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Post by Renkon on Sept 13, 2021 14:17:25 GMT -8
"No playing, just showing my hand a little bit. I won't cut you, it's why I am not using the knife I have either. This is a spar, and things like that are not exactly welcome." He said, watching as she shifted in for the rushing tackle, and Renkon simply dug in. Again, a thin wall of energy formed around him, this was expensive to do, but it was more often than not worth it for him to use. She nearly shattered the entire thing, but Renkon's energy help true, soaking the up much of the power of the blow and he was in a much better spot now, holding out his hands to stop her charge in the attempt to knock him out of the ring. His feet dig in to the ground, letting him hold firm and he smiles a bit. "I suspect I am out out of my depth, but I won't make it easy on you." He said softly, rolling to the side as he let her go. From there, it was going to be a rapid change of his pace. As soon as his feet touched the ground, he sprang forwards like a bolt of lightning, that twisted smile on his face despite the attacks he had absorbed so far. He knew he was going to need to so something, but for now, it was simply best to be somewhat unnerving for most. He enjoyed battle, he always had, it was in his blood, but he was working on making sure his blood remained inside of him. With a smile and his rush towards her, he spring off one foot, seeming to dodge to the side, and build up momentum. Landing on his foot once more, he seemed to dodge to the side again, stopping short and bursting towards her once more like a bat out of hell. The attack was direct, as he often was in his life, firing off with all the momentum he had gathered by the rapid movement up until that point. The second attack used all the remaining energy from it, launching out with a left straight punch, putting all his weight behind it. While he was still full of energy, he knew that he was still being beaten by her. It was... Exciting, as odd as it might seem. Part of him wondered just how many powerful fighters like her might exist on this world. For now, he was going to have to play things in a way that he was able to simply keep up for now. He rolled to one side once more, opting to keep some distance between each other. He didn't want her to burn through everything he had in terms of energy so quickly if he could help it. 465/3865 ---------------------------------- Battle Tracker {Turn} START OF TURN
Powerful Ki +3 ki 113 ---> 116/120
Power Up Rounds 2/2
DEFENSE PHASE Personal Shield Use +10hp | Reactive/At Will Soaking attack Waka Strike: 10 -4 dr = 6 THP: 10 -6 = 4
ATTACK PHASE: Dragon Dash - Bonus Action! +3 Damage to all strikes! -7 Ki 116 ---> 109/120
Strike 1 yXFifOSJ1d100+60 Potential Damage 1d8+7 Strike 2 1d100+60 Potential Damage 1d8+7
Stats, Skills, Thingies {Spoiler} Fighting: 50 Energy Control: 25 Reflexes: 35 Resilience: 25 Power Level: 5,144 (natural) / 7,716 (base) / 9,163 (current) Accuracy: 1d100 +50 (Fighting) +10 (Level 1 Power House) / 1d100 +25 (Energy Control) +10 (Level 1 Power House) Defense: 50 +35 (Reflexes) - 15 (Level 1 Power House) = 70 HP: 50 +25 (Resilience) +20 (Level 1 Power House) +10 (armor) = 105 KI: 100 +20 (Powerful Ki) = 120 DR: +2 (Level 1 Power House) +1 (armor) +1 (25 Resilience) = 4 DM: +2 (50 Fighting) + 2 (Level 1 Powerhouse) = 4 Ki Cost Reduction: -1 (25 Energy Control) Buckler: 4 DR, 20HP (Reaction/Bonus) Knife: Performing a Strike on this turn reduces the target of that Strike’s DR by 2 when responding to all attacks made by you this turn. 3/thread (At will/Action) [Not in use] Personal Shield: +10 HP. 2/thread (Reactive/At will) Class: Power House Racial Trait: Zenkai Effect: The 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: N/A Class 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. Class Traits: Intimidating Power 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: -- Basic:
{Spoiler}FOCUS ENERGY 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.
DRAGON DASH Your 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 Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
GRAPPLE You 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 Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
GUARD You 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. Enhanced: Guard now only costs 7 ki.
POWER UP Your 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. Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
RAPID MOVEMENT You 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. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
STRIKE You 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 Enhanced: Upgrades to 1d12 damage.
SUPPRESSION 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.
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 - Reaction 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 Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic when you hit Class Level 2. Automatic at Class Level 1 for Prodigy and Martial Artists.
Special:
{Spoiler}KI BLADE Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HP: 70/105 | THP: 4 | KI: 109/120 | PL: 5,144 (natural) / 7,716 (base) / Powered Up: 9,163 FIGHTING ACCURACY: +60 | ENERGY ACCURACY: +35 | DEF: 70 DR: 6 (4) | DAM: +6 (+4) | Ki cost: -1 1d100+60·1d8+7·1d100+60·1d8+7
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Post by Wakana Waka on Sept 16, 2021 6:40:03 GMT -8
The sight of Renkon managing to force Waka’s gigantic charge to halt earned a few cheers – definitely not something anyone was expecting, given the stark difference in heights! Admittedly, though, with her poor run-up and choice to go for a shoulder strike rather than a full-on tackle made it a lot easier to handle. Still, it was one of the crowd-pleasers Waka was supposed to be drawing out, so no one could complain. She didn’t follow-up the charge, instead taking his idle words to heart… particularly as he made such a dignified retreat. He really was messing with her, right? Once again, his talk made her hesitate… a bad move in any fight, but particularly right now – She was cautious, as he feinted left and right with his approach – but she didn’t want to make the mistake of defending needlessly again… a bad move, as Renkon was not taking it easy this time. The initial charging strike was forceful, but messy; she could handle it with relative ease… err, but, the second was considerably more pronounced. With a grand impact, it seemed like one of the Saiyan’s blows had finally struck home. Waka staggered back uneasily… almost dramatically, she fell down to her knees with a massive thump – and then, the fox finally lost control. As if it were a mere carnival float, the giant beast began to burn away; the pi Majin ki that formed it fell away like ashes in the wind. The sparkling ki flickered away quietly – it ended with a whimper, not a bang. Or, rather, it ended with a heavy sigh… as the kneeling Waka revealed under the fading illusion hauled herself to her feet. She wasn’t huge anymore, certainly… but she was still huge, as she stood back up. Her grip on her ki had slipped through her fingers, but she certainly wasn’t out of action yet. She didn’t have the sheer force of her huge form to back her up now, nor its endurance. But now, she could fight properly instead… ”Now we’re talk'ng. Now, pick on someone your own size!” grumbled the fox, with a glimmer of a smirk – though, it was merely hiding her fatigue. Her trump card was off the table now, so she had to pull herself together! ”You ever heard of Bājíquán? If so, or if not… I’ll show you. It’ll be a blast, prom'se.” With such idle banter offered, Waka shifted into a unique stance – wide, bent knees; like a saddle stance; but with a bent, sharp elbow pointed forward to her foe while the other elbow was similarly tucked in albeit pointed back. Likely a giveaway for her style’s focus, but whether a Saiyan even cared for styles would remain to be seen. And from there, her manners changed. Anyone would guess that she’d still be wielding her size to her advantage, just with a much more hands-on approach than the wide swings and sweeps her Giant Form could afford her. And indeed, she lunged towards Renkon with a familiar calm fury… but, only to scrape to a stop a few steps from him instead. In that split second, she couldn’t possible stop herself in time for any attack besides a charge – she just had too much mass. So instead, she halted herself with a little recoil. The pink energy blast she launched forward wasn’t really a ranged attack, instead being a version of the Namekian Mabakusenko; a wide shotgun-like blast of explosive energy fired from Waka’s palms. Much like her style, it was sudden explosive power; not a fine beam or technique. But, putting it so simply betrayed the skill behind it… from this range, she could incorporate it into her strikes. The fox didn’t waste her proximity, rushing forward again just a step and a half to fire a second blast – an obnoxious assault that couldn’t be done with such ease with any standard energy blast or ki wave. ”You like my work? I’m not so good with ki blasts, but I thought this one’s pretty sweet…”[676/4553] ---------------- BATTLE TRACKER{Spoiler}DEFENSIVE PHASE. Raccoon-come-Badger, RenkonAttack 1: Strike 138 > 35 = Hit 14 – 9 = 5 Attack 2: Strike 132 > 35 = Hit 11 – 0 = 11 THP exhausted; Giant Form ends Total Damage: 16 3 healed by Salve OFFENSIVE PHASE. Bonus Action 1: Focus Energy +15 Energy Accuracy, -7 ki Standard Action 1: Energy Blast Energy Blast 1 To Hit: D79JZ1Z31d100+35Energy Blast 1 Damage: 2d6+2Standard Action 2: Energy Blast Energy Blast 2 To Hit: 1d100+35Energy Blast 2 Damage: 2d6+2EFFECTS+25% PL (1 turns) +15 Energy Attack Accuracy (1 turn) Salve (5 turns) Total Ki Spent:7 +1 + 1 = 9 Taunting Presence: 2/2 Giant Form: 0/1 Last Stand: 1/1 Power Up Ki: 63/125 Edge 0 (13,745 [1.5x] > 9,163 [1x] > 6,250) No bonuses for either party. STATS, SKILLS, & STUFF{Spoiler}Class: Protector | Level 1 | +25 HP, +5 ACC, -20 DEF, +1 DAM, +6 DR Racial Trait: Like Rubber (demon racial) | You possess a natural 2 DR. Fighting: 35 Energy Control: 20 Reflexes: 20 Resilience: 45
ABILITIES.
Tank | You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP (130 x 0.15 = 20 THP), 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.
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.
EQUIPMENT. Battle Armor | Increases maximum HP by +10 and DR by +1. | Passive Obi | Decrease the cost of all your Techniques by 2 ki. | Passive Prayer Beads | Power up ki limit raised from 100 to 125. | Passive
DEFENSE/UTILITY TECHS.
Giant Form - Rank 1 Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 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: 12 (15-1-2) ki. Limit: Once per battle.
ATTACK TECHS. Sweet Tooth Type: Energy, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Salving - Apply yourself "Salve" automatically or a have a 40% chance of applying "Salve" a target of your choice. Cost: 14 (17-1-2) ki
HP: 128/130 | THP: 0 | KI: 78/100 | PL: 6,250 (5,000) FIGHTING ACCURACY: 40 | ENERGY ACCURACY: 20 | DEF: 50 DR: 9 | DAM: +2
1d100+35·2d6+2·1d100+35·2d6+2
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Post by Renkon on Sept 16, 2021 12:36:11 GMT -8
The strikes had landed true, and it was nice to see the energy fading away from her, returning her to her normal form. In truth, this was a great way to get everyone cheering a bit more. The fact he has managed to dig in his heels enough to stop her charge and then pushing her back enough to make the crowd cheer made him smile. She was still going to be an up hill battle for him. While he FELT stronger than her, he suspected she was much more powerful than she was letting on. The fact his attacks seemed to be bouncing off her with little impact was worrisome as well. She had a grumble in her voice, but he wasn't going to let it bring down this mood. He rolled his shoulders now, looking at how she was standing and wondering what she was going to do... "What's a Bājíquán?" He asked, watching as she rushed towards him with that calm fury, only to fire an energy attack at nearly point blank range. He had gotten some new form of ire from her? He needed to solve this problem in short order then. The first blast launched towards him, and he countered with his own wave of energy, dulling it until she fired off the second one. The barrier that Renkon had put it was torn away by the energy attack she had used upon him. His body was still there however, and he smiled at her, his aura burning up once again. "Yes! Someone my own size! Someone using real energy and not magic! YES!" He said, grinning wider now and smiling at her. "Yes! Use them more! Show me what you can do! Hone your energy attacks as you fight me. Let me see it all!" He called out, laughing once more and then smashing the ground under him as he launched at her. She was smaller, so it made him wonder if she was faster now... Not like it would really matter. She was skilled enough to avoid him, or strong enough to simply bounce his attacks. He was happy at her willingness to throw out energy at him now, and he smiled a bit more as he closed the gap. He wanted to use energy attacks against her, but with how twitchy his power was up to this point now... He didn't really want to risk it however. Even when he was holding his energy blade, his energy felt... Weird. To say the very least. He with her close however, he simply rushed her once more. Smoke had been blown away from him by the energy, snow danced around them now, he was quickly closing any gap that might have been between them. As he reached her, he pulled back his fists once more, his aura burning brightly around himself and he was grinning wide. Many would probably think him insane, but really, it was just a matter of seeing a wall to overcome, a battle to face off against, and to push himself to a new high, something beyond what he had been in before. He came to a skidding halt, transferring all that energy into a punch towards her stomach. Even if that attack didn't land, he would twist, aiming another strike at her, seeking to slam into her as hard as he can. No matter which way it was going to go, he rolled to his side, standing up and letting his energy burn around him, exhaling and smiling wide at her. "Haven't felt this alive in a while... At least it felt like it. If nothing else, thank you for the wonderful battle. I've greatly enjoyed this. Thank you. Now, show me everything you have left to throw at me here." 635/4500 ---------------------------------- Battle Tracker START OF TURN
Powerful Ki +3 ki 109 ---> 112/120
Power Up Ends
DEFENSE PHASE Soaking single energy blast Energy Wave: 8 - 4 DR = 4 THP: 4 ---> 0
ATTACK PHASE: Power up: +8 ki, +25% PL (0/2 Turns), Ki: 120/120 Power up, 83 ki remains
Strike 1 ihCBevUG1d100+60 Potential Damage 1d8+4 Strike 2 1d100+60 Potential Damage 1d8+4
Stats, Skills, Thingies Fighting: 50 Energy Control: 25 Reflexes: 35 Resilience: 25 Power Level: 5,144 (natural) / 7,716 (base) / 9,163 (Powered Up) Accuracy: 1d100 +50 (Fighting) +10 (Level 1 Power House) / 1d100 +25 (Energy Control) +10 (Level 1 Power House) Defense: 50 +35 (Reflexes) - 15 (Level 1 Power House) = 70 HP: 50 +25 (Resilience) +20 (Level 1 Power House) +10 (armor) = 105 KI: 100 +20 (Powerful Ki) = 120 DR: +2 (Level 1 Power House) +1 (armor) +1 (25 Resilience) = 4 DM: +2 (50 Fighting) + 2 (Level 1 Powerhouse) = 4 Ki Cost Reduction: -1 (25 Energy Control) Buckler: 4 DR, 20HP (Reaction/Bonus) Knife: Performing a Strike on this turn reduces the target of that Strike’s DR by 2 when responding to all attacks made by you this turn. 3/thread (At will/Action) [Not in use] Personal Shield: +10 HP. 2/thread (Reactive/At will) Class: Power House Racial Trait: Zenkai Effect: The 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: N/A Class 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. Class Traits: Intimidating Power 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: -- Basic:
FOCUS ENERGY 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.
DRAGON DASH Your 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 Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
GRAPPLE You 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 Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
GUARD You 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. Enhanced: Guard now only costs 7 ki.
POWER UP Your 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. Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
RAPID MOVEMENT You 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. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
STRIKE You 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 Enhanced: Upgrades to 1d12 damage.
SUPPRESSION 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.
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 - Reaction 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 Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic when you hit Class Level 2. Automatic at Class Level 1 for Prodigy and Martial Artists.
Special:
KI BLADE Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HP: 70/105 | THP: 0 | KI: 120/120 | PL: 5,144 (natural) / 7,716 (base) / Powered Up: 9,163 FIGHTING ACCURACY: +60 | ENERGY ACCURACY: +35 | DEF: 70 DR: 4 | DAM: +4 | Ki cost: -1 1d100+60·1d8+4·1d100+60·1d8+4
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Post by Wakana Waka on Sept 25, 2021 3:29:51 GMT -8
Fortunately, Waka didn’t hear the question about her style – well, admittedly, she was kinda used to it being unknown, but… still! H-He was a Saiyan, right? They were crazy about that stuff! Err, but, about specific styles… okay, she wasn’t sure, but…! A-Anyway! Renkon’s sheer enthusiasm in response to her assault left her a little worried, and it seemed to really get him fired up. Even though she’d gotten a little damage in, it seemed more like she’d just made things worse for herself. In immediate retaliation, he spend through the smoke and snow kicked up by her wide energy blasts and slammed into her stomach. Now, she was a much smaller target… but, whether that’d affect her defensive skills would remain to be seen, as that unsettling grin threw off any thought of attempting to parry on her end. But, to her surprise, even his follow-up wasn’t as strong as it seemed. She reckoned her ki was beginning to adapt to his style of attack; or perhaps more to the point she was, consciously or not. In the end, while his strikes were practical and genuinely quite forceful – Waka managed to hold her ground without too much trouble. However – in spite of such an effective defence, she still wasn’t really thrilled by the way the fight was going. That strange steel aura was flaring up more noticeably now, and she was never quite comfortable with the excitement of Saiyans in a fight. Personally… she didn’t like tussling too much, and far less when she was on the ropes. People who got fired up in the last moments were serious trouble. ”Hey, hey… I don’t do well with flatt'ry. Save it for a girl you like!” huffed the fox, unable to come up with a better retort in a hurry. But, she’d answer his request, all the same. Once more, she’d calm herself, and regain her hold on her ki with that familiar stance… though, she wouldn’t be able to keep it up much longer. Even her deep reserves had a bottom, and anytime she used her magic she drank deeply from them. The woes of Majin techniques… gluttonous to the end. But, speaking of which – well, he did ask for her to throw everything she had left. Pink ki crackled around her hands once again, warning of what was to come. No doubt a grapple was on its way… This time, she’d try and mix it up a little more. To begin with, her new size might make it more unpredictable compared to her ponderous Giant Form; but in this case she tried to charge her foe again – but, only to push past him. Instead, she’d try and tackle him from that angle, rushing by and then turning back for the pounce… in Waka’s head, she thought it might seem like she was going for another energy blast at that range and with her momentum halted. However, in reality, with her ki on display… well, she might not get another taste of raccoon. [505/5058] ---------------- BATTLE TRACKER{Spoiler}DEFENSIVE PHASE. Raccoon-come-Badger, RenkonPower Up (Intimidating Power): -10 Accuracy, -1 DM for 1 turn. Reactive Bonus Action 1: Sense +5 Defence, +5 Accuracy Passive: Flawless Counter +20 Accuracy Attack 1: Strike 129 > 55 = Hit 7 – 9 = -2 Attack 2: Strike 149 > 55 = Hit 6 – 2 = 4 Total Damage: 4 3 healed by Salve OFFENSIVE PHASE. Bonus Action 2: Power Up +25% PL, +25 ki Standard Action 1: Sweet Tooth Sweet Tooth To Hit: 9dFkqY5q1d100+55Sweet Tooth Damage: 3d10+1On hit, the target of this attack loses 5 ki and -5% of their Base Power Level. The maximum Base PL loss from all sources is 50% (currently 10%). Salve (+3 HP per turn, 3 turns) applied to Waka EFFECTS+25% PL (2 turns) Salve (7 turns) Total Ki Spent:+22 ki from Power Up 14 = 14 Taunting Presence: 2/2 Giant Form: 0/1 Last Stand: 1/1 Power Up Ki: 41/125 Edge 0 (13,745 [1.5x] > 9,163 [1x] > 6,250) No bonuses for either party. STATS, SKILLS, & STUFF{Spoiler}Class: Protector | Level 1 | +25 HP, +5 ACC, -20 DEF, +1 DAM, +6 DR Racial Trait: Like Rubber (demon racial) | You possess a natural 2 DR. Fighting: 35 Energy Control: 20 Reflexes: 20 Resilience: 45
ABILITIES.
Tank | You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP (130 x 0.15 = 20 THP), 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.
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.
EQUIPMENT. Battle Armor | Increases maximum HP by +10 and DR by +1. | Passive Obi | Decrease the cost of all your Techniques by 2 ki. | Passive Prayer Beads | Power up ki limit raised from 100 to 125. | Passive
DEFENSE/UTILITY TECHS.
Giant Form - Rank 1 Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 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: 12 (15-1-2) ki. Limit: Once per battle.
ATTACK TECHS. Sweet Tooth Type: Energy, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Salving - Apply yourself "Salve" automatically or a have a 40% chance of applying "Salve" a target of your choice. Cost: 14 (17-1-2) ki
HP: 127/130 | THP: 0 | KI: 86/100 | PL: 6,250 (5,000) FIGHTING ACCURACY: 40 | ENERGY ACCURACY: 20 | DEF: 50 DR: 9 | DAM: +2
1d100+55·3d10+1
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Post by Renkon on Sept 25, 2021 19:15:00 GMT -8
Again, it was time for a minor shift in his tactics, and oddly, his praise of her seemed to have made her slightly fluster. Such an odd reaction, but then again, she was an odd being to say the least. He crouched low as she came forwards, his eyes locked on her and that crooked smile upon his face as she got closer. His mind raced to a number of tactics, but the one he settled upon was probably the most straight forwards. She had dealt him a fair bit of damage, but he was still well on his feet. Sure, he could have avoided a bit more of it until now, but he wanted a proper gauge of her powers and abilities. He figured at this point, she had tipped her hand for the most part. He rolled his shoulders as she got closer, nearer to him and he could see the energy formed around her hands and she was nearly upon him when he seemed to vanish, not leave an after image, he wasn't that fast anymore, but he was quick enough to use a burst a speed to avoid the strike and to duck down, avoiding the attack and getting to her side. If nothing else, it allowed him to take a better position for his own attacks. Sure, he wasn't exactly being imaginative with his attacks, but it hardly mattered at this point. He was having more fun with this than he had in a number of years. Landing on his feet, he turned, and brought his hands up, a true defensive tactic, and stepped in, his fists lashing out in a quick flurry. Each strike was targeted, aiming for her shoulders and elbows of all things. He was hoping to cripple her ability to attack, but he doubted her would get such a result. The strikes had power behind them, but not everything he could toss out just yet, he needed to let his energy really soar before he could do that. The fire he could summon now was enough to make the soldiers he battled against in his day fall apart at the seams. Everything he could muster now felt like a shadow of what he once had, letting loose those quick flurries, he jumped backwards, aiming to keep himself protected from the counter attack but suspecting it wasn't going to be enough. Still, he was smiling more than he probably should. "Not flattery. I spent most of my adult life in war, and then helping to take over planets to just make ends meet. So yes, having a real fight and feeling alive is a gift. Never underestimate that gift you can give to people. You're magic is frustrating to say the least however... I fear what it can do when unleashed." He said, keeping himself in a combat position and ready to continue their little duel and see what other wonders she had to unleash upon him. "So take the so called flattery and throw everything you have at me for a little bit longer. I've got energy for days to burn through after all." He chuckles. 525/5025 ---------------------------------- Battle Tracker {Turn} START OF TURN +3 ki
Power Up 1/2
DEFENSE PHASE Rapid Movement! - Defense, Bonus Action: +25 Defense Def: 70 ---> 95 Ki Cost: 15 -1 = 14 120 ---> 106/120
ATTACK PHASE: Strike 1 JNjAZN351d100+60 Potential Damage 1d8+4 Strike 2 1d100+60 Potential Damage 1d8+4
Stats, Skills, Thingies {Spoiler} Fighting: 50 Energy Control: 25 Reflexes: 35 Resilience: 25 Power Level: 5,144 (natural) / 7,716 (base) / 9,163 (Powered Up) Accuracy: 1d100 +50 (Fighting) +10 (Level 1 Power House) / 1d100 +25 (Energy Control) +10 (Level 1 Power House) Defense: 50 +35 (Reflexes) - 15 (Level 1 Power House) = 70 HP: 50 +25 (Resilience) +20 (Level 1 Power House) +10 (armor) = 105 KI: 100 +20 (Powerful Ki) = 120 DR: +2 (Level 1 Power House) +1 (armor) +1 (25 Resilience) = 4 DM: +2 (50 Fighting) + 2 (Level 1 Powerhouse) = 4 Ki Cost Reduction: -1 (25 Energy Control) Buckler: 4 DR, 20HP (Reaction/Bonus) Knife: Performing a Strike on this turn reduces the target of that Strike’s DR by 2 when responding to all attacks made by you this turn. 3/thread (At will/Action) [Not in use] Personal Shield: +10 HP. 2/thread (Reactive/At will) Class: Power House Racial Trait: Zenkai Effect: The 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: N/A Class 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. Class Traits: Intimidating Power 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: -- Basic:
{Spoiler}FOCUS ENERGY 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.
DRAGON DASH Your 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 Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
GRAPPLE You 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 Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
GUARD You 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. Enhanced: Guard now only costs 7 ki.
POWER UP Your 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. Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
RAPID MOVEMENT You 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. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
STRIKE You 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 Enhanced: Upgrades to 1d12 damage.
SUPPRESSION 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.
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 - Reaction 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 Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic when you hit Class Level 2. Automatic at Class Level 1 for Prodigy and Martial Artists.
Special:
{Spoiler}KI BLADE Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HP: 70/105 | THP: 0 | KI: 106/120 | PL: 5,144 (natural) / 7,716 (base) / Powered Up: 9,163 FIGHTING ACCURACY: +60 | ENERGY ACCURACY: +35 | DEF: 70 DR: 4 | DAM: +4 | Ki cost: -1 1d100+60·1d8+4·1d100+60·1d8+4
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Post by Wakana Waka on Oct 15, 2021 22:50:57 GMT -8
The backpedalling pounce definitely couldn’t keep up with speed of Renkon’s calibre – to be blunt, it seemed unlikely at this point that Waka could even use any technique comparable to such a pace. As she had to slow herself down again to try and turn, she was totally open to Renkon’s battery… but, unfortunately, he just couldn’t get a good hit in. It seemed like such rapid strikes just couldn’t break through Waka’s sheer endurance, and she was already hunkered down thanks to her charging stance. Not to mention, the shoulders and elbows were some of the toughest part of any humanoid body – that was precisely why they made such good weapons. Managing to shatter one would definitely cripple the fox, but such a feat would take some serious strength… or, some serious recklessness. Waka turned to defend herself from a further assault, but was only met with the Saiyan’s retreat – a stalemate, for the moment. But, then he started prattling on… ‘take over planets’? What was this guy on about? But, she just shook her head and ignored that; his later words had more of an impact on the girl. ”’Unleash'd’, huh…?” she mused, glancing down at herself – it was a bit late for that, wasn’t it? She’d become a thrall to her hunger long ago. ”We’re not at war today, so don’t you worry 'bout that sort of thing. I ain’t exactly the soldi'r'ng type, anyw'y… and it’d be no good if I chowed on ev'ry'ne who I tussled with. My desserts don’t come back for me, y’know? Well… unless I get real ill…”Trailing off on that note, Waka only then realised what nonsense she was mumbling, and hastily tried to regain her aloof demeanour. ”O-Of course, most folks wouldn’t even wanna look me in the eye, much less pick a fight with me. Ev'n you seem pretty scar'd, racoon… how about it, then? Shall I play rough?” She had to regain her dignity… so, she had to go all out, right?! Familiar pink energy crackled around her hands – more than her previous few times, too; she was no doubt going for a double dip! However, inwardly, she was a little doubtful – she’d whiffed a lot now, and her energy was beginning to really fall away… she had to think about cleaning this guy up fast, or she’d be in real trouble… And so – she barrelled forward with that shoulder Renkon had tried to target before, attempting a very obvious charge… but this time, she didn’t feint or relent; instead just recklessly turning into a bestial pounce! If the weight of the fox wasn’t dangerous to begin with, that Majin ki was going to make it a really nasty beating if she caught her prey. Even a glancing hit would probably still let her drag him into her grasp. But, such a wild attack – it’d surely leave her entirely open, too… her aim to end the fight sooner rather than later was going to be especially obvious. [503/5561] ---------------- BATTLE TRACKER{Spoiler}DEFENSIVE PHASE. Raccoon-come-Badger, RenkonReactive Bonus Action 1: Sense +5 Defence, +5 Accuracy Passive: Flawless Counter +20 Accuracy Attack 1: Strike 119 > 55 = Hit 5 – 9 = -4 Attack 2: Strike 79 > 55 = Hit 7 – 4 = 3 Total Damage: 3 3 healed by Salve OFFENSIVE PHASE. Standard Action 1: Sweet Tooth Sweet Tooth 1 To Hit: LIg2Em6m1d100+65Sweet Tooth 1 Damage: 3d10+2On hit, the target of this attack loses 5 ki and -5% of their Base Power Level. The maximum Base PL loss from all sources is 50% (currently 10%). Salve (+3 HP per turn, 3 turns) applied to Waka Standard Action 2: Sweet Tooth Sweet Tooth 2 To Hit: 1d100+65Sweet Tooth 2 Damage: 3d10+2On hit, the target of this attack loses 5 ki and -5% of their Base Power Level. The maximum Base PL loss from all sources is 50% (currently 10%). Salve (+3 HP per turn, 3 turns) applied to Waka EFFECTS+25% PL (1 turns) Salve (12 turns) Total Ki Spent:14 + 14 = 28 Taunting Presence: 2/2 Giant Form: 0/1 Last Stand: 1/1 Power Up Ki: 41/125 Edge 0 (13,745 [1.5x] > 9,163 [1x] > 6,250) No bonuses for either party. STATS, SKILLS, & STUFF{Spoiler}Class: Protector | Level 1 | +25 HP, +5 ACC, -20 DEF, +1 DAM, +6 DR Racial Trait: Like Rubber (demon racial) | You possess a natural 2 DR. Fighting: 35 Energy Control: 20 Reflexes: 20 Resilience: 45
ABILITIES.
Tank | You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP (130 x 0.15 = 20 THP), 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.
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.
EQUIPMENT. Battle Armor | Increases maximum HP by +10 and DR by +1. | Passive Obi | Decrease the cost of all your Techniques by 2 ki. | Passive Prayer Beads | Power up ki limit raised from 100 to 125. | Passive
DEFENSE/UTILITY TECHS.
Giant Form - Rank 1 Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 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: 12 (15-1-2) ki. Limit: Once per battle.
ATTACK TECHS. Sweet Tooth Type: Energy, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Salving - Apply yourself "Salve" automatically or a have a 40% chance of applying "Salve" a target of your choice. Cost: 14 (17-1-2) ki
HP: 127/130 | THP: 0 | KI: 58/100 | PL: 6,250 (5,000) FIGHTING ACCURACY: 40 | ENERGY ACCURACY: 20 | DEF: 50 DR: 9 | DAM: +2
1d100+65·3d10+2·1d100+65·3d10+2
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Post by Renkon on Oct 21, 2021 22:24:25 GMT -8
Renkon was doing well. At least he figured he was… Then it happened. She dropped the pretense and went for an all out slugging match… It was not what he was expecting just yet. He was slammed into hard, she caught him again with her energy, and once more tore away at his life force, tore away at him in a deeply painful way. He was in bad shape now, and he was breathing hard, a smile still on his lips however. She mentioned something about playing rougher than she had been, so perhaps he was going to have to really throw it into gear. She was beating him pretty badly at this point, but he knew he still had a chance, the ability to at least make the attempt to defeat her. It was a long shot, but he needed to play it smarter. She was stronger than she let on, so... It was a matter of just setting himself as best as he could and giving it everything he had left in the tank. "I don't know how it is on this planet, but on my home world, when you have an animal that is wounded and cornered, they tend to be a bit more dangerous..." He said with a smile, his eyes lifting to lock onto her. His energy burned around him as best as he could make it, even in this depleted state. She looked none the worse for wear, but he was not in the best shape at all. He rushed forwards once more, his eyes wide on her as he did so, his fist pulled back and everything screaming to life within himself. Even if she won, he was putting up a hellish fight, and he wasn't going to let her off without taking a few more good shots. He rushed in, as he had before, and this time there was not subtly to it. He aimed to simply slug it out with her, plant his feet as soon as he arrived back in front of her and burn all this momentum on landing as hard and as many shots as possible. How many times in his life had he been granted this wonderful opportunity? How many people would have willingly stood before him and traded swing for swing. There was the hint of wild abandon in his eyes as his arms came up, elbows tucked in tightly, fists close enough to touch each other, and his body shifting his weight quickly from side to side, aiming to pull forward as much energy as he could from raw momentum as possible aiming to place it all into each swing as he rained them down upon her, trying to find the gaps of her defenses, aiming to find any weaknesses she might have in these waning moments of battle. There was good possibility he was going to have to surrender, or she was just going to knock him out, but this was going to be his final gambit in this match, give her everything he had left in him now. 515/5,540 ---------------------------------- Battle Tracker {Turn} START OF TURN +3 ki 106 ---> 109/120
Power Up 2/2
DEFENSE PHASE Unable to defend -17hp -4 = -13 70 ---> 57/120 hp -19hp 57 ---> 38/120 hp (31.66%)
ATTACK PHASE: Dragon Dash! +3 Damage -6 ki 109 ---> 103/120 Strike 1 kP5f2JA91d100+60 Potential Damage 1d8+7 Strike 2 1d100+60 Potential Damage 1d8+7
Stats, Skills, Thingies {Spoiler} Fighting: 50 Energy Control: 25 Reflexes: 35 Resilience: 25 Power Level: 5,144 (natural) / 7,716 (base) / 9,163 (Powered Up) Accuracy: 1d100 +50 (Fighting) +10 (Level 1 Power House) / 1d100 +25 (Energy Control) +10 (Level 1 Power House) Defense: 50 +35 (Reflexes) - 15 (Level 1 Power House) = 70 HP: 50 +25 (Resilience) +20 (Level 1 Power House) +10 (armor) = 105 KI: 100 +20 (Powerful Ki) = 120 DR: +2 (Level 1 Power House) +1 (armor) +1 (25 Resilience) = 4 DM: +2 (50 Fighting) + 2 (Level 1 Powerhouse) = 4 Ki Cost Reduction: -1 (25 Energy Control) Buckler: 4 DR, 20HP (Reaction/Bonus) Knife: Performing a Strike on this turn reduces the target of that Strike’s DR by 2 when responding to all attacks made by you this turn. 3/thread (At will/Action) [Not in use] Personal Shield: +10 HP. 2/thread (Reactive/At will) Class: Power House Racial Trait: Zenkai Effect: The 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: N/A Class 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. Class Traits: Intimidating Power 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: -- Basic:
{Spoiler}FOCUS ENERGY 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.
DRAGON DASH Your 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 Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
GRAPPLE You 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 Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
GUARD You 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. Enhanced: Guard now only costs 7 ki.
POWER UP Your 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. Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
RAPID MOVEMENT You 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. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
STRIKE You 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 Enhanced: Upgrades to 1d12 damage.
SUPPRESSION 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.
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 - Reaction 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 Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic when you hit Class Level 2. Automatic at Class Level 1 for Prodigy and Martial Artists.
Special:
{Spoiler}KI BLADE Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HP: /105 | THP: 0 | KI: 39/120 | PL: 5,144 (natural) / 7,716 (base) / Powered Up: 9,163 FIGHTING ACCURACY: +60 | ENERGY ACCURACY: +35 | DEF: 70 DR: 4 | DAM: +4 | Ki cost: -1 1d100+60·1d8+7·1d100+60·1d8+7
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Post by Wakana Waka on Nov 9, 2021 3:01:49 GMT -8
Well, she’d had her doubts, but – Waka was pretty pleased to live up to her boast. And, perhaps even more pleased to have more finger food… this Saiyan was proving to be quite the buffet! Yet, even after she tossed him aside after another draining blow, he still pulled himself up again. Heck, even while she was chewing on her treats, he was still chatting! And, saying pretty reasonable things. ”’Never underestimate a cornered fox’.” chimed in the lady, albeit pausing as she considered the irony; ”Of course – you could always run away, right?”…Yeah, as if he was going to run away – this wasn’t exactly a fight to the death or something, anyway! She anticipated him holding back to power up again, and so relaxed for the moment. More conversation was fine with her, though it was getting a bit late. And, she was getting awfully tired… she could take a pounding, sure, but eventually she wasn’t going to be able to offer one. So, she paused, trying to compose herself once more, and dredge out a little – ”Knngh!”Renkon didn’t need to put much effort into looking for a gap in her defences. She was overconfident, and distracted on top of that; so just about every swing was successful. Sure, she could hold off the first few with her sheer burliness, but eventually she lost her balance; making each hit offer a real impact at last. Eventually, the hefty fox was forced to outright dive away to find some breathing room… and, with her size, she had an awfully hard time avoiding rolling straight out of the ring. She scraped to a stop in the snow… inches away from the line. And, a trickle of red coloured the white. Her poor nose… She hastily hauled herself to her feet, seeing the intent in her opponent’s eyes – she’d seen that look before, in the boxing ring. Fine! She’d respect it. Settling into a familiar stance with her fists up, she put aside her proper martial art for something more fitting to a classic endurance contest. ”…Alright, raccoon;” rumbled the fox, wiping the drip of blood from her face; ”I’ll put ‘em up!”Darting forward quite similarly to her foe, Waka launched into much simpler moves than her Eastern art – but, her footwork and defence were both much tighter. She swung in with a swift haymaker before following with a short flurry of jabs, all aimed at Renkon’s shoulders and head – she was clearly trying to set up for a TKO. Like this, she could much more easily switch between defence and offence; she knew this kind of fight like the back of her hand. And… as much as she considered herself someone who didn’t like to fight too much, this sort of stand-off got her heart racing. But… as she leaned into what she knew, she was opening her up to more surprises… [489/6050] ---------------- BATTLE TRACKER{Spoiler}DEFENSIVE PHASE. Raccoon-come-Badger, RenkonRenkon’s health is under 40%, so his Zenkai activates. +5 Fighting, +5 Energy Control. Reactive Bonus Action 1: Sense +5 Defence, +5 Accuracy Passive: Flawless Counter +20 Accuracy Attack 1: Strike 148 > 55 = Hit 12 – 9 = 3 Attack 2: Strike 101 > 55 = Hit 12 – 0 = 15 Total Damage: 15 3 healed by Salve OFFENSIVE PHASE. Standard Action 1: Strike Strike 1 To Hit: zCjwRux11d100+65Strike 1 Damage: 1d8+2Standard Action 2: Strike Strike 2 To Hit: 1d100+65Strike 2 Damage: 1d8+2EFFECTSSalve (11 turns) Total Ki Spent:0 Taunting Presence: 2/2 Giant Form: 0/1 Last Stand: 1/1 Power Up Ki: 16/125 Edge 0 (13,745 [1.5x] > 7,716 [1x] > 6,250) No bonuses for either party. STATS, SKILLS, & STUFF{Spoiler}Class: Protector | Level 1 | +25 HP, +5 ACC, -20 DEF, +1 DAM, +6 DR Racial Trait: Like Rubber (demon racial) | You possess a natural 2 DR. Fighting: 35 Energy Control: 20 Reflexes: 20 Resilience: 45
ABILITIES.
Tank | You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP (130 x 0.15 = 20 THP), 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.
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.
EQUIPMENT. Battle Armor | Increases maximum HP by +10 and DR by +1. | Passive Obi | Decrease the cost of all your Techniques by 2 ki. | Passive Prayer Beads | Power up ki limit raised from 100 to 125. | Passive
DEFENSE/UTILITY TECHS.
Giant Form - Rank 1 Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 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: 12 (15-1-2) ki. Limit: Once per battle.
ATTACK TECHS. Sweet Tooth Type: Energy, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Salving - Apply yourself "Salve" automatically or a have a 40% chance of applying "Salve" a target of your choice. Cost: 14 (17-1-2) ki
HP: 115/130 | THP: 0 | KI: 58/100 | PL: 5,000 FIGHTING ACCURACY: 40 | ENERGY ACCURACY: 20 | DEF: 50 DR: 9 | DAM: +2
1d100+65·1d8+2·1d100+65·1d8+2
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Post by Renkon on Nov 19, 2021 18:27:21 GMT -8
Renkon was on his last legs. If he had done more than a few things earlier in the fight... If he had access to all his old power, everything he used to have, it might have been a more even fight, but he was not doing as well as he liked. She had taken everything he had thrown like a champion, and she was still standing, more than willing and able to go. While he had almost endless reserves of stamina, his body could only hold it together with the raw punishment he was taking. She was stronger than she let off before, and she was more than able to take almost everything he threw her way. With her taking the battle ready stance, and meeting what he had thrown head on, she was nearly knocked out of the ring... Only to see he pop up without much more than a bloody nose. He considered that a sign that he was not as bad off as he had once been or had expected. When she came forwards, he readied himself as best as his body would allow. The haymaker was thrown, Renkon's arm shifting up to at least slow the blow down, allowing a bit of it to strike against his cheek. The smile of being able to potentially counter attack was quickly snuffed out when she launched out the flurry of jabs. The first knocked his shoulder back, exposing him to the rest of the strikes, and he was sent backwards, his eyes opening wide as he realized what had happened. He spun in the air, seeing the ground and pulling his hand back. The desire to win at all costs was ever strong with him, but he knew he was more than at the end of his rope. There was a mountain he needed to climb now, and unlike many, he would take this defeat with grace and dignity. The Saiyan stuck out his hand and caught the ground, palm sinking into the now and realizing where he was at with it. He flipped himself upright, landing back in the ring and brushing the blood from his lips. She had beaten him, fair and square, and there was no reason to take such a thing away from her. With a soft nod, he gave a deep bow, letting his energy relax and settle back down, looking up at her with the same fire of battle he had towards the end. "You win... This time. I'll have to challenge you again some day." He said, flopping onto his rear and smirking. "Or maybe find you and share a meal if nothing else." He grinned, almost goofy like with it as he worked to suppress his energy, to calm his fury down, and to relax himself in a way to be able to rest. While he could sleep nearly any place, he didn't exactly rest, but after a battle like this, sleep and rest would be welcomed by his body. "It is clear I need to get all my old skills and power back, if I am to challenge you again, I will need to really pick up the pace." He said, rolling his shoulders and popping his neck once. Bruises were already starting to form where she had hit him over all this time, but it was clear he had enjoyed it all. He didn't want to move, at least not yet, just let everything rest. Admitting defeat was still hard, his pride wounded, but he would recover, and so would his pride. He smiled a bit at her, taking note of her strength, the style she used with him, and perhaps... Already starting to think of ways to counter it. He had to think of it all alone, at least for now, but it was something he could deal with in time. The road stretched ever on after all, and he could see there was much to learn in this world he found himself in now. Different, good. 670/6210 ---------------------------------- Battle Tracker {Turn} START OF TURN +3 Ki ---> 103 --- 106/120
DEFENSE PHASE Soaks strikes Strike 1: 5 - 4 = 1 39 ---> 38/105 Strike 2: 5 38 ---> 33/105
Admitting Defeat.
ATTACK PHASE:
Stats, Skills, Thingies {Spoiler} Fighting: 50 Energy Control: 25 Reflexes: 35 Resilience: 25 Power Level: 5,144 (natural) / 7,716 (base) / 9,163 (Powered Up) Accuracy: 1d100 +50 (Fighting) +10 (Level 1 Power House) / 1d100 +25 (Energy Control) +10 (Level 1 Power House) Defense: 50 +35 (Reflexes) - 15 (Level 1 Power House) = 70 HP: 50 +25 (Resilience) +20 (Level 1 Power House) +10 (armor) = 105 KI: 100 +20 (Powerful Ki) = 120 DR: +2 (Level 1 Power House) +1 (armor) +1 (25 Resilience) = 4 DM: +2 (50 Fighting) + 2 (Level 1 Powerhouse) = 4 Ki Cost Reduction: -1 (25 Energy Control) Buckler: 4 DR, 20HP (Reaction/Bonus) Knife: Performing a Strike on this turn reduces the target of that Strike’s DR by 2 when responding to all attacks made by you this turn. 3/thread (At will/Action) [Not in use] Personal Shield: +10 HP. 2/thread (Reactive/At will) Class: Power House Racial Trait: Zenkai Effect: The 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: N/A Class 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. Class Traits: Intimidating Power 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: -- Basic:
{Spoiler}FOCUS ENERGY 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.
DRAGON DASH Your 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 Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
GRAPPLE You 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 Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
GUARD You 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. Enhanced: Guard now only costs 7 ki.
POWER UP Your 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. Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
RAPID MOVEMENT You 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. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
STRIKE You 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 Enhanced: Upgrades to 1d12 damage.
SUPPRESSION 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.
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 - Reaction 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 Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic when you hit Class Level 2. Automatic at Class Level 1 for Prodigy and Martial Artists.
Special:
{Spoiler}KI BLADE Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HP: 33/105 | THP: 0 | KI: 106/120 | PL: 5,144 (natural) / 7,716 (base) FIGHTING ACCURACY: +60 | ENERGY ACCURACY: +35 | DEF: 70 DR: 4 | DAM: +4 | Ki cost: -1
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