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Post by Maxine on Jul 18, 2021 4:38:45 GMT -8
Maxine was a little confused by the way things took off – that dog came out swinging; just wild, reckless fighting; no sense of strategy or forethought. Immediate violence. It was truly pathetic. She had faith in her comrade to handle such a rabid animal, and so her attention settled on the other combatants instead. The girl with such fiery orange hair… and, she was making such familiar claims already. Did everyone in this business call themselves a hero? What a blissful world they must live in. She, too, felt no compulsion to offer a retort – she’d talked too much lately. On the other hand, it looked like her shielding had been copied again, which was a little frustrating, but it was probably the best thing she could be facing – her other gear was much more complicated and dangerous. It seemed all attention was still on her comrade, though, as that fennec fox joined the combat as well… very well, no civilian on the field today. However – she’d let herself be distracted by the scuffle. Especially as her compatriot demanded she focus on the dog. Ty would have little issue zipping up close to her target – the android was fast on the draw with her rifle, sure, but… she also had to see to shoot. On a better day, Maxine would’ve shut off her visuals to handle the blinding flash – this time, though, it was so harsh it partially cooked her sensors. They were already in poor shape, admittedly, having always been the hardest part to source… hence that eyepatch-like gadget that she wore at times like this. But, it, too, was just a sensor, so it didn’t save her from being blinded at all. Maxine recoiled, hunkering down defensively in expectation of a follow-up attack, but… it didn’t come. So instead, she retaliated. Reaching her arms out, she made the most of her remaining sight to launch a spray of electricity – ideally, she’d like to have grabbed her target and then administer the jolt, but she couldn’t bet on that in her current condition. It was a bit wasteful – but, it certainly looked impressive. Should Ty fall victim to the arcing sparks, her muscles would probably lock up from the electricity… not the most troublesome thing to a Saiyan, but it would make cycling enough ki for any big fancy attacks quite obnoxious. Still, Maxine could not stick around and wait to check if she’d been successful. She ducked and rolled to the side; able to use her last clear recording of her surroundings to assume the environment around her. The snow as a welcome comfort – but more comforting was the heavy thunk of the wide cylinder she’d tossed out in her wake. ”Clearing. Dropping a magnesium.” It wasn’t just a flashbang – it was a concussive stun grenade, the next step up. With a click and a hiss, the elements within the chamber combined, and the casing fell away; following by – nothing? No, it was a sonic boom; so loud it deafened the surroundings entirely! The light that came with it was just as gratuitous; crackling several times rather than just once… err, well, Maxine could just shut down her sensors while it went off, but – hopefully Nase recognised her warning. Ah, but that wasn’t all. She didn’t have faith in her accuracy under these conditions, so more ordnance was going down the tube! A more familiar friend, this time – it was no pineapple, but her fragmentation grenades were still nasty things. She twisted the base to set the timer, then pulled the pin (with her spare hand, she wasn’t some animal that used their teeth!), before harshly tossing the black capsule into combat. It wasn’t about to bounce on snow, so she took the javelin method of just throwing it straight in before taking cover – there was a pause as two gentle clicks rang out, and then – well, it wasn’t just snow being tossed up by the explosion; as a shower of metal danced along with it. Hm, you could write a poem about that… [677/2089] ---------------- BATTLE TRACKERDEFENSIVE PHASE:Ty, Paper TigerStatus Effect: Solar Flare 17 < 70 = Success Blinded for 2 Turns (-25 Accuracy, -25 Defence) 3 Direct Damage (ignores DR) Total Damage: 3 OFFENSIVE PHASE:Bonus Action 1: Paralyse Paralyse - Rank 1Action: 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. Target: Ty Affliction % Roll: fD4rTWMc1d100If less than 70, inflict Stun (Special Techniques cost an additional 10 ki to use) Status Effect for three turns. Bonus Action 2: Concussive Flashbang Target up to three opponents. Targets: Mizune, Ty Affliction % Roll: 1d100If less than 80 (Masterwork), inflict the Blind (-25 Accuracy, -25 Defence) Status Effect for one turn. Bonus Action 3: Fragmentation Grenade Target up to three opponents. Targets: Mizune, Ty Affliction % Roll: 1d100If less than 80 (Masterwork), inflict the Wounded (-3 HP per turn) Status Effect for two turns. EFFECTS:Attack Status Effect Immunity +25% PL (1 turn) Blind: -25 Accuracy, -25 Defence (1 turn) Total Ki Spent:3 = 3 Desperado: 3/3 Bend the Limits: 1/1 Blaster Carbine: 3/3 Blaster Pistol: 3/3 Phaser Ring: 4/4 Concussive Flashbang: 1/2 Fragmentation Grenade: 1/2 Flashbang: 2/2 Arcane Orb: 2/2 Teleport: 1/1 Barrier: 0/1 Paralyse: 1/2 Energy Constructs: 0/1 Energy Construct Stacks: 4/4 Magic Materialisation: 1/1 Replay Side Hand: 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, & 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
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: 12 | KI: 96/100 | PL: 22,988 (18,390) FIGHTING ACCURACY: 0 (20) | ENERGY ACCURACY: 15 (40) | DEF: 40 (65) DR: 9 | DAM: +3
1d100·1d100·1d100
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Post by Mizune Rooibos on Jul 18, 2021 6:50:43 GMT -8
Mizune wasn't exactly slow on his paws. In fact, he was quite swift in his movements. He would quickly bounce around and avoid the laser shot at him by ducking under it. Thankfully, the tuffle guy decided he wanted to try and pin him down so that meant he did not need to get closer to strike. The attempt to hold him in place was rather pitiful and eassily avoided with just as much grace as the laser. Now being in an advantageous position, the smal fox beastman swung around inside of the tuffle's guard and decided to retaliate the grapple with a vicious strike to the guy's gut, delivered with his knee and enough care to make sure it would really really hurt. Out of the corner of his eyes, he would notice that his savior was currently dealing with the lady with the gun. That was fine by him. She seemed more than capable of handling herself. She did mention she was a saiyan or something, so she could fight just as well if not even better than him. Right now, the thing he wanted to do was get his opponent's face in the mud and see how he liked being ruffled up just like he had been for who knows how long... [215]
{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 |
=========================== Bonus Action: Rapid MovementKi Cost: 15+25 Defense this turn!-Neutron Star Misses! -Grapple Misses! - Flawless Counter! +20 Accuracy! ============================ Battle Phase Champion's Gi increases Accuracy by 15!
Bonus Action: Power Up! Ki Cost: 7
+25% PL, +25 Ki!
Standard Action: Strike @ Nase Ki Cost: 0
- Accuracy: QlFQyLBV1d100+85
- Damage: 1d12+4
1d100+85·1d12+4
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Post by Ty on Jul 18, 2021 18:11:09 GMT -8
Rosemary missed her attempt to claw the male android, on instinct she caught two of the grenades Maxine launched, crushing them with her bare teeth. The blinding grenade was obliterated before it went off and the explosive one was negated by the groundskeeper’s own ki to disrupt the initiative blast. The third grenade hit Tiger Lily on her arm, leaving a bloody gash, and now the pair were focused on UN-11. From observation it was apparent that the mauve haired android was dangerous enough to target them all, it would be an effective strategy to take her down quickly, and effectively. Rosemary launched herself first, she was about the same size as the petite cybernetic woman, using her razor sharp beastly finger tips to claw the ghost inside the machine. Tiger Lily closed in to deliver a roundhouse kick at the back of Maxine’s head, flanking the android, followed by a punch at the small of her back. [159] [1,715] { Actions} DEFENSE PHASE.Incoming Effects: Paralyse: Miss! Blind: Miss! Wound: Hit! -3 Damage Round 1/2 Incoming Attacks: Maxine: x Nase: 59 vs 105= Miss! Enhanced Sense Incoming Damage: 0 Damage Total: -3 HP: 90-3= 87 -- OFFENSE PHASE.Ty’s Power Level: 34,798 Maxine 22,988 PL= Edge 1 Nase: 21,830 PL= Edge 1 [Edge 1: Your PL must be 1.5x an opponent’s; you gain +2 bonus damage on all attacks, and +2 Damage Reduction.] At-Will: 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: Jbq6clz21d100+40 Maxine Damage: 2d6Passive: Bonus Action: Enhanced Sense -0 Ki You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.Standard Action 1: Enhanced Strike -0 ki Accuracy: 1d100+50AC +45, Sense +5 Damage: 1d12+6+3 DM, +1 Sense, +2 Edge 1 Standard Action 2: Enhanced Strike -0 ki Accuracy: 1d100+50AC +45, Sense +5 Damage: 1d12+6+3 DM, +1 Sense, +2 Edge 1 EFFECTS.Focus Stacks: 1 Instinctual Defense Stacks: 8 Enhanced Sense Stack Round 1/3 Momentum Stacks: 0 Total Ki Spent: 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 Rooibos Ty Nase Maxine Tiger Lily HP:
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| 87 | 74 | 34,798
| x | % | AC: 45|40 | DEF: 100 | DM: +3 | DR: -4 | KCR: -1 |
1d100+40·2d6·1d100+50·1d100+50·1d100+50·1d12+6Attachments:
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Post by Nase on Jul 19, 2021 20:22:03 GMT -8
After blasting a heavy laser at the chest of the monstrous fox, the Tuffle fighter would learn an annoyingly terrifying trait about his opponent. Despite being more of a mess than normal, he still was undeniably fast, outspeeding even his attacks and for some reason, Mizune's fists seemed to home onto his face no matter where he went! Was he just this easy to hit, or were the movements that looked as wild as a drunkard's just better than his? All of this started reaching a boiling point when he noticed both of the girls that had broken in rushing towards Maxine, who he couldn't tell had fixed their eyes at this point. Only having turned his head for a second, the TSE experiment felt another wild punch hit him in the jaw. You've got to be kidding me. That was the worst one yet he thought, getting more and more pissed by the second at the amount of trouble he's been having so far. Letting the bright red power escape his body, he would push forward on the fist he took and in a very 'Nase' voice would begin to yell. "Get the Hell back!" With that, a burst of fire-like energy would escape the back of his elbow as he returned fire, aiming to punch Mizune's snout straight into the air and away. Still building his rage, he would finally stagger back, muttering under his breath as he wiped off his cheek. "...I'm the original." Gritting his teeth bitterly, the N.M.M.N. began to think more like he was programmed than a person. Having his eyes become partially blank, he began to focus more on ki signatures than proper sight. After that, it was just a matter of him releasing his rage. {Image- Palindrome.} "Grrraaaaaah!" Suddenly, a red hot set of lasers began to leave the cyborg's body as the two fighters recoiled from Maxine's bomb. Instead of stray strobe lights like normal, however, the razor-sharp energy started snaking around the room, aiming itself directly for the bodies of both Ty and the one she was trying to save. While this laser homed in on its targets, it managed to miss Maxine and the delicate parts of the vault, as if they were heat-seeking. Well, it was close. Forcing out more and more power, he continued firing as if this attack had no effect on his ki storages at all. "Get down already!" At this point, he didn't care much about being seen as feral or anything at this point, as long as he got rid of the Foxman. [433 WC] [2138 TWC] Nase's Battle Tracker{Click Here} Enemy's Act[Mizune, the Hulking Beastman] Attack #1: STRIKE (89 > 85+5, Miss! RPed as hit but no damage) Damage Total: 0 HP: 87 Nase's ActReactive At-Will Action(s): Bonus Action: Hidden WeaponStrikes 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. Action 1: Sucker Punch STRIKEto hit: clFxkKoT1d100+45to damage: 1d8+7Action 2: Neutron Supernova [NEUTRON STAR, AOE reflavoured] to hit: 1d100+35to damage: 10 to all to wound: 1d100Buffs: Auxiliary Core makes all attacks free Elder Student's Gi gives +5 Defense 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: 73/100 Defense: 85 | DR: +3 Melee Acc: (1d100 +45) | Ranged Acc: (1d100 +35) DMG Modifier: +4 (7 if melee)| Ki Cost Reduction: +1 Ki Cost: Used Auxilliary Core 1d100+45·1d8+7·1d100+35·1d100
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Post by Maxine on Jul 19, 2021 21:46:36 GMT -8
Such poor results from her grenades was disappointing, but certainly not an issue. But, goodness, what an ugly show from that animal. Was that how all Beastman acted outside of the Western Lands? How uncouth. Though, she really should have known better than to toy with fragmentation grenades… well, in that case, perhaps this would be a matter of mercy. Once she recovered from her blindness – she’d have to show her some Shinobu hospitality. In the meantime… her comrade was showing some truly dreadful strategy. Unleashing your trump cards so haphazardly? What was the point of using such a wide attack alongside a surprise? She’d have to start picking up the slack soon. For now, though, she had to work with what she had. And what she had was a lot more grenades. Oh, but first, she had to – defend? Well, it wasn’t really worth it. That deranged animal came at her, but its claws didn’t even dent her… as if such as a technique would bother her. Maxine was on-guard, but just raised an elbow to parry away the reckless attack; turning with the momentum of the attack to draw her revolver and fire it. She had no chance of hitting, but she hoped it would be an appropriate warning for such a beast. She would not tolerate such distractions. Alas, being turned around turned out to not be such a great state to be in, as that fiery Saiyan apparently chose her as her foe now – what a strange strategy. The initial kick wasn’t very threatening, though it shoved Maxine forward, and made her back an easy target… with that, her barrier would give out, flickering out elegantly. It’d served its purpose, so Maxine had no issues with the current tide of battle. Well… besides being blinded. But, her sixth to eighth parallel processes working on that. With some recalibration on the fly, she’d be back in action without needing any field repairs. The android staggered slightly, but her stoic demeanour was unchanged. However, her priorities were elsewhere. Her compatriot had put on that light display… she got the feeling it wouldn’t last, so she ought to offer her support. Lightning jetted down her arm, numbing the android with the pain it offered – but, with some endurance, she concentrated it into a usable form… her energy was difficult to convert into organic ki, but it could do the job in a pinch. Pointing her finger at Nase, the spark of energy arced to him – hopefully it would find a good home. Or, rather, a good use. But the rest was up to him. Maxine ought to be a kind host, and welcome her guest. A metallic clatter, and a friend dropped by their feet – oh, it is cousin Flashbang, come to visit. Not as impressive as its concussive older brother, but Maxine had faith it would offer a stunning performance all the same. It would be unfair to let this Saiyan miss out on the joys of being blinded. With the distraction in place, she darted back; firing off a few more shots from her revolver in the girl’s direction – again, not at all likely to meet their mark, but they were a deterrent. She’d continue the suppression, too, switching to her actual rifle and opening fire – full auto, of course. Again, it was even less likely to cause any damage, particularly without her hot-shot battery in the laser rifle. But, it ought to give her comrade some room to manoeuvre… She wasn’t much of a team player, she had to admit; but without eyes to work with, she’d rather trust someone else for the moment. [608/2687] ---------------- BATTLE TRACKER{Spoiler} DEFENSIVE PHASE:Ty, Paper TigerAttack 1: Companion Melee Attack 84 > 40 = Hit 7 – 9 = -2 Attack 2: Enhanced Strike 112 > 40 = Hit 9 – 2 = 7 Attack 3: Enhanced Strike 144 > 40 = Hit 12 – 0 = 12 Barrier destroyed Attack Status Effect Immunity lost Total Damage: 19 OFFENSIVE PHASE:Bonus Action 1: Ki Transfer You spend 10 ki to restore 25 ki to an ally. Their power level is also boosted by 25% of your current PL (4,598). The total boost cannot exceed more than 50% of their current PL. This can only be used once by you, per ally of yours. Nase restores 25 ki, and gains +4,598 PL. Bonus Action 2: Flashbang Targets: Ty Affliction % Roll: qAzzbGkQ1d100If less than 80 (Masterwork), inflict the Blind (-25 Accuracy, -25 Defence) Status Effect for one turn. Standard Action 1: Distract You give one of your Standard Actions to your ally, giving them one additional Standard Action on their turn. EFFECTS:Blind: -25 Accuracy, -25 Defence (1 turn) Total Ki Spent:10 = 10 Desperado: 3/3 Bend the Limits: 1/1 Blaster Carbine: 3/3 Blaster Pistol: 3/3 Phaser Ring: 4/4 Concussive Flashbang: 1/2 Fragmentation Grenade: 1/2 Flashbang: 1/2 Arcane Orb: 2/2 Teleport: 1/1 Barrier: 0/1 Paralyse: 1/2 Energy Constructs: 0/1 Energy Construct Stacks: 4/4 Magic Materialisation: 1/1 Replay Side Hand: 2/2 Combination Attack: 2/2 Distract: 2/3 Intercept: 4/4 Ki Transfer: 0/1 Power up Ki: 75/100 Ty – Edge -1 (34,798 > 27,585 (1.5x) > 18,390 (1x)) Ty gets +2 Damage, +2 DR against Maxine. Mizune – Edge 1 (20,717 (x1.5) > 18,390 > 13,811 (1x) No bonuses for either party. 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: 113/120 | THP: 0 | KI: 86/100 | PL: 18,390 FIGHTING ACCURACY: 0 (20) | ENERGY ACCURACY: 15 (40) | DEF: 40 (65) DR: 9 | DAM: +3
1d100
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Post by Mizune Rooibos on Jul 21, 2021 9:01:07 GMT -8
It took Mizune getting nicked by the tuffle's nade to get him even more into the flow of combat. He was too focused on his own target to even notice the fact that the tuffle explosive had superficially cut his right leg. He was also too focused on answering the taller Tuffle's offensive to even notice that he was healing up said wound quite easily. The fox's weight shifted from his front leg to his back paw as he widened his stance just in time to catch the rocket fist with both his paws, though doing so would have him skid backwards from the sheer impact. The guy was starting to throw heavier punches and the fox wanted none of it. Thankfully his lithe frame biologically engineered for battle seemed to be giving him the advantage in mobility over the other guy. He tried to swing with his leg at the enemy but the guy snapped backwards before his left feet-paw could make contact, the fox whiffing in the meantime. He needed to recover quick or he would get in a bad spot. The fox quickly charged the other's position, not wishing to lose his momentum. The tuffle would choose that moment to go crazy or something and fire some kind of weird laser thing at him. Mizune tried to strafe as he zig zagged over to the oppoent, but his eyes were seeing that weird laser was following him like some kind of hound. Acting on the moment, Mizune's legs would give the moment he was sufficiently close to the attack, the fox dropping his weight on the ground into a powerslide. Obviously the laser would try and follow, but given its current speed and inertia, it wouldn't be able to curve its trajectory downwards fast enough to tag the red fox. It skimmed a tuft of fur from the fox's ear before slamming into the ground as the canine slid past. "I got you now!" The next two action from the beastmen were executed in a single interrupted flow. He would stick his right leg out and turn his hips to increase his angular momentum, rotating his initial sliding spinning low sweep aimed at the legs of the male tuffle android into something else. He would feint said attack by going into a breakdance-like handstand, using his left arm to push himself upwards and close down his 45-degree angle rising kick on the opposite side. Inertia would naturally pivot his body back in a crouched positition so that the fox could bring his right hand-paw foward in a straight, full power strike at the android's crotch. All is fair in love and war. [445]
{Spoiler} ============================ HITPOINTS: 64/70 Ki: 100/100
STATUS: Wounded TURNS REMAINING: 1 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 |
=========================== Champion's Gi increases defense by 10! Bonus Action: Rapid MovementKi Cost: 15+25 Defense this turn!-Neutron Star Misses! (115 Defense) -Sucker Punch Misses! (90 Defense) - Flawless Counter! +20 Accuracy! ============================ Battle Phase
Standard Action: Strike @ Nase Ki Cost: 0
- Accuracy: 5796cA3O1d100+70
- Damage: 1d12+4
Standard Action: Strike @ Nase Ki Cost: 0
- Accuracy: 1d100+70
- Damage: 1d12+4
1d100+70·1d12+4·1d100+70·1d12+4
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Post by Ty on Jul 21, 2021 20:46:40 GMT -8
Tiger Lily failed to notice the explosive ki blast Nase raised nearby, Rosemary immediately pushed the red headed teenager out the way, and took the hit which forced her lithe body to skid tumbled across the white snow leaving behind a bright red trail of blood before hitting a wall. The fennec fox curled up with whimpering pain, her large golden tail covering her wounded body, as she used her sharpened fingernails to gather piles of snow to reduce the swelling with bloodied hands. “Rosemary!”Time nearly stopped when Ty attempted to look in the direction of her companion, she was immediately flashed by a grenade from Maxine, and all she could see was white. The image of Rosemary being harmed was already burned into her memory, while she was cautiously fighting in battle by holding back a few punches, it had become apparent that she needed to increase her fighting power if she wanted to get out of this alive and be able to protect everyone. Saiyan instinct was what allowed her to close the distance with Maxine this time, she punched as hard as she could muster where she imagined the gynoid to be, followed by a leg sweep, and charged up ki blast between her fingerless gloved has as she slapped her palms together to blast the android with concentrated energy from her fighting spirit alone. [229] [1,944] {Actions} DEFENSE PHASE.
Incoming Effects:
Wound: Hit! -3 Damage Round 2/2 Flashbang Round 1/1
Incoming Attacks:
Nase: 110 vs Rosemary Intercept -10 Damage Wound is ignored admin fiat from Warr & Vayle
Maxine: x
Incoming Damage: 0 Damage Total: -3
HP: 87-3= 84
Rosemary HP: 20-10= 10 -- OFFENSE PHASE.
Ty’s Power Level: 34,798 Maxine 22,988 PL= Edge 1 Nase: 21,830 PL= Edge 1
[Edge 1: Your PL must be 1.5x an opponent’s; you gain +2 bonus damage on all attacks, and +2 Damage Reduction.]
At-Will: Rosemary-Go into defensive mode. In defensive mode they may use one of your reactions to take a hit for you. Their HP is dependent on the rank of the Sidekick. IF a sidekick’s HP is brought to negative -5, it is considered dead and may only be brought back with the wish of a Dragon Ball, or a quest to bring them back/heal their body. There may be items to replace a dead Sidekick for free, but that exact sidekick remains dead until you save them/heal them.
Passive:
Haste: 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.
Bonus Action: Enhanced Energy Blast -1 ki
Accuracy: csNDcisF1d100+15 EC +40
Damage: 2d6+6 +3 DM, +2 Edge 1
Standard Action 1: Enhanced Strike -0 ki
Accuracy: 1d100+20 AC +45
Damage: 1d12+5 +3 DM, +2 Edge 1
Standard Action 2: Enhanced Strike -0 ki
Accuracy: 1d100+20 AC +45
Damage: 1d12+5 +3 DM, +2 Edge 1
EFFECTS. Focus Stacks: 1 Instinctual Defense Stacks: 8 Enhanced Sense Stack Round 2/3 Momentum Stacks: 0
Total Ki Spent: -1 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. 2/3 Uses Remaining 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. 1/2 Uses Remaining Initiative: Mizune Rooibos Ty Nase Maxine Tiger Lily HP:
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| 84 | 73 | 34,798
| x | % | AC: 45|40 | DEF: 100 | DM: +3 | DR: -4 | KCR: -1 |
1d100+40·2d6+6·1d100+45·1d12+5·1d100+45·1d12+5
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Post by Nase on Jul 23, 2021 8:38:31 GMT -8
Quickly after landing, Nase would turn his head around and notice the look Maxine was giving him and felt a sense of worry coming from her. Not for his well-being, mind you, but for how he was deciding to deal with his opponents. Acting as if he could read her mind, the Tuffle sighed his anger out temporarily and spoke briefly to the gunner. "Ah, don't worry about me. That wasn't my strongest move yet. I still got something big left over to use. I just want to make sure it hits, you know?" Tensing his hand in an abnormal manner, the Tuffle's arm discharged a small amount of electricity, showing he still had some energy to him. That wasn't even his best shot, after all. Strangely enough, when he did so, he didn't feel any fatigue from using an attack like that. Instead, he felt even more power than before. Was this from his extra battery source? Or maybe... Looking behind him again, he saw the last bit of electricity leave the female android's hand, before she turned to toss something dangerous at her opponents' feet. Maybe they were better at this teaming thing than he thought, despite them having the disadvantage. Regardless, now that he had fired out an attack like that, maybe he'd get some time to breathe. That's at least what he hoped. "...huh?"Glancing past the area that Maxine had just flash banged, Nase would notice the injury sustained by the girl apparently called Rosemary. It wasn't a fatal gash yet, but with how serious it was for her and how much she was recoiling from it had an impact on the fighter. She looked... close to death. Realizing that he had almost done the opposite of what he had set out to do, the machine mutant's eyes widened in shock, only for him to begin to have memories of what he had done before. That... couldn't have been him, could it? He was only brought out of this funk once he heard the screaming of the other Foxman target. "You..." Speaking in an accusatory tone much more fighting for a death machine, Nase began to as he started to see Mizune as the cause of his recent attack. If he had just stayed still, none of this would have happened. Watching as the wannabee escapee began to spin into action literally, the glowing-eyed mutant quickly put up an arm to block the first kick sent his way, twisting his torso only slightly to face the attack that was trying to be faked out. Glaring intensely as he pushed Mizune off into a crouch position, the cyborg would end up flaring up his ki around him to the point that it physically repelled the half Saiyan's cheap shot. Actually, there were a lot of half-Saiyans in this room. Either way, the one that Nase was looking down on right now was in perfect range for him to fight back. Raising an enraged arm into the air, he then began to punch down at the shorter earthling repeatedly, as if he was trying to punch through the steel underneath him as well. After letting out one methodical punch after the other, he finally finished the aggressive but not too fast barrage with one swinging hook aimed at the fox's neck. While doing this, his stark yellow eyes would glow more during the swings, as if he was charging something. Whatever it was, it didn't look like the mindless machine wanted to hold back on it anymore. Cracking the area around them more than Mizune with that last hit, however, Nase stepped forward instead of backing off like normal. It was as if that electric bolt gave him more power too, rather than just recharge him. "Hiyah!" And with that, a sudden and close range ki ball was sent to Mizune's body. To add to the level of shock factor he was attempting to have, the ISLET fighter would end up detonating it mid-air, hoping to catch his target in it. "The more you fight back, the more I want to beat you down! TAKE THIS!"
[689 WC] [2827 TWC] Nase's Battle Tracker{Click Here} Enemy's Act[Mizune, the bloodred scapegoat] Attack #1: very complicated STRIKE [Mizune, the bloodred scapegoat] Attack #2: below the belt STRIKE Damage Total: 6+12=18 THP: 10 - 18 = -8 HP: 87 - 8 + 8 = 87 Nase's ActReactive At-Will Action(s): Personal Shield Generator +10 THP Bonus Action: GUARD 10 DR Action 1: STRIKE to hit: 557dsAOu1d100+55to damage: 1d8+7Action 2: STRIKE to hit: 1d100+55to damage: 1d8+7Action 3: Surprise ENERGY BLAST to hit: 1d100+45to damage: 2d6+6Buffs: +10 accuracy from Elder Gi Debuffs: N/A 1 use left of PSG 1 use left of Aux. CORE 1 use left of Hidden Weap 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+4,598 PL. (Auxilliary Core+Maxine's help) HP: 86/90 | KI: 90/100 Defense: 85 | DR: +3 Melee Acc: (1d100 +45) | Ranged Acc: (1d100 +35) DMG Modifier: +4 (7 if melee)| Ki Cost Reduction: +1 Ki Cost:-10+1+25-2+1=+15 1d100+55·1d8+7·1d100+55·1d8+7·1d100+45·2d6+6
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Post by Maxine on Jul 23, 2021 21:33:33 GMT -8
The additional irritant was out of the picture, courtesy of Maxine’s comrade; and her systems had recalibrated… she could see down her sights once more. Thus, she could face this enemy properly at last. She’d reply to the ISLET representative’s response – ”Understood. ‘Measure twice, cut once.’ But, don’t gamble it all away.” But she could not spend too long bantering. The Saiyan came for her once more – blinded, now, but furious. The orange blur was but a streak. In most circumstances – this would not be a fair fight. Maxine could not keep up with a Saiyan. No, she could not even keep up with a martial artist. She was an old, worthless machine, who leaned on outdated weapons carried in outdated arms. However – the Shinobu had blessed her with more than tools and tasks. Her creator might not have been so kind, and the years, even less so; but… she was not so incompetent as to waste away what time she had been granted. The punch landed. The leg sweep staggered its target. Yes, and the blast of ki struck true. Every hit was successful. Maxine could not possibly keep up with her adversary. …However. There was more than one way to skin a cat. She could surely feel it. The thin wire that had wrapped around her wrists and heel – a nearly invisible thread, holding her at bay. She hadn’t dodged, nor parried; instead, she had caught her. A tiger in a net. Of course, if she overdid it, the trick would be obvious; and she’d surely be unable counteract a Saiyan’s raw might – so instead, she had gently edged the attacks away, following through with the momentum. Thus, some of the damage had certainly gotten through… but, it had left the android in a vastly superior position. ”Zònɡ hǔ ɡuī shān…”She pulled the wires down, attempting to stagger the girl and get her even more tied up in the steel thread, before she cut the line from her wrists in order to begin the offensive. As she split the line, she threw her legs up, attempting to flip upside down, and pass by her foe while she was entangled. The action was graceful; a strange change of pace from Maxine’s usually pragmatic style of battle. She did not care for martial arts – but, when it came to Hojōjutsu, she found it so natural to embrace the procedure. It was programming, certainly; it came naturally – or unnaturally? – to such a machine. Yet, she would not squander this gift that the Shinobu had blessed her with. She had few prayers to her name, so each one must be revered. The girl with no heart soared, and offered a whisper – ”Can you keep up with me?”She hit the ground, drew her rifle from its sling – and finally, decisively, pulled the trigger. Her shots were clean and precise – no automatic fire here. The Saiyan continued to be her target of choice, for she had thus far proven to be the bigger issue here. The dog was an ISLET asset, after all, so she felt it would be unwise to… break it, so to speak. Even ten shots was plenty right now, as her hot-shot battery began to steam – so, she’d have to give it a break. She was less judicious in her use of her machine pistols, which flew from their holsters at her hips and poured laser fire on her foe in short bursts from either hand. They lacked much of the kick and finesse of her rifle, certainly, but the barrage of fire required a lot less focus to use… giving Maxine plenty of time to manoeuvre while she burnt out the batteries. Strafing to the side as she fired, she continued to try and exploit her foe’s damaged visibility… each burst offered a new angle and a new source of sound. Dodging them would be easier, but keeping a finger on where Maxine was afterwards was going to be obnoxious… Which was precisely the point. With some distance between them, the end of the chorus was signified as Maxine threw her arms out. With the motion, she hit the battery eject on her twin guns; tossing the would-be magazines into the snow. More distracting sounds, as the expelled tools hissed and steamed; like hot water tossed on ice… which, ideally, would give Maxine the chance to finish her assault. With a practiced motion, she reached for her chest rig, and drew that revolver that was as old and polished as she was. <Two, make this shot count.><Superheating projectile! Don’t miss, boss!>A duo of the drone platelets that had been patiently orbiting the android finally got to work; expanding a sheet of energy over her revolver’s barrel – this one would have some extra bite to it. She flicked the hammer, and pumped the trigger – Two shots. It’s all she would spare. …More than enough. [800(823)/3487] Blasted 800 word spar cap…---------------- BATTLE TRACKERDEFENSIVE PHASE:Ty, Paper TigerWeapon: Hidden Weapon Maxine’s Reflexes are reduced to 0 (Defence reduced from 40 to 15 [wasn’t blindness enough?!], and her DR is reduced by half (from 9 to 5). Attack 1: Enhanced Energy Blast 93 > 15 = Hit 12 – 5 = 7 Attack 2: Enhanced Strike 114 > 15 = Hit 12 – 0 = 12 Attack 3: Enhanced Strike 127 > 15 = Hit 15 – 0 = 15 Reactive Standard Action: Signature Defensive Technique Bo Ying; Replay Side HandType: Signature Defensive Action: Standard Action - Reactive Base Damage Absorption: 4d6+4+DM Signature Effect: Smoothed Edge – Increases user’s edge for 2 turns by their class level +1 (3). 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. Damage Absorption: osNnSxPz4d6+734 - 18 = 16 Edge increased to 3 against all enemies. 1 use of Concussive Flashbang restored. Total Damage: 16 OFFENSIVE PHASE:Bonus Action: Focus Energy +15 Accuracy with Energy Attacks for this turn. At-Will: Elder Student’s Gi (Basic Accuracy) Basic Techniques gain +10 Accuracy this turn. At-Will: Blaster Carbine (Quick-Draw [1/2]) Ranged Energy Blasts deal 2d8+2 damage this turn. At-Will: Desperado You gain two additional Standard Actions which can only be used for Ranged Energy Blasts. All Energy Blasts this turn gain only your Class Damage Modifier, cost +2 ki, and have -10 Accuracy. Standard Action 2: Ranged Energy Blast STROBELITE Target: Ty Ranged Energy Blast 1 to Hit: 1d100+75Energy Blast 1 Damage: 2d8+3Standard Action 3: Ranged Energy Blast STROBELITE Target: Ty Ranged Energy Blast 2 to Hit: 1d100+75Energy Blast 2 Damage: 2d8+3Standard Action 4: Ranged Energy Blast STROBELITE Target: Ty Ranged Energy Blast 3 to Hit: 1d100+75Energy Blast 3 Damage: 2d8+3At-Will: Blaster Pistol (Quick-Draw [2/2]) Perform an additional Ranged Energy Blast this turn as an At-Will action. It receives half your Damage and Accuracy modifiers. At-Will: Ranged Energy Blast HAPPY LANDFILL Target: Ty Ranged Energy Blast 4 to Hit: 1d100+43Energy Blast 4 Damage: 2d8+2At-Will: Phaser Ring Perform an additional Ranged Energy Blast this turn as an At-Will action. 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: Energy Constructs: Increase Damage Increases next Attack’s Damage Modifier by +2. Uses 1 Energy Constructs stack. At-Will: Ranged Energy Blast STYLO Target: Ty Ranged Energy Blast 5 to Hit: 1d100+85Energy Blast 5 Damage: 2d8+9EFFECTS:Smoothed Edge (3) (2 turns) +10 Accuracy for Basic Techniques (Embolden) (2 turns) +10 Basic Technique Accuracy (Elder Student’s Gi) (1 turn) +15 Energy Accuracy (Focus Energy) (1 turn) -10 Ranged Energy Blast Accuracy (Desperado) (1 turn) Only Class Damage Modifiers for Ranged Energy Blasts (Desperado) (1 turn) +2 Ki Cost for Ranged Energy Blasts (Desperado) (1 turn) Total Ki Spent:13 + 8 + 2 + 2 + 2 + 2 + 0 = 29 Desperado: 2/3 (-1) Bend the Limits: 1/1 Blaster Carbine: 2/3 (-1) Blaster Pistol: 2/3 (-1) Phaser Ring: 3/4 (-1) Concussive Flashbang: 2/2 (+1) Fragmentation Grenade: 1/2 Flashbang: 1/2 Arcane Orb: 2/2 Teleport: 1/1 Barrier: 0/1 Paralyse: 1/2 Energy Constructs: 0/1 Energy Construct Stacks: 3/4 (-1) Magic Materialisation: 1/1 Replay Side Hand: 1/2 Combination Attack: 2/2 Distract: 2/3 Intercept: 4/4 Ki Transfer: 0/1 Power up Ki: 75/100 Ty – Edge -1 (34,798 > 27,585 (1.5x) > 18,390 (1x)) Ty gets +2 Damage, +2 DR against Maxine. Mizune – Edge 1 (20,717 (x1.5) > 18,390 > 13,811 (1x) No bonuses for Mizune against Maxine. Smoothed Edge is giving Maxine Edge 3 against all enemies!+4 Damage Modifier, +4 DR, +10 Accuracy 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. 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: 97/120 | THP: 0 | KI: 57/100 | PL: 18,390 FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 40 | DEF: 0 (65) DR: 5 (9) | DAM: +3
4d6+7·1d100+75·2d8+3·1d100+75·2d8+3·1d100+75·2d8+3·1d100+43·2d8+2·1d100+85·2d8+9
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Post by Mizune Rooibos on Jul 24, 2021 11:16:35 GMT -8
Mizune admittedly found himself in kind of a pickle. It seemed that the two tuffle were trying really hard to kill both of them. Now, the guy was hardly a problem. It was ever since he started fighting that he was basically smacking him around. The lady was more lethal with all those weapons and weird tuffle stuff she was slinging around. If he wanted to get out of there alive, he would need to give the other saiyan and her companion a paw. The problem with that was that the insane tuffle wasn't really going to leave him be. So he would have to endure the storm before getting back on the offensive. He would duck under one of the guy's punches and use his other paw to instinctively block the other jab coming at his blindspot. It wasn't exactly a pleasant experience on his forearms but he would take that over getting smacked in the face any day of the weak. What he did not forsee would be the sneak attack the Tuffle was sending his way. He was able to raise his guard up just enough to parry the energy bolt before it hit his chest, but the recoil of that hit would send his paws skidding in front of the line of fire of the other enemy. Still, Mizune's senses were far above those of anyone in the room. The fox was able to swivel his waist and get his guard to face the incoming blow from the female android. Man if she started blasting in that kind of fashion at them they would get killed in no time. Was there no way to get her to stop her barrage and get the momentum of the fight back in the carrot haired girl's hands? Mizune remembered seeing his savior do a weird kinda stance and blinding the female android with an attack or something. He had just seen it once but perhaps he could try and copy what she did! What was the name again...? The red fox dropped his guard and had his aura flare up as he mimicked the stance other saiyan used and shouted "SOLAR GLARE!" at the shooting enemy. While he didn't quite get the name of the attack right, the sheer pressure of his ki would be more than enough to light up the area in a bright flash of light. [400]
{Spoiler} ============================ HITPOINTS: 64/70 Ki: 100/100
STATUS: Bod and weave! 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:+2 dmg, -1 Ki cost
FIGHTING: | 45 | ENERGY: | 25 | REFLEXES: | 25 | RESILIENCE: | 15 | ACCURACY: | 50 / 30 | DEFENSE: | 80 | DR: | 1 |
=========================== Champion Gi increases defense by 10! Bonus Action: Enhanced GuardKi Cost: 6+10 DR!At Will: Intercept STROBELITE! - Strobelite Guarded! -4 HP - Strike Guarded! - Strike Misses! (90 Defense) - Energy blast Guarded! -19 HP ============================ Battle Phase
Bonus Action: Power Up! Ki Cost: 0
+25% PL, +25 Ki!
Bonus Action: Solar Flare @ Maxine Ki Cost: 4
1d100
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Post by Ty on Jul 25, 2021 1:48:45 GMT -8
Tiger Lily lifted the petite fennec fox back on her feet, Maxine wasted no time losing close quarter, the wires wrapped around the half saiyan teen’s neck, wrists, and ankles with extraordinary speed. A typical earthling would have been shredded to ribbons but the red headed teenager’s body resisted from being split up limb from limb. Blood trailed down the fine wires, cutting into the surface of her skin by a couple of centimeters, and she gritted her teeth as her saiyan aura naturally protected her body. The red fox beastman was quick to break away from Nase to counter one of the wires, cutting his paw in the process, it was evident that the gynoid was lethal, and a single mistake would break their defenses entirely. Rosemary growled, she raised her hardened fingernails again, aiming directly for Maxine’s hands holding the wires. Two concentrated red orbs of ki, the size of a cherry, were tossed directly for the faces of Nase and Maxine bursting into a blinding light on first contact. “Cherry bomb!” On command the orbs exploded in ki after the flash. [184] [2,128] { Actions} DEFENSE PHASE.Incoming Effects: Incoming Attacks: Maxine: 155 vs 105= Hit! -8 Damage 150 vs Intercept from Mizu 174 vs 105= Hit! -10 Damage 100 vs 105= Miss! 169 vs 105= Hit! -12 Damage -5 crit Incoming Damage: -30 - 10 DR Guard -4 DR -2 DR Edge 1= -14 -5 Crit Damage Total: -19 HP: 84 -19 = 65 Temp HP: 15 Rosemary HP: 10 -- OFFENSE PHASE.Ty’s Power Level: 34,798 Maxine 22,988 PL= Edge 1 Nase: 21,830 PL= Edge 1 At-Will: Rosemary- Maxine Accuracy: GiIF1gjO1d100+40Damage: 2d6Passive: Bonus Action: Enhanced Sense -0 ki Haste: Enhanced Guard -6 ki Standard Action 1: Cherry Bomb | Outou Bakuretsudan - Focus AOE Nase Maxine Accuracy: 1d100+60AC +40, Enhanced Sense +5, Cherry Bomb +15 Base Damage: 10Damage to Nase & Maxine: -15 +3 DM +2 DM from Edge 1 Blind: 1d10030% Chance Standard Action 2: => Bonus: BARRIER -14 ki You create a shroud of protective ki around your body to soften blows and protect against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration. Until temp HP is gone. Cost: 15 ki Limit: Once per thread. EFFECTS.Focus Stacks: 0 Instinctual Defense Stacks: 8 Enhanced Sense Stack Round 3/3 Momentum Stacks: 0 Total Ki Spent: -21 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. 1/3 Uses Remaining 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. 1/2 Uses Remaining Initiative: Mizune Rooibos Ty Nase Maxine Tiger Lily HP:
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| 65 | 53 | 34,798
| x | % | AC: 45|40 | DEF: 100 | DM: +3 | DR: -4 | KCR: -1 |
1d100+40·2d6·1d100+60·1d100
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Post by Nase on Jul 25, 2021 14:21:59 GMT -8
"Hey, what're you backing up for? You that inclined to get shot?" The Neo Machine Mutant backed up as he saw Maxine firing shots in their direction, but it seemed that his opponent just used that opportunity to get away from him. He shouldn't have doubted the Shinobu gunner either, it seemed, as none of her shots even seemed to miss. "Hah... Well, don't expect me to just sit on the sidelines!" Directing his ki into his arms more and more, the ISLET fighter would start to remove the hair blocking his eyes as they began to glow an eerie orange colour. "Might as well try out a new move."With that, an orange flash of light came from his eyes, just like the flash of a camera after Mizune had tried to blind Maine once again. This attack wasn't an attempt to blind, however, as its real use was in the fact it was more a shocking move than a blinding. Being able to discharge electricity like his teammate had not too long ago, the modified Tuffle had made an attack that was made to try and PARALYZE his target in front of him. At the very least, this would cause some hair to stick up on end. Not wasting time, he would begin to start hovering in the air ominously, readying a ki blast to fire off when he saw a red orb start flying towards him. "Huh-"Suddenly being struck with an explosive blast caused by Ty, the ISLET fighter did his best to stabilize himself, trying to focus more on getting his move out than the pain he was starting to feel and instead of having a pained look on his face, seemed to be... rather smug. "Heh... That actually wasn't that bad." Watching as the energy being released from the explosion slowly become absorbed into his person, the aura-covered man smiled as he began putting this stolen energy immediately into good use. "This better not miss..." Lobbing two different ki blasts at his closest enemy (still being Mizune), the android mutant aimed for the back of the furry fighter so Maxine wouldn't have to fight them alone. Wait, Rosemary was still able to fight? Maybe he had misjudged her strength after all. He still felt the need to not aim at her anymore. [354 WC] [3181 TWC] Nase's Battle Tracker{Click Here} Enemy's Act[Tiger Lily, the fiery prodigy] Attack #1: Cherry Bomb (139 > 85, Hit! 15 damage) Damage Total: 15 HP: 86 - 15 + 3 = 74 owNase's ActReactive At-Will Action(s): ABSORB (absorbed 15 ki!) Bonus Action: PARALYZE roll to paralyze (70% chance): R7FgdBsY1d100Action 1: ENERGY BLAST @ Mizune to hit: 1d100+45to damage: 2d6+6Action 2: ENERGY BLAST @ Mizune to hit: 1d100+45to damage: 2d6+6Buffs: +10 accuracy from Elder Gi 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.
KI BLADE Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 4 ki per Melee Energy Blast(Replaces Energy Blast’s Cost)
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+4598 PL (Auxilliary Core+Maxine's help) HP: 74/90 | KI: 99/100 Defense: 85 | DR: +3 Melee Acc: (1d100 +45) | Ranged Acc: (1d100 +35) DMG Modifier: +4 (7 if melee)| Ki Cost Reduction: +1 Ki Cost: 90-2+1-2+1-5+1+15 1d100·1d100+45·2d6+6·1d100+45·2d6+6
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Post by Maxine on Jul 25, 2021 21:38:38 GMT -8
It was an exquisite attack, wasn’t it? The barrage was a specialty of hers, and with her defence on top – it was surely flawless. Yet… it didn’t work out that way. A scrappy dog and childish Saiyan took all the abuse without missing a beat. No, in fact, they retaliated. That strange animal even intercepted one of her shots, as if by instinct – teamwork, without needing a word or a second thought. The Saiyan’s vulpine comrade, too, managed to get a glancing hit in on Maxine as she made her retreat. Meanwhile, Maxine’s ally… no, she should not be so unscrupulous. He did say he was holding back in preparation! And, his latest attacks seemed quite well aimed… maybe things might turn around. Indeed, it would seem – she was the weak link here. Her gunfire didn’t seem to bother the Saiyan at all, though her wire seems to really give her trouble… maybe her weapons were getting truly outdated. And as she was met with combination attack starring a second Solar Flare, followed by a tiny but dreadful ki bomb… she could only reflect that maybe she was getting truly outdated. But – orders didn’t wait for that sort of thing. Even if fear filled every breath, and sweat and blood poured down her chest; the battle didn’t end. She hated it. It hurt, it was messy, and it just led to more violence. But, the battle didn’t end – the only way to escape, was to complete her mission. The ki blast blew Maxine back, forcing her to skid to a stop in the snow, and leaving white powder fluttering down around her. But, she pulled herself together – the overcharge from her defensive technique, as well as the ego boost, was keeping her on her feet. She hauled her assault rifle into her hands once more, and took aim… she was blinded, so catching the Saiyan was out of the question – but that fox? Perhaps the Chairman would appreciate a new rug ---! At least, in the heat of battle, STROBELITE would always be by her side. Old it may be – but she’d take it over a minigun any day of her life. She couldn’t aim down the scope, so she had Two provide an automated targeting solution based on the barrel elevation. Hardly comparable – but it’d have to do! Two more bursts of fire, and then – <Two, a second time, please.><Superheating projectile! Leave it all in your partner’s hands~>Not the most inspiring words from her AI compatriot, she had to admit; but as she swapped to her revolver again, she could only hope for the best. The drones convened once more, and STYLO lined up with the fox’s chest. Two shots. She was getting a little desperate – [462/3949] ---------------- BATTLE TRACKER{Spoiler} DEFENSIVE PHASE:4 Attacks hit = +8 ki (Drain-Type) Mizune, Feckless MuttAttack 1: Solar Flare 40 < 70 = Hit Blinded for 2 Turns (-25 Accuracy, -25 Defence) Ty, Paper TigerAttack 1: Companion Melee 89 > 40 = Hit 2 – 13 = -11 Attack 2: Cherry Bomb 139 > 40 = Hit 15 – 11 = 4 Total Damage: 4 OFFENSIVE PHASE:Bonus Action: Focus Energy +15 Accuracy with Energy Attacks for this turn. At-Will: Elder Student’s Gi (Basic Accuracy) Basic Techniques gain +10 Accuracy this turn. Standard Action 1: Ranged Energy Blast STROBELITE Target: Mizune Ranged Energy Blast 1 to Hit: SlfEFiiT1d100+60Energy Blast 1 Damage: 2d6+9Standard Action 2: Ranged Energy Blast STROBELITE Target: Mizune Ranged Energy Blast 2 to Hit: 1d100+60Energy Blast 2 Damage: 2d6+9At-Will: Phaser Ring Perform an additional Ranged Energy Blast this turn as an At-Will action. 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: Energy Constructs: Increase Damage Increases next Attack’s Damage Modifier by +2. Uses 1 Energy Constructs stack. At-Will: Ranged Energy Blast STYLO Target: Mizune Ranged Energy Blast 5 to Hit: 1d100+60Energy Blast 5 Damage: 2d6+11EFFECTS:Smoothed Edge (3) (1 turns) +10 Accuracy for Basic Techniques (Embolden) (1 turns) +10 Basic Technique Accuracy (Elder Student’s Gi) (1 turn) +15 Energy Accuracy (Focus Energy) (1 turn) Blind (-25 Accuracy, -25 Defence) (2 turns) Total Ki Spent:6 + 1 + 1 = 8 Desperado: 2/3 Bend the Limits: 1/1 Blaster Carbine: 2/3 Blaster Pistol: 2/3 Phaser Ring: 2/4 (-1) Concussive Flashbang: 2/2 Fragmentation Grenade: 1/2 Flashbang: 1/2 Arcane Orb: 2/2 Teleport: 1/1 Barrier: 0/1 Paralyse: 1/2 Energy Constructs: 0/1 Energy Construct Stacks: 2/4 (-1) Magic Materialisation: 1/1 Replay Side Hand: 1/2 Combination Attack: 2/2 Distract: 2/3 Intercept: 4/4 Ki Transfer: 0/1 Power up Ki: 75/100 Ty – Edge -1 (34,798 > 27,585 (1.5x) > 18,390 (1x)) Ty gets +2 Damage, +2 DR against Maxine. Mizune – Edge 0 (25,895 (x1.5) > 18,390 > 17,263 (1x) No bonuses for Mizune against Maxine. Smoothed Edge is giving Maxine Edge 3 against all enemies!+4 Damage Modifier, +4 DR, +10 Accuracy 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
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. 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: 109/120 | THP: 0 | KI: 57/100 | PL: 18,390 FIGHTING ACCURACY: 0 (20) | ENERGY ACCURACY: 15 (40) | DEF: 40 (65) DR: 13 (9) | DAM: +7 (+3)
1d100+60·2d6+9·1d100+60·2d6+9·1d100+60·2d6+11
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Post by Mizune Rooibos on Jul 28, 2021 6:39:11 GMT -8
Mizune was now really taking the brunt of the enemy's offense and it wasn't going so good. He quickly found out that while he could deal with the onslaught he was much stronger when focusing down on only one enemy. Still, despite having to literally flip around in crazy ways to avoid getting killed. He got roughed up pretty bad, but the added adrenaline made sure that he could still operate around at full power. Not only that, but fighting was stroking Mizune's brain even more and allowing him to access the old muscle memory of the fights he supposedly had under his belt. He couldn't remember what they were, but he could feel that his body was reacting with precision he probably shouldn't have. In the midst of all the projectiles, kicking up alot of smoke and rubble, Mizune decided to return the favor to the other two girls that freed him by rushing to their side and grabbing them by the waist. First Rosemary then Lily. With that, he would suddenly lift up and above the ground, dodging yet another shot by the female tuffle and quickly zipping past the two attackers as fast as he could. He could stand there and fight, but the other two seemed roughed up just as bad as he was and he didn't want them to die because of him. So he flew away as fast as he could with the others in tow...to live and fight another day. *Fleeing* [247]
{Spoiler} ============================ HITPOINTS: 45/70 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 |
=========================== Champion's Gi increases defense by 10! Bonus Action: Rapid MovementKi Cost: 14+25 Defense this turn!Bonus Action: GuardKi Cost: 6+10 DR this turn!Bonus Action: FlightKi Cost: 14Stylo attack avoided!- Crit Energy Blast Guarded! -8 HP - Energy Blast hits! -8 HP - Strobellite Misses! - Crit Strobellite Guarded! -8 HP - Stylo Avoided! - Flawless Counter! +20 Accuracy! - ZENKAI! +5 Fighting, +5 Control! ============================ Battle Phase
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Post by Ty on Jul 28, 2021 10:06:22 GMT -8
Tiger Lily’s life nearly flashed before her eyes, the gynoid made it hail a blizzard of energy guided laser focused bullets, which were all aimed at the red fox beastman in retaliation for protecting the red headed teenager. While the pair were reliant on teamwork, the opposition desired independence, but after two nearly fatal barrages of gun fire from the mauve haired android; it was not worth risking their lives to fight fairly.
While Mizune managed to use high level of instinctive reflexes to dodge the assault, he was injured in the process of evasion, and then dashed to pick up Ty along with Rosemary to retreat into the snow covered woods. The smell of pine trees, blood, and gunpowder numbed her senses until they were deep into the woods far from the Tuffle bunker.
“I can fly!” The half saiyan managed to say, she slipped out of the red fox’s grip, and grabbed Rosemary as she flew alongside of him. “I am sorry, but if we want to escape with our lives, we’re going to have to split up! If you’re ever in Pilaf Land or the Southern Islands, I hope that we can meet again, under better circumstances. Take this!”
A case of DynoCapsules was placed on his paw, even if he did not know how to use them, the digital screen inside had an integrated help menu to explain the use of the equipment inside. The case itself was registered to Tiger Lily as well, which included her address, and contact information.
In the back of her mind, she was worried about the information left behind in the Tuffle bunker, it had details of Mizune being kept in captivity and there was no time to secure that information which now fell on the---enemy? Ty knitted her brows together, this was beyond what she expected when foraging for flora, and Rosemary fainted from her injuries.
“Hang in there Rosemary! I will heal you when we get out of the Northern Lands.” [330] [2,458] {Actions} DEFENSE PHASE.
Incoming Effects:
Paralyze: Failed!
Incoming Attacks:
Nase: None
Maxine: None
Incoming Damage: 0
Damage Total: 0
HP: 70
Temp HP: 15
Rosemary HP: 10 -- OFFENSE PHASE.
Ty’s Power Level: 34,798 Maxine 22,988 PL= Edge 1 Nase: 21,830 PL= Edge 1
At-Will: -
Passive:
Bonus Action: -
Haste: -
Standard Action 1: - Standard Action 2: -
EFFECTS. Focus Stacks: 0 Instinctual Defense Stacks: 8 Enhanced Sense Stack Round 3/3 Momentum Stacks: 0
Total Ki Spent: -21 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. 1/3 Uses Remaining 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. 1/2 Uses Remaining Initiative: Mizune RooibosTyNaseMaxineTiger Lily HP:
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| 70 | 53 | 34,798
| x | % | AC: 45|40 | DEF: 100 | DM: +3 | DR: -4 | KCR: -1 |
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