Post by Grisha on Jul 10, 2021 18:25:49 GMT -8
Name: Gian Lorenzo
Nickname: Lorenzo
Species: Beastman
Age: 31
Gender: Male
Equipment:
- Ritual Dagger
This dagger is long and broad at its base, narrowing to a deadly tip with a wave-like edge throughout its length and has been used in countless sacrificial rituals- enough to imbue its blade with an Enchantment that saps the life force of its victims.
Type: Weapon - Knife
Activation: Bonus Action
Effect: Strikes you perform on this turn deal an additional 2 damage to their targets; this damage is applied even if your strikes would not hit and ignores all DR and Temporary HP possessed by the target. You regain 2 HP for each Strike performed on this turn that successfully hits its target.
Limit: 3 uses per thread. - Universal Targe
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 - Shield
Activation: Bonus Action - Reactive
Effect: Increase your DR by 10 this turn; additionally, select one non-Special Status Effect. You may not be inflicted with the chosen Status Effect on this turn.
Limit: 2 uses per thread. - 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: -- - Champion’s Gi
This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit.
Type: Outfit - Gi
Activation: Passive
Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn.
Limit: 1 bonus applied per turn.
Appearance: Lorenzo is a turtle man with a muscular body covered in green and yellow scales. He wears a black bandana that covers his eyes. The shell on his back naturally protects him from backstabs. He stands at 6’1” and weights 210 lbs. The bandit resembles a ninja in appearance, wielding butterfly knives and wearing knee and elbow protection. For being a green turtle, Lorenzo is handsome and tends to attract many female fans.
Personality: Lorenzo is hard-working and he doesn’t like to lose. If he ever does lose a fight, then he sees it as a flaw in himself and he will often push himself too hard in training to compensate for such weakness. He often trains more than he lives. He is a stern turtle who doesn’t have much social experience and is indifferent to all of the male and female fans who think he is attractive. He has one most attractive martial artist once, but he didn’t care since it wasn’t the tournament he was competing in at the time. Lorenzo likes a good fight and despite being a bandit, he fights honorably. He wants to fight his opponent’s fair and square so that he knows he beat them for certain. No tricks, cheats, or disadvantages. Lorenzo wants his opponent’s to know when they have absolutely been defeated and outmatched.
Secretly, Lorenzo has a fan named May, who goes to his every match and tries to win his affection. Unfortunately, he doesn’t ever notice. He is always too focused on his competitions, but May won’t quit. She believes she’ll be his wife one day.
History:
Lorenzo was an orphan who was found and raised among other turtle orphans by Master Sliver. Master Sliver taught his orphans self-defense so that they would go on to survive in the harsh world that is life. Each of the turtles had differing goals, while Lorenzo’s was to become stronger. He started a thieving career to raise money to compete in every tournament ever held on Earth, and he has been a regular competitor ever since he became old enough to compete.
NPC suggested WMAT bracket: 2-star
Skills Statistics
Fighting: 10 (Focus Mastery +15) ( Potential Mastery+25) = 50
Energy Control: 5 (+25) = 30
Reflexes: 10 (+25)(+10) = 45
Resilience: 5 (+25) = 30
Accuracy: 1d100+(50)+15 / 1d100+(30)+15
Defense: 50+45+20 = 115
HP: 50+30-15 = 65
HP Regeneration: +3
Ki: 100
Ki Cost Reduction: -1
DR: +1 (+3) = 4
DAM: +2 (+2) = 4
Racial Trait:
9001 Lives
You are immune to the chance of Death in Death Battles, and Events. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles.
Class: Bandit
Class Level: 3
Modifiers:
⇒HP Modifier: -10
⇒Accuracy: +15
⇒Defense Modifier: +20
⇒Damage Modifier: +2
⇒DR Modifier: +3
Class Features:
Sneak Attack- Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Burgle - Once per turn, as a Bonus Action, you may add the following effect to any damage-dealing techniques you perform: “This technique reduces the target’s Accuracy or Defense modifiers(chosen when performing a technique) by -5 for 1 turn if it hits; increase your own Attack or Defense modifier(mirroring which was chosen previously) by +5 until the end of your next turn.”
Prey on the Weak - Your attacks targeting an opponent currently suffering from the “Wound” or “Cripple” status effects reduce their target’s Ki by 5 if they hit. If your attacks are benefiting from the “Burgle” class feature, you gain Ki equal to the amount this ability caused an opponent to lose; this ki is gained on your next turn and may not cause you to exceed your maximum Ki.
Master Thief - On a turn in which you activate Burgle, your attacks bypass their targets’ Temporary HP. Additionally, Burgle may now target Temporary HP.
Banditry - “Burgle” now reduces its target statistic by -10 and increases your own by +10; the duration for both remains at 1 turn.
Class Traits:
1. Mug
Activation: Passive
Effect: Whenever you critically hit with a Melee Attack, you may select 1 item from the critically hit target’s inventory on your next turn. For the duration of that turn, you may treat that item as though it were equipped(by you), even if you would not have slots to equip it. Other standard Item Rules apply.
Limit: --
Classes: Bandit, Prodigy, Strategist
2. Flanking
Activation: Passive
Effect: When making an attack on an opponent who attacked a member of your team on their last turn, increase your critical hit range(on that opponent) by +10.
Limit: --
Classes: Bandit, Mystic, 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. Haste
Requirements: 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.
Masteries
Potential Mastery [Maxed]
Focus Mastery [Maxed]
Ability Mastery [Maxed]
Technique Mastery [Maxed]
Class Mastery [Maxed]
Legendary Mastery
[All Basic Techniques]
Technique Slots: 10/10
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. 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.
6. 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.
7. AFTER IMAGE III
You disappear, leaving behind an illusion of yourself where you were before. It fades after a second, but works to misdirect your opponent.
Type: Utility
Action: Bonus Action
Requirements: Reflexes skill of 40.
Effect: Any reactive techniques, traits, or items a single opponent uses that are At-Will or use a Bonus Action instead require a Standard Action.
Duration: 1 turn.
Cost: 15 ki
Limit: Twice per thread.
Ranks: Rank 2 tech costs 10 ki and Rank 3 tech costs 5 ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
8. 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.
9. 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)
10. Destructo Disk III
You create a saucer of ki that spins at high speeds and throw it at a target; the Destructo Disk is known to cut through nearly any substance.
Type: Legendary Ranged Energy Single
Action: Standard Action
Base Damage: 30
Major Effect: Slashing
Minor Effect: Wounding
Special Effect: This technique receives only Critical-Hit damage modifiers and treats its target as if they had 0 DR.
Cost: 25
Limit: Twice per thread.
Ranks: Rank 2 cost 20 Ki. Rank 3 deals 35 Base Damage.
Learn: Requires 4,000 EP and 4 weeks to learn.