraculous qualities of the Senzu Bean, this small vial of extract allows for an expedient return to function by its imbiber. Type: Restorative - Senzu Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Restore +15 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread.Professional PanaceaOnce thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative - Cleansing Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 4 turns. Limit: 1 use per thread. Intermediate BeltA belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 20000 Zeni Cost: 80000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3. Limit: Only one Belt may be equipped at a time. Hidden WeaponWhether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. Tiger Lily HP:
| Ki:
| PL:
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| 74 | 41 | 17,300
| x | % | AC: 45|40 | DEF: 100 | DM: +3 | DR: -4 | KCR: -1 |
1d100+55·1d12+6
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