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Post by Valentus on Aug 10, 2021 10:57:57 GMT -8
A knight and his fairy helper were travelling through the Western Lands, spending their time talking, discussing what was up ahead. " -oh yeah. Actually, back before I was cursed, I used to snoop around West City a lot, and I got stuck in a department store once," Paizu was speaking as she rested on Valentus's shoulder, lying on her back with her hands folded behind the back of her head and staring to the bright blue sky. " There was an entire section which just said - "Grape Vine Village Wines". Everything's vintage, with different styles and flavors, and in those fancy boxes showing the most picturesque backgrounds from the Western Lands... And, by Kami, were they expensive! I'm pretty sure you could buy a Capsule House for the cost of one bottle!" " Well, if they are being sold with that price, then clearly there's someone who's willing to buy it at that price," Valentus figured. Their road was going up a slope - and the Tuffle's ki senses were telling him that the village they were travelling to was beyond that hill. " I think Father used to buy more expensive food, actually." " Did you even have wine up on your home planet? I feel like the existence of "wine" is quite intrinsically tied to the concept of "grapes", and I doubt those exist a thousand light-years away." " Well, not wine wine, but..." The conversation had to be cut short, however. Passing the hill, Valentus and Paizu finally arrived to the Grape Vine Village - which, at first glance, appeared far more like a full blown town than a mere "village". The streets were clean and bustling with activity, and the architecture quickly caught Valentus' interest. The village was clearly very old, and has seen through a lot - much like the rest of the Pig Demon Duchies, it was immersed in tradition, unlike the enormous cities which formed the backbone of the Earthling nation. " Should we ask someone where we can find her?" Paizu blurbed, taking off from Valentus' shoulder and flying close to the Tuffle. They were here to meet Chardonnay - the Baroness of the Wine Clan from the Grape Vine Village in the Western Lands - whom they had seen for the last time during the battle against the Black Heart Namekian invasion in the Northern Lands. While Valentus was certain that the girl was doing fine, he figured that he could come for a visit - especially as the Grape Vine Village was on the way during his travels. And as he arrived to the West in Juniper/Hachiko's car, he could get the demoness to call the village in advance and hopefully inform her that the Tuffle was coming in advance. So maybe they won't even need to search? (457 words, total 457) Chardonnay
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Post by Chardonnay on Aug 11, 2021 12:22:45 GMT -8
Even with the technological advancements taking place, the Wine Clan preferred to use the traditional methods in winemaking. The custom of crushing the freshly harvested grapes with the use of one’s feet, storing them in fine oak barrels to age wine, had been kept since the beginning of their business. This was one of the many reasons why the village was known for making the best and finest quality of the said liquor. After the usual routine of collecting grapes from the vineyard, helping with the crushing and pressing phase, and monitoring and evaluating their financial accounts, Chardonnay headed off to the forest nearby for her personal and regular training. While Shinsei Ryu Academy teaches them the art of sword combat and the code of bushido, the baroness used her spare time in learning mystics and the art of ki control. She hopped on the Yukiyo Kinto-un, and hovered over the small but prosperous and lively village she deeply cared about; until she reached the hills going to the forest; looking down below, she saw familiar faces walking on the lush green grass in the hills who seemed to be heading their way to Grape Vine Village. While Chardonnay remembered Valentus was off on a quest to travel the world and fulfill his valiant mission to help anyone in need, she didn’t expect that he and his companion fairy Paizu would stumble upon her village sooner. Nevertheless, she was glad to see him again. So, in a heartbeat, she flew over to them and greeted them, “ Nice seeing you here, Mr. Valentus, Paizu! I’m sorry I left as soon as the battle finished in the Northern Lands. Lord Echo instructed us to go back first, I wasn’t able to bid goodbye to everyone properly.”“Anyway, I’m going to the nearby forest over there to train myself, but I can accompany you first to the village, so you could take a look around,” the little girl smiled sweetly. [333/333] Starting PL: 6,300 Valentus
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Post by Valentus on Aug 12, 2021 0:52:46 GMT -8
It did not take long for Valentus and Paizu to find the person they were looking for. The little fairy noticed her first, pointing to the sky and calling out:
"Val, look!" The Baroness of the Wine Clan was approaching them, riding upon a cloud as she descended to meet them. Not the most orthodox means of travel which the Tuffle has seen, but as it was clearly working, he did not question it. Valentus raised his hand and waved upon Chardonnay's approach, and smiled as soon as she arrived. She immediately began with apologizing for not having been able to say goodbye to everyone properly, and instead getting sent Westwards immediately after the battle against the Black Heart Namekians at port.
"It's fine, don't worry, Miss Chardonnay. You had to return home and to your family, that always comes first," Valentus answered her. "I'm sure everyone else in the Port Lumina defense team understood that as well." And besides, he was able to eventually meet her again, so is that really that much of a concern. Paizu floated down as she listened to the conversation and sat down on the Tuffle's shoulder, playfully fidgeting with her legs.
"Oh!" Valentus called out when Chardonnay explained where she was about to head out - as it turns out, the Baroness took the events in Port Lumina to heart, and was set to return to her training after meeting the two travellers. "If you're planning to train, then I can join with you, if you want. I don't know if you already have a sparring partner, but it's always more effective to test yourself against someone else."
He didn't have a partner for a while, but Mizu can now fulfill that role. That is, when he is not busy being glued to Valentus and snuggling next to him.
(309 words, total 766)
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Post by Chardonnay on Aug 13, 2021 5:04:15 GMT -8
Valentus was like a sun in a cool morning, his words were always gentle and positive, they never failed to bring warmth to the baroness’ heart. While she tended to worry about trivial things, this valiant knight had a way of snatching them out, making her feel at ease and confident. The idea of training together was a good idea. After the friendly spar with the fox the other day, Chardonnay became more relaxed and comfortable training with others. Besides, the tuffle was her friend, and somehow he had seen her fight in actual combat. This would be a perfect opportunity to hear some practical advice and learn from him. “Mhhm. I’d love to,” the baroness smiled, “ I have been training more frequently now since the battle in the north, I hope I improved with my skills.” She hopped off the snow cloud to join the red-haired tuffle to walk on foot as they headed deep into the forest. “And no, I don’t have a sparring partner yet, apart from Sakuya… I guess. Though I happened to meet a beastman in the forest the other day, Mr. Loki Fox. It was a bit awkward at first, because he was watching me practice, and I am not used to it. So I offered for us to have a friendly match instead.”It might be quite odd, given that she has a brother who could possibly train her, but even he was busy and was usually seen with the Bossa Nova twins who were part of the samurai clan. As the baroness, she still had to fulfill her duties within the confines of their village, not to mention the growing business of the Wine Clan. The little girl then bid goodbye to her cloud, and turned to Valentus as they continued to walk towards the forest, “It would be unfair for you if you walk, while I ride my kinto-un. Unfortunately, it can only accommodate one so I will walk with you instead,” The landscape began to transform from a never-ending carpet of green to huge pillars of perennial trees. There were no pathways or trails in this woodland, but the baroness was familiar with it since it had been her training ground ever since she decided to hone her fighting skills. [382/715] Valentus
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Post by Valentus on Aug 13, 2021 12:27:49 GMT -8
Hearing Valentus' offer, the Baroness nodded, hopped off her cloud and explained that she had been training ever since their battle against the Namekians in Port Lumina. It made sense, she was clearly not happy with having been a burden to the rest of the Lumina defense team and requiring saving. Certainly, if Valentus were in her position, he too would have done everything he could to avoid it occurring again. " At least you didn't come across the beastman I've had to team up with - he would still be glued to you and demanding snuggles as we walk," the Tuffle answered, smiling, as Chardonnay described an encounter with a beastman warrior she called "Mr. Loki Fox". Well, he was being a little unfair to Mizune. Sure, his antics were certainly rather... clingy, but he was a genuine friend and the sort of undying friend anyone could dream for. While Valentus might still be a little reserve towards, say, Juniper and Koma, he would trust Mizune without question, and he was sure Mizune would do the same. " Well, I promised to you that one day you will be the one saving people, instead of being saved, right?" he continued, going back to Chardonnay's explanation about her training, and recalling the last words he said to the Baroness in the aftermath of the battle in the North, before she had to depart. " I suppose this means I have a duty to help you improve even more..." That's not to say that Valentus himself has not been improving since that battle. Quite the contrary - having witnessed Bass and his incredible power in person, the Tuffle swore to one day scale up to those heights himself. Certainly no easy feat for a person of his race, who are certainly not known for their physical prowess - but how can mere facts of reality fight against a healthy dose of determination? " You fools!" Paizu suddenly called out, getting Valentus to raise his eyes. " Now that Char has abandoned her ability to fly, I rule the skies uncontested and will reach the training grounds years before you manage to get there!" As Valentus was unfamiliar with the layout of the forest, he followed after the Baroness, and stopped when she stopped. A forest is a natural place for a fighter to train, so the Tuffle did not question it - far away from inhabited areas that using your powers more wildly will not hurt anyone, and if one is feeling particularly aggressive, they can use the trees as training dummies. Paizu settled on a seat of leaves in the corner of a small clearing, while Valentus deattached the sword in the scabbard from his belt. " Well, I suppose we have to start somewhere, and if we want to begin training, then we have to figure out where we stand compared to each other," the Tuffle explained and placed his sword on the ground. " I usually just fight with my sword, but it's too deadly for a spar, so... this will be a new experience. Try to not hurt me too much, okay?" (517 words, total 1283) Initiative - mDekJ|4B1d1001d100
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Post by Chardonnay on Aug 14, 2021 21:11:54 GMT -8
The pair continued to delve deeper into the maze of trees, while the fairy hovered next to her companion as she followed suit. Valentus shared his own experience with a beastman, who seemed to be quite the opposite of the fox he encountered. Apparently, this guy, as per the tuffle knight, was clingy and liked to snuggle all the time. Quite strange for a furry friend, and the baroness wondered if his fur weren’t enough to keep him warm that he needed to share the heat with others that much. The tuffle didn't seem to be too hairy as well for the beast man to like gluing himself to him. Oh well, to each his own, she guessed and shrugged at the matter. She herself couldn't imagine being too touchy with her friends. While she attempted to hold Echo’s hands, it was out of curiosity since one of the participants in the advertisement seemed to be too comfortable displaying his affections towards his friend, and she pondered for a brief moment if she could be as confident as him. Turns out, she couldn’t. Val then reminded her of his promise that sooner or later, she would be able to save the people dear to her, and the little girl slightly blushed at his thoughtfulness. The knight didn’t stop at his assurance, further claiming that he had a duty to help her improve, Chardonnay widened her eyes in amusement, she couldn’t believe that her newfound friend would burden himself in aiding her, even going as far as calling it as duty, usually such statements imply that a person was willing to lay down their lives as vassals, but the little girl supposed the tuffle didn’t mean it that way. He was merely being a good friend. “Mr. Valentus, I-I…. I don’t know what to say… I appreciate it.” Chardonnay smiled. Their conversation was interrupted when Paizu yelled, telling them that they wouldn’t reach the place in time if they kept their pace slow, which only suggested that the fairy was growing impatient with their walk. Chardonnay got the idea, and complied with her, and hurried her strides. Once they got to what she called her own training grounds, the knight didn’t waste any minute unbuckling his sword from his hips indicating that he wouldn’t use the weapon against her. Fair enough, as she herself didn’t bring her katana with her, which she used while training at the Samurai Academy. After all, her personal training regimen only included studying mystic spells and techniques as well as perfecting her ki control. Chardonnay giggled at his remark, it was obvious that he was stronger than her but he was being too modest about it, “You’re funny, Mr. Valentus. I know you are an experienced fighter but you’re being too humble about it. But I will do my best to match your skills. Let's get ready.”Initiative: isv4C67T1d100[494/1,209] Valentus1d100
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Post by Valentus on Aug 15, 2021 7:17:11 GMT -8
Chardonnay was amused by Valentus' expression. When he tried to be humble and express that he was handicapping himself without his weapon, the Baroness took the opportunity to be just a bit more humble - answering that she could already tell that he is an experienced fighter and that it was her who will have to match his skills. The age and experience difference was real, for sure - even ignoring the fact that this was Valentus' second life, she was the child out of the two. " That's true," Valentus replied, calmly. " But unlike you, the only thing I am able to do without my sword is..." Suddenly, the Tuffle knight moved into a basic fighting stance, hands swishing across the air as they quickly moved into position - right hand cocked back, ready to strike, while the left was at the front to provide initial defense. The martial arts of the House of Nectarine were primarily focused on swordfighting, but as it's far, far too optimistic to imagine that you will have a weapon at hand with you at all times, Valentus got to learn how to fight with his bare hands as well. The Tuffle Armed Services built upon this foundation as well, crafting a fairly agile fighting style. " ...well, this, really. Alright, I'm ready." Valentus awaited his peer. He did not know exactly what to expect, and that was quite exciting in of itself - of course, unless it turns out Chardonnay is able to blast him across the surface of the forest and leave a smear. Which would be, frankly, quite impolite. (262 words, total 1545) BATTLE TRACKER{ACTIONS}Bonus Action: Nectarine Martial Art (Poison - All melee techniques you use have a 75% chance to inflict the Poison status and the effect lasts for +1 turn.), -10 ki
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. | 0/4 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 Bend the Limits (Prodigy) | When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. | 0/1 uses
EQUIPMENT. Katchin Sword | 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’. | 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 Champion Gi | 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. | Passive First Aid Kit | Restore +30 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. | Standard Action | 0/1 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. 1/3 turns
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.
Eight Arms - Rank 1 Action. At-Will 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 battle.
HP: 85/85 | THP: 10 | KI: 90/100 | PL: 9,137 FIGHTING ACCURACY: +55 | ENERGY ACCURACY: +30 | DEF: 100 DR: 2 | DAM: +3 | KI COST REDUCT: -1
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Post by Chardonnay on Aug 16, 2021 22:52:12 GMT -8
For a moment, Chardonnay wondered about the redhead Tuffle’s comment about her abilities, did he happen to see her use her long-ranged attacks? Back in their battle against the Black Heart Namekians in the Northern Lands, she used mostly her physical combat skills. While she had tried to use ki blasts twice during that fight, it was pretty clumsy yet, nonetheless, she marveled at his keen observation. With that kind of attitude, there was no doubt Valentus would be a tough opponent. At once, the knight prepared himself in a combat stance, his body facing sideward while keeping his right for the offense and the left for defense. If she were to compare this to a kenjutsu, it resembled a waki-gamae stance, where the sword is hidden from the opponent while the front seemed to be vulnerable to the enemy’s strike. It was usually used as a defensive technique, but physical combat is different from sword fighting. There was more freedom in movements while using fists, and Val could swiftly change into offense whenever he wanted to. The strategy in this combat, if this was the case, was to keep away from him as much as possible and attack from a distance. “Alright, I am ready now too.” The baroness moved a few more steps away from the knight, raised her right hand in front with open palm,left hand clenched to the side while keeping her knees bent. In this way, she could easily move around to evade or attack at once using her practiced ki blasts to prevent the tuffle from getting close. [267/1476] ValentusBATTLE TRACKERDEFENCE PHASETargetAttack 1: X Attack Accuracy vs Your Defence = X Damage – DR = X Total Damage: X OFFENCE PHASEStandard Action 1: X Standard Action 2: X Bonus Action 1: X EFFECTSTotal Ki Spent: X + X = X Class Ability: X/X Technique: X/X Item: X/X Power Up Ki: 100/100 Edge 0 (? [1.5x)> Your PL > ? (1x)) No bonus for either side. STATS, SKILLS, & STUFFClass: Mystic | Level 1 | +50 HP, +25 ACC, +35 DEF, +X DAM, +X DR Racial Trait: Student of a Thousand Arts (Human/Beastman/ Monster Race) | When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced basic technique at the start of play. Fighting: 25 Energy Control: 50 Reflexes: 35 Resilience: 50
Ability Traits
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.
Class Traits 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
Mysticism - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies.
Touch of Divinity - Once per turn, as a Reactive Bonus Action, you may ignore the offensive benefits of an opponent’s Edge versus you.
EQUIPMENT. Item Name | Effects. | Action/Passive | Number of uses
ENHANCED TECHS
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
Ranks: Rank 2 is 85% chance to Freeze. Rank 3 the effect lasts for +2 turns.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFENSE/UTILITY TECHS.
DEMON EYE Using magic you hurl tiny beads of cursed ki at your opponent and it sticks to them, wracking them with pain. Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 70% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread.
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn.
FREEZE 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 75% 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.
HP: 100/100[-20] | KI: 100/100 | PL: 6,300 FIGHTING ACCURACY: 25 | ENERGY ACCURACY: 50 | DEF: 85[-15] DR: +4 | DAM: +X
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Post by Valentus on Aug 17, 2021 12:41:21 GMT -8
It was clear that Chardonnay was not a complete novice in martial arts in spite of her youth - having witnessed Valentus' battle stance, she quickly studied it and put up one of her own after backing away. For a second, the meadow below the foliage of the trees was completely silent, both sides were waiting for the other to make the first move. Paizu, watching the battle from one of the trees, grew bored of the dramatic stares, so she raised her hand and yelled loudly: " As the announcer of the match, I declare... ready, set, go!" Suddenly, Valentus charged forward, taking the fairy's shout as the moment he needs to begin their duel. His charge forward was spirited and carried great momentum behind it - and in the mere seconds he had before he collided with Chardonnay, the Tuffle went through all the possible options he had for attacking which did not involve brutally beating up a child. Even if this was no ordinary child, and a friend of his who voluntarily agreed to the spar, Valentus couldn't imagine, say, smashing her in the face. So, for the first blow, Valentus send a sudden and sharp swipe at Chardonnay's right hand, seeking to deflect it to the side and break her guard. Whether or not he succeeded, the Tuffle would dive deeper, aiming to grab the girl by the shoulder and take her down to the ground. (237 words, total 1782) BATTLE TRACKER{ACTIONS} At-Will: Ceremonial Battle Armor (Champion Gi) - +15 accuracy with all Basic Attacks this turn. At-Will: Haste - Gain an additional Bonus Action this turn.
Bonus Action: Sharp Swipes (Katchin Sword - 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’.)
Bonus Action: Spirited Charge (Enhanced Dragon Dash - +10 accuracy and +5 damage with all Melee Attacks), -6 ki
Standard Action: Take Down (Enhanced Strike)
Accuracy - WoWhiiAp1d100+80 Damage - 1d12+11 Poison (Need 50 or less) - 1d100 Wound (Need 50 or less) - 1d100
Standard Action: Take Down (Enhanced Strike)
Accuracy - 1d100+80 Damage - 1d12+11 Poison (Need 50 or less) - 1d100 Wound (Need 50 or less) - 1d100
At-Will (Blitz): Take Down (Enhanced Strike)
Accuracy - 1d100+80 Damage - 1d12+11 Poison (Need 50 or less) - 1d100 Wound (Need 50 or less) - 1d100
{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. | 0/4 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 Bend the Limits (Prodigy) | When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. | 0/1 uses
EQUIPMENT. Katchin Sword | 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’. | Bonus Action | 1/3 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 Champion Gi | 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. | Passive First Aid Kit | Restore +30 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. | Standard Action | 0/1 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. 2/3 turns
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.
Eight Arms - Rank 1 Action. At-Will 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 battle.
HP: 85/85 | THP: 10 | KI: 84/100 | PL: 9,137 FIGHTING ACCURACY: +55 | ENERGY ACCURACY: +30 | DEF: 100 DR: 2 | DAM: +3 | KI COST REDUCT: -1
[/quote] 1d100+80·1d12+11·1d100·1d100·1d100+80·1d12+11·1d100·1d100·1d100+80·1d12+11·1d100·1d100
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Post by Chardonnay on Aug 19, 2021 6:56:39 GMT -8
Paizu took on the role of an announcer, and as soon as she declared for the fight to begin, the redhead Tuffle didn’t waste any minute, and at once closed the distance between them, the little girl was shocked at how agile he was, thinking that her initial strategy had failed. Valentus swiped her hand to lower her guard down, yet, she resisted and when he tried to grab her by the shoulders, her first instinct was to hold onto him tight, that she fell on the ground with the knight on top of her. Val’s weight pushed her down with great strength however, as she controlled her ki, she was able to reduce the impact and prevented herself from hitting her head on the forest floor. The baroness winced, his touch seemed to be infused with poison and she felt it for a while, before she managed to cleanse it with her mystic. When she opened her eyes, she blinked twice, studying the face that was staring right at her. It took the little girl a second or two before she realized that the Tuffle was too close, that her face turned red in an instant, her hands broke its clutch on his back and pushed him as strong as she could away from her. Once she broke free from him, she would rise to her feet, with her cheeks still tinted with a blush. Certainly, she lost her focus at that exact moment, but she wouldn’t let it affect the rest of the duel. As she regained her composure, she would fire a wide-angled energy blast at the redhead knight. [275/1,751] ValentusBATTLE TRACKERDEFENCE PHASEValAttack 1: Take Down 157 acc vs 70 def = hit! 22 dmg = avoided! Bonus Action Feint| -12 ki [15 ki less 3 due to efficient] Attack 2: Take Down 133 acc vs 70 def = hit! 12 dmg Poison hits! At-will: Cleansed| You may remove one non-Special Status Effect from yourself or an ally of your choice. Attack 3: Take Down 161 acc vs 70 def = hit! 14 dmg Bonus Action Guard| -9 ki [10 ki less 1 due to efficient] Total Damage: 26 dmg- 14 DR [10 DR from guard + 4 DR statmod]= 12dmg OFFENCE PHASEStandard Action 1: Energy Blast| -1 ki [2 ki less 1 due to efficient] Acc: ICyqKrvL1d100+70 Crit!dmg: 2d6+2 +6dmg Total Ki Spent: 12+9+1 = 22 Class Ability: X/X Technique: X/X Item: X/X Power Up Ki: 100/100 Edge 0 (? [1.5x)> Your PL > ? (1x)) No bonus for either side. STATS, SKILLS, & STUFFClass: Mystic | Level 1 | +50 HP, +25 ACC, +35 DEF, +X DAM, +X DR Racial Trait: Student of a Thousand Arts (Human/Beastman/ Monster Race) | When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced basic technique at the start of play. Fighting: 25 Energy Control: 50 Reflexes: 35 Resilience: 50
Ability Traits
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.
Class Traits 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
Mysticism - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies.
Touch of Divinity - Once per turn, as a Reactive Bonus Action, you may ignore the offensive benefits of an opponent’s Edge versus you.
EQUIPMENT. Item Name | Effects. | Action/Passive | Number of uses
ENHANCED TECHS
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
Ranks: Rank 2 is 85% chance to Freeze. Rank 3 the effect lasts for +2 turns.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFENSE/UTILITY TECHS.
DEMON EYE Using magic you hurl tiny beads of cursed ki at your opponent and it sticks to them, wracking them with pain. Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 70% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread.
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn.
FREEZE 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 75% 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.
HP: 68/80[100-20] | KI: 100/100 | PL: 6,300 FIGHTING ACCURACY: 25 | ENERGY ACCURACY: 50 | DEF: 70[85-15] DR: +4 | DAM: +X 1d100+70·2d6+2
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Post by Valentus on Aug 20, 2021 0:12:03 GMT -8
Though with some struggling, the take down was successful, and Chardonnay got pushed down to the ground. There were a few options on where Valentus could go from here, but before he could act, the baroness counteracted... strangely. Her face turned red, her expression got twisted with embarrassment, and with sudden newfound strength, the Baroness pushed him back. Valentus made a few steps back, observing the situation, faintly confused. Did he accidentally press some weak point in Chardonnay's body and shoot pain in her? The Tuffle could not claim to be completely familiar with Earthling physiology, especially as there were so many different species inhabiting this planet, each different in their own ways. Maybe there was a nerve in Chardonnay's shoulder which he pressed as he was taking her down and led her to react like this? While Valentus was considering what he may have done wrong, he suddenly ate an energy blast heading straight at his face. A small boom and poof of smoke rolled across the meadow, briefly obscuring the Tuffle. He suddenly charged out, unabated by the technique. Alright, avoid that shoulder for now. Once again infusing his aura with a faint poison, Valentus lunged forward, opening with a punch at Chardonnay's gut. It was not meant to be powerful enough to get her to puke her stomach out, but it should daze her quite heavily if landed. Immediately after, the Tuffle would grab the girl by the arm, turn around and pull her over his shoulder - aiming to take her down once again by throwing her back first to the forest floor. (266 words, total 2048) BATTLE TRACKER{ACTIONS}Defensive Phase: Energy Blast - 170 vs 100 def - crits!
Total 15 damage reduced by 2 DR to 13 damage!
10 damage taken by Temp HP!
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At-Will: Ceremonial Battle Armor (Champion Gi) - +15 accuracy with all Basic Attacks this turn. At-Will: Prodigious Student - Learn Chardonnay's technique Feint.
Bonus Action: Spirited Charge (Enhanced Dragon Dash - +10 accuracy and +5 damage with all Melee Attacks), -6 ki
Standard Action: Gut Punch (Enhanced Strike)
Accuracy - 3Wizbh|U1d100+80 Damage - 1d12+8 Poison (Need 50 or less) - 1d100
Standard Action: Take Down (Enhanced Strike)
Accuracy - 1d100+80 Damage - 1d12+8 Poison (Need 50 or less) - 1d100
At-Will (Blitz): Take Down (Enhanced Strike)
Accuracy - 1d100+80 Damage - 1d12+8 Poison (Need 50 or less) - 1d100
{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 Bend the Limits (Prodigy) | When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. | 0/1 uses
EQUIPMENT. Katchin Sword | 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’. | Bonus Action | 1/3 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 Champion Gi | 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. | Passive First Aid Kit | Restore +30 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. | Standard Action | 0/1 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. 3/3 turns
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.
Eight Arms - Rank 1 Action. At-Will 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 battle.
LEARNED WITH PRODIGY Feint - Rank 1 Action. Standard Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per battle.
HP: 82/85 | THP: 0 | KI: 84/100 | PL: 9,137 FIGHTING ACCURACY: +55 | ENERGY ACCURACY: +30 | DEF: 100 DR: 2 | DAM: +3 | KI COST REDUCT: -1 1d100+80·1d12+8·1d100·1d100+80·1d12+8·1d100·1d100+80·1d12+8·1d100
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Post by Chardonnay on Aug 21, 2021 2:03:41 GMT -8
The tuffle welcomed the massive projectile with open arms, albeit, it seemed that the attack had no effect on him. There were no scratches or wounds, and even the speed of the valiant knight didn’t change. Again, he lunged forward with an attempt to punch the poor little girl. While a little bit late on her reflexes, Chardonnay was able to dodge his fist, although, as soon as she moved to her side, Valentus was so quick to chase her that he grabbed her arm and pulled her to throw her down again on the floor. It seemed the tuffle had a strange habit of grappling down his opponent to the dirt. The fox that she encountered mainly relied on blasting projectiles just like her, and the allies she observed during the battle in the Northern Lands were either experts in swords or hand-to-hand combat. To be fair, Valentus used his sword back then, maybe he wasn’t really used to physical melee attacks. The first time she observed this technique was during the celebration of Duchess Melody's birth to the twins. Echo was busy pinching her cheeks while Merlot walked over to Note to shake his hands. Only for the blue-eyed twin to grab her brother and wrestle with him. It was purely innocent. However, the last time she accidentally saw someone do this was when they ventured into Oolong City, even if it was just a brief glimpse, she regretted looking in that dark alleyway, pretending that it did not happen. She didn't really understand what it was, but it was certainly uncomfortable to imagine. It was surely different from Note's intention when he wrestled with Merlot. Whatever Val's purpose was, it would be just to catch her off guard, most likely. It was quite unthinkable for someone this nice to be compared with most people in Oolong. And so, it no longer had an effect on her. She did not blush nor falter, in fact, she rose to her feet as soon as she was thrown down, breaking away from his clutch while enduring the pain of poison he inflicted on her by his touch. She leaped away, gauging enough distance to aim at her target, palms forward, and in a split second, two powerful blasts would come out from her hands to seek the redhead. [390/2,141] ValentusBATTLE TRACKERDEFENCE PHASEValAttack 1: Punch 123 acc vs 70 def = hit! 9 dmg Attack 2: Take Down 133 acc vs 70 def = hit! 9 dmg Poison hits! At-will: Cleansed| You may remove one non-Special Status Effect from yourself or an ally of your choice. Attack 3: Take Down 144 acc vs 70 def = hit! 10 dmg Poison hits! -3 status dmg Abjure: At-will Action Guard| -9 ki [10 ki less 1 due to efficient] Attack 3: Take Down 94 acc vs 70 def = hit! 14 dmg! avoided Bonus Action Feint| -12 ki [15 ki less 3 due to efficient] Total Damage: 19 dmg- 14 DR [10 DR from guard + 4 DR statmod]= 5dmg OFFENCE PHASEStandard Action 1: Energy Blast| -1 ki [2 ki less 1 due to efficient] Acc: 9|Bq0Z_|1d100+50 dmg: 2d6+2
Standard Action 1: Energy Blast| -1 ki [2 ki less 1 due to efficient] Acc: 1d100+50 dmg: 2d6+2
Total Ki Spent: 12+9+1+1 =23
Class Ability: X/X Technique: X/X Item: X/X Power Up Ki: 100/100 Edge 0 (? [1.5x)> Your PL > ? (1x)) No bonus for either side. STATS, SKILLS, & STUFF
Class: Mystic | Level 1 | +50 HP, +25 ACC, +35 DEF, +X DAM, +X DR Racial Trait: Student of a Thousand Arts (Human/Beastman/ Monster Race) | When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced basic technique at the start of play. Fighting: 25 Energy Control: 50 Reflexes: 35 Resilience: 50
Ability Traits
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.
Class Traits 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
Mysticism - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies.
Touch of Divinity - Once per turn, as a Reactive Bonus Action, you may ignore the offensive benefits of an opponent’s Edge versus you.
EQUIPMENT. Item Name | Effects. | Action/Passive | Number of uses
ENHANCED TECHS
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
Ranks: Rank 2 is 85% chance to Freeze. Rank 3 the effect lasts for +2 turns.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFENSE/UTILITY TECHS.
DEMON EYE Using magic you hurl tiny beads of cursed ki at your opponent and it sticks to them, wracking them with pain. Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 70% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread.
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn.
FREEZE 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 75% 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.
HP: 60/80[100-20] | KI: 55/100 | PL: 6,300 FIGHTING ACCURACY: 25 | ENERGY ACCURACY: 50 | DEF: 70[85-15] DR: +4 | DAM: +X 1d100+50·2d6+2·1d100+50·2d6+2
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Post by Valentus on Aug 21, 2021 11:30:43 GMT -8
One after another, two energy blasts headed straight at Valentus - seemingly a repeat of the last time when Chardonnay blasted him with a ki attack, as the Tuffle's guard was still completely down after slamming the girl to the floor. This time, however, he flashed a faint smile, moments before collision. A flash of light burst across the meadow, scattering across the trees. " Alright... I think I've figured out how they work, now." Both of Chardonnay's energy blasts were in Valentus' hands - though they trembled slightly from the pressure of the ki, both of the blasts were under a firm grip. Suddenly, Valentus slammed them one into another, both of them whizzing into a puff of harmless smoke. Unlike the Saiyans or the Earthlings, the Tuffles could not claim to have capable access to ki, and in fact, fighting in general was not their strong suit. While there were rare individuals among their ranks who pursued physical strength, in general, their species relied far more on technological supremacy rather than the supremacy of might. Even Val, an anomaly among their kind, had a touch with ki which was far more instinctual rather than anything like specific training. So... witnessing an energy blast was by no means a common thing for a Tuffle. Nor was figuring out how they work from up close. But Valentus now had both under his belt... " Could you throw something stronger?" the Tuffle asked. Sure, let's make a risky bet. Valentus was interested to see how far he could push the girl. They were training, after all, so it only made sense to draw out as much strength from his opponent as possible. As for himself... The Tuffle charged with determination yet again, and opened with a full palm strike into Chardonnay's torso. Immediately after, Valentus swung around, now aiming with a chop at the girl's neck, before reaching to grab her arm and twist it behind her back, to push her to the ground again. (330 words, total 2378) BATTLE TRACKER{ACTIONS}Defensive Phase: Energy Blast - 61 vs 100 def - miss! Energy Blast - 54 vs 100 def - miss!
Poison tech expires!
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At-Will: Ceremonial Battle Armor (Champion Gi) - +15 accuracy with all Basic Attacks this turn. At-Will: Haste - Gain an additional Bonus Action this turn.
Bonus Action: Sharp Swipes (Katchin Sword - 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’.)
Bonus Action: Spirited Charge (Enhanced Dragon Dash - +10 accuracy and +5 damage with all Melee Attacks), -6 ki
Standard Action: Palm Strike (Enhanced Strike)
Accuracy - JFd18jlX1d100+80 Damage - 1d12+11 Wound (Need 50 or less) - 1d100
Standard Action: Neck Chop (Enhanced Strike)
Accuracy - 1d100+80 Damage - 1d12+11 Wound (Need 50 or less) - 1d100
At-Will (Blitz): Arm Twist (Enhanced Strike)
Accuracy - 1d100+80 Damage - 1d12+11 Wound (Need 50 or less) - 1d100
{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. | 2/3 uses Bend the Limits (Prodigy) | When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. | 0/1 uses
EQUIPMENT. Katchin Sword | 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’. | Bonus Action | 2/3 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 Champion Gi | 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. | Passive First Aid Kit | Restore +30 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. | Standard Action | 0/1 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.
Eight Arms - Rank 1 Action. At-Will 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 battle.
LEARNED WITH PRODIGY Feint - Rank 1 Action. Standard Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per battle.
HP: 82/85 | THP: 0 | KI: 78/100 | PL: 9,137 FIGHTING ACCURACY: +55 | ENERGY ACCURACY: +30 | DEF: 100 DR: 2 | DAM: +3 | KI COST REDUCT: -1 1d100+80·1d12+11·1d100·1d100+80·1d12+11·1d100·1d100+80·1d12+11·1d100
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Post by Chardonnay on Aug 22, 2021 0:31:48 GMT -8
Chardonnay watched as her energy blasts found their way to the tuffle. For some reason, Valentus still remained unfazed by her attacks, none of them were working so far. While she knew that the redhead knight was strong, it was quite a surprise to her that he was so formidable that she found herself beating her head against the wall. The baroness understood the fact that she was still weak but she didn’t imagine that her training wasn’t paying off as much as she hoped it would. Anxiety was beginning to creep in, if she allowed herself to get eaten by her worries, she would lose her focus in the fight, and eventually lose. Well, she was losing anyway, but should she stop from here? Should the little girl just give up on this duel? But what comes after it? Surely, she would face more opponents in the future, who would probably be far, far stronger than her friend. If she gives up now, there’s a greater chance that she might do the same thing later, and she would get stuck in this position-- a try-hard fighter who didn’t know anything but whine. Once Val charged forward again, the baroness prepared in defense, blocking the palm strike aimed at her torso, however, it seemed that it only served as a distraction when the guy turned around to hit her neck. The little girl was caught unaware, and she was thrown off guard, the tuffle then easily grabbed her hand to pin her down. Chardonnay gritted her teeth, she could feel her body aching from all the blows she received since they started, not to mention, the poison that was coursing through her veins. Tears were visibly forming in her eyes, but she held them back. This was just training, and she trusted her friend that he wouldn’t hurt her beyond what was reasonable. Perhaps, he was just trying to push her to her limits. She might not be ready, yet, wouldn’t it be the best time to test herself? With newfound strength, the baroness rolled to their side to counter his grapple, and strike him on his chest twice. It would be evident that the girl was already exhausted, but her eyes still spoke of great determination that she wouldn’t give up just yet. [391/2,532] Valentusfont size="3"] BATTLE TRACKER[/font] DEFENCE PHASEValAttack 1: Palm strike 98 acc vs 75 def = hit! 19 dmg Attack 2: Neck chop 113 acc vs 75 def = hit! 23 dmg Attack 3: Arm twist 108 acc vs 75 def = hit! 23 dmg Poison hits! -3 status dmg Abjure: At-will Action Guard| -9 ki [10 ki less 1 due to efficient] Total Damage: 65 dmg- 15 DR [10 DR from guard + 4 DR statmod+ 1 DR due to Sense]= 50 dmg OFFENCE PHASEBonus Action:Focus Energy| -9 ki [10 ki less 1 due to efficient] At will: Sense| +5 def,+acc, +1 DR+ 1 dmg Standard Action 1: Strike 1 (Energy Blast)| -1 ki [2 ki less 1 due to efficient] Acc: 5FiX5n2A1d100+70dmg: 2d6+2 +1 dmg due to Sense Standard Action 1: Strike (Energy Blast)| -1 ki [2 ki less 1 due to efficient] Acc: 1d100+70 dmg: 2d6+2 +1 dmg due to Sense Total Ki Spent: 9+9+1+1 =20 Class Ability: X/X Technique: X/X Item: X/X Power Up Ki: 100/100 Edge 0 (? [1.5x)> Your PL > ? (1x)) No bonus for either side. STATS, SKILLS, & STUFFClass: Mystic | Level 1 | +50 HP, +25 ACC, +35 DEF, +X DAM, +X DR Racial Trait: Student of a Thousand Arts (Human/Beastman/ Monster Race) | When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced basic technique at the start of play. Fighting: 25 Energy Control: 50 Reflexes: 35 Resilience: 50
Ability Traits
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.
Class Traits 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
Mysticism - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies.
Touch of Divinity - Once per turn, as a Reactive Bonus Action, you may ignore the offensive benefits of an opponent’s Edge versus you.
EQUIPMENT. Item Name | Effects. | Action/Passive | Number of uses
ENHANCED TECHS
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
Ranks: Rank 2 is 85% chance to Freeze. Rank 3 the effect lasts for +2 turns.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFENSE/UTILITY TECHS.
DEMON EYE Using magic you hurl tiny beads of cursed ki at your opponent and it sticks to them, wracking them with pain. Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 70% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread.
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn.
FREEZE 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 75% 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.
HP: 7/80[100-20] | KI: 35/100 | PL: 6,300 FIGHTING ACCURACY: 25 | ENERGY ACCURACY: 50 | DEF: 70[85-15] DR: +4 | DAM: +X 1d100+70·2d6+2·1d100+70·2d6+2
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Post by Valentus on Aug 22, 2021 10:57:55 GMT -8
One blow struck Chardonnay after another, and after Valentus' combination, the girl was now kneeling on the ground, her arm bent back and her stamina struggling to keep up. She grit her teeth and grunted with pain, to the point where tears began swiveling up in her eyes - a sight which immediately got the Tuffle to loosen his grip. Maybe he really has gone too far? In the end, in spite of being a martial artist and a ki user, Chardonnay was still, above all else, a child. And here he was, putting a child through painful, grueling training. Didn't she have a family? Certainly at least a brother. What will they think if they see that some knight from a far away land has been beating up their child for "training"? Valentus' grip slipped and he paid dearly. Suddenly, Chardonnay swung with full force, smashing two punches straight into his chest. Powered by concentrated, imbued ki, they easily swatted him away, and the Tuffle flew back for several meters before finally stopping with a slide of his feet. He faintly grunted, breathed again, and moved back into a fighting stance. The same thought from before was still running in his mind, however, and Valentus figured that the least he could do was be positive. " I know it might sound a bit hollow, knowing how this spar's been going... but you're doing great, Miss Chardonnay!" the Tuffle called out with a smile. " Much better than I expected - that punch alone could have knocked me out if I had been less careful..." Having said his piece, Valentus charged forward yet again - he copied Chardonnay's sudden swing by sending two strikes at the girl's chest in rapid succession, before finishing off with a forward step kick, aiming to send the girl flying. (300 words, total 2678) BATTLE TRACKER{ACTIONS}Defensive Phase: Energy Blast - 110 vs 100 def - hits for 15 dmg! Energy Blast - 150 vs 100 def - hits for 11 dmg!
Total 26 dmg reduced to 24 dmg by DR!
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At-Will: Ceremonial Battle Armor (Champion Gi) - +15 accuracy with all Basic Attacks this turn.
Bonus Action: Spirited Charge (Enhanced Dragon Dash - +10 accuracy and +5 damage with all Melee Attacks), -6 ki
Standard Action: Chest Strike (Enhanced Strike)
Accuracy - YsfkTFuU1d100+80 Damage - 1d12+8
Standard Action: Chest Strike (Enhanced Strike)
Accuracy - 1d100+80 Damage - 1d12+8
At-Will (Blitz): Full Force Kick (Enhanced Strike)
Accuracy - 1d100+80 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. | 2/3 uses Bend the Limits (Prodigy) | When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. | 0/1 uses
EQUIPMENT. Katchin Sword | 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’. | Bonus Action | 2/3 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 Champion Gi | 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. | Passive First Aid Kit | Restore +30 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. | Standard Action | 0/1 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.
Eight Arms - Rank 1 Action. At-Will 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 battle.
LEARNED WITH PRODIGY Feint - Rank 1 Action. Standard Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per battle.
HP: 58/85 | THP: 0 | KI: 78/100 | PL: 9,137 FIGHTING ACCURACY: +55 | ENERGY ACCURACY: +30 | DEF: 100 DR: 2 | DAM: +3 | KI COST REDUCT: -1 1d100+80·1d12+8·1d100+80·1d12+8·1d100+80·1d12+8
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