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Post by Cayle Pota on Aug 14, 2021 15:40:58 GMT -8
This thread is meant to hold all the locked character sheets of characters participating in the 151st WMAT, in one centralized and easy to read place. Character sheets after being posted in this section may not be edited. Characters are locked at the power level and progression they are at when posted in this thread, the WMAT is over or we say otherwise; before they post within the WMAT itself.
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Post by Wakana Waka on Aug 17, 2021 22:45:02 GMT -8
Wakana Waka, West City’s Biggest PunkFor Appearance, Personality, and History, please see Waka’s main sheet{ } Skills & StatisticsFighting: 50 Energy Control: 30 Reflexes: 25 Resilience: 50 Accuracy: 1d100+50(Fighting)+10(Class) / 1d100+25(Energy Control)+10(Class) Defense: 60 ([50-15(Class)]+25[Reflexes]) HP: 150 (50+40[Class]+50[Resilience]+10[Battle Armor]) KI: 100 DR: 15 (10[Class]+2[Resilience]+2[Like Rubber]+1[Battle Armor]) DM: +4 (2[Class]+2[Fighting]) Base PL: 28,379 Class: Protector (Level 3) Class Bonuses: +40 HP, +10 Accuracy, -15 Defence, +2 DM, +10 DR Racial Trait: Like Rubber You possess a natural 2 DR. Mastery Points: 2/190 Masteries Unlocked:Class Mastery III Focus Mastery V (Ftg, Ftg, Ftg, Ftg, EC) Potential Mastery V Ability Mastery III Technique Mastery V Signature Mastery I Traits:Flawless CounterClass Trait 1Activation: 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: None. Inspiring BraveryClass Trait 2Activation: Passive Effect: Whenever you Intercept an attack for an ally, that ally gains +10 Accuracy and +2 Damage on their next turn. Limit: None. RegenerationGeneral Trait 1Activation: Passive Effect: When you use the 'Power Up' technique or a technique which counts as it, you gain 1 stack of the status effect 'Salve'. In addition, Salve heals for an additional +1 HP per turn and its duration is extended by 1 turn when applied to you. Limit: Power Up may only apply Salve up to 3 times per thread. Ethereal ForgeGeneral Trait 2Activation: Passive Effect: You immediately gain the utility technique “Ki Blade” and it does not take up a technique slot. Once your Ki Blade reaches rank 3, melee Energy Blasts and Imbued Special Techniques treat their targets as though their DR were reduced by 2. PilferGeneral Trait 3Activation: Passive Effect: Your successful Techniques drain 2 ki from their target, restoring +2 ki to you on your next turn. Ki regained from Pilfer is not prevented by the Cripple status effect. Limit: A maximum of 30 ki may be drained from an opponent; this limit is applied per opponent. Class Features:Tank: You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this Temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit. Taunting Presence: Twice per battle, as an At-Will Action, your opponents’ Accuracy modifiers are reduced to 0 on their next turn if they target any of your allies- they retain their full Accuracy modifier when targeting you. Last Stand: If an attack would reduce you to 0 HP(or lower), you are instead reduced to 1 HP and 20 Ki(even if you had less than 20 ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread. Dauntless: You gain +3 Temporary HP at the end of each of your turns; this Temporary HP stacks with all other sources of Temporary HP. Retribution: Once per battle, as an At-Will Action, reduce your natural DR to 0 for the remainder of the current thread(you may not gain DR from any sources for the remainder of the current thread.) For three turns, your attacks deal additional damage equal to the DR lost on the turn Retribution was used. { } Technique Slots: 10/10 Standard + Ki Blade (Ethereal Forge) + 1/1 Signature + 1/1 Enhanced ENHANCED SENSE ADAPTATIONWhile she is far from a true Majin, Waka has become in-tune enough with her demonic ki to be able to mimic their malleability. As she gets used to an opponent, she can gradually adapt her body and ki to counter them; both defensively and offensivelyType: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense and +1 DR versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy and +1 Damage with all attacks used this turn. For every three turns the combat has gone on for, the DR and Damage bonus increases by one. Cost: None. Limit: Once per turn. SWEET TOOTHGrabbing her enemy, Waka’ hands glow with pink energy as she steals part of her target’s energy before tossing them aside, and turns their ki into a sweet befitting of them. While not as dramatic or dangerous as the iconic Majin ‘Transfiguration Beam’, it will still drain the victim’s energy in a particularly traumatic way and the assorted abuse certainly stings. In the meantime, Waka gets a particularly beneficial snack, recovering health from the power pilfered from her foe. Type: Special (Energy, Melee, Single) Action: Standard Action Base Damage: 3d10 Major Effect: Bashing Minor Effect: Imbued, Salving Cost: 17 ki Learn: 2 weeks or 2 MP. GIANT FORMClearing her mind and harnessing her Majin powers to transform her body, Waka quadruples her height with unnervingly little effort. While lacking the sheer power of a Saiyan’s Great Ape form or a Demon’s true form, she is much more capable of keeping control of herself while in this state and maintaining it for longer periods.Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 35 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d6 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Rank: 3 HYPNOSIS UNDER PRESSURECounteracting her meditative and serene way of conjuring her power, Waka unloads her burnt Majin ki upon a target, weighing them down with the unwieldy run-off power from herself. While not dangerous, those unprepared to carefully expel the pink-tinted ki properly and calmly will feel an obtrusive sense of weight and awkwardness; like the ki is blocking up their own flow of energy.Type: Utility Action: Bonus Action Effect: You have a 80% chance to inflict the Immobilize status on your target and the effect lasts for +2 turns (4 turns total). The max chance to inflict with any effect is 95%. If successful, the Special Status Effect “Heavy” is also inflicted. "Heavy" possesses the same duration as Immobilize inflicted by Hypnosis and may not stack with itself; while "Heavy", all actions taken by the target cost an additional -5 ki, even if that action wold not usually cost ki. Cost: 5 ki Limit: Twice per thread. Rank: 3 DEMON EYE EVENT HORIZONAs her Majin powers have developed, Waka can affect the ki of those around her should she release her power properly instead of using her meditative approach. A glutton in all ways, she even steals the lion's share of the ambient ki, making it difficult for others to recharge themselves in her vicinity - worse yet, some may even find their stored ki being sapped by her Majin aura.Type: Utility Action: Bonus Action Effect: You have a 80% chance to inflict the Cripple status on your target and the effect lasts for +2 turns (4 turns total). The max chance to inflict with any effect is 95%. If successful, the Special Status Effect “Cursed” is also inflicted. "Cursed" possesses the same duration as Immobilize inflicted by Hypnosis and may not stack with itself; while "Cursed", the target loses 3 ki at the start of their turn. Cost: 5 ki Limit: Three times per thread. Rank: 3 WILD ATTACK CHUANG BUThe basic tenant of Bājíquán, this technique uses stomping steps to empower the lower body and intrude on an enemy's personal space; forcing them into extremely close ranges that benefit the explosive style of Bājí while disrupting other styles' basic techniques. By bolstering this approach with her ki and inner peace, Waka can close the distance on her opponents in a manner that seems unpredictable compared to any conventional stance.Type: Utility Action: At-Will Effect: Generate 1 Instinct per 1 Ki paid, up to 8 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Cost: 2 per Instinct generated. Limit: Once per thread. Rank: 3 ABSORBExploiting her Majin ki, Waka overwhelms foreign ki with her own before consuming it to regain her own energy.Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 40 Ki. Cost: None. Limit: Once per thread. Rank: 3 COUNTERMEASURESPredicting your enemy’s attacks, you ready yourself to respond to incoming attacks.Type: Defence Action: Bonus Action Effect: You gain 3 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 10 ki. Limit: Once per thread. Rank: 3 BARRIER REINFORCEMENTHarmonising her usually unstable Majin ki with her biorhythms, Waka forms a state of inner serenity that both reinforces her Giant Form and protects her from outside influences. However, Majin ki does not like to be tamed, so this state is strictly temporary...Type: Defence Action: Bonus Action Effect: You gain 25 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until temp HP is gone. Cost: 15 ki. Limit: Once per thread. Rank: 3 FEINTYou make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination.Type: Defence 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: 5 ki. Limit: Twice per thread, but once per turn. Rank: 3 DEFLECTYou deftly parry or knock aside an attack headed towards you.Type: Defence Action: Bonus Action - Reactive Effect: Negates 50% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki. Limit: Once per thread. Rank: 3 KI BLADE MŌKO KŌ HAZANMixing a poor version of her Majin Mabakusenko with her limited Bājíquán, and perhaps most of all, her sheer strength; Waka has developed a version of the martial art that packs in even more explosive power - quite literally explosive, in this case. While it totally lacks any of the range of conventional ki blasts, the point-blank power of this art is immense if both the strike and the blast connect at once. Developing this art has also tempered Waka's Majin powers, allowing her to use her signature 'Transfiguration Beam' variants more efficiently.Type: Utility Action: -- Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls), and reduces the cost of Special Techniques with Imbued by 3 ki. Cost: 2 ki per Melee Energy Blast. Rank: 3 GLUTTONY FANGTackling her enemy, Waka conjures her pink Majin energy and forces it up on her enemy through her hands rather than harnessing it as a beam; turning them into a sweet befitting of their character and Waka’ mood. In spite of her greedy demeanour, Waka snacks on her foe rather daintily before tossing them aside again – the victim would have to be in terrible shape for the move to wholly consume them, and the effect is still temporary; but it’s still a painful and deeply unpleasant experience for her target regardless. Waka, on the other hand, has her vitality and energy recovered through her snacking; and can even capture the energy as a smaller sweet in order to pass it on to an ally if she so chooses.Type: Signature (Energy, Melee, Single) Action: Standard Action Base Damage: 4d10+5 Signature Effect: Invigoration Major Effect: Rejuvenate Minor Effect: Imbued, Salving Cost: 17 ki Limit: Twice per battle. Learn: 2 weeks, 2500 word count quest learning it from Waka or a similarly unrestrained Majin. { } Equipment Slots: 4/4 Name: Battle Armor Simplistic improvised armour often used by gangs. Due to Waka's size, she can't actually wear any of the proper vests or the like across her torso, and instead fits the pads along her shoulders and arms, then blocks using them rather than her centre mass.Type: Outfit - Armor Zeni Value: 10,000 Zeni Cost: 40,000 Activation: Passive Effect: Increase your maximum HP by +10 and gain +1 DR while wearing this outfit. Limit: None. Name: Bio-Suit Leftovers Bolstered by her appetite, Waka's metabolism offers her a little extra mending and endurance; whether she's still on a full stomach or just has something to nibble on even while in the thick of trouble.Type: Supplementary - Technology Zeni Value: 40,000 Zeni Cost: 120,000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Name: Drakul’s Cloak The black mantle of Count Drac – or, at least, one of his previous copies of the iconic accessory. Though its crimson dye has faded to a dull grey, and its hood and hem have become ragged, it still bears some of the dark lord’s vampiric powers. It at least looks about the right size on Waka compared to most clothing, and fits her lonely demeanour quite well.Type: Supplementary – Magical Accessory Zeni Value: 40,000 Zeni Cost: 120,000 Activation: Passive Effect: Grants an additional use of 'Flight' in battle, and allows you to add the signature effect 'Leeching' to a special technique twice per battle. This is considered an accessory. Limit: Leeching bonus can only be used 2 times per battle. Name: Obi Kai Kai Gum An odd sugary chewing gum made from herbs and pilfered sweets - Waka's own spin on the recipe which she learnt while a hermit. Though it has no nutritional value, it helps her calm her Majin powers and use them far more efficiently.Type: Supplementary - Martial Zeni Value: 10,000 Zeni Cost: 40,000 Activation: Passive Effect: Decrease the cost of all your Techniques by 2 ki. Limit: None.
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Yasu
Full Member
Posts: 105
Power Level: 6398
Effort Points: 15,904
Reputation: 5
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Post by Yasu on Aug 17, 2021 22:56:00 GMT -8
Name: Yasu Species: Human Age: 18 Gender: Male Skills & Statistics Fighting: 10 Energy Control: 20 Reflexes: 15 Resilience: 10 Power Level: 2981 Accuracy: 1d100 + (10) + 5 / 1d100 + (20) + 5 Defense: 50 + 15 HP: 50 + 10 - 15 KI: 100 DR: -0 + 1 Item Slots
Weapon(s): Tech BladeThis sword was designed originally to be used by Tuffle Soldiers as a last resort against Saiyans, who themselves preferred hand-to-hand combat. Its unique design allows for various kinds of ammunition to be slotted into its pommel and then released for great Effect from its edge.Type: Weapon - Sword Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: When you activate this weapon, you may choose 1 common quality Grenade-Type item in your inventory. Your Strikes on this turn consume uses of the chosen Grenade and afflict their Effects if they successfully hit their target(s). Limit: 2 uses per thread. Outfit: None Restorative: None Grenades: Capture Net (Common) This capsule contains an expanding net that is released shortly after being thrown.Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Immobilize status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread. Supplementary: Drakul's Cloak A wearable cloak that's kind of spooky.Type: Accessory Zeni Value: -- Zeni Cost: -- Activation: -- Effect: Grants an additional use of 'Flight' in battle, and allows you to add the signature effect 'Leeching' to a special technique twice per battle. This is considered an accessory. Limit: 2 uses per battle. Miscellaneous Notes: A gift from Grisha SakeThis bottle is filled with expensive sake, the quality of which is rumored to be quite magical.Type: Supplementary - Magic Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action - Reactive Effect: When you use Sake, reduce the success chance of any status effect targeting you by 20%. Limit: Three times per thread. Miscellaneous Notes: "Sake" - It might quieten down Yoi for a while. Other Items
COMPANION - Chiu (Currently Out of Commission)This person is always at your side. They could be a well-paid mercenary, a student, a pet, a lover, a robotic assistant-- whatever you choose.ZENI VALUE: 40,000 ZENI COST: 120,000 RARITY: MYTHIC -This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and it’s HP is 20. -A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both. Miscellaneous Note: He helped regain her dojo from the evil martial artist Master Hawks and now adamantly follows him in hopes of repaying him. It's possible she wants to date or even marry him based on how she acts sometimes near him. Yasu finds it all quite strange though. Class Traits
Class: Wizard Racial Trait: Lucky Dog Effort Points: 0 Zeni: 289,049 Zeni Mastery Points: 0/3 Reputation: 0 Traits: N/A Class Features:Strange Power - At the end of each turn, you must roll 1d4. On your next turn, treat your Edge as if it were equal to the result of that roll for the duration of your turn; this overwrites natural edge from Power Level. Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects: - Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. - Divinate: You gain +10 Defense on your next turn. - Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. - Evoke: You sacrifice 10 HP and restore 10 Ki. - Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time. BackgroundAppearance:Yasu is a young, Caucasian man who sports slick-backed, brownish-black hair and brown eyes. He wears a large, confident smile on his face often yet does not have the build of a tough guy. The reason being he's only 5'8" tall and scrawny looking, thanks to his poor diet in the desert and his sister's hunger pangs. Due to this, he appears to have sizeable hands and feet in comparison to the rest of his body (nothing too out of proportion, but they are large). The young man likes to wear track suits and often has on a light red sleeve jacket with a high collar and white torso. The inside of this jacket is green and sports his name on the inside near his chest in black letters in case he loses it. The pants that he sports are also red with a single thin, white stripe along each outer thigh. Finally, he wears gray sneakers with black laces and with this he is all set for a track meet or a fight. Personality:Best Attitude- Confident
- Genuine
- Studious
- Energetic
- Lucky
Normal Attitude
- Efficient
- Diligent
- Protective
- Rash
- Picky
Worst Attitude
- Thoughtless
- Stingy
- Bossy
- Pompous
- Self-centered
History:Around the world, the ability to see one's future ends up seen as an astounding and near impossible gift, but for Yasu's family it is commonplace for all people who join the fold. The last bearer of this ability was Yasu's mother who married into this family, woke up with a splitting headache after her honeymoon and realized she would only ever bear sons. It irked her greatly so she ran away towards the Earth's eastern desert and gave birth to him in a desert tent a few miles from civilization. The reason was Yasu was going to die along with every single other son she was supposed to have at the hands of marauders. Thus, she decided to raise him alone to promote his survival, and if possible, twist the fate she saw for him by allowing herself to end up dead at the hands of ruffians instead of him. Yasu's mother got her chance when Yasu turned seven and developed the ability to see the future on his own. He randomly picked up a two hundred year old Zeni coin while salvaging the desert for food and found himself at the mercy of thieves hunting for gold moments before he was supposed to die. He twisted around and watched his mom leap in front of his assailants though just as one of these burly men pummeled her with fists meant for him. These thieves had just used an ancient map to find a buried temple location only marked by an old coin that rolled by the same spot every ten years and allowed access to it. If they missed this chance, of course they might be this angry with the ones who denied them riches! This would have been a horrifying experience to an ordinary, small child but Yasu accidentally dropped the coin and caused a female genie to appear from within a cloud of smog. The genie's arrival terrified the bandits and caused them to flee leaving Yasu's mom with some minor bruises. The genie then turned to ask about its summoning by Yasu and his mother and heard their sob story. Ultimately, she made a deal with the two of them promising to mitigate the future that was supposed to have killed him by sacrificing all her magic to him and by demanding she join their family. She was quite tired of guarding a treasure almost no one ever sought now. Yasu's mom agreed to it because it meant Yasu was able to live longer, but neither realized this meant her getting pregnant a second time. This time she had a girl named Yoi who looked the same as the genie in question. She seemed normal, in that she looked like a normal fox or wolf Beastman with fluffy ears, but frequently bit him to subsist off his life force alongside normal human food. Anyway, things went as nicely as they could for the next ten years yet Yasu's mom always went mum any time Yasu brought up ideas about going to see his other family members. When she did, the only questions that mattered to him tumbled around inside his head, "Who were they and why did they all feel like they did something to attain this death curse?" Yasu found it was time to leave if his mother wanted to remain silent on the subject. He was not going to get many answers in the desert, so he left on his own to do so while continually feeling the presence of his new sister behind his back. He was fine with it, but only because he felt like he could do far more than see the future, due to his little arrangement with her. It might just speed up finding the answers he wanted. RP Sample:A young man slogged through the desert with the sun beating down his brow. He did not want to do this one more time but he had to if he was going to leave on the journey he set for himself. He wiped his forehead on the sleeve of his tracksuit jacket before focusing his hearing on the lighter, younger breathes from a person whose voice he knew. A small hand reached for his back and he paused as little nails pulled his clothing's fabric forced him to turn around. His eyes dropped down and he glared at a little blond haired girl with brown tipped fox ears. "Yasu, you got to wait for me," the little girl chided him. "No, go home genie," Yasu replied bluntly while placing his hand upon her head. "This place is not safe." "It's Yoi, stupid brother, and you cannot survive without me, even though we both understand we are fine out here." She answered glaring up at him with a smirk on her sweet, innocent face. "If you do not let me come with you my magic I gave you will go ballistic and cause issues. You are always one step away from becoming a demon unless I eat your life force at regular intervals human boy." Yasu rolled his brown eyes then heard her stomach growl. He did not want to end up a demon, so he stretched out his arm and waited. His sister's tiny mouth opened and quickly nipped his forearm to sink her teeth into his wrist. Yasu felt weird and stumbled causing him to fall on his butt, but at least he was alive. Without her, his future had always the added consequence of getting killed by bandits jut for developing his own psychic powers. He was out of practice, but for now saw no danger in his life as Yoi pulled him off the ground with her little hands and dusted off a white dress she wore. "Stop getting so weak when I get hungry," she complained we have to go. He nodded, even though he did not want to, and continued to walk on. Civilization was still a few miles away. Starting Non-Basic Technique Chosen:
DIVINATIONWhether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. New Techniques:DEATH THREADSThe attacker removes an over garment, such as a coat, and tosses it towards their foe, however using normal yarn or string is possible. They then fire a beam of magic or energy at it and force it to break down into energized threads that lash out at the opponent's body in the same manner as a whip would.Type: (Energy, Ranged, Single) Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Slashing Minor Effect: Wounding Cost: 15 Ki Learn: Two Weeks HEAT SLAM (Unlocks 8/22/21)The attacker coats their body in bright flames and tries to push away an obstructive foe at high speed.Type: (Energy, Melee, Single) Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Bashing Minor Effect: Imbued, Searing Cost: 17 Ki Learn: Two Weeks Technique Slots: 2/5
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Post by Valentus on Aug 18, 2021 0:12:38 GMT -8
Character PageEquipped:Slot 1Slot 2Slot 3Slot 4Inventory:
{Spoiler}Skills & Statistics Fighting: 50 Energy Control: 25 Reflexes: 50 Resilience: 30
Power Level: 9936
Accuracy: 1d100+60 (Fighting) / 1d100+35 (Energy Control) Defense: 100 (+50 Base +50 Reflex) HP: 90 (+50 Base +30 Resil +10 Class) KI: 100 DR: 3 (+1 Resil +2 Class)
Additional damage: +4 per attack (+2 Fighting +2 Class) Ki cost reduction: -1 per tech (-1 EC)
Effort Points: 938 Zeni: 1000 Zeni Mastery Points: 4 (85 spent total) Reputation: 1 Masteries Potential: Rank 5 (+25 to all stats) Focus: Rank 5 (+15 to Reflexes +5 to Fighting +5 to Resilience) Technique: Rank 0 Legendary: Rank 0 Ability: Rank 2 Signature: Level 0 Class: Rank 2 Transformation: Rank 0
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.
Racial Trait: Tuffle Ingenuity When using an outfit, you gain +10 Temp HP in addition to any bonuses the outfit provides. You receive a 10% reduction in the Zeni cost of all items and strongholds which you purchase. In addition, you receive an additional 25% Zeni from selling items you have gained back to the site. Class: Prodigy (Level 2 - +10 HP Modifier, +10 Acc Modifier, +2 Dmg Modifier, +2 DR Modifier) 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.
Unrivaled Potential You begin play with all Enhanced Basic Techniques.
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.
Brilliance You may retain one additional technique learned by “Prodigious Student” after battle, though it may not be ranked up. Techniques you learn with “Prodigious Student” begin at Rank 2. You may retain a new maximum of 5 techniques after battle through Prodigy Plus.
Class Traits: Bend the Limits 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.
Flawless Counter 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.
Techniques:
Technique Slots: 3/5
Prodigy Retained Techniques:
Retained Technique Slots: 0/3
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Post by Loki on Aug 18, 2021 1:14:19 GMT -8
Name: Loki Fox Species: Kitsune [¾Beastman (dominant) / ¼Demon] Age: Late-twenties Gender: Male Skills & StatisticsFighting: 25 Energy Control: 40 Reflexes: 50 Resilience: 25 Power Level: 5,151 Accuracy: 1d100+(25)+(5) / 1d100+(40)+(5) Defense: 50+50 HP: 75-20 KI: 100 DR: -0 Class: Conqueror (0) Class Features: Adaptable, Final Word Racial Trait: Student of a Thousand Arts Effort Points: 412 Zeni: 1,000 Zeni Mastery Points: 1 Reputation: 1 Appearance: {Spoiler}An anthropomorphic fox with a toned build and a less-than-ideal stature; a trait ostensibly commonplace for his race. He wears a brownish-gold hued hide with his face, paws, palms and the bottoms of his feet sporting a complementing sandy colour. With large ears, a bushy tail at his backside and an ovalish face, Loki wields a staggering degree of external cunning unwillingly and as a result of his demonic ancestry, his juvenility is something that will not fade easily. Personality: {Spoiler} Loki has an encompassing air of frivolousness, one he doubtlessly utilizes as a coping mechanism for various stresses. It ties into both his nature and sense of humour, seemingly, and easily is he able to more often than not ruin what would otherwise being a very tense and dramatic situation - though, quite easily can a tense air persist in truly dire circumstances. Loki can be a self-serving individual who was taught to be so, but he does seek some level of reform. He wields intelligence, a strategic mind and what he likes to think of as a razor-sharp wit to go along with it. A shoddy immorality fueled his prior thieving habits and other often illegal activities for monetary gain. As an ambivert, he does not exist solely outside of himself nor does he retreat into the recesses of himself in excess; a balance of both gives him a subtly appreciated groundedness.
Loki is a gruff individual. He can be uncouth, loud, and obnoxious. However, he is no fool. He is mindful and steps cautiously when aware of formidable threats within his vicinity. He proves quite untrusting. He is most definitely self-reformative, attempting to catch himself before descending into a moody, rude onslaught. He is selective, meaning he cares a lot more about those he actually likes, of course, than those he does not or does not know. Towards them, he can be so dismissive that he simply appears heartless. While seeming unaffected by criticism, he can be sensitive to it. It may not seem like he is listening, but he is and more often than not, the fact is anything but inconspicuous. He holds a disgruntled expression for if he doesn’t, he looks adorable and younger than he would like to look. He doesn’t like it when others comment on such or his lacking stature. History: {Spoiler} A small-to-moderate-sized refuge long-since forgotten and seemingly hidden away somewhere within the great expanse lies a populace composed entirely of a certain sect of beastkin; humanoid foxes. Within, there once lived a pair of beastkin, street rats in a manner of speaking, who grew to love one another. They ended up fleeing their hometown, victims of long-standing tradition and ritual for, seemingly, every so often one of their kin was born that was not quite like the others. They were told that the child they were soon to bear was fated to be one of these beings. What exactly are these beings?
The town’s own ancient tongue crafts mythology and legends alike. Stories speak of more than dragons roaming the realms. Gnomes, fairies, phoenixes, or in the case of this story, nine-tailed foxes; ageless, seemingly magical creatures of immense power and cunning able to even take upon a human guise and walk amongst them as well as turn illusion into reality. Their strides were said to be fuelled by merciless malevolence for destruction and tragedy was forever found within its wake. Their astrology, the “stars” foretold their son being such a thing. In actuality, this sect of beastkin have perfected the art of foretelling the timing of when those that show the results of their ancestors’ interspecific breeding will be born. The time was brief in the grand scheme of things, but for a time, inhabitants of these glorified slums, this makeshift village mingled with demons before the demonic presence left, retreating to their preferred part of the world. Unfortunately, these ‘special foxes’ were under obligation to eventually lead this archaic village; but the pair wanted nothing to do with such a thing.
They were not beyond violently opposing those who wished to assert their wills onto others. They saw it as nothing more than the theft of their to-be son’s very freedom. So, they fled and ventured towards larger, more modern cities to reside in. They birthed a bastard child, a boy predictably. Then, like the receding waters of a flushed toilet, their love was gone. The contrast between their opinions and perceptions grew and grew until they could no longer stand one another. She left the father and son and the former became very bitter because of it.
The father taught his son everything he knew. He taught him the art of pickpocketing, lock picking, thievery, agility and evasiveness to employ in combat situations and told him that if there was something he ever wanted, to simply take it. A little thief was in the making. Sometime amidst his adolescence, he was no longer welcome to assist in his father’s misdeeds. It was time he performed his own in order to fend for himself. He did just that. His deeds were of low risk and low reward. It was how he remained unknown - except one venture. When a famed, incredibly rare object was announced to appear at an underground auction, many parties became interested in attending it while others were simply interested in claiming it and the rest of the items to be auctioned through a five-finger discount.
Those interested in performing such a high-risk operation were few enough to form a team to do so and included Loki. After word of the object’s properties were released, only Loki maintained an interest in claiming that item. The promise of the potential riches he could acquire from selling it on the black market was too much to pass up. His acrobatics and intuitive abilities were crucial for leading his accomplices past the loot’s security. It was a shame the authorities had anticipated such and it took everything he had to escape. His instincts brought forth his latent abilities and the fright of being apprehended drew him into deep thought in the days to follow. After all of that, Loki sought reform. It was the safest route to embark upon despite his inability to place his heart into such a pursuit. RP Sample: {Spoiler} “What was his name again? Kosen?”
The question was posed to himself. The words ostensibly required him to nigh force them out, some couplings finding themselves punctuated, albeit hushed, between laboured breaths. He allowed his slackened paces, complete with subtle limp, to draw him to a halt. He arched his back and took in a large breath large enough, he hoped, to regain the lost few he struggled to reclaim. At that point, he questioned his decision to request a spar from a stranger randomly; and a powerful one at that.
“Welp, nothing spilling into my bed for a few months can’t fix,” the stature-challenged fox-man stated towards nobody in particular. A few hearty grunts followed as he forced himself to revive his paces. It was not long before his arrival at the glass door of an ‘affordable’ apartment. After a weary opening of the first door, he stepped into the small dinning-room-sized lobby. He had to stretch to reach high at the keyhole to the second door. “Stupid, high-ass key holes…” he muttered as it finally went in. With a quick turn and a pull, it opened. A small hop and he seized the key once more, landing with a pained wince, a reminder as to the encounter he’d just had prior.
Eventually ascending the three flights of stairs awaiting him and successfully toppling the opening of his own apartment door challenge, he made his way to a lazily-made bed, the mattress simply laid out on the floor, and collapsed face first into what measly comfort it could provide. Most of the relief came from his simple ceasing of any large movements. He’d already delt with whatever wounds would leave a mess behind before venturing home, so he was free to just lay there as if having just succumbed to death itself.
And then he felt a hard slap right across his rear.
With a yelp, crazed in a moment souced with confusion, Loki leapt up and looked all about his surroundings.
“Well, that was an embarrassing fight, hm?” These words were not Loki’s own. His eyes darted immediately to their source and with his balled fist quivering just beyond his face, he shouted.
“What’s the big ide-- who are you? What the hell are you doing in my apartment!?” A thumping sounded from one of his walls. An irritated neighbour was the likely cause. He glanced towards the direction of the sounding and shrunk down slightly. As he returned his attention towards the intruder, he annoyingly had one extended index finger pressed against his mouth. It was then did he actually make note of the stranger’s appearance. He was a beastman like him, but taller. He looked like a fox, similar to Loki. His pelt was red and his face enterally locked into an expression that could not be any more sly.
“Wait… you’re from the village, aren’t you…”
“Yes, I am,” said the stranger in a calm, pleasant voice that he made sure to keep at an acceptable volume for his stolen surroundings. “And from what I saw, you have no idea how to use your tails - if you’re even able to, that is.” He finished his patronizing statement with what Loki could only submise to be a wink attempting to diffuse the hostility he seemed to be actively evoking. There was something obnoxious about it mostly because Loki had no idea what he was talking about and the worst of it was, this intruder continued to stand there as if wasn’t intruding.
“I… get the feeling you ain’t gonna leave until you say yer peace, so…” Loki said as he gestured for the beastman to continue.
“Oh! Very intuitive of you.”
“Yeah, don’t push it, buddy… and you clearly know what I am. So, what’s with all the confidence?”
As if to answer his question and with an audible swish as if a gust of wind passed them by, eight fiery-red tails erupted from behind him to accompany his once lone one. Loki’s eyes widened at the abruptness of their appearance and remained thusly as he contemplated their meaning.
“You don’t think you’re the only nine-tailed, do you?”
Loki had no immediate response ready. The resulting flood of ki that escaped him forced him into a silent lull. Frozen in place as his instincts flared, he watched for what the stranger would do. Nothing, as the tails were sucked back into his form in one swift motion.
“Well, that’s enough for now. When you thaw out, give me a ring, would you?” His form caught fire and evansced into the very air itself. Left within his wake was a sheet of paper. An eerie silence ensued. Its conclusion was marked by the gentle, tender footfalls of Loki as he approached the torn piece of paper seemingly left for him. Settling into a squat, he plucked it from the apartment’s carpeted floor.
“I’ll teach you things, signed a lonely nine-tailed fox…” he read allowed in a hush. “Well, that kind of explains why someone would wanna teach somebody anything for free… Not that much company out there for us unless we’re in the place’s driver’s seat…” Referred by: ---
Techniques [4/5]
Masteries
Inventory
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Post by Grisha on Aug 18, 2021 18:26:33 GMT -8
Saiyan Name: Oniyon Given Name: Grisha Alias: General Oniyon The Oni; Experiment Zero (00); White Lion of Kousetsu Village; The Ice Man Species: Saiyan Experiment Age: Appears late 20s to early 30s, hundreds of years old Gender: Male Global Reputation: 10 Equipment:- Lucos Saber
- Weighted Clothing
- Master Belt
- Bio-suit
Natural Power Level: 48,460 Base Power Level: 49,432 (Weighted Clothing Effect)SkillsFighting: 50 Energy Control: 25 Reflexes: 30 Resilience: 50 Stats.Accuracy: Fighting 1d100+(50) (+15) 65/ Energy 1d100+(25) (+15) 40Defense: 80 (-10) = 70HP: 100 (+30)(+25) = 155 HP Regeneration: +3Ki: 100 (+20) = 120Ki Cost Reduction: -1 Ki Regeneration: +6DR: +2 (+4)(+4) = 10DAM: +2 (+3)(+3) = 8Class InformationClass: Powerhouse Class Level: 3 Modifiers:⇒HP Modifier: +30 ⇒Accuracy: +15 ⇒Defense Modifier: -10 ⇒Damage Modifier: +3 ⇒DR Modifier: +4 Features:Power of Legends - Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural. Powerful Ki - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns. Tidebreaker - Your natural DR may not be bypassed or ignored by attacks unless the opponent targeting you possesses at least Edge 2 vs you. Utility techniques and other Class Features are not considered "attacks" for the purposes of this ability. Overflowing Ki - You regain an additional +3 Ki at the beginning of each of your turns, stacking with Powerful Ki. Maximum Power - Your Power Up Basic Technique may now restore up to 125 Ki; increase the restoration cap by an additional 25 for each opponent, beyond the first, that you are currently fighting. Power Up increases your Base Power level by +5% for the remainder of the current thread, up to 10 times per thread. Class Traits:ShatterspellActivation: Bonus Action Effect: When you activate Shatterspell, you may remove a single non-special Status Effect from yourself at a cost of 5 HP(may not spend Temp HP) per turn remaining on the chosen status effect. Limit: -- Classes: Mystic, Powerhouse, Witch/Wizard TrampleActivation: At-Will Effect: If an attack you make on this turn would deal more damage than its target has in Temp HP, your attack bypasses their Temp HP and treats their DR as though it were reduced by half, rounded up to the nearest whole number. This has no effect on targets that have no Temp HP. Limit: 2 times per thread. Classes: Powerhouse, Protector, Ravager Racial TraitsZenkaiThe essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. 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. Traits- Might
Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. Limit: -- - Blitz
Requirements: Fighting Skill of 50 Activation: At-Will Effect: As an At-Will Action, you may perform one additional Strike per turn. This does not require you to have used a strike otherwise. - Indomitable
Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. - Endure
Requirements: Resilience Skill of 30 Activation: None (Passive) Effect: Increase your HP by +25. TechniquesAll basic and team techniques. None enhanced.Special Techniques.SPECIAL DELIVERYA solid, pillar-like construct of red ki that detonates into a massive crater.Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Draining Minor Effect: Searing Cost: 35 Ki (-1)SONIC SHOTGUNAn unearthly scream once unleashed by Grisha, which killed the White Devil. Grisha's lungs will instantly inflate at a moment's notice, and he will release a cell-rattling scream. As Oniyon, a red cone of ki energy will bathe the target caught in the shotgun's blast.Type: (Energy, Ranged, Barrage) Action: Standard Action Base Damage: 4d6+4 Major Effect: Piercing Minor Effect: Searing Cost: 20 (-1)Holiday Fruitcake Technique.NEKOHAMEHAA weaker variation of the Kamehameha Will invented 90 years ago, while the stance and form of charging it is the same it, instead fires a concussive wave of energy that can disorient that opponent. Will forgot that what he was using is what he called the Nekohameha and not the True Kamehameha till recently.Type: (Energy, Ranged, Barrage) Action: Standard Action Base Damage: 4d6+2 Major Effect: Charging Minor Effect: Shocking Cost: 20 (-1)Expires: 28 January 2022Signature Techniques.- STEEL MOUNTAIN III
Grisha performs a breathing exercise, which improves the flow of energy throughout his veins. His ki begins to surge into his muscles, bulking them up and strengthening his tissue fibers until they harden and give off a metallic sheen. His body becomes as tough as steel and like a weapon, somewhat destructive. The technique can be used to strengthen an ally's body through touch/ki transfer, boosting the body's ability to overcome adversity. Grisha, however, prefers to use it to increase his endurance and resilience when putting an enemy in their place. Type: Physical. Action: Defensive. Base Damage: Absorbs 4d6+6 Base Damage plus your damage modifier. 2 times per battle. Signature Effect: Smoothed Edge: If used on a defensive technique this effect increases the user's edge for two turns by X where X is the user's class level plus one. If used on an offensive technique treat this technique as if the opponent's edge was 0. Major Effect: Fortify: Using this technique increases your natural DR by 3 until the end of your next turn; this stacks with itself up to a maximum of +6 DR. Minor Effect: Salving: Apply yourself with "Salve" automatically or have a 40% chance of applying "Salve" on a target of your choice. Salve heals 3 HP per turn for 3 turns. Cost: 15(-1)(-1) Learn: 2 Weeks, 2500 word count quest learned from Grisha. Start: 11 October 20 End: 18 October 20 Uses: 2 per thread Techniques.- POISON III
You imbue your fists or weapon with a deadly poison. Type: Utility Action: Bonus Action Effect: All melee techniques you use have a 75% chance to inflict the Poison status and the effect lasts for +1 turn. Duration: 5 turns. Cost: 10 ki (-1) Limit: Once per battle. Ranks: Rank 3 increases the duration to 5 turns. Learn: - KI BLADE II
Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) (-1) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. - PARALYZE III
You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 80% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki (-1) Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: - LIGHTNING AURA III
A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you. Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 5 turns. Cost: 15 ki (-1) Limit: Once per thread. Ranks: Rank 3 lasts 5 turns. Learn: - BARRIER III
You create a shroud of protective ki around your body to soften blows and protect against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 25 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until temp HP is gone. Cost: 15 ki (-1) Limit: Once per thread. Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. - HYPNOSIS III
Your opponent gazes into your eyes and is enthralled by telepathic power. Type: Utility Action: Bonus Action Effect: You have a 80% chance to inflict the Immobilize status on your target and the effect lasts for +2 turn. The max chance to inflict with any effect is 95%. Cost: 5 ki.(-1) Limit: Twice per thread. Ranks: Rank 2 is 80% chance to Immobilize. Rank 3 of the technique also inflicts the Special Status Effect “Heavy” on its target if it is successful. "Heavy" possesses the same duration as Immobilize inflicted by Hypnosis and may not stack with itself; while "Heavy", all actions taken by the target cost an additional -5 ki, even if that action wold not usually cost ki. - EIGHT ARMS III
You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 5 ki Limit: Thrice per thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. - FREEZE III
You unleash a torrent of cold at your opponent to encase them in ice and slow down their movements. Type: Utility Action: Bonus Action Effect: You have a 80% chance to inflict the Freeze 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. Ranks: Rank 2 is 80% chance to Freeze. Rank 3 the effect lasts for +2 turns.
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Post by Lilith Nevermore on Aug 19, 2021 0:57:45 GMT -8
Lady Lilith Nevermore - Full BioSTATS{STATS} Fighting: 25 (+1 Damage Modifier) Energy Control: 50 (-2 Ki Cost) Reflexes: 50 Resilience: 30 (+1 DR)
Class: Witch (Level 2) | -10 HP, +10 ACC, +5 DEF, +1 DMG, +3 DR Accuracy: 1d100+(35) / 1d100+(60) Defense: 105 HP: 70 KI: 100 DR: +4 Damage Modifier: +2 Ki Cost: -2
Natural Power Level: 16,723 Base Power Level: 16,723
SKILLS{SKILLS} Racial Trait: Student of a Thousand Arts (human racial) | When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play. (Chose Focus Energy)
Class Features: Conjury - You gain the Utility Techniques “Magic Materialization” and “Paparapapa” at Rank 1 and they do not take up any technique slots.
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects: -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Bane - Once per turn, as a Bonus Action, you may remove a number of Status Effects (inflicted by you) equal to your Class Level from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. You may only remove a number of Turns of Status Effects equal to your Class Level. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Vampirism - Your Status Effects(Special and Non-Special) deal 2 additional damage to their target on each of their turns, even if they would not otherwise deal damage. This damage is applied per unique Status Effect active on the respective opponents. Whenever an opponent receives damage from Vampirism, you regain 4 HP on your next turn.
Class Traits: Sadist - Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% chance to inflict those effects in addition to their other effects.
Precision performance - You may activate Precision Performance whenever you perform a Special Technique. Special Techniques performed on the same turn no longer roll damage dice, but instead deal base damage equal to half of that technique’s combined dice value. (A technique that did 3d10 damage would have a combined value of 30 and would deal 15 base damage with this trait.) - Limit: 2 times per thread.
TRAITS{TRAITS} Haste - Reactive At-Will - When you activate Haste, you gain 1 additional Bonus Action on your turn. - This Trait may be activated 3 times per thread.
Momentum - Passive (Gain Stacks) | At-Will (Spend Stacks) - Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
Focus - Standard Action (Gain Stacks) | At-Will (Spend Stacks) - You may spend 1 Standard Action per turn to gain 1 stack of “Focus”. You may spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki. - You may not have more than 2 stacks of Focus at a time.
TECHS{TECHS} Hex Lilith waves her wand towards a target and utters an incantation. She casts a bolt of malicious magic, often causing strange effects along with a painful shock. Each effect has its own incantation and Hex name, giving savvy enemies a warning of what is coming. Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Versatile - As an At-Will Action, you may change the Minor Effect on this technique. This may not be used to add the Imbued or Projectile Minor Effects. Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: 15 ki
Magic Materialization (Conjury) - Rank 3 You conjure or summon an object out of thin air using magic. Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common or a rare item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Twice per thread.
Paparapapa (Conjury) You use magic to call forth a minion or ally to help you in your fight. Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. As an At-Will Action your sidekick can take one action listed below:
--Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage.
Limit: One sidekick may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread. Cost: 15 ki
Countermeasures - Rank 3 Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 3 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 10 Ki Limit: Once per thread.
Solar Flare - Rank 3 You use your ki to amplify the light around you into a blinding flash. Type: Utility 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%. Increases duration of Blind(caused by Solar Flare) by +1 turn. Deals 1d6 damage to target inflicted and bypasses all DR. Cost: 5 ki. Limit: Twice per thread.
Teleport - Rank 3 You vanish--moving immediately through space and time by some unnatural means. Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, including critical hits. You may use this technique to flee the current thread. Cost: 20 ki. Limit: Once per thread.
Demon Eye - Rank 3 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 Effect: You have a 80% 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%. The technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. "Cursed" possesses the same duration as Cripple inflicted by Demon Eye and may not stack with itself; while "Cursed", the target loses 3 ki at the beginning of their turn. Cost: 5 ki. Limit: Three times per thread.
Morph - Rank 3 Through spiritual energy manipulation or magic you transform yourself into another form in a puff of smoke. Type: Utility Action: At-Will - Reactive In-Battle Effect: You have the choice of either having a 90% chance to cause your opponent to lose a bonus action and in addition a +5 bonus to the skill rating of two stats, OR you may have an 80% chance cause your opponent to lose a standard action. Out-of-Battle Effects: For every rank of Transformation you have, you have a 5% minimum chance to evade life or death battles and/or Artifact Challenges, up to a maximum of 90% chance. You determine your chance to evade them by stating you are using the technique for that purpose and rolling a d100. Your chance to evade is based off of the class level difference between the hunting player and the hunted player (your character) as well as your ranks of the Transformation technique. If you are the same level as your hunter, you have a base 25% chance to evade with Transformation at level 1, a 30% chance to evade with Transformation at level 2, and a 35% chance to evade with transformation at level 3. If you are 1 level higher, your chances are 40%/45%/50%. If you are 2 levels higher, your chances are 60%/65%/70%. If you are 3 levels higher, your chances are 80%/85%/90%. If you are one or more levels lower, your chances are 5%/10%/20%. Cost: None Limit: Twice per thread.
Divination - Rank 3 Whether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +50 defense against against attacks targeting you on your next turn. Cost: None. Limit: Once per thread.
Flight Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reactive Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Cost: 15 Ki
Focus Energy (Enhanced) You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 Ki Limit: None Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
Suppression (Enhanced) You compress your ki down inside of you and lower your power level. Type: Utility Action: At-Will / Reactive At-Will to Release Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn. Cost: None Limit: None Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
Signature Tech The Heir of the Clan Nevermore Lilith combines her natural talent with the secrets of her family spell tome to cast superior versions of her regular spells. This highly demanding magic takes many forms, ranging from firestorms to blizzards and even a mighty tornado. Type: Signature Energy Ranged Area Action: Standard Action Base Damage: Deals 15 Damage to up to 3 Targets and has +20 Accuracy. Signature Effect: Inflicting: Technique may choose two minor effects that inflict statuses +10 Ki Cost. Major Effect: Versatile: As an At-Will Action, you may change the Minor Effect on this technique. This may not be used to add the Imbued or Projectile Minor Effects. Minor Effect: Blinding: This technique has a 30% chance to inflict Blind on hit. +Freezing: This technique has a 40% chance to inflict Freeze on hit, Energy Attacks only. Cost: 35 Ki
EQUIPMENT{EQUIPMENT} Champion's Gi This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit. Type: Outfit - Gi Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn (applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
Demon Ring An onyx ring etched with demonic runes- this was commonly worn by nobility in the Demon Kingdoms to show status and subjugate their lessers. Type: Supplementary - Magic Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR. Limit: --
Professional Panacea Once thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger! Type: Restorative Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 4 turns. Limit: 1 use per thread.
Pulse Grenade Though this grenade does not directly affect anyone, it is commonly used to apply zones of suppression during a battlefield. Once activated, the Pulse Grenade disrupts any major source of energy passing through its sphere of influence, reducing the chance of shots making their mark. Type: Grenade Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 60% chance to be afflicted by the Special Status Effect “Disruption” for two (2) turns. While affected by “Disruption”, decrease the Accuracy of any energy techniques used by the afflicted character by -15. Limit: Twice per thread.
Inventory (For Paparapapa - Only legal items) Outfits: Robes, Dojo Gi Grenades: Fragmentation Grenade Restoratives: Regenerative Infusion
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Post by Jack Pota on Aug 26, 2021 12:55:05 GMT -8
Name: Jack Pota (formally Jack Aspic) Species: Hybrid (Tuffle spliced with Saiyan genes) Age: 23 (Biologically) 800+ (Chronologically) Gender: Male Skills & StatisticsFighting: 5 +30 (35)Energy Control: 5 +35 (40)Reflexes: 15 +35 (40)Resilience: 5 +25 (30)Accuracy: 1d100 +35(Fighting) / 1d100 +40(Energy Control) Damage Bonus: +1+2 (+3)Ki Cost: -2 Ki Cost to all Techniques, minimum cost of 1 Ki Defense: 50 +40-10 (80)HP: 50 +30+20 (100) +10 ArmorKI: 100DR: 1+5 (6) +1 Armor10,547 PLClass: Techie General Traits:SwashbucklerActivation: Passive Effect: You may use Sword-type items an additional 2 times per thread. Limit: -- QuickdrawActivation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: -- Thrill of the HuntActivation: Passive Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Limit: -- Class Traits:Bend the LimitsActivation: Reactive At-Will Effect: 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. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit. Flurry of BlowsActivation: Passive Effect: You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn. Limit: -- Racial Trait: Fruits of the Tuffle Race (Racial Trait) Requirements: Tuffle Effect: You gain 1 additional use of 'Weapon - Sidearm' and 'Weapon - Assault' type items per item per battle. Masteries: Potential Mastery
Each Level of Potential Mastery Increases all of your skills by +5. Afer purchasing all 5 levels of potential mastery, your skills should be increased by +25. When respeccing your character, MP spent on Potential Mastery is never refunded. Currently Level 5. Focus Mastery
Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25. Currently Level 5.Technique MasteryEach level of Technique Mastery unlocks a new Technique Slot. When you purchase a level of Technique Mastery, you are not required to fill that technique slot immediately, but we do recommend making a decision as quickly as you can given that each technique still has learning time attached to it. Currently Level 2. Ability MasteryEach level of Technique Mastery unlocks a new Technique Slot. When you purchase a level of Technique Mastery, you are not required to fill that technique slot immediately, but we do recommend making a decision as quickly as you can given that each technique still has learning time attached to it. Currently Level 3.Class MasteryEvery level of Class Mastery increases your Class Level by 1; at level 1 and 2, you gain access to 1 Class Trait, chosen when you purchase respective ranks of Class Mastery (found on the Traits Page). Class Trait choices are restricted by your chosen Class. Additionally, each level of Class Mastery grants you one additional Class Feature based on your class, as seen in the Classes page. Currently Level 2.Class Features: Armory - You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item. Artisan - Purchasing items costs 20,000 less zenni, to a minimum of 10,000 zenni. Weapons Specialist - You may equip one and use 1 additional weapon; this does not increase your maximum number of item slots, but rather allows you to simply equip/use 1 more than normal. Utility Belt - You may equip 2 additional items of any rarity and 1 additional Common or Rare Outfit. Appearance: Jack has changed significantly from his continued mutation after Cayle Pota's DNA was joined with his own during experimentation. Standing at 6 feet and weighing 180 Lbs, he has a lean athletic build with developed muscle in his biceps and triceps, 8-pack of abdominals, toned pectorals, and leg and back muscles. He has a mane of wild black hair that reaches just past his shoulders that he keeps slicked back with a lock of hair parted to the side, and his eyes are as blue as the ocean. His choice of attire now is diverse, varying from casual clothes and tracksuits to Kimonos or Yukatas as casual wear. Otherwise, he wears an outfit more suited for combat while he carries his sword of choice on his back. He also sports a cross-shaped scar on his left cheek from training with his swordsmanship. Personality: Kind, thoughtful, clever, righteous, and loyal; these are the best words to describe Jack most of the time. Ever since his "operation", Jack has been suffering from a slight personality crisis of rediscovering himself and his feelings. Before his genes were spliced, he was always a quiet, mild-mannered, apologetic boy; however, he now finds himself struggling with bursts of anger when he becomes agitated or frustrated. Not to say he's rude about it, he'll apologize immediately after he simmers down...eventually...from his tantrums... Other times, he'll act really chill and laid back. He is also perplexed by his newfound appetite for food that borders on the extreme, despite that he is fully aware that it is a survival mechanism; still, he's not used to it yet. He's also recently found that he likes alcohol A LOT! Just as much as his new love for mountains of food! It would be great to have a drinking buddy! Jack also starts to feel bad when a Saiyan or a friend gets hurt because he takes that stuff more personally than he probably should. Jack is also a very brilliant mind always looking to solve problems or finding out how things work. Indeed, Jack has a knack for creating and fixing things as an inventor and a young scientist. Overall, he makes for an excellent friend that will never leave your side, even if you get sore at him for one thing or another. History: Jack was brought into the universe as the son of Dr. Aspic, a doctor that would then head the projects on the planet of the same name; and he would bring him along with him to the planet. For many years, he only knew the loving father that raised him, but in time it would come to be that Jack's curiosity would get the best of him. In his ignorance, he was happy being with his father and reading his books in his room; but one day, when he was 15, he decided to sneak off to a different area of the facility to see what kind of work his father and the team were really doing. He was hoping to see him finding new ways to help the Tuffles and Saiyans, but what he saw was a nightmare that scarred him for the rest of his life. In some operating rooms, were dissected corpses of Saiyans while others were being savagely tortured and experimented on before being thrown into containment pods after the staff lost interest on a "subject". Jack then made the futile effort to free as many as he could, but security quickly caught up with him and apprehended him. Dr. Aspic was very disappointed with Jack to the point that he smacked him around and beat him violently before forcing Jack into an experimental procedure against his will for being a sympathizer and a "traitor". It was then that he was forced onto an operating table and his DNA was painfully spliced with the DNA of Kayle Pota, unbeknownst to Jack. For 72 hours, Jack was in writhing pain as his DNA mutated to accommodate the new change that nearly killed him because his body wouldn't let him keep his food down for that time, along with persistent nosebleeds and nausea. "Kill me... Just...kill me... I want to die... It hurts..."
Jack would say those words with tears streaming down his face every day for those three days while they poked and prodded him each day after stripping him bare. Yet, they would not grant that wish as they steadily injected him with a steady IV drip of saline while under restraint to prevent him from harming himself. When the fourth day rolled around, he was fully converted into a Hybrid and in a stable condition for them to then torture and run tests on Jack, but he stopped caring about everything entirely and let them have their way with his body without resistance. For the next six years, it continued in a dizzying haze and he thought he passed by a Saiyan with dark brown hair once on the way to a "session", but Jack just continued to wear an expression of being dead emotionally. However, he waited until the perfect opportunity to cause mayhem for the doctors, and he managed to give quite a few black eyes before he was restrained with the shock collar and handcuffs before being drugged once more. It wasn't until his 21st Birthday that his underhanded plan took fruition and the bastards took his bait: he was put into a "Pickle Jar" with a respiration mask and put into a cryogenic state in the cryostasis gel. If he couldn't escape with everyone, then they would all slumber through the war and be awakened in the distant future, a future where they could all be free one day. Indeed, this was Jack Aspic's Birth By Sleep. RP Sample: Cold. Darkness. An empty void. Yes, his body was still in cryostasis within the pod, but his numbed mind was elsewhere...adrift. His feet felt wet, and he felt bound to an object tightly. When his vision adjusted, dark clouds loomed overhead in the sky while he could finally see that he was bound with black chains to a steel throne caked in blood. The liquid that came up to his ankles was a pool of blood that extended to the horizon. It was no dream he had before, nor was it a prior memory, but he did feel regret and anguish the longer he was kept captive in the throne. It then dawned on him that the throne was a metaphor for the legacy of his father, and the sins committed by the Tuffle race in their corrupt pursuit of power to stamp out the Saiyans. The blood must have also symbolized the blood spilt in the war on both sides, and especially the victims of the experiments. Then, he felt something grab his ankle in the vision was grabbed by something odd. He realized it was a boney hand with flesh still clinging to the bone of a rising decaying corpse of a Saiyan with black sockets and stained all over with blood. "Please... Help me...!" Jack could hear the male Saiyan with raspy gasps with choking on blood. Jack wanted to help, but he knew it was too late to save this man. What happened next was the arrival of many other rotting corpses of Saiyans floating to the surface all reaching out their arms for him while they pleaded over and over while they choked on their words. Left with nothing he could do the help the growing thousands of victims, he broke down into tears and cried for all of them as they tried to console him the best that they could with their broken, dying bodies. "I swear... I'll bring them all to justice... Even if it kills me...!" InventoryEquipped (6+2 slots [Weapon Limit: 3, Outfit Limit 2], and 1 Artifact)
- Wolf Fang Chopper
A rough and tumble chopper type motorcycle made by Desert Wolf Motorcycles, if you have one you’re either pretty rich or you were one of their test dummies, as this is the elitist of elite choppers! Type: Vehicle - Single User Zeni Value: 16,750 Zeni Cost: 75,000 Activation: Out of Battle Effect: The possessor of a Wolf Fang Chopper has a 25% discount in time, EP, and words towards traveling. Add-on Slots: 1/1 Limit: N/A
- Phaser Ring x1
This ruby ring contains a hidden blaster and is a popular, if not gaudy, accessory employed by assassins and nobility alike. Type: Weapon - Hidden Zeni Value: 40000 Zeni Cost: 120000 Activation: At-Will Effect: Activating Phaser Ring performs a Ranged Energy Blast attack. This attack may not Critically Hit or Critically Miss its target and is not modified by your Traits or Class Features in any way. This Energy Blast does not cost any ki. Limit: 4 uses per thread.
- Blaster Carbine x1
Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets. Type: Weapon - Assault Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage. Limit: 3 uses per thread. One Bonus use with Fruits of the Tuffle Race. (4 uses per thread)
- Choi
Your follower is a friend, student, or comrade. They’re not nearly as heroic as you, but their presence motivates you to fight harder. Zeni Value: 10,000 Zeni Cost: 40,000 Rarity: COMMON -This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +20, its damage dice is 1d8, and it’s HP is 5. -More followers may be gained as a replacement for a dead/wounded one by possessing the ‘barracks’ stronghold add-on. - Battle Armor x1
Found commonplace across the universe, this Battle Armor was modeled after the classic armor of the Saiyan Army. Type: Outfit - Armor Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your maximum HP by +10 and gain +1 DR while wearing this outfit. Limit: None. - Weighted Clothing
Sometimes, simple training weights are not enough-- a warrior must occasionally burden themselves with dramatic weighting to see the growth they desire, and these weighted clothing were made just for that purpose. Type: Outfit - Weights Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive / Bonus Action Effect: Decrease your base PL by -30% at the beginning of each Spar, Battle, and Event. You may deactivate this outfit’s PL reduction as a Bonus Action; Deactivating this PL reduction instead increases your Base PL by +5% for each turn that your PL was reduced by this outfit, to a maximum of +30% Base PL. This bonus lasts for the remainder of the thread. If you complete a Spar, Battle, or Event without Deactivating the Base PL reduction, you gain an additional +1 MP for Spars or Non-Deadly Events and +2 MP for Battles or Deadly Events. Limit: None. - Novice Belt x1
A belt worn by novice martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 2 Ki to give it a damage modifier of +2. Limit: Only one Belt may be equipped at a time. - Demon Ring
An onyx ring etched with demonic runes- this was commonly worn by nobility in the Demon Kingdoms to show status and subjugate their lessers. Type: Supplementary - Magic Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR. Limit: -- - Auxiliary Core x1
A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time. - Brave Sword
An enchanted sword once owned by a powerful warrior of a species believed to be long extinct at the hands of a great demon. This blade is known to be remarkably durable and possesses an edge that can never dull, supposed to be able to cut through any substance it comes in contact with. Though this is widely believed to be an exaggeration, the blade has never actually be seen failing to cut through something. Type: Lost Artifact - Weapon - Sword Zeni Value: N/A – NPC Merchants will not buy an artifact from you. Zeni Cost: 120,000 Activation: Bonus Action / Passive Effect: While Brave Sword is equipped, you are given the “Favored Enemy: Demon” trait without it taking a trait slot. Upon activating Brave Sword, increase the critical strike range of all physical attacks you make on your turn by +5; additionally, your Strikes have a 70% to afflict their target with Wound on the turn Brave Sword was activated. As an object of great power, having Brave Sword equipped increases your Base Power Level by +25%. Limit: Three times per thread
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Post by Arashi on Sept 9, 2021 19:49:31 GMT -8
Battle Tracker {Stats, Skills, and Stuff}Class: Wizard| Level 2 | -10 HP, +10 ACC, +5 DEF, +1 DAM, +3 DR Racial Trait: 9001 Lives Requirements: Beastman, Human, or Monster Effect: You are immune to the chance of Death in Death Battles, and Events. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles. Fighting: 30 Energy Control: 50 Reflexes: 40 Resilience: 35 Traits: Intimidating Power (Class Trait from level 1) Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard Precision Performance (Class Trait from level 2) Activation: At-Will Effect: You may activate Precision Performance whenever you perform a Special Technique. Special Techniques performed on the same turn no longer roll damage dice, but instead deal base damage equal to half of that technique’s combined dice value. (A technique that did 3d10 damage would have a combined value of 30 and would deal 15 base damage with this trait.) Limit: 2 times per thread. Classes: Conqueror, Strategist, Witch/Wizard Technique Slots (Ability Mastery 1) Activation: Passive Effect: You gain 2 additional technique slots(may learn them instantly)(Thunder Bolt & Static Stasis) Limit: Techniques filling these slots may not be Legendary and may not be ranked up. This may not be gained with the AI Assistant item. Efficiency (Ability Master 2) 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 Features: Level 0: Conjury - You gain the Utility Techniques “Magic Materialization” and “Paparapapa” at Rank 1 and they do not take up any technique slots. Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects: -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time. Level 1: Sangromancy - You may choose to pay the cost of any Technique in HP rather than Ki. Doing so on Basic or Special Techniques increases their Accuracy by +15 and their damage by +4; doing so on Utility techniques increases their chance to inflict Status Effects by +10% and increases their damage dealt by +4, even if they did not otherwise deal damage. If a Technique would cost less than 5 HP, treat its cost as 5 HP instead. Level 2: Vampirism - Your Status Effects(Special and Non-Special) deal 2 additional damage to their target on each of their turns, even if they would not otherwise deal damage. This damage is applied per unique Status Effect active on the respective opponents. Whenever an opponent receives damage from Vampirism, you regain 4 HP on your next turn. Equipment: Guardian Staff This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm. Type: Weapon - Staff Activation: Bonus Action - Reactive Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit: 3 uses per thread. Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None. Elemental Band A band magically enchanted to have an affinity with elemental attacks. Type: Supplementary - Magic Activation: Passive Effect: Your Special Techniques have an additional +25% chance to afflict Burn, Freeze, and Stun. This does not allow techniques that did not already have these effects to now afflict these effects. Limit: -- Class Feature (Conjury): MAGIC MATERIALIZATION You conjure or summon an object out of thin air using magic. Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. PAPARAPAPA You use magic to call forth a minion or ally to help you in your fight. Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. This technique may be used while a Sidekick equipped. As an At-Will Action your sidekick can take one action listed below: --Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. Ability Mastery 1 (Technique Slots) Name: Lightning Bolt Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Charging Minor Effect: Shocking Cost: 15 ki Learn:2 Weeks by Default Description: Arashi lifts a hand directed at the enemy, gathering energy into his hand, static energy zipping between the tips of his fingers, glowing brighter with every flickering snap. Unleashing the energy results in a crackling boom, unleashing a bolt of electricity as devastating as any lightning storm. Name: Static Stasis Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Shocking Cost: 35 ki Learn:2 Weeks by Default Description: By flexing ones Will upon the world, Arashi can cause a single person or object to be frozen in place, not by ice, but by manipulating an atoms protons and neutrons to remain in place, causing a sort of stasis as all atomic function ceases for the duration of the technique. In that time Arashi will prepared what could be described as an iron maiden made of ice, a nearly dome like collection of numerous ice shards that will all seek to slam themselves into the enemy from all direction, before Arashi ends the attack with a particularly potent lightning bolt. The attack also causes an immense amount of strain to the user, causing him to cough up blood, or have a nose bleed from straining even a small part of the world with his will. Tech Slots: (7/7) FREEZE (Rank 1) You unleash a torrent of cold at your opponent to encase them in ice and slow down their movements. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Freeze status on your target and the effect lasts for +1 turn. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Three times per thread. Ranks: Rank 2 is 80% chance to Freeze. Rank 3 the effect lasts for +2 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. LIGHTNING AURA (Rank 1) A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. PSYCHIC POWERS (Rank 1) Using your ki you're able to communicate with other minds telepathically and move objects using telekinesis. Type: Utility Action: -- Prerequisite: Requires an Energy Control skill of 20. Effect: You may perform your Strike and Grapple Basic Techniques as if they were Ranged Physical attacks, using your Energy Control skill to determine their Accuracy. Cost: 1 ki per ranged Strike. 5 ki per ranged Grapple. (Replaces Strike/Grapple’s base costs.) Ranks: Rank 2 increases damage with ranged Strikes by 1d4 and Rank 3 makes attacks with the Projectile effect cost 3 less ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. SOLAR FLARE (Rank 1) You use your ki to amplify the light around you into a blinding flash. Type: Utility 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 thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. COUNTERMEASURES (Rank 1) Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. ENERGY SHIELD (Rank 1) You create a sphere of ki around your body that insulates and protects you from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Name: Hail Storm (Rank 1) Type: Energy, Ranged, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Piercing Minor Effect: Wounding Cost: 20 ki Learn:2 Weeks by Default Description: Lifting his hand to the sky, summing the cold and wet to form into a storm of icy shards that sparkle and glimmer with deadly points. Lowering his hand in a slash as though letting loose a barrage of icy arrows, summoning a deadly storm of hail to strike his opponent, and tear them to shreds. HP: 75/75 | KI: 135/135 | Ki Cost: 0 | PL: 8,585 FIGHTING ACCURACY: 40 | ENERGY ACCURACY: 60 | DEF: 95 DR: +3 | DAM: +1
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Post by Kurogane on Sept 14, 2021 20:55:42 GMT -8
KUROGANE HOTARUSTATS:PL: 9,971 HP: 140 Temp HP: 21 Ki: 100 / 100
Fighting: 35 (15 + 5 + 5 + 5 + 5) Energy Control: 20 (0 + 5 + 5 + 5 + 5) Reflexes: 20 (0 + 5 + 5 + 5 + 5) Resilience: 35 (15 + 5 + 5 + 5 + 5)
Defense: 50 DR: 16 (6 Class, 2 Racial, 3 Outfit, 1 Resilience, 4 Indomitable) Melee Accuracy: 1d100 + 40 Energy Accuracy: 1d100 + 25 Damage Bonus: +1 Ki Cost Reduction: -1
Class Information
Class: Protector Class Level: 1 Class Trait Slots: 1/2
Stat Modifiers [Level 1]
HP Modifier: +25 Accuracy Modifier: +5 Defense Modifier: -20 Damage Modifier: +1 DR Modifier: +6
SKILLS:Racial Trait Like Rubber Effect: You possess a natural 2 DR.
Class Features
Tank - You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this Temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Bristling Defenses - Whenever a combatant deals damage to you with an attack, they receive damage equal to your class Damage Modifier; this damage bypasses Temporary HP and DR.
Shield Wall - Your Guard Basic Technique now also increases your allies’ DR by +5 for one turn.
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: --
TRAITS:Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Might Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. TECHS:FOCUS ENERGYYou infuse extra ki into an attack, boosting its potency right before you release it.Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None -=-=-=-=-=-=- DRAGON DASHYour aura burns around you as you rush forth to launch a violent assault.Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None -=-=-=-=-=-=- ENERGY BLASTYou 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 -=-=-=-=-=-=- GRAPPLEYou grab your opponent and put them in a crushing hold.Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki -=-=-=-=-=-=- GUARDYou hunker down against incoming attacks to survive them.Type: Defensive Action: Bonus Action - Reactive Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) Cost: 10 ki Limit: Once per turn. -=-=-=-=-=-=- POWER UPYour aura bursts around you as your power increases and you draw out your ki.Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored. -=-=-=-=-=-=- RAPID MOVEMENTYou use your ki to enhance your speed and allow yourself to escape attacks easier.Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn. -=-=-=-=-=-=- SENSEYou 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. -=-=-=-=-=-=- STRIKEYou unleash a single powerful melee attack or a flurry of quick ones.Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None -=-=-=-=-=-=- SUPPRESSIONYou compress your ki down inside of you and lower your power level.Type: Utility Action: At-Will / Reactive At-Will to Release Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn. Cost: None Limit: None -=-=-=-=-=-=- Utility TechniquesLIGHTNING AURA Rank: 3 A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm youType: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 5 turns. Cost: 15 ki Limit: Once per thread. Rank: 3. -=-=-=-=-=-=- Defensive TechniquesBARRIER Rank: 3 You create a shroud of protective ki around your body to soften blows and protect against harmful effects.Type: Defensive Action: Bonus Action Effect: You gain 25 Temporary HP and are immune to status effects inflicted by attacks. Duration. Until temp HP is gone. Cost: 15 ki Limit: Once per thread. Rank: 3. EQUIPMENT:Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
Personal Shield Generator Typically worn somewhere discrete on the body, this small generator can be used to produce a temporary energy shield around its wearer. Type: Supplementary - Technology Activation: Reactive At-Will Effect: Using this item grants you +10 Temporary HP. Limit: Twice per thread
Totem A hand-carved totem that's said to ward against certain malicious energies. Type: Supplementary - Magic Activation: Bonus Action Effect: When you use this item, you gain Immunity to the Freeze, Stun, Burn, Poison, Chill, and Shock status effects for 3 turns. Limit: Once per thread.
Guardian Staff This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm. Type: Weapon - Staff Activation: Bonus Action - Reactive Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit: 3 uses per thread.
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