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Post by Mizune Rooibos on Jul 24, 2021 14:25:09 GMT -8
Mizune groggily opened his eyes on a nice sunny afternoon. He wiggled ever so slightly in place to get a little more comfortable without bothering the still asleep tuffle currently holding him close to his chest. The fox had been growing closer and closer to the blue hero as they travelled together. Valentus himself seemed more comfortable around him after they had settled their differences a while back. He also seemed fine in humoring the fox when it came to cuddles, with the fox more often than not sneaking on the tuffle's lap and cuddling up to the hero. Mizune was a real hugaholic, but was especially so when around his "big brother". Being around Val's influence was calming to the fox. He felt a sense of safety and happyness he had not felt before or he had long forgotten after years of torture and amnestic treatments. So, when the fox had spotted the tuffle napping under a tree after an entire morning of lifting heavy weights and helping the locals move their stuff around he just couldn't help himself but wiggle in his lap for some chill time of his own, ignoring the fairy's remarks. The only problem was that he was so comfy there huddled up to the redhead tuffle that he too ended up dozing off for a while right in Valentus' arms.
"mhrhgrlblh..." Mizune grumbled, lightly nuzzling his snout into Valentus' cheek to hopefully poke his big brother awake. "Val...Val..." he called. "Big bro...you promised you would train with me today after moving all that stuff." He added. The sun was still high into the sky but he didn't know how much time they had till dusk. The tuffle had promised him they would be training together and he did not want to miss that for anything in the world. The young red kitsune enjoyed fighting just as much as he enjoyed hugging everyone. Still poking his big brother awake, Mizune made no attempt to wiggle out of his grasp. Once they both properly woke up they could stand, stretch and get ready to train.
[351]
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Post by Valentus on Jul 25, 2021 4:05:09 GMT -8
Though Mizu had all the reason to assume that his teammate was napping after a long day's work, in truth, Valentus was still too deep in his thoughts to simply take a break - so, with his eyes closed and with his hands wrapped on his waist, he was going through anything else left for them to do today. The Tuffle swordsman and the Saiyan beastman were contracted to carry supplies and aid to a village struggling in the Northern countryside. A heavy snowstorm destroyed their electric lines, left several bedridden, and disabled the cars and trucks with which the villagers brought much necessary supplies from a town several kilometers up ahead. Someone had to keep the supply chain going while electricity was being restored and they could call shipping companies again, and the two heroes made sure to provide a helping hand. Not only were they able to come to aid for people in need, but running with large, heavy boxes on their shoulders was training both physical and in concentration. It grows endurance, and also helps you learn to always stay focused, and not drop a container full of bottles of fresh water on the ground. Speaking of training... " ...eh?" Something warm was poking Valentus on the chin and cheek, and when he opened his eyes, he saw Mizu begging for the Tuffle to fulfill his side of the deal. He promised that once they fulfill their duty to the village and bring everything out of town, they were going to spar together. Valentus agreed back then, and so now he will have to suffer the consequences. The relationship between the two of them had certainly made a full one-eighty ever since they first met. Now, Valentus was Mizu's "big bro" - and seeing the difference in age and maturity between them, that... fit, perhaps. Certainly, the Saiyan beastman was enthusiastic to be as great and close of a friend as he possibly could - and the Tuffle, though not as desperate to hug his peer whenever he found the chance, reciprocated to the best of his ability. " Ah... for the Tournament, right?" Valentus called out, yawned for a bit and pulled himself back up to his feet, then stretched his hands upwards. Even without having actually slept, he felt a bit sleepy. " Sure, we have the time..." Paizu was off frolicking for flowers somewhere nearby, so at least she was not going to bother Mizu for the time being. " I'd say, before we figure out a sort of regimen, we should first figure out where we stand in comparison to each other. So, maybe a friendly spar?" (437 words, total 437)
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Post by Mizune Rooibos on Jul 25, 2021 4:55:53 GMT -8
Mizune happily bounced up and down as he heard Val agree to their training. The red fox would let the tuffle breathe and get up from his position while he himself would stretch and remain to the tuffle's side. When the tuffle suggested some friendly sparring to see how they fared against eachoter, Mizune's eyes lit up like nothing else in the world as his already excited frame turned extra eager to see just how strong his big bro was.
Nodding vigorously, Mizune finished stretching and fiddled with his outfit. He still wasn't quite used to wearing things but with his current getup being courtesy of the red boy dressed in blue the fox would for sure not even think of parting with it. It was something relatively simple. A pair of shorts over a sleveless shirt and fingerless gloves to allow Mizu's claws some freedom. The more expensive part of it all was the super light leather tabi boots made specifically for someone that walked on paws rather than feet and while the fox didn't mind being barepaw as he walked around, the boots sure came in handy when he had to walk on less than pleasant soil like rocks and other stuff.
Hopping up and down just raring to go, Mizune circled around Val as he patiently-not-so-patiently waited for his big brother to get ready. "You're planning to go fight in that super famous tournament yeah?" He asked as Val mentioned the fighting competition that was going to be held some time later down the line. "I hear there will be alot of strong people there, so we need to get strong too!"
While the fox didn't really care much about fame or glory he did not want to fall behind his big brother's strenght. Just like the tuffle was going to protect him from danger so would Mizu make sure his big brother would be safe from harm!
"And if I win this fight I get to cuddle more!"
Initiative: PLzuplL51-100
[321]1-100
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Post by Valentus on Jul 26, 2021 0:16:51 GMT -8
Valentus did not need much time to get ready. He was already in his armor, the Tuffle merely needed to stretch a bit to get his muscles warmed up. Oh, and get his weapon for the fight.
No, not the Radiant Blade... that sword's made for actual battles, he would only be incapacitated if he tried to wield it against his friend in a harmless spar. Don't want to cleave Mizu in half, you know? Instead, Valentus picked up a stick, spun it in his hand briefly as if it were a sword and he was showing off, then stepped away from the tree and their camp a bit. There was a meadow right besides where they were resting just a moment ago, a perfect place for sparring.
Mizu brought up the topic of the Tournament - an event which, according to him, was going to have numerous powerful fighters they will need to prepare for. That went without saying. After all, from what Valentus has heard, the World Martial Arts Tournament was where the most famous and powerful martial artists on Earth gather to test their might. He was sure that no matter how much training they did in a year, both him and Mizune would be severely disadvantaged - but that was not going to stop either of them from trying!
"Yeah," the Tuffle answered his friend. "Truth be told, I am not really going to go there for the challenge - and especially not for the prize money... But if what I have heard about the World Martial Arts Tournament is true, then it is going to have a cast of all of Earth's most powerful martial artists - and surely, I will be able to find new friends and allies there. I'm sure that we are not the only aspiring heroes in the world, you know? There must be more who want to use these abilities for good, and they might be there for the same purpose as me..."
Valentus placed his foot down.
"Alright. For the rules... let's try to avoid injuring each other too much, keep to this meadow, and fight until one of us accepts defeat. Let's say... we can begin."
Initiative - U2cahPNG1d100
(364 words, total 801) 1d100
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Post by Mizune Rooibos on Jul 28, 2021 3:49:13 GMT -8
Mizune was quite happy he got to see first hand what his big brother was capable of. Outside of some scuffles here and there with poachers and other small criminals he never had the chance to see just how strong his tuffle brother really was. Granted this was just a friendly scuffle so they wouldn't be going all out, especially since they didn't want to damage their surroundings, but still it was nice to see his big bro in action. "Alright, here I come big bro!" Mizune stated, releasing his aura and spiking his power level as he got ready for combat. "Brace yourself!" he would add, moving his body into a battle stance that very much resembled the one the tuffle used. To say Valentus had rubbed off of the red fox would be an understatement. At this point one might even think Mizune had imprinted on the blue hero considering just how much the saiyan hybrid relied on his tuffle acquaintance for about everything outside basic sustenance and independence. The fox gave his brother time to get ready for the fight, standing on the spot and already mulling over his plan to beat the tuffle and claim his prize. Oh yes, he would get that hug. [208]
{Battle Tracker} ============================ HITPOINTS: 70/70 Ki: 100/100
STATUS: Happy to be with Val TURNS REMAINING: N/A Power Level: 13.881
============================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. Master's Belt - When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4
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)
- Instinctual Defense: 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
- N/A
- 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 |
=========================== Bonus Action: Instinctual DefenseKi Cost: 9 +5 Instinct!============================ Battle Phase
Bonus Action: Power Up! Ki Cost: 0
+25% PL, +25 Ki!
Standard Action: N/A Ki Cost: 0
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Post by Valentus on Jul 28, 2021 23:55:46 GMT -8
So this is it, then. He's about to face off against the full might and sheer terror of Mizune Rooibos, experimental Tuffle weapon and a radiant ball of sunshine. While Mizu was busy yelling how much he is ready and how the Tuffle should brace himself, Valentus rest the butt end of his stick on the ground and watched his opponent. Every time he has had to face off against an opponent, the first thing Valentus would do is analyze. When the enemies he usually has had to face are far stronger than him physically, planning in advance often becomes a lease of life. And Val has certainly learned a lot about Mizu in the time they have spent together. That more often than not, he acts on instinct, his moves are fueled by raw emotion... They both can be powerful tools at someone's disposal, but they can also be used against someone. Especially as Valentus has not only been observing Mizu, but learning a few of the Saiyan beastman's tricks as well, adding them to his own. For example... the slippery, defensive reflexes behind that instinct. Valentus lifted his stick and spun it in his hand, moving to a defensive posture. " Then bring it." (206 words, total 1007) BATTLE TRACKER{ACTIONS}At-Will: Prodigious Student - Learn Mizu's Instinctual Defense.
At-Will: Instinctual Defense - Generate 5 stacks of Instinct, -10 ki.
Bonus Action:
Standard Action:
Standard Action:
{STATISTICS}Class: Prodigy | Level 1 | +5 HP, +5 ACC, +0 DEF, +1 DAM, +1 DR Racial Trait: Tuffle Ingenuity | When using an outfit, you gain +10 Temp HP in addition to any bonuses the outfit provides. Fighting: 50 Energy Control: 25 Reflexes: 50 Resilience: 30
CLASS FEATURES. Prodigious Student | Twice per battle as a 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. | 1/4 uses
Unrivaled Potential | You begin play with all Enhanced Basic Techniques. | Passive
Prodigy Plus | 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. | Passive
TRAITS. Blitz | When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Haste | When you activate Haste, you gain 1 additional Bonus Action on your turn. | 0/3 uses
EQUIPMENT. Bo Staff | Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. | Bonus Action | 0/3 uses Incendiary Grenade | Target one opponent; that opponent has a 50% chance to be afflicted with the Burn status effect. | Bonus Action | 0/2 uses Grav Bomb | Target one opponent; that opponent has a 60% chance to be afflicted by the Special Status Effect “Heavy” for two (2) turns. While afflicted with “Heavy”, increase the cost of all actions by 5 Ki, even if that action would not normally cost Ki. | Bonus Action | 0/2 uses
DEFENSE/UTILITY TECHS. Poison - Rank 1 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.
Solar Flare - Rank 1 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 battle.
Learned with Prodigious Student Instinctual Defense - Rank 1 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. Cost: 2 ki per stack. Limit: Once per battle. Spent 0/5 stacks.
HP: 85/85 | THP: 0 | KI: 90/100 | PL: 7,715 FIGHTING ACCURACY: +55 | ENERGY ACCURACY: +30 | DEF: 100 DR: 2 | DAM: +3 | KI COST REDUCT: -1
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Post by Mizune Rooibos on Jul 29, 2021 3:42:47 GMT -8
Mizune did not wait to hear his big bro say it twice. The red fox would zig zag the meters between them at full speed and happily pounce on his big brother with the intention of throwing two of his usual punches at him. He wasn't really aiming somewhere lethal, he was mostly going for some chest taps to be sure he wouldn't hurt his big bro too too much. He did say to come at him as hard as he could but the fox couldn't help but hold back even a teeny tiny bit for Val's sake. He remebered his first fight with the other tuffles and kind of knew how they went about things in general. Now, not to say that Valentus was like the other two. He was definitely much much much much much much much better than them, they could dream to get on his level. It was almost funny how they relied on nuts and bolts to fight while his big bro here was doing things even better in flesh and blood. Man, just thinking about the fight was getting Mizune riled up and much more eager to fight with his big bro. Their spar hadn't even properly started and the red fox was already having the time of his life. [216]
{Battle Tracker} ============================ HITPOINTS: 70/70 Ki: 100/100
STATUS: Happy to be with Val TURNS REMAINING: N/A Power Level: 17.261
============================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. Master's Belt - When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4
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)
- Instinctual Defense: 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
- N/A
- 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 |
=========================== Bonus Action: Enhanced Dragon Dash!Ki Cost: 6 +5 Damage! +10 Accuracy!============================ Battle Phase Champion's Gi increases accuracy by 15! Edge 2! +5 Accuracy +3 damage +3 Dr! Master Belt increases damage by 4!
Standard Action: Strike Ki Cost: 3
- Accuracy: D|3r70U61d100+80
- Damage: 1d12+17
Standard Action: Strike Ki Cost: 3
- Accuracy: 1d100+80
- Damage: 1d12+17
1d100+80·1d12+17·1d100+80·1d12+17
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Post by Valentus on Jul 29, 2021 12:16:57 GMT -8
Valentus knew that he was the weaker one of the duo, and was expecting pain - however, he could not have possibly expected this much pain. The punches he threw may not have been that much for Mizu, but they slipped right through the Tuffle's defense and slammed right in between his ribs. One came, then another, both of them instantly knocking the wind out of him and blowing him away. After the strikes, Valentus stumbled back, before finally coming to a full stop a few steps away. Immediately, he started to catch his breath, trying to recover. " Just... just like I thought..." he muttered under his breath, before finally smiling. " You're amazing, Mizu." He twirled the stick in his hand and moved it to an offensive posture. He was definitely not going to be able to offer as much punishment. " Well, here goes nothing!" Much like Mizu, he lunged forward, although his charge was less of a playful bounce and more of a trained swordsman's bold step forward. Valentus opened his counter offensive with a sudden forward thrust, before continuing his attack with a swifft double horizontal swing - all of them were intended to keep the beastman Saiyan at bay just as much as they were to attack. (208 words, total 1215) BATTLE TRACKER{ACTIONS}Mizu's attack #1 - 173 atk vs 100 def - crits for 24 damage! Mizu's attack #2 - 172 atk vs 100 def - crits for 30 damage!
Total 54 damage reduced to 42 damage by DR!
---
Bonus Action: Enhanced Guard, +10 DR, -6 ki
At-Will: Haste - Gain an additional Bonus Action this turn.
Bonus Action: Spirited Charge (Enhanced Dragon Dash), -6 ki +5 damage and +10 attack with all Melee attacks this turn.
Standard Action: Hit with Stick! (Enhanced Strike)
Accuracy - PCi_xtmZ1d100+65 Damage - 1d12+8
Standard Action: Hit with Stick! (Enhanced Strike)
Accuracy - 1d100+65 Damage - 1d12+8
Standard Action (Blitz): Hit with Stick! (Enhanced Strike)
Accuracy - 1d100+65 Damage - 1d12+8
{STATISTICS}Class: Prodigy | Level 1 | +5 HP, +5 ACC, +0 DEF, +1 DAM, +1 DR Racial Trait: Tuffle Ingenuity | When using an outfit, you gain +10 Temp HP in addition to any bonuses the outfit provides. Fighting: 50 Energy Control: 25 Reflexes: 50 Resilience: 30
CLASS FEATURES. Prodigious Student | Twice per battle as a 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. | 1/4 uses
Unrivaled Potential | You begin play with all Enhanced Basic Techniques. | Passive
Prodigy Plus | 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. | Passive
TRAITS. Blitz | When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Haste | When you activate Haste, you gain 1 additional Bonus Action on your turn. | 1/3 uses
EQUIPMENT. Bo Staff | Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. | Bonus Action | 0/3 uses Incendiary Grenade | Target one opponent; that opponent has a 50% chance to be afflicted with the Burn status effect. | Bonus Action | 0/2 uses Grav Bomb | Target one opponent; that opponent has a 60% chance to be afflicted by the Special Status Effect “Heavy” for two (2) turns. While afflicted with “Heavy”, increase the cost of all actions by 5 Ki, even if that action would not normally cost Ki. | Bonus Action | 0/2 uses
DEFENSE/UTILITY TECHS. Poison - Rank 1 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.
Solar Flare - Rank 1 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 battle.
Learned with Prodigious Student Instinctual Defense - Rank 1 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. Cost: 2 ki per stack. Limit: Once per battle. Spent 0/5 stacks.
HP: 43/85 | THP: 0 | KI: 78/100 | PL: 7,715 FIGHTING ACCURACY: +55 | ENERGY ACCURACY: +30 | DEF: 100 DR: 2 | DAM: +3 | KI COST REDUCT: -1 1d100+65·1d12+8·1d100+65·1d12+8·1d100+65·1d12+8
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Post by Mizune Rooibos on Jul 29, 2021 13:44:11 GMT -8
Mizune was perhaps a little too excited to fight his big brother, so much so that his two punches had te tuffle gasping for air for a moment. The young fox dropped his guard, scare that he had hurt his big bro too bad, but he saw him get back up relatively quickly. Valentus was so cool! No matter what happened he was super strong and always got back up no matter how dire the situation is! What the red fox didn't expect was the smile and the praise his big bro threw at him. Mizune's ears perked up as his eyes lit up with happiness. Just those few words the tuffle uttered meant the world to him. To think that his brother considered him amazing was...was...AWESOME! If they weren't fighting the half saiyan would have thrown himself at the tuffle's neck that moment. If he was motivated before, Valentus encouragment had the young hybrid overflowing with motivation. He wanted to show his big brother how great he was. He wanted to show him all he could do! The excitement of impressing his sibling was perhaps a little too much, making Mizune too distracted to avoid the thrust Valentus performed. The sting of pain snapped the fox back to reality. Right right, they are still fighting! He should focus! With his mind back in the game, Mizune quickly exhibited his speed just how he did with the other Tuffle trying to compete in melee with him, he quickly ducked under the first sword swing and jumped over the second, drawing himself close to his big brother once again to launch a counteroffensive. This time it would come in the form of two kicks, though the fox would make sure that he would hit his brother with the flat of his paw and not his claws, so that to not cause him too much pain! Hurting his big bro just wouldn't do! [321]
{Battle Tracker} ============================ HITPOINTS: 70/70 Ki: 88/100
STATUS: Overjoyed!! TURNS REMAINING: N/A Power Level: 17.261
============================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. Master's Belt - When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4
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)
- Instinctual Defense: 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
- N/A
- 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's Gi increases Defense by 10! Instinct increases Defense by 12!
Bonus Action: Rapid Movement!Ki Cost: 14 +25 Defense!- Stick Thrust hit! -14 HP (4 DR) - Stick Swing Misses! (127 Defense) - Stick Swing Misses! (127 Defense) - Flawless Counter! +20 Accuracy! ============================ Battle Phase Edge 2! +5 Accuracy +3 damage +3 Dr! Master Belt increases damage by 4!
Standard Action: Strike Ki Cost: 3
- Accuracy: HmNv6NKD1d100+75
- Damage: 1d12+12
Standard Action: Strike Ki Cost: 3
- Accuracy: 1d100+75
- Damage: 1d12+12
1d100+75·1d12+12·1d100+75·1d12+12
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Post by Valentus on Jul 30, 2021 6:50:14 GMT -8
The first of Valentus' stick thrusts hit, getting Mizu to focus on the fight instead of snoozing off and resting on his laurels. Sure, his teammate commended his strength and that was nothing to scoff at, but they were still dueling and had to focus on that. Thankfully, Mizu quickly got back into the game, and none of the Tuffle's followin swings landed. After the combination, Mizu swept forward for a counter offensive. This time, Valentus handled himself a lot better. Suddenly raising his stick horizontally, the Tuffle blocked the first of the kicks and swatted it aside - for the second, meanwhile, he suddenly leapt back. Channeling the energy running through his body, Valentus suddenly propelled himself backwards, backflipping and landing on his feet several meters away, unscathed. The beginning of the spar was frankly quite overwhelming, but having finally figured out how he should handle the fight, Valentus allowed himself to be a little confident. He still was on the back foot, sure, but he was going to give Mizu the best battle he could possibly give. " Haaah!" Valentus yelled as he rushed forward, making his way across the battlefield and opening with a wide downwards swing, intent to break the beastman Saiyan's guard. Immediately after, he followed the attack with two swift stick thrusts, aimed at Mizu's upper torso. (221 words, total 1436) BATTLE TRACKER{ACTIONS}Mizu's attack #1 - 88 atk vs 100 def - miss! Mizu's attack #2 - 146 atk vs 100 def - avoided with Flight!
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Bonus Action: Enhanced Flight - Avoid one non-critical attack which would have hit you. -9 ki
At-Will: Haste - Gain an additional Bonus Action this turn.
Bonus Action: Spirited Charge (Enhanced Dragon Dash), -6 ki +5 damage and +10 attack with all Melee attacks this turn.
Standard Action: Hit with Stick! (Enhanced Strike)
Accuracy - AAmzkiwN1d100+65 Damage - 1d12+8
Standard Action: Hit with Stick! (Enhanced Strike)
Accuracy - 1d100+65 Damage - 1d12+8
Standard Action (Blitz): Hit with Stick! (Enhanced Strike)
Accuracy - 1d100+65 Damage - 1d12+8
{STATISTICS}Class: Prodigy | Level 1 | +5 HP, +5 ACC, +0 DEF, +1 DAM, +1 DR Racial Trait: Tuffle Ingenuity | When using an outfit, you gain +10 Temp HP in addition to any bonuses the outfit provides. Fighting: 50 Energy Control: 25 Reflexes: 50 Resilience: 30
CLASS FEATURES. Prodigious Student | Twice per battle as a 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. | 1/4 uses
Unrivaled Potential | You begin play with all Enhanced Basic Techniques. | Passive
Prodigy Plus | 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. | Passive
TRAITS. Blitz | When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Haste | When you activate Haste, you gain 1 additional Bonus Action on your turn. | 1/3 uses
EQUIPMENT. Bo Staff | Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. | Bonus Action | 0/3 uses Incendiary Grenade | Target one opponent; that opponent has a 50% chance to be afflicted with the Burn status effect. | Bonus Action | 0/2 uses Grav Bomb | Target one opponent; that opponent has a 60% chance to be afflicted by the Special Status Effect “Heavy” for two (2) turns. While afflicted with “Heavy”, increase the cost of all actions by 5 Ki, even if that action would not normally cost Ki. | Bonus Action | 0/2 uses
DEFENSE/UTILITY TECHS. Poison - Rank 1 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.
Solar Flare - Rank 1 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 battle.
Learned with Prodigious Student Instinctual Defense - Rank 1 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. Cost: 2 ki per stack. Limit: Once per battle. Spent 0/5 stacks.
HP: 43/85 | THP: 0 | KI: 63/100 | PL: 7,715 FIGHTING ACCURACY: +55 | ENERGY ACCURACY: +30 | DEF: 100 DR: 2 | DAM: +3 | KI COST REDUCT: -1 1d100+65·1d12+8·1d100+65·1d12+8·1d100+65·1d12+8
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Post by Mizune Rooibos on Jul 30, 2021 9:06:56 GMT -8
Mizune was ready this time, despite missing with both his kicks. The young fox would observe his brother's movements carefully and let his battle instincts take over his body. When the first swing came down on him, he was able to raise his paws up and deflect it to the side, exposing Valentu's side so that he could attempt a sudden punch tohis brother's right side. He would then weasel around the other two strikes with his usual flexible movement and expose his brother's lack of proper form by getting a fairly powerful sucker punch square in his chest. [99]
{Battle Tracker} ============================ HITPOINTS: 56/70 Ki: 68/100
STATUS: Overjoyed!! TURNS REMAINING: N/A Power Level: 17.261
============================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. Master's Belt - When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4
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)
- Instinctual Defense: 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
- N/A
- 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 |
=========================== Instinct increases Defense by 12!
Bonus Action: Hidden WeaponKi Cost: 0 Enemy Reflex Bonus Negated!- Stick Swing Misses! (92 Defense) - Stick Swing Misses! (92 Defense) - Stick Swing Misses! (92 Defense) ============================ Battle Phase Edge 2! +5 Accuracy +3 damage +3 Dr! Champion's Gi increases accuracy by 15! Master Belt increases damage by 4!
Standard Action: Strike Ki Cost: 3
- Accuracy: 3hVN|7_j1d100+65
- Damage: 1d12+12
Standard Action: Strike Ki Cost: 3
- Accuracy: 1d100+65
- Damage: 1d12+12
1d100+65·1d12+12·1d100+65·1d12+12
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Post by Valentus on Jul 31, 2021 13:17:41 GMT -8
The melee continued - and in spite of his effort, Valentus simply couldn't lay a good strike on Mizu. The first of the Tuffle's stick swings ended up deflected to the side - thankfully, he noticed the punch slipping through his defenses just in time and swept to the side. A second one caught him soon after his combination of swings, however - smacking straight into Valentus' ribs and pushing him back. After sliding back for a few meters, the Tuffle came to a full stop, observing his opponent yet again. " Kick his ass, Val!" Paizu had returned from her frolicking among the flowers, apparently, and was now perched on the branches of one of the surrounding trees, watching the fight. The Tuffle did not pay much attention aside for a brief glance to the side - after spinning the stick in his hand again, he asked Mizu: " I know you don't remember much of your life because of... well, what happened to you, but do you remember training with anyone before? Or... some sort of knowledge of martial arts which just happens to be in your mind and can't be explained by mere instinct?" At the very least, it will be helpful to know how much Mizu will need to learn in terms of basics, if anything, or whether they can skip that stage entirely and go hard on physical training. Valentus charged forward yet again, sending an another barrage of stick swings. (240 words, total 1676) BATTLE TRACKER{ACTIONS}Mizu's attack #1 - 70 atk vs 100 def - miss! Mizu's attack #2 - 107 atk vs 100 def - hits for 15 dmg!
Total 15 dmg reduced to 13 dmg!
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Bonus Action: Spirited Charge (Enhanced Dragon Dash), -6 ki +5 damage and +10 attack with all Melee attacks this turn.
Standard Action: Hit with Stick! (Enhanced Strike)
Accuracy - BQctzTVi1d100+65 Damage - 1d12+8
Standard Action: Hit with Stick! (Enhanced Strike)
Accuracy - 1d100+65 Damage - 1d12+8
Standard Action (Blitz): Hit with Stick! (Enhanced Strike)
Accuracy - 1d100+65 Damage - 1d12+8
{STATISTICS}Class: Prodigy | Level 1 | +5 HP, +5 ACC, +0 DEF, +1 DAM, +1 DR Racial Trait: Tuffle Ingenuity | When using an outfit, you gain +10 Temp HP in addition to any bonuses the outfit provides. Fighting: 50 Energy Control: 25 Reflexes: 50 Resilience: 30
CLASS FEATURES. Prodigious Student | Twice per battle as a 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. | 1/4 uses
Unrivaled Potential | You begin play with all Enhanced Basic Techniques. | Passive
Prodigy Plus | 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. | Passive
TRAITS. Blitz | When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Haste | When you activate Haste, you gain 1 additional Bonus Action on your turn. | 1/3 uses
EQUIPMENT. Bo Staff | Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. | Bonus Action | 0/3 uses Incendiary Grenade | Target one opponent; that opponent has a 50% chance to be afflicted with the Burn status effect. | Bonus Action | 0/2 uses Grav Bomb | Target one opponent; that opponent has a 60% chance to be afflicted by the Special Status Effect “Heavy” for two (2) turns. While afflicted with “Heavy”, increase the cost of all actions by 5 Ki, even if that action would not normally cost Ki. | Bonus Action | 0/2 uses
DEFENSE/UTILITY TECHS. Poison - Rank 1 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.
Solar Flare - Rank 1 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 battle.
Learned with Prodigious Student Instinctual Defense - Rank 1 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. Cost: 2 ki per stack. Limit: Once per battle. Spent 0/5 stacks.
HP: 30/85 | THP: 0 | KI: 57/100 | PL: 7,715 FIGHTING ACCURACY: +55 | ENERGY ACCURACY: +30 | DEF: 100 DR: 2 | DAM: +3 | KI COST REDUCT: -1 1d100+65·1d12+8·1d100+65·1d12+8·1d100+65·1d12+8
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Post by Mizune Rooibos on Jul 31, 2021 13:46:27 GMT -8
The red fox demonstrated just how sharp his senses were by having his eyes ears and nose locked onto the tuffle. Once again he would swat the stick to the side and away from him as he read the Tuffle's movement like an open book. Mizune then decided to have a small moment of respite by motioning timeout with his paws. "I am really really sorry big bro." The half saiyan said as he hugged his big brother and nuzzled his head into his cheek. "I really really don't know. The only things I can recall is short brief moments of pain." He answered, drawing slightly closer to the Tuffle's calming and relaxing presence. "I really cannot remember anything it's just...it just like my body already knows what to do. I don't really think about it when I fight I just kinds move with the flow of things." His tail as beginning to wag again. He almost forgot they were sparring. The hybrid just wished to spend more time with his big awesome brother really. He was having the time of his life, barring the annoying pixie whom would recieve a stuck out tongue from the red kid and he huggled himself tighter around Valentus. "I'm trying to use the stance you taught me but I just start doing things and I get some kind of faint tingly feeling when I feel it's the right moment to strike. I know my fighting is kind of weird but I still wanna be super strong so that ai can be at your side and help! I want to protect my big brother from harm!" Reluctantly, Mizune wiggled free from their hug and took a few steps backwards to let Valentus breathe. He bobbed on the spot as he got ready for the final stretch of the training. He would wait for the blue hero to gather himself before resuming their spar by throwing two more punches his way, though he held himself back a little more and just resorted to two normal, straight punches. [342]
{Battle Tracker} ============================ HITPOINTS: 56/70 Ki: 62/100
STATUS: Overjoyed!! TURNS REMAINING: N/A Power Level: 17.261
============================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. Master's Belt - When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4
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)
- Instinctual Defense: 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
- N/A
- 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 |
=========================== Instinct increases Defense by 12!
Bonus Action: Enhanced Sense!Ki Cost: 0
+5 Accuracy/Defense, +2 Damage/DR! - Stick Swing Misses! (97 Defense) - Stick Swing Misses! (97 Defense) - Stick Swing Misses! (97 Defense) ============================ Battle Phase Edge 2! +5 Accuracy +3 damage +3 Dr! Champion's Gi increases accuracy by 15! Master Belt increases damage by 4!
Standard Action: Strike Ki Cost: 3
- Accuracy: U7Bep3qW1d100+70
- Damage: 1d12+14
Standard Action: Strike Ki Cost: 3
- Accuracy: 1d100+70
- Damage: 1d12+14
1d100+70·1d12+14·1d100+70·1d12+14
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Post by Valentus on Aug 2, 2021 2:44:06 GMT -8
" A-ah..." Instead of simply answering Valentus' question, Mizu suddenly called a time out and pulled the Tuffle in for an awkward hug, apologizing and trying to explain the extent of his ability. He did not remember anything about ever training or learning martial arts - however, from what he tried to describe, it seems as if his fighting skill was instinctual. When facing off against the Tuffle, his body just... knew what to do, dodging and hitting with little input needed from the Saiyan. It could be something which the TSE installed into him, or it might just be pure prodigial instinct. Regardless, it meant that Mizu needed little actual study - he was effectively born with more than enough tools to get around with. Something else was concerning, however... " Just... don't forget that you need to focus on the battle - not hug me in the middle of fighting. Sure, I'm not going to hit you right now, but if we're facing off against a villain, I really hope you don't drop the battle to suddenly start hugging me..." Valentus explained after Mizu let him go, then swung his stick in preparation for the next stage of the fight. Mizu's first punch came immediately after, slipping past the Tuffle's defenses once again and striking straight in the chest - the second, however, got suddenly blocked by his stick and swatted to the side. He wasn't going to last much longer, so Valentus decided to resort to a different technique. Suddenly, he swung his fist - a weak, yet fast jab aimed in between Mizu's eyes, right above his snout, intended not to deal damage, but to strike the Saiyan's eye nerves and temporarily leave him blind. Whether or not it worked, Valentus would charge forward yet again, swinging with his stick for a combination of strikes. (302 words, total 1978) BATTLE TRACKER{ACTIONS}Mizu's attack #1 - 111 atk vs 110 def - hits for 23 damage! Mizu's attack #2 - 108 atk vs 110 def - miss!
Total damage reduced to 21 by DR!
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At-Will: Instinctual Defense - +10 Defense for next three turns.
At-Will: Haste - Gain an additional Bonus Action this turn.
Bonus Action: Eye Stroke (Solar Flare), -5 ki
Need 70 or under to inflict Blind on Mizu - i60b2gMX1d100
Bonus Action: Spirited Charge (Enhanced Dragon Dash), -6 ki +5 damage and +10 attack with all Melee attacks this turn.
Standard Action: Hit with Stick! (Enhanced Strike)
Accuracy - 1d100+65 Damage - 1d12+8
Standard Action: Hit with Stick! (Enhanced Strike)
Accuracy - 1d100+65 Damage - 1d12+8
Standard Action (Blitz): Hit with Stick! (Enhanced Strike)
Accuracy - 1d100+65 Damage - 1d12+8
{STATISTICS}Class: Prodigy | Level 1 | +5 HP, +5 ACC, +0 DEF, +1 DAM, +1 DR Racial Trait: Tuffle Ingenuity | When using an outfit, you gain +10 Temp HP in addition to any bonuses the outfit provides. Fighting: 50 Energy Control: 25 Reflexes: 50 Resilience: 30
CLASS FEATURES. Prodigious Student | Twice per battle as a 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. | 1/4 uses
Unrivaled Potential | You begin play with all Enhanced Basic Techniques. | Passive
Prodigy Plus | 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. | Passive
TRAITS. Blitz | When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Haste | When you activate Haste, you gain 1 additional Bonus Action on your turn. | 3/3 uses
EQUIPMENT. Bo Staff | Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. | Bonus Action | 0/3 uses Incendiary Grenade | Target one opponent; that opponent has a 50% chance to be afflicted with the Burn status effect. | Bonus Action | 0/2 uses Grav Bomb | Target one opponent; that opponent has a 60% chance to be afflicted by the Special Status Effect “Heavy” for two (2) turns. While afflicted with “Heavy”, increase the cost of all actions by 5 Ki, even if that action would not normally cost Ki. | Bonus Action | 0/2 uses
DEFENSE/UTILITY TECHS. Poison - Rank 1 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.
Solar Flare - Rank 1 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 battle.
Learned with Prodigious Student Instinctual Defense - Rank 1 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. Cost: 2 ki per stack. Limit: Once per battle. Spent 5/5 stacks. 1/3 turns.
HP: 9/85 | THP: 0 | KI: 46/100 | PL: 7,715 FIGHTING ACCURACY: +55 | ENERGY ACCURACY: +30 | DEF: 100 DR: 2 | DAM: +3 | KI COST REDUCT: -1 1d100·1d100+65·1d12+8·1d100+65·1d12+8·1d100+65·1d12+8
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Post by Mizune Rooibos on Aug 3, 2021 5:33:21 GMT -8
The red fox replied with a hum to Valentus remarks. The real thing was that as much as he enjoyed fighting he was kinda not too fond of hurting his big brother. Seeing how the tuffle was roughed up it was clear his engeneered genetics were a little too much for his big brother to handle. Still, what he said was right, he couldn't just stop a fight for things but...he really really really didn't want to hurt his bro. Still, he did not want to disrespect him either by thinking him weak. He wasn't weak at all. As soon as their sparring resumed, Mizune would once again begin avoiding his brother's strikes, one after the other. His head was already looking for an opening, but he didn't see any. He would need to find some other way to get their sparring match to its conclusion. Once again, the red blur would charge at the Tuffle as fast as his paws could carry him. Launching forward, he would suddenly take the hit from his brother's weapon in order to power through it and tackle the young tuffle to the ground with enough force to hopefully end their confrontation once and for all. [202]
{Battle Tracker} ============================ HITPOINTS: 56/70 Ki: 54/100
STATUS: Overjoyed!! TURNS REMAINING: N/A Power Level: 17.261
============================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. Master's Belt - When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4
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)
- Instinctual Defense: 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
- N/A
- 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's Gi increases Defense by 10!
Bonus Action: Rapid Movement!Ki Cost: 14
+25 Defense!- Stick Swing Misses! (115 Defense) - Stick Swing Misses! (115 Defense) - Stick Swing hits! -12 HP! ============================ Battle Phase Edge 2! +5 Accuracy +3 damage +3 Dr! Master Belt increases damage by 4!
Bouns Action: Hidden Weapon! Ki Cost: 0
Reflex Bonus Nullified!
Standard Action: Strike Ki Cost: 3
- Accuracy: KPI489Q51d100+65
- Damage: 1d12+14
1d100+65·1d12+14
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