Post by Maxine on Jul 6, 2021 1:56:26 GMT -8
Mentorship Spar: This spar does not take up a normal thread slot.
Upon completion, Cerola will receive +1 MP and 3,188 PL (reduced from 3,939, as it is higher than 50% of Cerola’s current PL) on top of the normal rewards.
Upon completion, Maxine will receive +2 MP and 1,967 PL on top of the normal rewards.
Future threads together will gain an addition +5% to these PL bonuses.
Cerola will be able to use a non-Signature technique of her choice from Maxine (and vice-versa) until the mentorship concludes.
Upon completion, Cerola will receive +1 MP and 3,188 PL (reduced from 3,939, as it is higher than 50% of Cerola’s current PL) on top of the normal rewards.
Upon completion, Maxine will receive +2 MP and 1,967 PL on top of the normal rewards.
Future threads together will gain an addition +5% to these PL bonuses.
Cerola will be able to use a non-Signature technique of her choice from Maxine (and vice-versa) until the mentorship concludes.
The excavation deep in the Northern Lands had been very successful so far – but, it would be a long time until the Azure Dragoon’s bounty could be considered operational. For now, its unknown capacities and security meant that the company couldn’t even settle in. Of course, much of that was for ISLET’s own secrecy, but… some threats of being unrecognised and shot by automated turrets never hurt anyone. So, for now, the biting cold in the tundra would be home for a little longer.
Fortunately – the bitter tundra happened to be excellent for their purposes right now. While testing automated turrets as an excuse for training was certainly still tempting, the Dragoons’ recruits were precious, all things considered; and so the endless white was a safer alternative. For many decades, the North Lands had been used for harsh training for the World Government’s special forces – and ISLET liked to think it was leagues above even that. If the mobile training hadn’t been enough of a hazing for the new members, then trading the Central Lands’ temperate climate for doing push-ups in the freezing cold without a top ought to be enough.
It wasn’t fair today, though. Maxine was anything but bothered by the cold. Heat was more of an issue for a machine such as herself, and her fake skin gave her the extra insulation that made the chill a convenience for her systems rather than remotely detrimental. Today, though, things had moved far past mere physical training – it was time for live-fire drills. Usually, such a thing would be kept in secure compounds and under strict supervision, but… well, the good thing about a totally synthetic android was that it didn’t need much work to recover from bullet or laser damage.
Sitting in the snowy woods on a fallen tree, far from any civilisation; dotted with only the freight container-like prefab dormitories of the troop… it was as far a cry from Maxine’s home in Oolong City as she might imagine. But, it was not unfamiliar, so long as her rifle was in her hands. And, no matter where on the planet you were, the sunset was still so beautiful; turning the snow to gold under its rays.
Clad in a set of particularly light tactical gear, she’d no doubt stick out compared to the power armour the Dragoons prided themselves in. For now, though, she needed a lot more training (or rather, programming) before touching it herself; so the more familiar lightweight BDU was her pick. In her arms, her Mk 27 HAMR energy assault rifle sat comfortably, though it seemed sizable compared to the petite android – extended barrel, suppressor, solid stock, pistol grip, 8x scope, LAM. A pair of energy machine pistols were holstered on either side of her hips; old knock-off models at a glance – but, the Type-950s had stuck around in Oolong City for a reason. Just two extra batteries for her rifle were in her BDU, while a few plate carriers took up the rest of her rig; leaving a selection of her pistols’ more compact batteries on her thighs. Most noticeable was the selection of grenades that sat around her waist, though; cylindrical stuns and more familiar fragmentations.
She was decked out for a turf war… though, honestly, she was just thrilled to get to arm up again. And besides – she might just get a taste of a war today.
She’d been picked out by one Doctor Delrouval as target practice, seeing as she would make a good representative of the – ahem, ‘native armory’. Maxine, the consumer model with a few guns to her name, against mere recruits… albeit, under the tactical command of Colonel Cerola. She’d like to say she’d have no problem handling anyone so green, but a recruit for a PMC like this who had made it this far could just as easily be a fresh-faced teen running on ambition as they could be a veteran with more wars under their belt than years Maxine had been active for.
…10 minutes to the operation. Maxine wasn’t sure if the opposing force would meet her beforehand, or if they would jump in as soon as the countdown finished. She was still adapting to how the Dragoons worked. They were professionals, and they had a lot to hide, but… some of their doctrine was completely alien to her. The truth… was not part of her mission parameters. But, she was sure it was on that craft, somewhere. The Caeruleus…
…No, the answer didn’t matter.
Her Duchess had asked for the Shinobu to live on.
And, she was sure of it – that future would be paved in Azure.
[775/775]
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BATTLE TRACKER
Mastery Points suppressed to 40 MP.
Class Mastery 1 – 10 MP
Technique Mastery 2 – 10 MP
Ability Mastery 1 – 5 MP
Focus Mastery 1+2 (EC, EC) – 3 MP
Potential Mastery 3 – 12 MP
Power level suppressed to 6000
STATS, SKILLS, & STUFF
Class Mastery 1 – 10 MP
Technique Mastery 2 – 10 MP
Ability Mastery 1 – 5 MP
Focus Mastery 1+2 (EC, EC) – 3 MP
Potential Mastery 3 – 12 MP
Power level suppressed to 6000
STATS, SKILLS, & STUFF
Class: Techie | Level 1 | +15 HP, +0 ACC, -15 DEF, +1 DAM, +4 DR
Racial Trait: Drain Type (android racial) | Whenever you successfully hit an opponent, regain 2 ki.
Fighting: 15
Energy Control: 30
Reflexes: 20
Resilience: 45
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.
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
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
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. 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: 24 (25-1) 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: 14 (15-1) 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.
Racial Trait: Drain Type (android racial) | Whenever you successfully hit an opponent, regain 2 ki.
Fighting: 15
Energy Control: 30
Reflexes: 20
Resilience: 45
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.
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
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
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. 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: 24 (25-1) 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: 14 (15-1) 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.
HP: 110/110 | THP: 0 | KI: 100/100 | PL: 6000 (19,696)
FIGHTING ACCURACY: 15 | ENERGY ACCURACY: 30 | DEF: 55
DR: 6 | DAM: +0
FIGHTING ACCURACY: 15 | ENERGY ACCURACY: 30 | DEF: 55
DR: 6 | DAM: +0