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Post by Mizune Rooibos on Jul 1, 2021 15:10:08 GMT -8
Plik. Plak. Plik. Plik... Droplets of water pooled on the ground of the damp dark tunnels deep underground. The main automatic doors whined as the bent and rusted metal was far to worn to operate properly, the last few flickers of artificial light and broken glass tinting the underground bunker in a sterile white. Small critters and other animals scurried about enjoying their simple life while the few active dust covered screens beeped and booped their last computations before going dark forever.
There in the middle of all the ruin and decadence stood a single pod, filled to the brim with a dark translucent liquid and holding inside a very precious yet lost experiment: a fairly tall beastman, clad in reds and blacks with a sprinkle of white on top. Unconscious, he floated for years frozen in time as his masters never returned to continue his suffering in the name of science. Still hooked to the old contraption through needles and tubes, the specimen was approaching his final days of a life never lived. As the nuclear generator of the bunker began its final fission cycle, the doomsday clock would begin ticking down to his eventual asphyxiation. Without the machine supporting his life, he would not be able to make it to the next day.
However, in a stroke of fate or luck, the main console's ram memory shorting out as decay and moss corrupted it triggered the protocol known as "reclaiming". A small transceiver mounted on the pod began beeping in a rhythm, broadcasting a simple message to the area around...if you had the ears to hear it.
Past the doors of the circular abandoned lab, past the corridor leading to a staircase up, past the trapdoor covered in moss and snow the signal echoed. Deep in the woods, yet loud and clear.
...---... ...---... ...---...
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Post by Ty on Jul 3, 2021 23:15:17 GMT -8
After camping out for the night, the next day in the northern lands, was spent collecting the flora of the land. It was Rosemary that discovered a Tuffle Bunker when she was sawing off a branch from a winter berry bush, her keen fennec fox ears twitched from a beeping sound before she called for her companion to check it out, and the orange haired teenager nearly froze over. Ever since she helped Cayle rescue saiyans from Pilaf Land, which included children, her heart ached for whoever was trapped inside the abandoned bunker. While she promised her boyfriend to stay safe, it did not include breaking into a tuffle bunker, and after learning some were prone to exploding as a safety measure she kept a special device in a DynoCapsule to encrypt the security key to open the hatch.
The device was connected to the ancient electronic mechanism, Ty was pacing back and forth nervously, her heated breath formed misty clouds in front of her face as she waited for hours. Once the device beeped, the hatch was open, which only proved Tuffles were very clever in securing their assets, in other words saiyans who were subjected to experimentation in order to wipe their entire race from existence.
The pair of young women entered the mysterious depths, there was a dim light, which meant the power supply was nearly depleted so she needed to hurry and make sure there was no one being imprisoned in cryo-stasis. The metal bunker was made of a material that masked ki signatures, the very same metal androids were likely made of in the recent years, since it was difficult to detect their kind in the first place. It took Tiger Lily approximately another hour to check every room, corridor, until she found a life support system hidden away. A single test subject for this whole lab? Well, not every bunker was the same, each one had been different as it was a mass project for Tuffles.
The device was connected to an opaque cry-pod, stabilizing the stasis of the individual inside, slowly bringing it back to life until the glass hatch opened. Rosemary and Tiger Lily starred in bewilderment, there was a red humanoid beastman with fox ears inside, and a medical metallic blanket was used to cover the fur to regulate their blood flow. Did this mean that earthlings were also subjected to experiments?
In the end, Tiger Lily was hopeful that the fox was not alarmed by them, given the trauma that was endured in order to finally be set free. Nase Maxine Mizune Rooibos
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Post by Maxine on Jul 4, 2021 1:31:31 GMT -8
Gently, she let the scattering petals flutter around her hands; clutching at the fruitlessly, with no intent to catch them. She could not help but remember a poem, once murmured by the Shinobu Chairman. She didn’t understand most such art, but she tried her best – this one, at least, was simple enough for her to appreciate. ”Even blossoming flowers, will eventually scatter.” Slowly, the thudding of helicopter blades eased, and the grass stopped quivering by her feet. The tundra grew silent once more. ”For whom will the glory of this world, ever remain unchanging?” She was a kilometre or so out, but the bunker would not be far. Her orders were simple today – secure the pod’s contents, and the contract was fulfilled. A fine payment. ”We pass to the other side, of the mountains of transient life.” Her assault rifle settled in her hands. She’d come equipped with just the basics, this time; overdoing it would be in poor taste. Furthermore, she’d had little time to do a check-up on her more sensitive gear. ”And we shall not be entranced by superficial dreams –” Maxine lifted a hand, and let the last petals flicker away in the wind. ”– Nor be deluded.” Life was short. But, that too, she was jealous of.
While the bunker would doubtlessly open automatically with the certification she’d been equipped with, Maxine hesitated out the front – it’d already been opened, quite clearly. It was quite possible that her quarry had already left… they’d sure pass away in these conditions, unless they were an android like herself. But, judging by the tracks, that was not the case. They were far from fresh, with snow have hidden most of the evidence, but there was enough to work with. No idea how many people, nor their race, nor their intentions… but, it was clear things would get complicated.
However, she had been informed she’d have company – that is, ISLET was sending support. She hadn’t interacted with – well, just about anyone in ISLET, so far; so… this was an opportunity she couldn’t miss. It was just good business sense to introduce yourself, and it’d leave a bad impression if she cleaned up before they were on site. Even worse if she made a mess by then. So, for now, Maxine quietly waited in the snow outside. The cold didn’t bother her, but she draped herself with an arctic camouflage poncho as she hunkered down.
Of course, she wasn’t careless. She was about thirty metres out, and had her rifle squarely aimed at the hatch, but… truth be told, she was taking it easy today. With the Millenium Royale helicopter in her AI compatriot’s hands, and with no jobs lined up for a few days, it might be a quiet week at last. Maybe she’d return to the Western Lands, and catch up with the Shinobu elites… it’d be nice to come in from the cold, really. Barracks and command centers weren’t unpleasant, but… she missed her office, just a little.
For now, though – the hunt awaited her.
[513/513] Starting PL: 18,520
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Post by Nase on Jul 4, 2021 7:09:10 GMT -8
While Ty and her friend had taken rest for the night, The Machine Mutant knew he didn't have such luxury. Honestly, he was happy enough to have gone through the whole trip without being recognized by the peppy human. Dodged a bullet there. Letting his Dark Nimbus carry him directly to the bunker he was made to protect, he quickly found out he had no way of entering it. The Tuffle tried kicking the mechanical doors open, pulling them apart, he even contemplated trying to burn through it with a ki blast. Figuring that since this place was already so trashy looking, his bosses wouldn't want him to break more things on the way, so he was basically stuck. "What the hell even is this? Am I supposed to just wait out here?" Obviously dissatisfied with the scenario he was in, the annoyed man gave the architecturally unsound bunker one more kick before climbing up the top of the entrance and standing on top of it. He did this, thinking it'd be easier to scout out enemies, but all this devolved to was him falling asleep up high. Time passed after this, and the sound of the mechanical base becoming vulnerable only served to cause his sleeping body to roll over a bit. It was the sound of a helicopter leaving that woke him up for real. "Hm..." When he finally got up and looked over the top to see what was going on, his eyes widened to the max to see someone was here and the door was open too. Screaming internally, he'd duck back to where he couldn't be seen and step back even further. "(Crap, I overslept! She doesn't seem to have noticed me yet though.)" While he was told that he was going to be assisting someone in this mission, he wasn't really told much, but he was told to look for a very serious-looking person holding a gun. If that was anyone, it was this android girl. Realizing that they were waiting pointing their weapon at the opened hatch, they either heard him, or someone already went inside. Both options weren't the best in his opinion. He'd just have to fake that he was just arriving. With a powerless, yet energetic boost into the air, Nase would land in the snow nearby to her after completing a backflip and twisting so he'd face the opposite way. Okay, that was mainly for looking cool and not for actual landing, but the fact that he actually could land now was something to show off. Now, he'd just hope she'd take the bluff. "It seems you're here too. You were sent to meet ISLET, yeah? Well, I'm here..." Staring down into the open bunker, Nase would notice the boot tracks that were left by the door and realized that there were two different ones that Maxine didn't leave. That means it wasn't just one person he let get inside without them. Crap. "...We should probably deal with that." At least through all of this, they'd have an advantage over the intruders. Opening his hand, he'd push a button in a device he held and a dragon radar-like scanner would turn on and display the location of their objective. They could probably still beat them to it. "We're going?"550 WC Starting PL: 19,845
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Post by Mizune Rooibos on Jul 6, 2021 8:41:40 GMT -8
For the first time in a long while, the red fox felt heavy. Slowly, the oily translucent liquid would drain and leak away, leaving the fox to cough out some of it while still locked in place with tubes jammed in his back and his body still immobile. He felt cold and sore, he could barely wiggle and if he did he could feel the needles in his body. From his position, he couldn't see much in the dim light, but he could make out some things of the one that woke him up. Well, the two. Who were them, how long had it been?
The red furred fox felt someting warm being wrapped around him. From the look of it these two sets of legs he was seeing seemed to be two girls. They didn't smell like nothing he had met before. Even then, he was too weak to do anything and trying to struggle would only hurt him more. Mizune just slumped under the weight of his surprisingly well toned muscles, letting out a single grumble instead of his plead to be let out from the prison he was in.
XpYeb|Y31-100 1-100
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Post by Ty on Jul 6, 2021 15:24:46 GMT -8
While waiting for the mysterious test subject to awaken, Tiger Lily’s saiyan sense of smell picked flower petals, it was not nearly as strong as Cayle’s who was able to tell Nase was a Tuffle since she was not a full blooded saiyan, but she could tell this particular flower was not present in the bunker before. Rosemary stood up, removing her backpack, and changed into a blue jumper suit quickly as her fennec fox ears twitched from the sound of the whirring helicopter blades. After training with Cayle for a while, sensing danger was a primal instinct for the vixen, her cerulean eyes looked over to the red headed teen expectantly for a brief moment.
“I am not sure if you can hear me but I can only hope! My name is Tiger Lily, you’ve been frozen in time in a hidden lab on planet earth, I am the daughter of a saiyan who has been subjected to experimentation by Tuffles. Rosemary and I will protect you so hang on!”
The two young women rushed over to the hatch entrance, returning to the surface in one fluid movement where they were met with two androids, the mechanical whirring inside their bodies was picked up by the fennec fox. Both of them stared at the new arrivals, it had become unclear what their motivations were from the start, and a cold sweat formed visibly on Tiger Lily’s forehead the longer she kept her ocean teal green eyes on them.
“I found this bunker first. As per the world government regulations, I am reporting this location to the authorities, what business do you have here?”
The question was a simple one, while she was unable to detect their ki signatures, it was premonition alone that made her feel that this was not going to end well. After all, she recognized one of them from a black nimbus cloud in transit towards the Northern lands, but she did not have the slightest clue that this person was in fact Nase; the only Tuffle that Achido called a friend that Ty had assured her best friend was a good person after protecting Marshmallow Summit from a Spaceship Carrot. [356] [785] Starting PL: 34,798 PL Initiative: 07Z2Xi6o1d100
1d100
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Post by Maxine on Jul 6, 2021 21:43:15 GMT -8
Suffice to say, Maxine had not really expected her newfound comrade to already be on site – and, with her eyes pinned do the door, she was particularly not expecting them to go flying over her head. That said, Nase was not awarded a standing ovation for his acrobatics. Instead, the quiet click of plastic and metal, as Maxine whirled on the spot and drew her revolver like lightning; barrel to the back of his head. Fortunately, he explained himself before she had to make any demands, and so the handgun was holstered just as smoothly. ”I see. I apologise for my late arrival, if you’ve been waiting.”Compared to the other ISLET members she’d met – or, rather, the Dragoons she’d met – this boy certainly had a different look. Rather casual, but off-putting. A Demon, maybe? That would be welcome company. But, she was a little doubtful of his professionalism with that initial display, and his idle words. Still, backup was backup, whether she needed it or not. She’d follow his gaze, but was nonplussed by the scanner. ”Yes, let’s begin the operation. While my intel is limited, I can assume that the target is going to be one of their stasis pods; so we’ll haul it out here and then I’ll organise a pickup. If it’s already open, though –”Good timing. Now, at the very least, Maxine was hopeful that the fox nor the girl with orange hair were the targets… kidnapping was a little unprofessional. The more fiery of the two soon explained her stance, though, which made things a lot easier. ”I see. I respect your initiative, but I am under express orders to clear this complex of any sensitive materials. In particular, any personnel are probably in need of specialised medical attention, as well as a proper debriefing.” explained the android calmly, gradually standing – rifle still in her hands. ”I must formally request you vacate the area, and allow the professionals to handle the rest. Otherwise – I am expected to use lethal force by my employers.”Violet eyes pierced the pair as she assessed her possible adversaries. Short girl with orange hair… she had a similar vibe to those from the Flying Monkey, it had to be admitted, but – she could just as well be some overly altruistic Earthling girl. It’d be improper to go too rough on such a civilian. And, the Beastman, she seemed especially out of her depth here. Neither seemed armed, too… well, perhaps this was good luck. Maxine’s equipment was in poor shape, so she really couldn’t go all out even if she wanted to. ”…Oh, I have been rude. I should introduce myself.”The Western Lands’ traditions – could not be overlooked. A deep bow, in spite of everything. ”I am UN-11, of the Shinobu Clan. It is my pleasure to meet you.”[478/991] ---------------- BATTLE TRACKERMastery Points suppressed to 75 MP. Class Mastery 1+2 – 30 MP Technique Mastery 2 – 10 MP Ability Mastery 1 – 5 MP Focus Mastery 1+2+3 (EC, EC, EC) – 7 MP Potential Mastery 1+2+3+4 – 20 MP Signature Mastery 1 – 2 MP Initiative: Y631zmdo1-100
STATS, SKILLS, & STUFFClass: Techie | Level 2 | +20 HP, +0 ACC, -10 DEF, +2 DAM, +5 DR Racial Trait: Drain Type (android racial) | Whenever you successfully hit an opponent, regain 2 ki. Fighting: 20 Energy Control: 40 Reflexes: 25 Resilience: 50
ABILITIES. Armory | You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item.
Mastercraft | Your Grenades have an additional +20% to afflict their respective Status Effects.
Weapons Specialist | You may equip one and use 1 additional weapon; this does not increase your maximum number of item slots, but rather allows you to simply equip/use 1 more than normal.
Utility Belt | You may equip 2 additional items of any rarity and 1 additional Common or Rare Outfit.
Desperado | At-Will | 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. | 3 times per thread
Bend the Limits | Reactive At-Will | 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. | 1 time per thread
Quick-Draw | You may activate Weapon-type items as At-Will Actions. | May only At-Will activate up to 2 Weapons per turn.
EQUIPMENT. Elder Student’s Gi | At the beginning of your turn, choose 1 of the following Effects: You gain +5 Defense this turn(applied before incoming attack resolution), gain +10 Accuracy with all Basic Techniques this turn, or gain +10 Accuracy with a single Special Technique used this turn.| Passive | 1 time per turn Red Ribbon Power Armor Prototype | Increase your maximum HP by +20 and gain +2 DR while wearing this outfit. You may use 'Intercept' one additional time per battle. Blaster Carbine | Energy Blasts you perform on this turn deal 2d8+2 base damage. | Bonus Action | 3 times per thread Blaster Pistol | You may perform one additional Energy Blast on this turn as an At-Will Action. This Energy Blast receives only half of your Accuracy and Damage modifiers. | Bonus Action | 3 times per thread Phaser Ring | Activating Phaser Ring performs a Ranged Energy Blast attack. This attack may not Critically Hit or Critically Miss its target and is not modified by your Traits or Class Features in any way. This Energy Blast does not cost any ki. | At-Will Action | 4 times per thread Concussive Flashbang | Target up to three opponents; those opponent have a 50% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%. | Bonus Action | 2 times per thread. Fragmentation Grenade | Target up to three opponents; those opponents have a 50% chance to be afflicted with the Wound status effect. The max chance to afflict any Status Effect is 95%. | Bonus Action | 2 times per thread. Flashbang Target one opponent; that opponent has a 50% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%. | Bonus Action | 2 times per thread. Arcane Orb | Select up to two of your Energy Blast basic techniques that missed their target during your previous turn. The target of those techniques take direct damage equal to half the Energy Blasts' damage. | At-Will | 2 times per thread.
DEFENSE/UTILITY TECHS. Teleport - Rank 1 Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 23 (25-2) ki. Limit: Once per battle.
Barrier - Rank 1 Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until Temporary HP is depleted. Cost: 13 (15-2) ki. Limit: Once per thread.
Paralyse - Rank 1 Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 3 (5-2) ki. Limit: Twice per battle.
Energy Constructs - Rank 1 Action: Bonus Action/At-Will to use Constructs Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below. You may use at-wills from this technique more than once in a given turn. --Give +10 to a single Accuracy roll on your turn. One per attack. --Gain +2 bonus damage for a single attack you make. Two per attack max. --Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack. --As a reaction you gain +5 Defense against all attacks. One per turn. --As a reaction you gain 2 DR against all attacks during turn. One per turn. Cost: 13 (15-2) ki. Limit: Once per thread. You may only have one set of Energy Constructs active at a time.
Magic Materialisation - Rank 1 Action: At-Will 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.
Bo Ying; Replay Side Hand Type: Signature Defensive Action: Standard Action - Reactive Base Damage: 4d6+4+DM Signature Effect: Smoothed Edge – Increases user’s edge for 2 turns by their class level +1 (4). 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: Artifice – Refill an item of your choice with one more use. If the item is a sidekick, restore 10 HP. Cost: 13 (15-2) ki Limit: Twice per thread.
HP: 120/120 | THP: 0 | KI: 100/100 | PL: 18,390 FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 40 | DEF: 65 DR: 9 | DAM: +3
1-100
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Post by Nase on Jul 7, 2021 8:04:14 GMT -8
...You've got to be kidding me. Nase realized that he should have expected more than one person had noticed the open bunker in the time he was asleep, but this was ridiculous. What are the chances that it'd be these two again?! Now not able to attempt to hide his face, he would instead just have to act like he wasn't aware of who she was. If only he weren't so tall, he could hide behind his accomplice. Though to be fair, it was awkward being near her too. Who knew one could be so deathly serious, android or not. No matter all of that, what was Ty doing here stealing ISLET tech? Clenching his fists to try and get him to focus on this, he was put a little off by Maxine aiming her weapon again. Lethal force? Nase wasn't sure that he wanted to try and kill the two in here, especially knowing one of them. Was the pod they were trying to open really worth that? While trying to think this over, Nase started to think back to much earlier in his transformation. Remembering his fight against Tanga and Weetsop (though whether you could really call that second part a 'fight' was up in the air) and the overwhelming power that came from the two. The similarities between their types of ki and his own heightened his ki sense extraordinarily, which caused him to become feral those days ago. ...And that same feeling was returning. He was still coherent of course, it wouldn't help anyone if he just went crazy right now, but the tense situation and imminent battle made him fall into that once again. Letting his yellow eyes start glowing again, the machine mutant's Face also began to grow more face markings on it and his arms weren't much different. As the android, known now as Maxine, introduced herself, the one who had previously called himself Palindrome got into a fighting position as he raised both hands up and charged energy into them. "You'll regret it if you stay here..." Hoping to be able to scare them off in the fight rather than catching them (or worse) the Neo Machine Mutant Nase would try and up how dangerous he looked to make them want to leave. Though, with the changes to his body that the mutation had on him, he didn't need to do much. [400 WC] [950 TWC] Initiative: yFu2L6zD1d1001d100
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Post by Mizune Rooibos on Jul 10, 2021 9:11:32 GMT -8
The red fox was getting more and more aware now that he was able to properly wake up from sedation. His strenght was also rapidly coming back to him at an alarming rate. He began wiggling, trying to get himself free. The other two that opened his capsule up nowhere to be found, the beastman would suddenly pick up something with his nose. He could...smell the two that put the cover on him...and two new people. The smell of the other two suddenly hit him. His eyes shot open and his fur stood on end. He could smell the lingering trace of his captor in them. NO! HE WILL NOT BE TAKEN AGAIN! The sheer power of the fox's spiritual pressure exploded outwards, echoing through the halls of the bunker and absolutely destroying the room he was in, containment included. The fox dropped on all fours, experiencing his first ever movements with his own body. For some reason, he seemed to have prior knowledge of how to move around...as well as how to deal with the current situation. And he was quite pissed about it. The fox looked around, noting his eyes would adapt to the darkness very well in mere moments. It was like his senses were on steroids for some reason. Everything was very vivid. He quickly started running, busting down the decrepid doors one after the other. He would run in circles for a moment before finding the way up the hatch, which would have him immediately dart out at full speed and only stop just in time to not bump into Tiger Lily's back. He would look at the two girls before him, then the other two before them. Now that he was very awake and near the pair, his adrenaline told him those other two were the bad guys. His aura flared up even more, slowly approaching his untapped potential. He growled and snarled at the two facing him. "I'M NOT GOING BACK THERE!" [330]
{Spoiler} Mizune Rooibos - Turn 1 ============================ HITPOINTS: 70/70 Ki: 100/100
STATUS: FFYL TURNS REMAINING: N/A Power Level: 13.811
============================Active Effects CLASS: Prodigy (Lv1) +5 Accuracy; +5 HitPoints; +1 Damage; +1 DR
Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genious - Your Skills are no longer restricted by the natural 50 cap. Skillful - Focus Mastery Lv.1 increases your chosen skill by +10.
TRAITS- Might: Physical attacks deal +3 bonus damage.
- Flawless Counter: On a turn in which you use a Defensive Technique in response to an attack, increase your accuracy with attacks made on that turn by +20
- Zenkai: 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.
TECHNIQUES- Solar Flare: You have a 70% chance to inflict the Blind status on your target. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. (5 Ki/ 2 Uses)
- N/A
- N/A
TRANSFORMATION:N/A
STATISTICS:
FIGHTING: | 45 | ENERGY: | 25 | REFLEXES: | 25 | RESILIENCE: | 15 | ACCURACY: | 50 / 30 | DEFENSE: | 80 | DR: | 1 |
=========================== - N/A ============================ Battle Phase
Bonus Action: Power Up! Ki Cost: 0
+25% Power Level!
Standard Action: N/A Ki Cost: 0
Standard Action: N/A Ki Cost: 0
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Post by Ty on Jul 11, 2021 19:31:36 GMT -8
A cold sweat started forming on Tiger Lily’s forehead, she was hoping to negotiate with the androids to give up their claim of the Tuffle bunker, but it was apparent by the pink haired female that she was here to collect assets for a job. It was unlike Ty to interfere with anyone’s profession and livelihood but the moral dilemma of people being considered property formed tears in the corners of her ocean green eyes. The red headed teenager knew from experience that people should never be subjected to experimentation against their will. Every year Ty’s father, Koba Kalabasa, pierced a different part of his body, every metal stud was a reminder that his twin sister was still lost somewhere on earth, Cha Cha was lost in one of these mysterious Tuffle bunkers.
Ever since she found out this truth, Cayle doubled his efforts of finding more bunkers, even freeing several saiyan children in Pilaf Land, where she discovered she had a teenage cousin born from Cha Cha Kalabasa who was subjected to further experimentation. After all their attempts she was still not found but at least people were being set free from their prison. While Tiger Lily was more than willing to negotiate the terms of allowing the red fox beastman free, the fact that the technology would be in the hands of other people whether they were Tuffles or not, meant the nightmare would never be over. It was foolish to let anyone apart from the World Government to get ahold of the technology because it was dangerous otherwise.
“My name is Tiger Lily.” The teen answered in response to the proper greeting by the female android since she was being polite, “UN-11, of the Shinobu Clan, I must decline your request to vacate the area until the proper authorities arrive.”
For a moment she felt that the male android was familiar, despite never seeing this particular visage before, and she snapped back to reality when he stated that she would regret her decision if she remained.
“I live my own life freely.” Ty raised up her firsts taking a cadejo martial arts defensive stance Cayle developed on Ensalada Island when he trained the saiyan orphans, “Whether it's for a profession, zeni, or fame. A person is not an asset you can simply claim. Preying on the weak is cowardice!”
At this point the red fox beastman escaped his cryo-pod, screaming at the top of his lungs that he did not wish to return, and Rosemary’s ears perked up in response. The blonde haired beastwoman placed her hands down on the snowy ground to crouch into an animalistic prepared pounce. The vixen’s tail flared up as she raised her power level taking a primal stance in order to fight against the androids with her life. [467] [1,252] {Actions} DEFENSE PHASE.
Incoming Damage: 0 Damage Total: 0
HP: 90 -- OFFENSE PHASE.
Power Level: 34,798 Maxine Nase
At-Will: Instinctual Defense Rank III -8 ki
Passive:
Bonus Action: Counter Measures -14
Standard Action 1: Focus
Standard Action 2: x
EFFECTS. Focus Stacks: 1 Instinctual Defense Stacks: 8
Total Ki Spent: -22 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 Rank 3 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 Rank 3 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. COMPANION- Rosemary 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. 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. Initiative: Mizune Rooibos Ty Nase Maxine Tiger Lily HP:
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| 90 | 78 | 34,798
| x | % | AC: 45|40 | DEF: 100 | DM: +3 | DR: -4 | KCR: -1 |
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Post by Nase on Jul 11, 2021 20:34:01 GMT -8
While trying to look intimidating to the two girls who had broken in, Nase would flinch as his partner pulled out her weapon and aimed it. Was she planning on firing that thing?! The Tuffle knew from experience that Ty was able to take a beating, but- There's only one way a thing like that can go. Death. Not wanting to inadvertently cause something like that to happen, especially to someone he knew, he racked his brain trying to figure out how to fix this. Gah... Scaring them off really was the only way. Turning his attention back to the two, now sweating a bit, he'd just stare in a confused manner as she began to say why she couldn't leave. Did she really think she could save this guy? While Nase didn't really feel one way or the other about what was going on the body that was in the pod looked pretty dead to him. Unless... that's what he looked like? He wouldn't get much time to think on this, however, as the pod swiftly burst open with a screaming, hulking Beastman coming out of it too. "(So is ISLET just that unlucky when it comes to capturing people?!)" Now dealing with the defending side of the experiment escapee, the Machine Mutant felt the peak of stress boiling over again and went into a stance. It looked like he was charging up a sucker punch more than anything else, though. With shocked eyes glued on the three of them, Nase eventually grit his teeth and whisper-yelled at his teammate. "Hey, I don't know what those guys told you, but don't kill the two girls. If anything, let me handle them. The gun's better suited for the Foxman anyway." Nit covering his tense panic well, Nase would flare his dyed red energy around him before balling his fists and crouching. He didn't really know if he could take both Ty and her friend down by himself, but the more he fights them alone, the better chance of them not being shot in the head by this oddly polite gunner. Also... Nase wasn't so sure he wanted to fight whatever was going on with Mizune. Running forward, Nase would charge a small ball of ki as he prepared to fight the 3v2 for the bunker. He would just make sure it wouldn't last long. "Haaaaaaaa! Get away!"[395 WC] [1345 TWC] Post 3 Nase's Battle Tracker{Click Here} Enemy's Act[???] Attack #1: N/A [???] Attack #2: N/A Damage Total: HP: Nase's ActDynamic Entry -You may perform 1 Attack on your first combat turn of a threadWarning Shot -You may perform 1 ranged attack on your first turn of combat. It deals no damage, but reduces its target’s Defense by an amount equal to the damage it would have dealt for 3 turns if it “hits”.Reactive At-Will Action(s): Bonus Action: N/A Action 1: ENERGY BLAST at TY to hit: nwUdZ9Lm1d100+35to weaken: 2d6+6Action 2: N/A Buffs: N/A Debuffs: N/A Traits ListGeneral Traits:Warning Shot -You may perform 1 ranged attack on your first turn of combat. It deals no damage, but reduces its target’s Defense by an amount equal to the damage it would have dealt for 3 turns if it “hits”. Might -Your Physical attacks deal +3 bonus damage. Racial Trait:Drain Type Android -Whenever you successfully land a hit on an opponent, regain 2 ki. Class Traits:Dynamic Entry -You may perform 1 Attack on your first combat turn of a thread. Class FeaturesMartial 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 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. EQUIPMENT:{Click to See} Weapon 1: -Hidden Weapon Whether 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 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.
Supplementary 1: -Personal Shield Generator Typically worn somewhere discrete on the body, this small generator can be used to produce a temporary energy shield around its wearer. Type: Supplementary- Technology Activation: Reactive At-Will Effect: Using this item grants you +10 Temporary HP. Limit: 2 uses per thread.
Supplementary 2: -Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living things and androids alike, used to boost power output and Ki generation. Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a special technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread.
Outfit 1 -Elder Student’s Gi This Gi has been carefully maintained by each student who has worn it, with each imbuing a bit of their Ki into its weaving throughout their usage. It is given to only experienced students within a Dojo. Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +5 Defense this turn (applied before incoming attack resolution), You gain +10 Accuracy with all Basic Techniques this turn, Or you gain +10 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Techniques{Click to See}Basic Techniques:
DRAGON DASH 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
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki
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
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki
GUARD You hunker down against incoming attacks to survive them. Type: Defensive Action. Bonus Action - Reactive Effect: 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.) Cost: 10 ki Limit: Once per turn.
POWER UP Your aura bursts around you as your power increases and you draw out your ki. Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored.
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn.
STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None
SUPPRESSION You compress your ki down inside of you and lower your power level. Type: Utility Action: At-Will / Reactive At-Will to Release Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn. Cost: None Limit: None Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
FLIGHT Alternatively 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 commonplace 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. Cost: 15 Ki
Other Techniques:
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.
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.
PARALYZE You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle.
Special Techniques:
NEUTRON STAR Nase absorbs a large amount of energy from the surrounding area into the palm of his hand. It is then formed into a large, green ki blast. He then flexes his hand out and the attack condenses into a more concentrated beam which is then released as a high powered blast Type: (Energy, Ranged, Single) Action: Standard Action Base Damage: 3d10 Major Effect: Piercing- This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Wounding- This technique has a 40% chance to inflict Wound on hit. Cost: 15 ki
Perfected NEUTRON STAR Based off of a Tuffle's accident with ki manipulation, Perfect Star is the finalized form of the Nase's laser attack that incorporates both incredible range and damage. The user of this finisher summons a large amount of ki energy into their hand and then shrinks it down to a sphere the size of a fingernail. The ki then travels to the user's fingertips and is fired as a straight beam attack that is made to pierce through materials up to and including metal. The concentrated beam that is released also has the capability to curve slightly as to trick enemies into believing it has missed, right before it is angled into them. This attack truly is a testament to faking it until you make it. Type: (Energy, Ranged, Finisher) Action: Standard Action Base Damage: 5d8+ 10 Major Effect: Piercing- This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Shocking- This technique has a 40% chance to inflict Stun on hit. Cost: 35 ki PL: 19,845 | Current PL: 21,830 (Auxilliary Core) HP: 90/90 | KI: 100/100 Defense: 85 | DR: +3 Melee Acc: (1d100 +45) | Ranged Acc: (1d100 +35) DMG Modifier: +4 (7 if melee)| Ki Cost Reduction: +1 Ki Cost: 1d100+35·2d6+6
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Post by Maxine on Jul 11, 2021 21:23:04 GMT -8
Well, she couldn’t say she was expecting her foes to surrender, as scrappy as they were. They never did, you know? This planet had just brainwashed everyone into thinking that could win any fight they picked. And they hadn’t even listened to her words… yes, most likely just some tomb raiders, then. She could not fault them for scavenging, but they ought to at least have better manners than to rely on excuses. ”That’s unfortunate. But, the conditions were made clear.” remarked the android softly, before bringing her rifle to bear – Only for the new entrant to come barrelling in, blathering and barking. ”Oh, a dog?” remarked Maxine, genuinely unsure of the being’s species. You didn’t see such odd red animals often. His ki aura was a little grander than she could have anticipated from a Beastman, but it wasn’t exactly threatening either. ”…I think I see the situation now.” commented the girl, turning her head to Nase to respond to his orders – ”Please remember to avoid damaging any important property. That includes our quarry. But, I’ll put my faith in you for the moment.”She didn’t get any time to say more, as Nase went barrelling in, non-existent guns blazing – unfortunately, the reckless attack wasn’t exactly accurate, but she could admire his tenacity. She was still bound by her etiquette, as well as her tactics. Opening fire right away was no good. She had to get her gear in order first. A faint mechanical clicking announced her barrier being raised – a thin, nearly invisible field; as no one wanted a bodyguard who made their presence so blatant. But, anyone with a hint of training would be able to feel the change in ambient ki from its appearance. However, next was something more visible, as a cluster of what seemed to be small metal plates drifted in the air, beginning to orbit Maxine. Most likely drones of some kind, but they certainly didn’t seem armed. The ‘Spark Liner’, finally finding use in combat… she’d be relying on UN-02 to handle that much. After that, it was back to basics. Her core revved up in preparation for the heavier energy draw demanded by combat, and the processing power put into mimicking a human was rerouted to more practical elements. Her skin grew cooler, and the true LED nature of her eyes became a little more clearer… such things weren’t of use with lives on the line. ”A deep clean is in order, it would appear. It’s unfortunate.”[421/1412] ---------------- BATTLE TRACKER{Spoiler} PREPARATION PHASEBonus Action 1: Barrier Barrier - Rank 1Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until Temporary HP is depleted. Cost: 13 (15-2) ki. Limit: Once per thread. Bonus Action 2: Energy Constructs Energy Constructs - Rank 1Action: Bonus Action/At-Will to use Constructs Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below. You may use at-wills from this technique more than once in a given turn. --Give +10 to a single Accuracy roll on your turn. One per attack. --Gain +2 bonus damage for a single attack you make. Two per attack max. --Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack. --As a reaction you gain +5 Defense against all attacks. One per turn. --As a reaction you gain 2 DR against all attacks during turn. One per turn. Cost: 13 (15-2) ki. Limit: Once per thread. You may only have one set of Energy Constructs active at a time. Bonus Action 3: Power Up EFFECTS:+15 THP Attack Status Effect Immunity +4 Energy Constructs +25% PL Total Ki Spent:13 + 13 = 26 +25 ki from Power Up Desperado: 3/3 Bend the Limits: 1/1 Blaster Carbine: 3/3 Blaster Pistol: 3/3 Phaser Ring: 4/4 Concussive Flashbang: 2/2 Fragmentation Grenade: 2/2 Flashbang: 2/2 Arcane Orb: 2/2 Teleport: 1/1 Barrier: 0/1 Paralyse: 2/2 Energy Constructs: 0/1 Energy Construct Stacks: 4/4 Magic Materialisation: 1/1 Replay Side Hand: 2/2 Flight: 2/2 Combination Attack: 2/2 Distract: 3/3 Intercept: 4/4 Ki Transfer: 1/1 Power up Ki: 75/100 Ty – Edge -1 (34,798 > 34,481 (1.5x) > 22,988 (1x)) Ty gets +2 Damage, +2 DR against Maxine. Mizune – Edge 1 (27,622 (x2) > 22,988 > 20,717 (1.5x) Maxine gets +2 Damage, +2 DR against Mizune STATS, SKILLS, & STUFF{Spoiler}Class: Techie | Level 2 | +20 HP, +0 ACC, -10 DEF, +2 DAM, +5 DR Racial Trait: Drain Type (android racial) | Whenever you successfully hit an opponent, regain 2 ki. Fighting: 20 Energy Control: 40 Reflexes: 25 Resilience: 50
ABILITIES. Armory | You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item.
Mastercraft | Your Grenades have an additional +20% to afflict their respective Status Effects.
Weapons Specialist | You may equip one and use 1 additional weapon; this does not increase your maximum number of item slots, but rather allows you to simply equip/use 1 more than normal.
Utility Belt | You may equip 2 additional items of any rarity and 1 additional Common or Rare Outfit.
Desperado | At-Will | 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. | 3 times per thread
Bend the Limits | Reactive At-Will | 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. | 1 time per thread
EQUIPMENT. Elder Student’s Gi | At the beginning of your turn, choose 1 of the following Effects: You gain +5 Defense this turn(applied before incoming attack resolution), gain +10 Accuracy with all Basic Techniques this turn, or gain +10 Accuracy with a single Special Technique used this turn.| Passive | 1 time per turn Red Ribbon Power Armor Prototype | Increase your maximum HP by +20 and gain +2 DR while wearing this outfit. You may use 'Intercept' one additional time per battle. Blaster Carbine | Energy Blasts you perform on this turn deal 2d8+2 base damage. | Bonus Action | 3 times per thread Blaster Pistol | You may perform one additional Energy Blast on this turn as an At-Will Action. This Energy Blast receives only half of your Accuracy and Damage modifiers. | Bonus Action | 3 times per thread Phaser Ring | Activating Phaser Ring performs a Ranged Energy Blast attack. This attack may not Critically Hit or Critically Miss its target and is not modified by your Traits or Class Features in any way. This Energy Blast does not cost any ki. | At-Will Action | 4 times per thread Concussive Flashbang | Target up to three opponents; those opponent have a 50% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%. | Bonus Action | 2 times per thread. Fragmentation Grenade | Target up to three opponents; those opponents have a 50% chance to be afflicted with the Wound status effect. The max chance to afflict any Status Effect is 95%. | Bonus Action | 2 times per thread. Flashbang Target one opponent; that opponent has a 50% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%. | Bonus Action | 2 times per thread. Arcane Orb | Select up to two of your Energy Blast basic techniques that missed their target during your previous turn. The target of those techniques take direct damage equal to half the Energy Blasts' damage. | At-Will | 2 times per thread. A character’s Base PL loss is capped at 50%
DEFENSE/UTILITY TECHS. Teleport - Rank 1 Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 23 (25-2) ki. Limit: Once per battle.
Barrier - Rank 1 Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until Temporary HP is depleted. Cost: 13 (15-2) ki. Limit: Once per thread.
Paralyse - Rank 1 Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 3 (5-2) ki. Limit: Twice per battle.
Energy Constructs - Rank 1 Action: Bonus Action/At-Will to use Constructs Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below. You may use at-wills from this technique more than once in a given turn. --Give +10 to a single Accuracy roll on your turn. One per attack. --Gain +2 bonus damage for a single attack you make. Two per attack max. --Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack. --As a reaction you gain +5 Defense against all attacks. One per turn. --As a reaction you gain 2 DR against all attacks during turn. One per turn. Cost: 13 (15-2) ki. Limit: Once per thread. You may only have one set of Energy Constructs active at a time.
Magic Materialisation - Rank 1 Action: At-Will 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.
Bo Ying; Replay Side Hand Type: Signature Defensive Action: Standard Action - Reactive Base Damage: 4d6+4+DM Signature Effect: Smoothed Edge – Increases user’s edge for 2 turns by their class level +1 (4). 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: Artifice – Refill an item of your choice with one more use. If the item is a sidekick, restore 10 HP. Cost: 13 (15-2) ki Limit: Twice per thread.
HP: 120/120 | THP: 15 | KI: 99/100 | PL: 22,988 (18,390) FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 40 | DEF: 65 DR: 9 | DAM: +3
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Post by Mizune Rooibos on Jul 17, 2021 11:05:31 GMT -8
The red fox did not wait for invites or anything. Full of adrenaline as he was, he launched towards the first thread he could see blocking his freedom. He didn't care about the who and when. He only saw two targets to strike down as fast as possible so that he could go. Instinctually attacking the first screaming tuffle guy, the ref fox blitzed at the target full speed. The red blur would come to a stop right in the guy's personal space as he aimed to dig his paw-hand into the guy's stomach with a fierce if somewhat telegraphed uppercut motion. Obviously, he was going to punch as hard as he could. He didn't even know how to restrain himself nor he would ever not fight at full capacity for his freedom. He was not going back into a tube suffering for nothing. Enough. ENOUGH! Regardless of the successful first strike or not, the fox would spin on the spot so that he could make use of his stronger leg muscles to deliver a spinning roundhouse kick with his clawed feet paw. He was either going to bust clean through the guy's ribcage or send him flying, that was his intention. He did not know how or why he knew how to fight, but it felt second nature just as much as his still alien feeling body. Either way, there was little to no time for questions or other things. It was time to either kill or be killed. The fox would make sure the latter wouldn't happen. [260]
{Spoiler} ============================ HITPOINTS: 70/70 Ki: 100/100
STATUS: Yo he mad yo! TURNS REMAINING: N/A Power Level: 17.263
============================Active Effects CLASS: Prodigy (Lv1) +5 Accuracy; +5 HitPoints; +1 Damage; +1 DR
Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genious - Your Skills are no longer restricted by the natural 50 cap. Skillful - Focus Mastery Lv.1 increases your chosen skill by +10.
EQUIPMENTLucky Trinket - Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Hidden Weapon - 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. (2/2) Champion Gi - At the beginning of your turn, you may choose 1 of the following effects: Gain +10 Defense (applied before incoming attack resolution), gain +15 Accuracy with all Basic Techniques or with a single Special Technique.
TRAITS- Might: Physical attacks deal +3 bonus damage.
- Flawless Counter: On a turn in which you use a Defensive Technique in response to an attack, increase your accuracy with attacks made on that turn by +20
- Zenkai: 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.
TECHNIQUES- Solar Flare: You have a 70% chance to inflict the Blind status on your target. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. (5 Ki/ 2 Uses)
- N/A
- N/A
TRANSFORMATION:N/A
STATISTICS:
FIGHTING: | 45 | ENERGY: | 25 | REFLEXES: | 25 | RESILIENCE: | 15 | ACCURACY: | 50 / 30 | DEFENSE: | 80 | DR: | 1 |
=========================== - N/A ============================ Battle Phase Champion's Gi increases Accuracy by 15!
Bonus Action: Enhanced Dragon Dash Ki Cost: 7
+10 Accuracy, +5 Damage!
Standard Action: Strike @ Nase Ki Cost: 0
- Accuracy: CVWQowgt1d100+75
- Damage: 1d12+8
Standard Action: Strike @ Nase Ki Cost: 0
- Accuracy: 1d100+75
- Damage: 1d12+8
1d100+75·1d12+8·1d100+75·1d12+8
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Post by Ty on Jul 17, 2021 20:05:46 GMT -8
The titanium white haired and golden eyed android launched a ki blast first, Tiger Lily relied on her senses to get out of harm’s way, and the Red fox beastman lunged himself in response. Rosemary hissed her fangs and joined in on the primal assault against Nase.
For a brief second, the android looked familiar, the ki signature from the blast and application reminded Tiger Lily of Achido’s friend who she met on Marshmallow Summit. Cayle was immediately able to identify Nase as a Tuffle, since her sense of smell was not the same as her boyfriend’s, she was unable to make the distinction apart from witnessing a similar indescribable aura.
The pink haired android kept pratling on the unfortunate situation, which made the red headed teenager blink a few times in confusion, so UN-11 understood the circumstances with great clarity after all. Ty was not familiar with Androids, apart from Vidar, Carter, and the mysterious Luther who she never learned the name of since she lost being able to apprehend him for the South City Police. It seemed they were capable of formulating their own thoughts isolated from their programming which was sentience itself in a mechanical sense.
“It’s unfortunate that we have to fight for what is right.” Tiger Lily affirmed, there was no point in contesting the matter further once the gauntlet was thrown, which caused her saiyan blood to respond on instinct rather than effectively calculating the risks.
With ocean teal green eyes, Maxine’s transparent barrier was adapted as an ability Ty could replicate, but she did not understand its function fully until she spent the ki to utilize it fully. As a close counter combatant, the teen closed the distance with the female shaped android, and fanned out her fingers to create a blinding flash of ki.
“Solar flare!” [304] [1,556] { Actions} DEFENSE PHASE.Nase: 64 vs 105= Miss! Enhanced Sense Incoming Damage: 0 Damage Total: 0 HP: 90 -- OFFENSE PHASE.Ty’s Power Level: 34,798 Maxine 22,988 PL= Edge 1 Nase: 21,830 PL= Edge 1 At-Will: Prodigy Plus: Maxine’s Barrier Passive:Bonus Action: Rosemary- 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 2d6Accuracy: CHRG8erq1d100+40 @nase Damage: 2d6Standard Action 1:=> Bonus: Enhanced Sense -0 Ki Standard Action 2: => Bonus: SOLAR FLARE (RANK 3) -4ki MaxineTwo rounds of Blind: 1d10070% Chance Rank 3 Damage: 1d6EFFECTS.Focus Stacks: 1 Instinctual Defense Stacks: 8 Enhanced Sense Stack Round 1/3 Momentum Stacks: 0 Total Ki Spent: -4 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. 1/2 Uses Remaining 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 Rank 3 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 Rank 3 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. COMPANION- Rosemary 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. 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. Initiative: Mizune RooibosTyNaseMaxineTiger Lily HP:
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| 90 | 74 | 34,798
| x | % | AC: 45|40 | DEF: 100 | DM: +3 | DR: -4 | KCR: -1 |
1d100+40·2d6·1d100·1d6
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Post by Nase on Jul 17, 2021 21:53:35 GMT -8
Damn it, nothing was going to plan! First, his shot missed, and now the red giant was swinging at him for no reason, completely throwing off the plan! Being forced to put his arms up and try and block the Foxman's onslaught (Hey, deja vu), the wannabee transformation wasn't happy to see that the other Beastman was aiming for him as well. Luckily for him, she dived a bit more obviously than Mizune did, giving him the ability to dodge it by rolling backwards from his previous damage. Now he just had to deal with the fact he missed and two out of three of his enemies were after him. "Grrrr."He was about to do something back when he noticed Ty jump past him and towards Maxine. "Solar Flare?" was all he had the time to ask before a bright light came from her attempting to blind her, he luckily blocked it with his hand so it was like it didn't affect him, but he knew that would cause issues for the gunner she aimed for. Growling to himself again before taking action, Nase would internalize the warning to not damage the surroundings and quickly point two fingers at the hulking Mizune. "Go down!"Firing a red laser towards his chest, Nase would look back at Ty and grit his teeth. Watching as she landed from her light-based distraction, he'd turn on the spot and attempt to tackle her, pulling her out of the way of the robot who just got her scanners flashed. Making his attempt to drag her out of eye-line, 'Palindrome' would yell out to his teammate who would be facing Mizune by now. "Get him!" Though it would help in part with keeping Ty alive, this was in no way a painless help. he was still trying to restrain her after all. Squeezing her so she'd stay still, the mutant would begin his attempt to drain power to help himself in the latter half of this fight. And it just so happened that this half-Saiyan had a lot to use. Though, it was kind of hard to do this and throw someone to the ground. [360 WC] [1705 TWC] Nase's Battle Tracker{Click Here} Enemy's Act[Mizune, the Hulking Beastman] Attack #1: STRIKE (103 > 85+5, Hit! 17 damage) [Mizune, the Hulking Beastman] Attack #2: STRIKE (85 > 85+5, Miss!) [Rosemary, the Tea Beastman] Attack #3: STRIKE (81 > 85+5, Miss!) (Defense is +5 due to Elder Student's Gi) Damage Total: 17 HP: 90 - 17 + 3 + 10 = 86 HP Nase's ActReactive At-Will Action(s): Bonus Action: GUARD Effect: You gain 10 DR on your turn against all opponents. Action 1: NEUTRON STAR Mizune Rooibosto hit: sMKXs_zF1d99+37to damage: 3d10+4to wound: 1d100Major Effect: Piercing- This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Wounding- This technique has a 40% chance to inflict Wound on hit. Action 2: GRAPPLE to hit: 1d100+45to damage: 1d6+7to immobilize: 1d100This technique has a 40% chance to inflict Immobilize on hit. Buffs: N/A Debuffs: N/A Traits ListGeneral Traits:Warning Shot -You may perform 1 ranged attack on your first turn of combat. It deals no damage, but reduces its target’s Defense by an amount equal to the damage it would have dealt for 3 turns if it “hits”. Might -Your Physical attacks deal +3 bonus damage. Racial Trait:Drain Type Android -Whenever you successfully land a hit on an opponent, regain 2 ki. Class Traits:Dynamic Entry -You may perform 1 Attack on your first combat turn of a thread. Class FeaturesMartial 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 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. EQUIPMENT:{Click to See} Weapon 1: -Hidden Weapon Whether 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 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.
Supplementary 1: -Personal Shield Generator Typically worn somewhere discrete on the body, this small generator can be used to produce a temporary energy shield around its wearer. Type: Supplementary- Technology Activation: Reactive At-Will Effect: Using this item grants you +10 Temporary HP. Limit: 2 uses per thread.
Supplementary 2: -Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living things and androids alike, used to boost power output and Ki generation. Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a special technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread.
Outfit 1 -Elder Student’s Gi This Gi has been carefully maintained by each student who has worn it, with each imbuing a bit of their Ki into its weaving throughout their usage. It is given to only experienced students within a Dojo. Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +5 Defense this turn (applied before incoming attack resolution), You gain +10 Accuracy with all Basic Techniques this turn, Or you gain +10 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Techniques{Click to See}Basic Techniques:
DRAGON DASH 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
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki
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
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki
GUARD You hunker down against incoming attacks to survive them. Type: Defensive Action. Bonus Action - Reactive Effect: 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.) Cost: 10 ki Limit: Once per turn.
POWER UP Your aura bursts around you as your power increases and you draw out your ki. Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored.
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn.
STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None
SUPPRESSION You compress your ki down inside of you and lower your power level. Type: Utility Action: At-Will / Reactive At-Will to Release Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn. Cost: None Limit: None Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
FLIGHT Alternatively 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 commonplace 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. Cost: 15 Ki
Other Techniques:
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.
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.
PARALYZE You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle.
Special Techniques:
NEUTRON STAR Nase absorbs a large amount of energy from the surrounding area into the palm of his hand. It is then formed into a large, green ki blast. He then flexes his hand out and the attack condenses into a more concentrated beam which is then released as a high powered blast Type: (Energy, Ranged, Single) Action: Standard Action Base Damage: 3d10 Major Effect: Piercing- This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Wounding- This technique has a 40% chance to inflict Wound on hit. Cost: 15 ki
Perfected NEUTRON STAR Based off of a Tuffle's accident with ki manipulation, Perfect Star is the finalized form of the Nase's laser attack that incorporates both incredible range and damage. The user of this finisher summons a large amount of ki energy into their hand and then shrinks it down to a sphere the size of a fingernail. The ki then travels to the user's fingertips and is fired as a straight beam attack that is made to pierce through materials up to and including metal. The concentrated beam that is released also has the capability to curve slightly as to trick enemies into believing it has missed, right before it is angled into them. This attack truly is a testament to faking it until you make it. Type: (Energy, Ranged, Finisher) Action: Standard Action Base Damage: 5d8+ 10 Major Effect: Piercing- This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects. Minor Effect: Shocking- This technique has a 40% chance to inflict Stun on hit. Cost: 35 ki PL: 19,845 | Current PL: 21,830 (Auxilliary Core) HP: 90/90 | KI: 87/100 Defense: 85 | DR: +3 Melee Acc: (1d100 +45) | Ranged Acc: (1d100 +35) DMG Modifier: +4 (7 if melee)| Ki Cost Reduction: +1 Ki Cost: 98 - 10 + 1 - 15 + 1 -3 + 1 = 73 1d100+37·3d10+4·1d100·1d100+45·1d6+7·1d100
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