Post by Grisha on Jul 1, 2021 20:08:40 GMT -8
Name: Pakudon Pugmenson
Nickname: Paku-chan; Pa-kun; Sensei; Master Paku
Species: Beastman
Age: 44
Gender: Male
Equipment:
- Katchin Sword
Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material.
Type: Weapon - Sword
Activation: Bonus Action
Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.)
Limit: 3 uses per thread. - Katchin Armor
Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7.
Type: Outfit - Armor
Activation: Passive
Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit.
Limit: None. - Bio-suit
Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly.
Type: Supplementary - Technology
Activation: Passive
Effect: You heal 3 HP at the end of each turn.
Limit: -- - Master Belt
A belt worn by master martial artists and enthusiasts, indicating rank within a particular school.
Type: Supplementary - Belt
Activation: Passive
Effect: When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4.
Limit: Only one Belt may be equipped at a time.
Appearance: Pakudon resembles a pug in appearance. He often gets compliments that he appears younger than his actual age. Many find him to still resemble a pup despite him being older than most martial artists. He dresses like a wandering ronin, wearing a red cape with samurai armor and wrapped fists and feet paws. He wears his dark, human-like hair in a chonmage, top knot on his head. Upon his hip is a mysterious corked gourd that supposedly contains a dark dimension.
The pug often isn’t taken seriously due to his diminutive, 3’8” height. His eyes are extra-large, making him appear cute, but don’t let his looks fool you! He’s a master for a reason. Pakudon keeps his claws sharp for he often employs them in his combat.
Personality: One would think a master would be humble. Ha! Not Pakudon. His arrogance is one of his flaws, but unlike other masters, Paku can mostly backup his claims. Despite his arrogance, he is recognized as a master at the Turtle School. The warrior has made sure that he is known among nearly every pupil in The Orange Star Alliance. He will often travel to the lands of his various partners and allies, observing their activities, mentoring, and holding demonstrations of his prowess. The pug is always eager to test his strength against challengers and that was what brought him to the World Martial Arts Tournament.
Pakudon will often call beings younger than him “Son,” “Kid,” or “Girlie,” which often surprises or upsets others because they think he’s a pup. The martial artist has a boatload of wisdom that often goes unseen due to his unconcern for first impressions. Pakudon doesn’t care if he is liked or hated as long as others acknowledge his strength!
History:
When Pakudon was a pup, he was the chubby kid at school who snorted and breathed heavily due to being overweight. He was picked on by bullies throughout his school life until one day he grew tired of it. Disgusted with himself, he left school and went on a long journey not caring if he would survive it. He traveled to Training Island, and when he arrived there, he begged the master to allow him to join the Turtle School. The master wasn’t impressed with his portly size, but after listening to the pug’s story about bullying and his journey, he felt the hardship would be healing. The master believed Pakudon would hopefully learn to forgive his enemies. After years of training at the school and honing his techniques, Pakudon mysteriously left. The master couldn’t find him anywhere on the island and went on a search to find the pug. He soon found Pakudon in Orange Star City, his home town. He had beaten up the bullies who were older and had forgotten about bullying him when he was younger. Disappointed in his student, the master took Pakudon back to Training Island and punished him.
Pakudon was forced to watch his peers advance ahead of him, and while he didn’t like it, it did humble him some. He would challenge his peers and face defeat, but the pug never quit. He used his past failures and mistakes as a lesson to teach other students who arrived to Training Island for similar reasons. Over time, Paku became a respected martial artist despite his growing arrogance. Because Paku had failed so much, his techniques had become the closest to perfect anyone had ever seen. Pakudon went on to earn the title of master and made a living being a nomad, traveling around the world and testing his fist against other formidable opponents.
NPC suggested WMAT bracket: 1-Star
Skills & Statistics
Fighting: 10 (Focus Mastery +15) ( Potential Mastery+25) = 50
Energy Control: 5 (+25)(+10) = 40
Reflexes: 10 (+25) = 35
Resilience: 5 (+25) = 30
Accuracy: 1d100+(50)+10 / 1d100+(40)+10
Defense: 50+35+15 = 100
HP: 50+30+15+30 = 125
HP Regeneration: +3
Ki: 100
Ki Cost Reduction: -2
DR: +1 (+3)(+3) = 7
DAM: +2 (+4) = 6
Racial Trait:
Lucky Dog
You may roll one additional treasure roll per thread that you have completed, so long as the thread is at least 2,000 words in length. In addition, you may add 1d3 x 10 to any attack roll you make, once per battle. Finally, you receive 1d10% of your total EP rewards in a thread, in Zeni.
Class: Martial Artist
Class Level: 3
Modifiers:
⇒HP Modifier: +15
⇒Accuracy: +10
⇒Defense Modifier: +15
⇒Damage Modifier: +4
⇒DR Modifier: +3
Class Features:
Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin 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.
Invigoration - You regain 2 Ki at the end of a turn in which you have used the Strike Basic Technique; this may restore up to 4 Ki per turn if two Strike Basic Techniques have been used.
Immaculate Kata - Each time you successfully hit with a damaging Basic Technique, the next Special Technique you use gains +10 Accuracy and +3 Damage; this effect stacks up to 3 times.
Class Traits:
1. Flawless Counter
Activation: 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
2. Flurry of Blows
Activation: Passive
Effect: You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn.
Limit: --
Classes: Martial Artist, Protector, Techie
Traits:
1. Might
Requirements: Fighting Skill of 30
Activation: None (Passive)
Effect: Your Physical attacks deal +3 bonus damage.
2. Crush
Requirements: Fighting Skill of 40
Activation: None (Passive)
Effect: Your melee critical hits deal +3 damage and inflict Wound on their target.
3. Blitz
Requirements: Fighting Skill of 50
Activation: At-Will
Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
4. Efficiency
Requirements: Energy Control Skill of 40
Activation: None (Passive)
Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Masteries
Potential Mastery [Maxed]
Focus Mastery [Maxed]
Ability Mastery [Maxed]
Technique Mastery [Maxed]
Class Mastery [Maxed]
Legendary Mastery
[All Basic Techniques]
Enhanced BasicTechniques (2): Strike and Dragon Dash
Technique Slots: 13/13
Some of the techniques below can be replaced with special and signature techniques if he becomes an actual NPC.
1. EIGHT ARMS III
You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique.
Type: Utility
Action: At-Will
Requirements: Requires Fighting skill of 35.
Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.)
Cost: 10 ki
Limit: Twice per thread.
Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread.
2. FREEZE III
You unleash a torrent of cold at your opponent to encase them in ice and slow down their movements.
Type: Utility
Action: Bonus Action
Effect: You have a 70% chance to inflict the Freeze status on your target and the effect lasts for +1 turn. The max chance to inflict with any effect is 95%.
Cost: 5 ki
Limit: Three times per thread.
Ranks: Rank 2 is 80% chance to Freeze. Rank 3 the effect lasts for +2 turns.
3. HEAL III
You mend flesh and knit bone using a mystical power.
Type: Utility
Action: Bonus Action
Requirements: Requires an Energy Control skill of 25 or the Mystic class.
Effect: You restore 15 HP to a willing ally or yourself.
Cost: 10 ki.
Limit: Once per ally.
Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP.
4. KI BLADE III
Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight.
Type: Utility
Action: --
Prerequisite: Requires a Fighting skill of 20.
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: 2 ki per Melee Energy Blast(Same cost as Energy Blast)
Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki.
5. LIGHTNING AURA III
A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you.
Type: Utility
Action: Bonus Action
Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR.
Duration: 3 turns.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns.
6. PARALYZE III
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.
Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR.
7. POISON III
You imbue your fists or weapon with a deadly poison.
Type: Utility
Action: Bonus Action
Effect: All melee techniques you use have a 75% chance to inflict the Poison status and the effect lasts for +1 turn.
Duration: 3 turns.
Cost: 10 ki
Limit: Once per battle.
Ranks: Rank 2 increase the duration to 4 turns. Rank 3 increases the duration to 5 turns.
8. AURA GUARD III
Your aura condenses into a quick shield, dampening a blow made against you.
Type: Defensive
Action: Bonus Action - Reactive
Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage.
Cost: 15 ki
Limit: Once per battle.
Ranks: At Rank 2 tech costs 10 ki and Rank 3 costs 5 ki.
9. BARRIER III
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.
Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP.
10. CLASH III
You unleash a vicious counter attack to ensure neither you or your foe gets away unharmed.
Type: Defensive
Action: 2 Standard Actions - Reactive
Effect: When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused.
Cost: 20 + (Cost of your Attack) ki
Limit: Once per thread.
Ranks: Rank 2 reduces the ki cost to 15 + (Cost of your Attack), Rank 3 reduces the ki cost to 10 + (Cost of your Attack)
11. KIAI III
You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack.
Type: Defense
Action: Standard Action - Reactive
Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn.
This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60.
12. TELEPORT III
You vanish--moving immediately through space and time by some unnatural means.
Type: Defense
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: 25 ki.
Limit: Once per battle.
Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport.
13. Dead Zone
You briefly tear a hole in space and open a portal to the infinite darkness known as the Dead Zone and cast a foe temporarily into that dreadful abyss.
Type: Legendary Utility
Action: Standard Action
Effect: This technique targets a single opponent and has a 40% chance to succeed. Upon success, the target opponent is removed from the current battle for four (4) turns, whereupon they may only RP being trapped in the Dead Zone during their turns(turns may be simply skipped if the player wishes.) If you are brought to 0 HP or 0 Ki while an opponent is trapped by Dead Zone, they may return to the battle following your post. If used in a one versus one battle, the battle is immediately ended and you are considered the victor; the opponent must make a 3000 word travel post escaping the Dead Zone. This travel post may have its required word-count reduced by standard travel reductions, to a minimum of 500 words. If the target of this technique has 25% or less of their total HP, increase its chance to succeed by 20%.
Special Rule: If you use this technique in an Artifact Challenge and its target is the holder of the Artifact you are hunting, you immediately fail the hunt and must begin again.
Duration: 4 turns
Cost: 20 Ki
Limit: Once per thread.
Ranks: Rank 2 has a 45% base chance to succeed. Rank 3 costs 15 Ki.