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Post by Cylie on Aug 26, 2021 10:41:22 GMT -8
The day was just about getting started. The air was still calm and cool, clouds half covered the darkness of the sky above, and the brightness of the sun hadn't arrived just yet. It was around times like these that gave wilderness like this its 'beauty'. Cylie and her right hand, Keisha were walking through this umber-brown, ancient forest. Seriously, it reeked of age. Cylie joked that its woody incense must've been from centuries of snapping branches crashing to the forest’s floor and rotting silently. The composting, organic smell rose up in waves like a miasma. Every sprawling tree we passed under reminded Keisha of a watchful guardian, a silent sentinel of the groves. This forest felt a lot different than the vegetation she was used to back in the Central Lands.
This morning the two had decided to venture deep into the tangled heart of this primeval forest. Keisha had been hesitant to do so. The further they went, the more uneasy Keisha became. Huge roots spread-eagled the ground, twisting like it was some kind of noodle. The foliage became thick and lush, forming an arch of fairytale-green above their heads. Briars, brambles and berry trees flanked the trail, almost making it impenetrable on either side. Shuffling noises came from deep in the interior, deadened by the cunningly woven web of leaves. The pair halted, and Keisha recoiled with slight fear. A troupe of shambling badgers crossed the winding trail in front of them. They were finishing up their early morning foraging and looked almost as startled as Keisha. After those animals had run off, Keisha voiced a question she should've asked hours ago.
"W-Why are we walking around a dead forest again?"
Cylie didn't even bother to turn her gaze towards the beastwoman to answer her question.
"Because I'm bored, Keish. Besides, what are you so afraid of? You've got your weapon."
Keisha looked over her shoulder to steal a glance at the shotgun on her back. It didn't exactly calm her down.
"C'mon boss, I thought we were supposed to lay low?"
"We are laying low. We're in the middle of nowhere for Kami's sake. Don't tell me you've got cold feet."
"N-No, I just don't like this forest."
"Figures. Don't worry, once we hit our goal for today, we'll be on our merry way."
The 'goal' Cylie talked about was referring to zeni. The main reason why the ponytail wearer dragged poor Keisha out here was to rob people. There were definitely people in this forest, they knew that. In addition, they were decently distanced from any major civilization that the two knew of. The plan was simple. Find someone, steal from that someone, rinse and repeat until the job is complete.
They arrived at a wide glade, where the trees fell away, revealing the sky. The last of the morning’s stars were glinting like silver pin pricks, luminous and bright. An ore gold moon hung quietly in the distance, casting a slight sheen over the trees. Our duo had just walked past a seemingly blasted tree trunk that lay on it's side, and Keisha eyed it with curiosity. As if on cue, an avian aria erupted from the knot of trees. The solitary songbird was soon joined by his beaked companions, creating a symphony of song. The melody was a poison to Cylie's ears. With a finger, she ended the music, firing a thin ray of crimson energy at the group of birds. They scattered immediately, and Keisha frowned. She continued following Cylie, grabbing her gun out of anticipation.
Word Count: 596
Initiative: rQuf9zkL1d1001d100
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Post by Mizune Rooibos on Aug 26, 2021 11:06:18 GMT -8
Mizune was out and about on his own again. He didn't really have much to do when he was not playing with Val or helping him do things. That would leave the red fox to just wander around trying to find something to do. For now, the half saiyan would be happy to just take a stroll in the forest and get some peace and quiet. He didn't mind company at all, but sometimes you need to be in a quiet place alone to get the gears in your head churning.
It was a nice day, all things considered. Though the flock of birds scattering somewhere around him was slight cause for concern. Probably just the usual animal trying to get their meal, he didn't really need to be too worried. Most other animals seemed to be fine having him around, considering he was part beast too, and even if a beast were to jump out at him, his super keen senses were more than adept at letting him know when to dip. Sure he could beat the thing up but hurting animals was a bad thing and Mizune didn't want to do bad things.
[195]
0ksaCTgF1d1001d100
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Post by Cylie on Aug 26, 2021 11:43:02 GMT -8
Cylie and Keisha trudged on, still looking around for a possible victim. Suddenly, Cylie stopped in her tracks, causing Keisha to walk directly into her and nearly fall over. Shaking her head, the half fox questioned her boss' abrupt halt. Without answering, the swordswoman tackled Keisha into a nearby bush, and the women disappeared in the undergrowth. Keisha groaned while massaging her temple as Cylie peeked through the leaves of the vegetation they hid behind. In a whisper, she instructed Keisha, "Load your gun and hide your power level, Keish. Someone's coming."Eyes widening, the blonde fox loaded the appropriate amount of bullets into her shotgun, straightening herself as she did so. Sure enough, minutes later someone came into view. A red-furred, full beastman. After fifteen minutes, the two thieves have stumbled across an appropriate target. Looks like Cylie was right. Luckily for the two, he seemed oblivious to their location. Cylie slightly raised a hand, letting Keisha know not to act until the time was right. They waited until the red fox was close enough, then, they struck. Cylie erupted from the bush, moving unnaturally quickly. Her right hand balled up into a fist, and was swung in the direction of the red beastman. The punch was aimed for the stomach, and regardless of whether it hit its mark, Cylie would grin heavily. "Ello, friend."She hopped backwards by a couple yards, and Keisha emerged from the bush with her loaded shotgun pointed at the male. Her eyebrows were furrowing downwards as a bead of sweat travelled down the side of her face. Cylie continued speaking. "Do yourself a favor and drop all your valuables. Otherwise..."Cylie tapped her right hip, drawing attention to the three swords strapped there securely. She had three more swords on her left, and a really long sword on her back, totaling to seven. "We're gonna have to beat the absolute shit outta you."
Word Count: 320/916 Battle Tracker
Defense Phase
Attack 1: Cylie's 130 Def vs 0 Acc Attack 2: Cylie's 130 Def vs 0 Acc
Total Dmg: 0-5= 0
Offense Phase
Dynamic Entry trait activates. May make one attack on the first turn of battle.
At-Will:
Bonus Action: Lightning Aura | -14 ki | Starts on Cylie's next turn.
Standard Action 1: Strike(Dynamic Entry) | -0 ki
Accuracy: QZAuGNG91d100+65
Damage: 1d8+4
Standard Action 2(Sacrificed for Bonus Action): Activate Sacred Water of Korin | Increase Reflexes to 50 until end of thread. Battle Info
Current Battle Effects
Sacred Water of Korin. Reflexes improved to 50. (Until end of thread.)
Lightning Aura. All melee attacks that hit Cylie during the duration deal 1 damage back to the attacker per damage die rolled. (0/5)
Skills
Fighting: 50 Energy Control: 25 Reflexes: 50(Sacred Water of Korin) Resilience: 50
Techniques
TELEPORT III(1/1) 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 battle.
EIGHT ARMS III(3/3) 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.
LIGHTNING AURA III(0/1) 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: 5 turns. Cost: 15 ki Limit: Once per thread.
DIVINATION III(1/1) 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.
AURA GUARD III(1/1) Your aura condenses into a quick shield, dampening a blow made against you. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 5 ki Limit: Once per battle.
SONIC SWAY III(1/1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 15 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 10 ki Limit: Once per battle.
HEAL III(1/1) You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Effect: You restore 40 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally.
ENHANCED DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: The first use of Dragon Dash on your turn gives +10 attack and +5 damage to your Melee Attacks. Additional uses on the same turn stack +3 more damage. Cost: 7 ki Limit: None
Traits
Quick Learner(Racial) - You automatically subtract one week from every technique you study’s learning time. In addition, three times per RL month you may apply a 5% bonus modifier to EP and PL gains from a thread where you have completed where you have written at least 1/4th of the words.
Quick Draw - You may activate Weapon-type items as At-Will Actions. May only At-Will activate up to 2 Weapons per turn.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Instinct - Your Defense is increased by +10.
Swashbuckler - You may use Sword-type items an additional 2 times per thread.
Mug(Class Level 1) - Whenever you critically hit with a Melee Attack, you may select 1 item from the critically hit target’s inventory on your next turn. For the duration of that turn, you may treat that item as though it were equipped(by you), even if you would not have slots to equip it. Other standard Item Rules apply.
Dynamic Entry(Class Level 2) - You may perform 1 Attack on your first combat turn of a thread.
Class Features
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Bountiful Coffers - Whenever you roll for treasure, you instead use the following rewards table: 1-10 is nothing, 11-40 is a Common Item, 41-80 is a Rare Item, 81-99 is a Mythic Item, and 100 is a Dragon Ball Shard.
Hide In Plain Sight - Suppressing to 1 PL makes you unable to be targeted by non-area attacks for up to 3 turns; you may not attack while this is active. This may be used once per thread.
Sneakier Attack - Your Sneak Attack feature is now triggered by suppressing to 70% or less and increases damage by 1d6+1 per whole turn suppressed. Additionally, your Sneak Attacks inflict “Cripple” on their target(s).
Ambush - Attacks benefitting from Sneak Attack deal an additional +4 damage to targets suffering from “Wound” or “Cripple”; increase this bonus damage to +8 damage if they are suffering from both.
Inventory
Sacred Water Of Korin(0/1) Gathered from a secret fountain, or perhaps the precipitation of the clouds itself, this mystical item is a small bottle of sacred water, as bottled by Korin himself. It has the symbol for Kami upon it, and is said to provide a great amount of power to the user. Type: Lost Artifact - Supplementary Zeni Value: 600000 Zeni Cost: 120000 Activation: Bonus Action Effect: Choose one of your skills, and increase its value to 50 until the end of that thread. As an item of great power simply possessing the Sacred Water of Korin generates an increase of 50% to the user's base power level. Limit: One use per thread.
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 - Armor 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.
Steel Sword(5/5) Produced by Capsule Corporation, this high-carbon sword is known to be very durable and exceedingly sharp. Type: Weapon - Sword Zeni Value: 10000 Zeni Cost: 40000 Activation: At-Will Action due to Quick Draw trait. Effect: Strikes you perform on this turn deal an additional +2 damage and have a 35% chance to inflict Wound on their target(s). Limit: 5 uses per thread due to Swashbuckler trait.
Katchin Sword(5/5) Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: At-Will Action due to Quick Draw Trait. Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 5 uses per thread due to Swashbuckler Trait.
Companion - The Crimson Wind Gang A semi-notorious band of thieves led by Cylie Chizu herself. They'll show up wherever they are needed, willing to follow even the slightest order. Zeni Value: 40000 Zeni Cost: 120000 Rarity: Mythic Effect: The Crimson Wind may make all actions a sidekick is prescribed to make. Their bonus to attack with energy or physical weapons is +40, their damage dice is 2d6, and their HP is 20.
Melee Accuracy: 1d100+65 Energy Accuracy: 1d100+40 Defense: 130 Damage Reduction: 5 Melee Damage Modifier: 4 Energy Damage Modifier: 4 Ki Cost Reduction: 1
Natural PL: 29,773 Base PL: 44,660(Sacred Water Of Korin) Current PL:44,660
HP: 90/90 KI: 86/100 1d100+65·1d8+4
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Post by Mizune Rooibos on Aug 28, 2021 2:04:45 GMT -8
Well, it looked like he had found something to do. Despite the two bandit's best efforts to conceal their powerlevels, they couldn't conceal their odor. Mizune's bioengineered senses were able to pick them both out almost instantly. He initially payed them no mind, just another two people in the woods. The thing quickly changed when one of the two rushed at him rather quickly. She was quick, he could give that to her, but her punch was rather flimsy. Mizune blocked it with ease, standing at the ready. He was confused at first, but the tuffle-wearing beastman instantly got excited when the two before him asked him to drop any valuables he had. "Oooh! Oooh! Oh my gosh it's happening!" He bounced up and down happily. "Okay okay okay okay!" He could hardly contain his excitement. This was his first mugging! That meant he got to fight with strong people! And look how cool they were. The one that attacked him even had SEVEN swords! It was clear at first glance that the fox beastman had no coin on his person. Usually his big brother Val took care of any expenses. But that doesn't mean he wasn't being mugged! Seeing as the lady had already swung at him, Mizune would happily stay around and find out what made this girl so confident. "Those swords are cool, but shoudn't you use those to fight? Your punch there was kinda sloppy..." He commented, stretching. "I don't really have anything on me but if you want I can find something for you later! Thought don't worry we can still do the whole fighty thing! Oh this is so cool! Yay!" He was really really excited for a fight. Big bro Val always told that he could fight without restraint if he ever got mugged so there he was about to go toe to toe with a super cool and arguably cute lady. "Alright Alright ready? Here I go! One...two...three..." And the fox's body was sent full speed at the gal ready to absolutely kick her shit in. [344]
{Spoiler}{Battle Tracker} ============================ HITPOINTS: 75/75 Ki: 100/100
STATUS: Amused TURNS REMAINING: N/A Power Level: 22.762
============================Active Effects CLASS: Prodigy (Lv1) +5 Accuracy; +5 HitPoints; +1 Damage; +1 DR
Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genious - Your Skills are no longer restricted by the natural 50 cap. Skillful - Focus Mastery Lv.1 increases your chosen skill by +10.
EQUIPMENTLucky Trinket - Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Hidden Weapon - Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. (2 Uses) Champion Gi - At the beginning of your turn, you may choose 1 of the following effects: Gain +10 Defense (applied before incoming attack resolution), gain +15 Accuracy with all Basic Techniques or with a single Special Technique. Master's Belt - When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4
TRAITS- Might: Physical attacks deal +3 bonus damage.
- Flawless Counter: On a turn in which you use a Defensive Technique in response to an attack, increase your accuracy with attacks made on that turn by +20
- Blitz: As an At-Will Action, you may perform one additional Strike per turn. This does not require you to have used a strike otherwise.
- Zenkai: During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TECHNIQUES- Solar Flare: You have a 70% chance to inflict the Blind status on your target. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. (5 Ki/ 2 Uses)
- Instinctual Defense: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.
- Wild Attack: Generate 1 Instinct per 2 Ki paid, up to 5 instinct. 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.
- Teleport: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. (25 Ki/ 1 Use)
TRANSFORMATION:N/A
STATISTICS:+2 dmg, -1 Ki cost
FIGHTING: | 55 | ENERGY: | 20 | REFLEXES: | 40 | RESILIENCE: | 20 | ACCURACY: | 60 / 25 | DEFENSE: | 95 | DR: | 2 |
=========================== Bonus Action: GuardKi Cost: 6 +10 DR!
- Dynamic Entry Guarded! (12 DR) -Flawless Counter ============================ Battle Phase Champion's Gi increases Accuracy by 15! Flawless Counter increases Accuracy by 20!
Bonus Action: Enhanced Dash! Ki Cost: 6
+10 Accuracy, +5 Damage!
Standard Action: Enhanced Strike! Ki Cost: 3
- Accuracy: PaLyBrvW1d100+105
- Damage: 1d12+10
Blitz Action: Enhanced Strike!Ki Cost: 0
- Accuracy: 1d100+105
- Damage: 1d12+10
1d100+105·1d12+10·1d100+105·1d12+10
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Post by Cylie on Aug 28, 2021 5:26:49 GMT -8
Cylie and Keisha weren't exactly keen on a violent struggle, but they also weren't exactly keen on... whatever this was. The two women paused as their chosen victim bobbed up and down with glee at the prospect of being robbed. Keisha lowered her weapon slightly, and Cylie raised an eyebrow. It was only when the red fox began stretching that Keisha lowered her weapon entirely. She took a few steps backwards, slightly concerned. Something was wrong here. As they listened to his excited jabbering, it became clear to them that he didn't have anything of value, supposedly.The swordswoman's brows began to furrow as her patience dwindled, and her anger only became more visible as the man began counting down. She bared her teeth as her hands balled up into fists, and Keisha was beginning to catch on to what was about to happen. A barrage of a attacks followed, but Cylie was ready for them. Partly thanks to the fact that her attacker did a countdown. Every punch, kick, or whatever that was thrown at her was dealt with accordingly. She dodged each attack with grace, twisting, turning, ducking, weaving, doing whatever she had to do in order to avoid being struck. By the time the assault ended, she hopped backwards, creating a few meters of distance between her and the fox. As soon as Cylie did so, Keisha closed her eyes and squeezed the trigger of her weapon, sending a spray of pellets at her target. After she pumped the gun, Cylie had withdrawn six of her swords, holding three in each hand as if they were claws. She had a wicked smile on. "Big mistake, fox."Keisha retreated a few steps back as Cylie charged forward, swinging her swords at the fox with intent to harm. The thief certainly wasn't expecting a show today. While she initially seemed angry at not getting the reaction she had wanted, she was silently glad that her opponent happened to be capable. She hasn't had a good fighting session in a while. Her power level was lowered to meet her foe's, in order to make this all the more interesting.
Word Count: 359/1275 Battle Tracker
Defense Phase
Attack 1: Cylie's 165 Def vs 161 Acc. Miss. Attack 2: Cylie's 165 Def vs 117 Acc. Miss.
Total Dmg: 0-5= 0
Offense Phase
Champion's Gi provides +10 Def this turn.
At-Will: Suppression | Lower PL to 22,765.
At-Will: Activate Katchin Sword | Strikes performed on this turn are treated as if they were Critical Hits for the purposes of triggering effects that require critical hits, and deal +3 damage and have a 50% chance to 'Wound'.
At-Will: Activate Steel Sword | Strikes performed on this turn deal +2 damage and have a 35% chance to 'Wound'.
At-Will: Order Companion | Attack
Accuracy: R|E8Nov41d100+40
Damage: 2d6
At-Will: Blitz Strike | -0 ki
Accuracy: 1d100+65
Damage: 1d8+9
Wound(50 or lower): 1d100
Wound(35 or lower): 1d100
Bonus Action: Rapid Movement | -14 ki | +25 Def against unresolved attacks.
Standard Action 1: Strike | -0 ki
Accuracy: 1d100+65
Damage: 1d8+9
Wound(50 or lower): 1d100
Wound(35 or lower): 1d100
Standard Action 2: Strike | -0 ki
Accuracy: 1d100+65
Damage: 1d8+9
Wound(50 or lower): 1d100
Wound(35 or lower): 1d100 Battle Info
Current Battle Effects
Sacred Water of Korin. Reflexes improved to 50. (Until end of thread.)
Lightning Aura. All melee attacks that hit Cylie during the duration deal 1 damage back to the attacker per damage die rolled. (1/5)
Skills
Fighting: 50 Energy Control: 25 Reflexes: 50(Sacred Water Of Korin) Resilience: 50
Techniques
TELEPORT III(1/1) 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 battle.
EIGHT ARMS III(3/3) 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.
LIGHTNING AURA III(0/1) 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: 5 turns. Cost: 15 ki Limit: Once per thread.
DIVINATION III(1/1) 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.
AURA GUARD III(1/1) Your aura condenses into a quick shield, dampening a blow made against you. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 5 ki Limit: Once per battle.
SONIC SWAY III(1/1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 15 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 10 ki Limit: Once per battle.
HEAL III(1/1) You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Effect: You restore 40 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally.
ENHANCED DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: The first use of Dragon Dash on your turn gives +10 attack and +5 damage to your Melee Attacks. Additional uses on the same turn stack +3 more damage. Cost: 7 ki Limit: None
Traits
Quick Learner(Racial) - You automatically subtract one week from every technique you study’s learning time. In addition, three times per RL month you may apply a 5% bonus modifier to EP and PL gains from a thread where you have completed where you have written at least 1/4th of the words.
Quick Draw - You may activate Weapon-type items as At-Will Actions. May only At-Will activate up to 2 Weapons per turn.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Instinct - Your Defense is increased by +10.
Swashbuckler - You may use Sword-type items an additional 2 times per thread.
Mug(Class Level 1) - Whenever you critically hit with a Melee Attack, you may select 1 item from the critically hit target’s inventory on your next turn. For the duration of that turn, you may treat that item as though it were equipped(by you), even if you would not have slots to equip it. Other standard Item Rules apply.
Dynamic Entry(Class Level 2) - You may perform 1 Attack on your first combat turn of a thread.
Class Features
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Bountiful Coffers - Whenever you roll for treasure, you instead use the following rewards table: 1-10 is nothing, 11-40 is a Common Item, 41-80 is a Rare Item, 81-99 is a Mythic Item, and 100 is a Dragon Ball Shard.
Hide In Plain Sight - Suppressing to 1 PL makes you unable to be targeted by non-area attacks for up to 3 turns; you may not attack while this is active. This may be used once per thread.
Sneakier Attack - Your Sneak Attack feature is now triggered by suppressing to 70% or less and increases damage by 1d6+1 per whole turn suppressed. Additionally, your Sneak Attacks inflict “Cripple” on their target(s).
Ambush - Attacks benefitting from Sneak Attack deal an additional +4 damage to targets suffering from “Wound” or “Cripple”; increase this bonus damage to +8 damage if they are suffering from both.
Inventory
Sacred Water Of Korin(0/1) Gathered from a secret fountain, or perhaps the precipitation of the clouds itself, this mystical item is a small bottle of sacred water, as bottled by Korin himself. It has the symbol for Kami upon it, and is said to provide a great amount of power to the user. Type: Lost Artifact - Supplementary Zeni Value: 600000 Zeni Cost: 120000 Activation: Bonus Action Effect: Choose one of your skills, and increase its value to 50 until the end of that thread. As an item of great power simply possessing the Sacred Water of Korin generates an increase of 50% to the user's base power level. Limit: One use per thread.
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 - Armor 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.
Steel Sword(4/5) Produced by Capsule Corporation, this high-carbon sword is known to be very durable and exceedingly sharp. Type: Weapon - Sword Zeni Value: 10000 Zeni Cost: 40000 Activation: At-Will Action due to Quick Draw trait. Effect: Strikes you perform on this turn deal an additional +2 damage and have a 35% chance to inflict Wound on their target(s). Limit: 5 uses per thread due to Swashbuckler trait.
Katchin Sword(4/5) Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: At-Will Action due to Quick Draw Trait. Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 5 uses per thread due to Swashbuckler Trait.
Companion - The Crimson Wind Gang A semi-notorious band of thieves led by Cylie Chizu herself. They'll show up wherever they are needed, willing to follow even the slightest order. Zeni Value: 40000 Zeni Cost: 120000 Rarity: Mythic Effect: The Crimson Wind may make all actions a sidekick is prescribed to make. Their bonus to attack with energy or physical weapons is +40, their damage dice is 2d6, and their HP is 20.
Melee Accuracy: 1d100+65 Energy Accuracy: 1d100+40 Defense: 130 Damage Reduction: 5 Melee Damage Modifier: 4 Energy Damage Modifier: 4 Ki Cost Reduction: 1
Natural PL: 29,773 Base PL: 44,660(Sacred Water Of Korin) Current PL:22,765
HP: 90/90 KI: 72/100 1d100+40·2d6·1d100+65·1d8+9·1d100·1d100·1d100+65·1d8+9·1d100·1d100·1d100+65·1d8+9·1d100·1d100
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Post by Mizune Rooibos on Aug 28, 2021 8:01:07 GMT -8
Wow okay, the girl didn't play around! She was quite fast, perhaps faster than what Mizune was expecting her to be and her sword Strikes were quite refined. In just that simple exchange he was roughed up pretty badly, but that only served as a reminder that she was quite good at fighting. He would need to step up his efforts if he wanted to compete with her. Disregarding his wounds, Mizune got himself back up. He could still go another round, though the surprise attack from the bandit's cohort wasn't really fair. "You're pretty good, but 2v1 is not really the fairest of fights. Guess I really have to try." The red renard spat on the ground and was once again on the offensive. This time though, he would bait and switch mid attack and come down as hard as he could against his assailant. He always had a trick up his sleeve in case things got really bad, but his morbid curiosity to see how the girl fought was getting the best of him. He would swing a kick before retreating a few paces. "Hey, lady!" he called. "What's your name?" He naively asked before hopping closer of a one-two punch combo. "Your fighting is really good are you a super famous swordswoman?" [559]
{Battle Tracker} ============================ HITPOINTS: 38/75 Ki: 85/100
STATUS: Wounded TURNS REMAINING: 6 Power Level: 22.762
============================Active Effects CLASS: Prodigy (Lv1) +5 Accuracy; +5 HitPoints; +1 Damage; +1 DR
Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genious - Your Skills are no longer restricted by the natural 50 cap. Skillful - Focus Mastery Lv.1 increases your chosen skill by +10.
EQUIPMENTLucky Trinket - Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Hidden Weapon - Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. (2 Uses) Champion Gi - At the beginning of your turn, you may choose 1 of the following effects: Gain +10 Defense (applied before incoming attack resolution), gain +15 Accuracy with all Basic Techniques or with a single Special Technique. Master's Belt - When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4
TRAITS- Might: Physical attacks deal +3 bonus damage.
- Flawless Counter: On a turn in which you use a Defensive Technique in response to an attack, increase your accuracy with attacks made on that turn by +20
- Blitz: As an At-Will Action, you may perform one additional Strike per turn. This does not require you to have used a strike otherwise.
- Zenkai: During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TECHNIQUES- Solar Flare: You have a 70% chance to inflict the Blind status on your target. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. (5 Ki/ 2 Uses)
- Instinctual Defense: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.
- Wild Attack: Generate 1 Instinct per 2 Ki paid, up to 5 instinct. 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.
- Teleport: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. (25 Ki/ 1 Use)
TRANSFORMATION:N/A
STATISTICS:+2 dmg, -1 Ki cost
FIGHTING: | 55 | ENERGY: | 20 | REFLEXES: | 40 | RESILIENCE: | 20 | ACCURACY: | 60 / 25 | DEFENSE: | 95 | DR: | 2 |
===========================
- Companion Attack HIT! -5 HP - Sword Strike HIT! -13 HP - Sword Strike MISS! - Sword Strike HIT! -16 HP ============================ Battle Phase Champion's Gi increases Accuracy by 15! Master belt increases damage by 4!
Bonus Action: Hidden Weapon! Ki Cost: 0
Enemy Reflex Negated, DR halved!
Standard Action: Enhanced Strike! Ki Cost: 3
- Accuracy: QDtzecTI1d100+75
- Damage: 1d12+10
Standard Action: Enhanced Strike! Ki Cost: 3
- Accuracy: 1d100+75
- Damage: 1d12+10
Blitz Action: Enhanced Strike!Ki Cost: 0
- Accuracy: 1d100+75
- Damage: 1d12+10
1d100+75·1d12+10·1d100+75·1d12+10·1d100+75·1d12+10
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Post by Cylie on Aug 28, 2021 14:57:24 GMT -8
Cylie was mildly impressed by the fact that the fox got right back up after Cylie's assault. What really took home the cake though was how the fox took it. It didn't take him long to gather himself, even tossing in a cheeky comment as he did so. The fox tried to throw Cylie off with a bait, but she did not fall for it. Her eyes and reflexes were unnaturally keen, allowing her to read the attacks of her foes with abnormal clarity. Within moments, Cylie was forced to hop backwards, narrowly avoiding a kick swung by her opponent. Then the fox asked for a name. Cylie seemed perplexed the moment before she had to duck under two extra punches. Her confusion only increased as the fox complimented her fighting. What are you playing at, fox.....?Keisha took aim with her weapon once more, but Cylie raised her hand, signaling to the shotgunner to lower her weapon. "Wait, Keish."'Not fair'? 'What's your name'? 'Are you famous'? Was this guy mocking her? If she recalled correctly, those weren't the types of questions people usually asked her while being robbed. Cylie sheathed her swords, and began walking towards her adversary, brows arched downwards. Something lurked behind her eyes. Anger? Confusion? Both? He had stated that the circumstances of the fight wasn't fair, right? While this proved to not be much of a fight, she could make it one. "How about you give me your name before I give you mine? Unless of course, you end up unconscious in the next few seconds." Cylie charged at the man suddenly, using her ki to propel her forward. She threw a straight punch at the guy's furry snout, silently wondering if he'll notice how overmatched he is.
Word Count: 294/1569 Battle Tracker
Defense Phase
Hidden Weapon reduces Cylie's DR by half, and makes her Reflex stat 0.
Attack 1: Cylie's 85 Def vs 168 Acc. Avoided with Sonic Sway. Attack 2: Cylie's 85 Def vs 118 Acc. Avoided with Sonic Sway. Attack 3: Cylie's 85 Def vs 134 Acc. Avoided with Sonic Sway.
Total Dmg: 0-2= 0
Offense Phase
Champion's Gi provides +15 Acc this turn.
At-Will:
Bonus Action: Sense | +5 Def and +5 Acc.
Standard Action 1: Sonic Sway | -9 ki | Avoid all attacks including Critical Hits that roll a natural 15 damage (unmodified) or less.
Standard Action 2: Strike | -0 ki
Accuracy: 6I06dvJa1d100+85
Damage: 1d8+8 Battle Info
Current Battle Effects
Sacred Water of Korin. Reflexes improved to 50. (Until end of thread.)
Lightning Aura. All melee attacks that hit Cylie during the duration deal 1 damage back to the attacker per damage die rolled. (2/5)
Skills
Fighting: 50 Energy Control: 25 Reflexes: 50(Sacred Water Of Korin) Resilience: 50
Techniques
TELEPORT III(1/1) 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 battle.
EIGHT ARMS III(3/3) 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.
LIGHTNING AURA III(0/1) 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: 5 turns. Cost: 15 ki Limit: Once per thread.
DIVINATION III(1/1) 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.
AURA GUARD III(1/1) Your aura condenses into a quick shield, dampening a blow made against you. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 5 ki Limit: Once per battle.
SONIC SWAY III(0/1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 15 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 10 ki Limit: Once per battle.
HEAL III(1/1) You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Effect: You restore 40 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally.
ENHANCED DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: The first use of Dragon Dash on your turn gives +10 attack and +5 damage to your Melee Attacks. Additional uses on the same turn stack +3 more damage. Cost: 7 ki Limit: None
Traits
Quick Learner(Racial) - You automatically subtract one week from every technique you study’s learning time. In addition, three times per RL month you may apply a 5% bonus modifier to EP and PL gains from a thread where you have completed where you have written at least 1/4th of the words.
Quick Draw - You may activate Weapon-type items as At-Will Actions. May only At-Will activate up to 2 Weapons per turn.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Instinct - Your Defense is increased by +10.
Swashbuckler - You may use Sword-type items an additional 2 times per thread.
Mug(Class Level 1) - Whenever you critically hit with a Melee Attack, you may select 1 item from the critically hit target’s inventory on your next turn. For the duration of that turn, you may treat that item as though it were equipped(by you), even if you would not have slots to equip it. Other standard Item Rules apply.
Dynamic Entry(Class Level 2) - You may perform 1 Attack on your first combat turn of a thread.
Class Features
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Bountiful Coffers - Whenever you roll for treasure, you instead use the following rewards table: 1-10 is nothing, 11-40 is a Common Item, 41-80 is a Rare Item, 81-99 is a Mythic Item, and 100 is a Dragon Ball Shard.
Hide In Plain Sight - Suppressing to 1 PL makes you unable to be targeted by non-area attacks for up to 3 turns; you may not attack while this is active. This may be used once per thread.
Sneakier Attack - Your Sneak Attack feature is now triggered by suppressing to 70% or less and increases damage by 1d6+1 per whole turn suppressed. Additionally, your Sneak Attacks inflict “Cripple” on their target(s).
Ambush - Attacks benefitting from Sneak Attack deal an additional +4 damage to targets suffering from “Wound” or “Cripple”; increase this bonus damage to +8 damage if they are suffering from both.
Inventory
Sacred Water Of Korin(0/1) Gathered from a secret fountain, or perhaps the precipitation of the clouds itself, this mystical item is a small bottle of sacred water, as bottled by Korin himself. It has the symbol for Kami upon it, and is said to provide a great amount of power to the user. Type: Lost Artifact - Supplementary Zeni Value: 600000 Zeni Cost: 120000 Activation: Bonus Action Effect: Choose one of your skills, and increase its value to 50 until the end of that thread. As an item of great power simply possessing the Sacred Water of Korin generates an increase of 50% to the user's base power level. Limit: One use per thread.
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 - Armor 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.
Steel Sword(4/5) Produced by Capsule Corporation, this high-carbon sword is known to be very durable and exceedingly sharp. Type: Weapon - Sword Zeni Value: 10000 Zeni Cost: 40000 Activation: At-Will Action due to Quick Draw trait. Effect: Strikes you perform on this turn deal an additional +2 damage and have a 35% chance to inflict Wound on their target(s). Limit: 5 uses per thread due to Swashbuckler trait.
Katchin Sword(4/5) Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: At-Will Action due to Quick Draw Trait. Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 5 uses per thread due to Swashbuckler Trait.
Companion - The Crimson Wind Gang A semi-notorious band of thieves led by Cylie Chizu herself. They'll show up wherever they are needed, willing to follow even the slightest order. Zeni Value: 40000 Zeni Cost: 120000 Rarity: Mythic Effect: The Crimson Wind may make all actions a sidekick is prescribed to make. Their bonus to attack with energy or physical weapons is +40, their damage dice is 2d6, and their HP is 20.
Melee Accuracy: 1d100+65 Energy Accuracy: 1d100+40 Defense: 130 Damage Reduction: 5 Melee Damage Modifier: 4 Energy Damage Modifier: 4 Ki Cost Reduction: 1
Natural PL: 29,773 Base PL: 44,660(Sacred Water Of Korin) Current PL:22,765
HP: 90/90 KI: 63/100 1d100+85·1d8+8
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Post by Mizune Rooibos on Sept 21, 2021 15:47:09 GMT -8
Mizune was able to block the incoming punch, albeit skidding backwards a while to dump all of the momentum. The wounds she had given him had weakened his footing so he was really struggling. If she could swing all those swords so fast she would need to have alot of strenght in her for sure. She seemed to stop her assault in favour of a single attack. Perhaps she did want to make this one on one? "M-mizune." He replied to her inquiry while still struggling to keep her still. "Mizune Rooibos." He would try to properly introduce himself. Since they were so close to one another now, surely she would notice that the beastman wasn't lying when he said he did not have any money on his person. "How did you get to be this strong though... I thought I was pretty good but man...kind of...struggling over here." The red fox looked up. "Now will you tell me your name?" [720]
{Battle Tracker} ============================ HITPOINTS: 32/75 Ki: 85/100
STATUS: Wounded TURNS REMAINING: 5 Power Level: 22.762
============================Active Effects CLASS: Prodigy (Lv1) +5 Accuracy; +5 HitPoints; +1 Damage; +1 DR
Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genious - Your Skills are no longer restricted by the natural 50 cap. Skillful - Focus Mastery Lv.1 increases your chosen skill by +10.
EQUIPMENTLucky Trinket - Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Hidden Weapon - Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. (2 Uses) Champion Gi - At the beginning of your turn, you may choose 1 of the following effects: Gain +10 Defense (applied before incoming attack resolution), gain +15 Accuracy with all Basic Techniques or with a single Special Technique. Master's Belt - When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4
TRAITS- Might: Physical attacks deal +3 bonus damage.
- Flawless Counter: On a turn in which you use a Defensive Technique in response to an attack, increase your accuracy with attacks made on that turn by +20
- Blitz: As an At-Will Action, you may perform one additional Strike per turn. This does not require you to have used a strike otherwise.
- Zenkai: During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TECHNIQUES- Solar Flare: You have a 70% chance to inflict the Blind status on your target. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. (5 Ki/ 2 Uses)
- Instinctual Defense: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.
- Wild Attack: Generate 1 Instinct per 2 Ki paid, up to 5 instinct. 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.
- Teleport: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. (25 Ki/ 1 Use)
TRANSFORMATION:N/A
STATISTICS:+2 dmg, -1 Ki cost
FIGHTING: | 55 | ENERGY: | 20 | REFLEXES: | 40 | RESILIENCE: | 20 | ACCURACY: | 60 / 25 | DEFENSE: | 95 | DR: | 2 |
=========================== Bonus Action: Enhanced Guard!Ki Cost: 6+12 DR!- PUNCH Blocked! -3 HP - Wound! -3 HP - ZENKAI! ============================ Battle Phase Champion's Gi increases Accuracy by 15! Master belt increases damage by 4!
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Post by Cylie on Sept 25, 2021 18:31:53 GMT -8
Keisha watched as the initial open aggression between the two combatants began to vanish, albeit slowly. Noting the fact that Cylie sheathed her weapons, Keisha followed, lowering her weapon and relaxing her footing. Cylie still had a hard frown on her face, but regardless, her simple expression was telling multiple different stories. She was disappointed with the projected yield given by beating this beastman up. She was confused as to why her opponent had seemingly ceased fighting. She was angry with the nonsensical questions she was asked over the course of the altercation. She was... curious of this 'Mizune'. A couple words fell out of her mouth, their volume no higher than that of a whisper. She muttered to herself, "Why aren't you afraid of me...?"After the male fox acknowledged her strength and current lack of a name, Cylie flared her aura. Dust, leaves, pebbles and twigs rose and were thrown about by the sudden air pressure thrust upon them, and Keisha's jacket waved wildly for a moment. As quickly as her power level increased, it fell back down. All the way down. To around... nothing. Was she calming down? Tilting her head, the tanned swordswoman stared at the fox for a few long seconds before providing her name, "Cylie... Cylie Chizu." She wouldn't stop there. "Y'know, the not-so-famous swordswoman trying to rob people in a forest, in the middle of Kami knows where!" Her voice rose in anger as her sentence continued, reaching a breaking point as her dialogue ended. Furrowing her brows, she'd take a step forward, standing directly in front of her supposed victim. "What's your problem, huh? You seemed so happy when me and the mutt emerged from that bush over there. Why? Just tell me. I don't think I quite get it."She sneered.
Word Count: 300/1869 Battle Tracker
Defense Phase
Attack 1: Cylie's 140 Def vs Acc. Attack 2: Cylie's 140 Def vs Acc.
Total Dmg: 0-5= 0
Offense Phase
Champion's Gi provides +10 Def this turn.
At-Will: Suppression | Reduce PL to 1.
Hide In Plain Sight activated. Cylie is now unable to be targeted by non-area attacks, or attack.
Bonus Action:
Standard Action 1:
Standard Action 2: Battle Info Current Battle Effects
Sacred Water of Korin. Reflexes improved to 50. (Until end of thread.)
Lightning Aura. All melee attacks that hit Cylie during the duration deal 1 damage back to the attacker per damage die rolled. (3/5)
Skills
Fighting: 50 Energy Control: 25 Reflexes: 50(Sacred Water Of Korin) Resilience: 50
Techniques
TELEPORT III(1/1) 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 battle.
EIGHT ARMS III(3/3) 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.
LIGHTNING AURA III(0/1) 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: 5 turns. Cost: 15 ki Limit: Once per thread.
DIVINATION III(1/1) 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.
AURA GUARD III(1/1) Your aura condenses into a quick shield, dampening a blow made against you. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 5 ki Limit: Once per battle.
SONIC SWAY III(0/1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 15 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 10 ki Limit: Once per battle.
HEAL III(1/1) You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Effect: You restore 40 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally.
ENHANCED DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: The first use of Dragon Dash on your turn gives +10 attack and +5 damage to your Melee Attacks. Additional uses on the same turn stack +3 more damage. Cost: 7 ki Limit: None
Traits
Quick Learner(Racial) - You automatically subtract one week from every technique you study’s learning time. In addition, three times per RL month you may apply a 5% bonus modifier to EP and PL gains from a thread where you have completed where you have written at least 1/4th of the words.
Quick Draw - You may activate Weapon-type items as At-Will Actions. May only At-Will activate up to 2 Weapons per turn.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Instinct - Your Defense is increased by +10.
Swashbuckler - You may use Sword-type items an additional 2 times per thread.
Mug(Class Level 1) - Whenever you critically hit with a Melee Attack, you may select 1 item from the critically hit target’s inventory on your next turn. For the duration of that turn, you may treat that item as though it were equipped(by you), even if you would not have slots to equip it. Other standard Item Rules apply.
Dynamic Entry(Class Level 2) - You may perform 1 Attack on your first combat turn of a thread.
Class Features
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Bountiful Coffers - Whenever you roll for treasure, you instead use the following rewards table: 1-10 is nothing, 11-40 is a Common Item, 41-80 is a Rare Item, 81-99 is a Mythic Item, and 100 is a Dragon Ball Shard.
Hide In Plain Sight(USED) - Suppressing to 1 PL makes you unable to be targeted by non-area attacks for up to 3 turns; you may not attack while this is active. This may be used once per thread.
Sneakier Attack - Your Sneak Attack feature is now triggered by suppressing to 70% or less and increases damage by 1d6+1 per whole turn suppressed. Additionally, your Sneak Attacks inflict “Cripple” on their target(s).
Ambush - Attacks benefitting from Sneak Attack deal an additional +4 damage to targets suffering from “Wound” or “Cripple”; increase this bonus damage to +8 damage if they are suffering from both.
Inventory
Sacred Water Of Korin(0/1) Gathered from a secret fountain, or perhaps the precipitation of the clouds itself, this mystical item is a small bottle of sacred water, as bottled by Korin himself. It has the symbol for Kami upon it, and is said to provide a great amount of power to the user. Type: Lost Artifact - Supplementary Zeni Value: 600000 Zeni Cost: 120000 Activation: Bonus Action Effect: Choose one of your skills, and increase its value to 50 until the end of that thread. As an item of great power simply possessing the Sacred Water of Korin generates an increase of 50% to the user's base power level. Limit: One use per thread.
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 - Armor 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.
Steel Sword(4/5) Produced by Capsule Corporation, this high-carbon sword is known to be very durable and exceedingly sharp. Type: Weapon - Sword Zeni Value: 10000 Zeni Cost: 40000 Activation: At-Will Action due to Quick Draw trait. Effect: Strikes you perform on this turn deal an additional +2 damage and have a 35% chance to inflict Wound on their target(s). Limit: 5 uses per thread due to Swashbuckler trait.
Katchin Sword(4/5) Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: At-Will Action due to Quick Draw Trait. Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 5 uses per thread due to Swashbuckler Trait.
Companion - The Crimson Wind Gang A semi-notorious band of thieves led by Cylie Chizu herself. They'll show up wherever they are needed, willing to follow even the slightest order. Zeni Value: 40000 Zeni Cost: 120000 Rarity: Mythic Effect: The Crimson Wind may make all actions a sidekick is prescribed to make. Their bonus to attack with energy or physical weapons is +40, their damage dice is 2d6, and their HP is 20.
Melee Accuracy: 1d100+65 Energy Accuracy: 1d100+40 Defense: 130 Damage Reduction: 5 Melee Damage Modifier: 4 Energy Damage Modifier: 4 Ki Cost Reduction: 1
Natural PL: 29,773 Base PL: 44,660(Sacred Water Of Korin) Current PL:1
HP: 90/90 KI: 63/100
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Post by Mizune Rooibos on Sept 30, 2021 17:01:32 GMT -8
Mizune tilted his head slightly. She whispered, but his ears could hear without issue. "Should I be scared of you?" Mizune asked. She wasn't one of the bad Tuffle people. He could smell as much. She seemed angry about something though, that he could understand from the way her energy flared before dying back down. The red fox dropped his stance and stood by the lady as she gave him her name. Now that he got a good look at her, she was kind of cute looking too. "Cylie...that is a very pretty name." He commented, making sure to remember it. "I like it." the fox would add with a nod. He didn't really care about her being not so famous. She was cool in his eyes. "I'll make sure to remember it." Then, Cylie asked what was his problem. The fox looked confused. He had a problem? Did he? Not that he knew...well...kind of. "Oh uhm. I uuh. Don't have many memories..." he tried to explain himself to her, but the trauma prevented him from doing so. He would need to try and explain another way. "I uuh. Big brother Val said that there are people that can jump at you and want to fight for one reason or another. He said I could fight without holding back my powers so I was excited to see you because when you jumped out it meant you were super strong...and you are!" He tried bouncing up in amazement once again, but the wounds he was suffering from had him wince instead. He whined a little from his wounds, it was clear he wouldn't be able to fight much more at this point. "I like fighting alot, especially against people super awesomely strong as you! I have never seen anyone use all those swords before." He repeated, pointing at Cylie's sheaths. "Though...big brother said that people jumping at others to fight for money are bad people. That's why I'm not allowed to fight when we travel around and go helping others." Mizune tilted his head, looking puzzled again. "Though...you're not really bad. Well maybe ganging up on me with your friend was a little bad but you stopped. You even put away your swords, bad guys don't do that. They are no fun, they don't fight fair. So you really can't be bad. Maybe big bro is wrong." He concluded with a nod. Wait, maybe she was angry because he had no money? He remembered most people always wanted to hoard coins for...some reason. He didn't really need much of it, he was happy to have what he had now. Maybe he could help her too? He waved his paw up to ask her to wait a moment as he rumaged through his tuffle attire. He went through all the pockets one by one, until his slightly drooping ears perked up slightly. He pulled out his paw from his back pocket and hopped closer to the earthling, wobbling on his wounded leg. He raised his arms up towards the lady. In the middle of his cupped hands rested a single gold Zeni as he offered it to her. "Big bro said people like you want more of these. He said that people are happy if they can get alot of these collected. I don't have much, I was keeping this so I could trade it with the nice guy that gives me sweets, but you can have it if you want!" He stated, offering her his only coin with as warm as a smile on his pained face as he could muster. [1320]
{Battle Tracker} ============================ HITPOINTS: 29/75 Ki: 85/100
STATUS: Wounded TURNS REMAINING: 4 Power Level: 22.762
============================Active Effects CLASS: Prodigy (Lv1) +5 Accuracy; +5 HitPoints; +1 Damage; +1 DR
Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genious - Your Skills are no longer restricted by the natural 50 cap. Skillful - Focus Mastery Lv.1 increases your chosen skill by +10.
EQUIPMENTLucky Trinket - Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Hidden Weapon - Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. (2 Uses) Champion Gi - At the beginning of your turn, you may choose 1 of the following effects: Gain +10 Defense (applied before incoming attack resolution), gain +15 Accuracy with all Basic Techniques or with a single Special Technique. Master's Belt - When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4
TRAITS- Might: Physical attacks deal +3 bonus damage.
- Flawless Counter: On a turn in which you use a Defensive Technique in response to an attack, increase your accuracy with attacks made on that turn by +20
- Blitz: As an At-Will Action, you may perform one additional Strike per turn. This does not require you to have used a strike otherwise.
- Zenkai: During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
TECHNIQUES- Solar Flare: You have a 70% chance to inflict the Blind status on your target. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. (5 Ki/ 2 Uses)
- Instinctual Defense: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.
- Wild Attack: Generate 1 Instinct per 2 Ki paid, up to 5 instinct. 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.
- Teleport: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. (25 Ki/ 1 Use)
TRANSFORMATION:N/A
STATISTICS:+2 dmg, -1 Ki cost
FIGHTING: | 55 | ENERGY: | 20 | REFLEXES: | 40 | RESILIENCE: | 20 | ACCURACY: | 60 / 25 | DEFENSE: | 95 | DR: | 2 |
=========================== Bonus Action: N/AKi Cost: 0- Wound! -3 HP ============================ Battle Phase Champion's Gi increases Accuracy by 15! Master belt increases damage by 4!
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Post by Cylie on Oct 7, 2021 3:40:15 GMT -8
Cylie stood in complete silence as she listened to the beast man's explanation for his unique behavior. The half-fox behind her also stood at attention, a bead of sweat making the perilous journey down the side of her face as she fingered her weapon cautiously. The blonde had never seen Cylie so enamored with a victim before, and as such the situation as a whole felt extremely surreal. In the meantime, the swordswoman was trying to fully process everything that she was being told in order to come up with a conclusion. A result. A reason for this crap. Never before had someone grinned at the prospect of being robbed by her, and she was Cylie Chizu! Proud leader of the Crimson Wind, widely viewed as one of the craziest girls you could ever meet. She lived off of the fear of others, yet for some reason on this occasion, she failed to provoke fear. What was the problem here? Her expression faltered as she thought on the information she was given. He had admitted to enjoying fighting in general, even more so when his opponent his powerful. She could've sworn that was some kind of Saiyan trait. But what stood in front of her was clearly a fox, not a monkey. Unless... this guy some kind of hybrid. But that didn't make much sense, did it? She couldn't find any visible evidence that proved her theory. Maybe he was a science experiment. She'd heard of humans turning themselves into cyborgs, scientists creating robots and the like. Maybe this could be another one of those cases. The implication that she 'really can't be bad' caused her to frown slightly. Of course she was bad, she was trying to mug him! The only reason she didn't flatten him was because of his strength and unexpected behavior. She kept telling herself that this wasn't a case of her getting soft, but rather a case of her curiosity getting the better of her. Yeah, that was it. If given a second chance she'd never have drawn out the fight for this long. While she convinced herself, Mizune had a found a single coin in his back pocket. Limping over to Cylie, she offered the dumbfounded woman the only piece of money that he currently possessed. The tanned woman did nothing for a couple moments, which caused Keisha to start fidgeting nervously. She accepted the coin, instinctively studying the patterns embedded on it to confirm that it was real. This was it? Really? The warm expression on the red fur's face carried sincerity and compassion, yet this all still felt so fake. Like she was in a book or a movie or something. Her gaze rose back up to eye level with Mizune, and she tilted her head. "You should be scared of me."She pocketed the coin, despite really not needing it. "I'm bad, Mizune. Really bad. If I wasn't in a good mood, this conversation would've never happened. You'd be laying on your back right here. On the forest floor. With a black eye. Listen to your big brother, man. I'm one of those 'bad people' he talked about. One of the dangerous people out there. Had you acted normal and not piqued my interest, I promise you, you'd be knocked the fuck out. Hell, I might just make that happen anyways."She balled her hands into fists as she took a step forward, her nose now sitting mere inches away from his. Now being all up in the man's face, she said, "Now tell me, are you scared of me yet? Of what I'm capable of? Or do you still want to be my friend or whatever?"Her voice wasn't nice, and her expression wasn't either. Keisha coughed. She wanted to move on.
Word Count: 632/2501 Battle Tracker
Defense Phase
Attack 1: Cylie's 140 Def vs Acc. Attack 2: Cylie's 140 Def vs Acc.
Total Dmg: 0-5= 0
Offense Phase
Champion's Gi provides +10 Def this turn.
Hide In Plain Sight is active. Cylie is unable to be targeted by non-area attacks, or attack.
At-Will:
Bonus Action:
Standard Action 1:
Standard Action 2: Battle Info Current Battle Effects
Sacred Water of Korin. Reflexes improved to 50. (Until end of thread.)
Lightning Aura. All melee attacks that hit Cylie during the duration deal 1 damage back to the attacker per damage die rolled. (4/5)
Skills
Fighting: 50 Energy Control: 25 Reflexes: 50(Sacred Water Of Korin) Resilience: 50
Techniques
TELEPORT III(1/1) 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 battle.
EIGHT ARMS III(3/3) 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.
LIGHTNING AURA III(0/1) 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: 5 turns. Cost: 15 ki Limit: Once per thread.
DIVINATION III(1/1) 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.
AURA GUARD III(1/1) Your aura condenses into a quick shield, dampening a blow made against you. Type: Defensive Action: Bonus Action - Reactive Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage. Cost: 5 ki Limit: Once per battle.
SONIC SWAY III(0/1) You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 15 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 10 ki Limit: Once per battle.
HEAL III(1/1) You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Effect: You restore 40 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally.
ENHANCED DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: The first use of Dragon Dash on your turn gives +10 attack and +5 damage to your Melee Attacks. Additional uses on the same turn stack +3 more damage. Cost: 7 ki Limit: None
Traits
Quick Learner(Racial) - You automatically subtract one week from every technique you study’s learning time. In addition, three times per RL month you may apply a 5% bonus modifier to EP and PL gains from a thread where you have completed where you have written at least 1/4th of the words.
Quick Draw - You may activate Weapon-type items as At-Will Actions. May only At-Will activate up to 2 Weapons per turn.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Instinct - Your Defense is increased by +10.
Swashbuckler - You may use Sword-type items an additional 2 times per thread.
Mug(Class Level 1) - Whenever you critically hit with a Melee Attack, you may select 1 item from the critically hit target’s inventory on your next turn. For the duration of that turn, you may treat that item as though it were equipped(by you), even if you would not have slots to equip it. Other standard Item Rules apply.
Dynamic Entry(Class Level 2) - You may perform 1 Attack on your first combat turn of a thread.
Class Features
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Bountiful Coffers - Whenever you roll for treasure, you instead use the following rewards table: 1-10 is nothing, 11-40 is a Common Item, 41-80 is a Rare Item, 81-99 is a Mythic Item, and 100 is a Dragon Ball Shard.
Hide In Plain Sight(USED) - Suppressing to 1 PL makes you unable to be targeted by non-area attacks for up to 3 turns; you may not attack while this is active. This may be used once per thread.
Sneakier Attack - Your Sneak Attack feature is now triggered by suppressing to 70% or less and increases damage by 1d6+1 per whole turn suppressed. Additionally, your Sneak Attacks inflict “Cripple” on their target(s).
Ambush - Attacks benefitting from Sneak Attack deal an additional +4 damage to targets suffering from “Wound” or “Cripple”; increase this bonus damage to +8 damage if they are suffering from both.
Inventory
Sacred Water Of Korin(0/1) Gathered from a secret fountain, or perhaps the precipitation of the clouds itself, this mystical item is a small bottle of sacred water, as bottled by Korin himself. It has the symbol for Kami upon it, and is said to provide a great amount of power to the user. Type: Lost Artifact - Supplementary Zeni Value: 600000 Zeni Cost: 120000 Activation: Bonus Action Effect: Choose one of your skills, and increase its value to 50 until the end of that thread. As an item of great power simply possessing the Sacred Water of Korin generates an increase of 50% to the user's base power level. Limit: One use per thread.
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 - Armor 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.
Steel Sword(4/5) Produced by Capsule Corporation, this high-carbon sword is known to be very durable and exceedingly sharp. Type: Weapon - Sword Zeni Value: 10000 Zeni Cost: 40000 Activation: At-Will Action due to Quick Draw trait. Effect: Strikes you perform on this turn deal an additional +2 damage and have a 35% chance to inflict Wound on their target(s). Limit: 5 uses per thread due to Swashbuckler trait.
Katchin Sword(4/5) Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: At-Will Action due to Quick Draw Trait. Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 5 uses per thread due to Swashbuckler Trait.
Companion - The Crimson Wind Gang A semi-notorious band of thieves led by Cylie Chizu herself. They'll show up wherever they are needed, willing to follow even the slightest order. Zeni Value: 40000 Zeni Cost: 120000 Rarity: Mythic Effect: The Crimson Wind may make all actions a sidekick is prescribed to make. Their bonus to attack with energy or physical weapons is +40, their damage dice is 2d6, and their HP is 20.
Melee Accuracy: 1d100+65 Energy Accuracy: 1d100+40 Defense: 130 Damage Reduction: 5 Melee Damage Modifier: 4 Energy Damage Modifier: 4 Ki Cost Reduction: 1
Natural PL: 29,773 Base PL: 44,660(Sacred Water Of Korin) Current PL:1
HP: 90/90 KI: 63/100
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