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Post by Maxine on Sept 13, 2021 22:17:51 GMT -8
Rhyo was suddenly really regretting relying so much on her scouter alongside her scope, as the machine bent and twisted before her very eyes! She had to hastily scrape it aside to see properly again… and by then, she saw a shadow come over her as that coat sailed above her. Was this some kind of trick? Did he really think it’d work on her? She turned her focus back to her gun… only to find it being pulled from her arms by disassembled threads, while more still lashed at her sides! She had no hope of avoiding without giving up her weapon – her one lease on life – so she was forced to endure the abuse… and, on top of that, it left her stuck in place! ”I won’t… let you steal it…!” snarled the girl with newfound hatred in her voice; dragging her gun back in spite of the bleeding wounds she was now riddled with; ”The Sắt Citadel won’t be shamed by the likes of you, wretch…!” With tears in her eyes, she finally broke free, stumbling back from her own force – and, luckily for her, enough that the follow-up missed her. A second net was left twisted around a tree… these surroundings really weren’t doing poor Martina any good. But, it was hardly necessarily… Rhyo was in terrible shape now. One more hit like that, and they might snatch her gun after all – from her corpse, that is. So… she had to act now. Racing away in a full sprint, she gave away her position completely at long last. She raced back across the clearing, not even glancing back until she ran out of breath. Then, she wrapped her arm around herself – and took off her cloak in a grand gesture. The poncho floated away in the wind... and her presence finally stood out like a sore thumb. …as did the glint of her scope. She finally levelled the barrel of her gun with her prey. She’d cleared the chamber before – so now, there were just a few steps left. She drew a tiny steel cylinder from her vest, and poured some powder into the gun’s open pan; a tiny metal platter by the receiver; before sealing it again. Then, she popped the slim fabric-coated cartridge into the weapon’s barrel… but, unlike a musket, she used a handle akin to a charging handle to load it down the barrel, rather than using a ramrod to force it down. With a click, and a hiss, it was ready – the Sắt Citadel’s wondrous weapon. Her sights settled on Yasu’s chest – and her finger settled on the trigger. All it took was a gentle pull. With a squeal like a pot boiling over, the gun steamed for a fraction of a second before it fired. Despite the cartridge, it wasn’t a kinetic weapon – instead, the blast was a thin beam… but, its power couldn’t be understated. Where it connected, it caused a mighty blast; like a bomb going off, rather than a mere gunshot. She aimed carefully… but, if she missed, or this didn’t do enough – it might just be her last shot. [525/1728] ---------------- BATTLE TRACKER{Spoiler}DEFENSIVE PHASE: ’Ordinary Mage’, YasuReactive At-Will Action 1: Sense (Outdated Scouter) +5 Defence, +5 Accuracy Transmute: Outdated Scouter unusable for 3 turns. Death Threads’ actual accuracy bonus should be +30 (5 [class] + 10 [edge] + 20 [energy control], -5 [burgle]), so that means…! Attack 1: Death Threads 91 > 90 = Hit 22 – 0 = 22 71 > 41 = Affliction failed Attack 2: Snare Grenade 90 > 51 = Affliction failed Total Damage: 22 ATTACK PHASEPassive: Successful Burgle (Accuracy) +5 Accuracy for 1 turn. Bonus Action 1: Focus Energy +15 Accuracy with Energy Attacks this turn, -9 (10-1) ki Bonus Action 1: Focus Energy +15 Accuracy with Energy Attacks this turn, -9 (10-1) ki At-Will: Wild Attack 4 Instinct stacks spent, +10 Accuracy for 3 turns. At-Will: Auxiliary Core Next Special Technique costs 0 ki. Standard Action 1: Called Shot Called ShotType: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing - This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Minor Effect: Immobilising - This technique has a 40% chance to inflict Immobilize on hit. Cost: 14 (15-1) ki Called Shot 1 To Hit: m6L8Xpae1d100+75Called Shot 1 Damage: 3d10Sneak Attack Bonus Damage: 3d6Affliction Roll: 1d100If attack hits and affliction roll is below 41, inflicts Immobilise (+10 ki cost to Defensive Techniques) for 2 turns. EFFECTS+10% Base PL +5 Accuracy (1 turn) +15 Energy Attack Accuracy (1 turn) +15 Energy Attack Accuracy (1 turn) +10 Accuracy (3 turns) Transmuted (Outdated Scouter) Total Ki Spent:9 + 9 + 0 = 18 Sneak Attack Charge: 3d6 -> 0d6 Outdated Scouter: 2/3 Disabled by Transmute. Auxiliary Core: 1/2 Freeze: 2/3 Wild Attack: 0/1 Feint: 2/2 Instinct Stacks: 1/5 Power Up Ki: 100/100 Edge 0 (5,343 [1.5x] > 3,989 > 3,562 [1x]) No bonuses for either party.Overruled by Strange Power. STATS, SKILLS, & STUFF{Spoiler}Class: Bandit | Level 0 | -15 HP, +0 ACC, +10 DEF, +0 DAM, +0 DR Racial Trait: Quick Learner (human racial) | No in-battle effects. Fighting: 10 Energy Control: 30 Reflexes: 25 Resilience: 10
ABILITIES. 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.
Burgle | Once per turn, as a Bonus Action, you may add the following effect to any damage-dealing techniques you perform: “This technique reduces the target’s Accuracy or Defense modifiers(chosen when performing a technique) by -5 for 1 turn if it hits; increase your own Attack or Defense modifier(mirroring which was chosen previously) by +5 until the end of your next turn.”
EQUIPMENT. Outdated Scouter | The first three times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action.| Passive Auxiliary Core | Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its ki cost. After both uses of this item have been used, it longer has any PL effect. | Passive Lucky Trinket | Increase your Defence by 5 and your Critical Range by 3. | Passive
DEFENSE/UTILITY TECHS. Freeze - Rank 1 Action: Bonus Action Effect: You have a 70% chance to inflict the Freeze status on your target and the effect lasts for +1 turn. The max chance to inflict with any effect is 95%. Cost: 4 (5-1) ki. Limit: Three times per battle.
Wild Attack – Rank 1 Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Instinct may be shared between Instinctive Defense and wild attack, but no more than 4 units of Instinct may be spent at a time to increase accuracy. Cost: 1 (2-1) ki per Instinct.
Feint – Rank 1 Action: Standard Action – Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 14 (15-1) ki. Limit: Twice per thread, once per turn.
ATTACK TECHS. Called Shot Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing - This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Minor Effect: Immobilising - This technique has a 40% chance to inflict Immobilize on hit. Cost: 14 (15-1) ki
HP: 17/55 | KI: 61/100 | PL: 3,989 FIGHTING ACCURACY: 10 | ENERGY ACCURACY: 30 | DEF: 90 DR: 0 | DAM: +0 1d100+75·3d10·3d6·1d100
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Yasu
Full Member
Posts: 105
Power Level: 6398
Effort Points: 15,904
Reputation: 5
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Post by Yasu on Sept 14, 2021 5:04:25 GMT -8
Yasu could have sworn his dangerous coat threads missed their target! They hit her, but his little prayer caused them to develop their own thoughts and tear apart the lady's scope first. He had trouble viewing what happened exactly because thee coat acted as an octopus would, grabby and willing to hit everything with its arms, oh boy. He heard her groan and scream at the thing until she screeched about some place called thee Sắt Citadel. The slow process to murder her made him, so he covered his mouth whilst absorbing the informative words as something helpful for a change. H actually had no clue to what the huntress' name was nor her origin and these words told Yasu everything.
The woman dashed out of cover with her rifle in hand, however, his power shredded her flanks. Not enough to maybe bleed out but it made Martina wince and roll her grenade at a tree. This was more than enough to leave Yasu decry, "MORON!!! WOMAN!!! That is not a human that is a tree!" He grabbed his head at the incompetency of his hired help and also yelled, "You may be a princess but what crass duplicity! You have no combat attributes!"
He stomped the ground in a frustrated manner but Martina calmed. How? She turned his whole body towards Rhyo's loading prep and Yasu caught the fact her own shawl was on the ground, she was using some t-shaped device to ram gun powder or bullets into her weapon, and had finally leveled it at his chest. A bullet now whirled towards his heart but no mage was without tricks! He could use his shield to stop and still get hurt or disable the threat entirely. The second option left him more alive!
"Mighty oak, you are my shield and garden." He rambled before snapping his fingers. A large root arose from the earth and placed itself between the bullet and his body. The root snapped but with such force the bullet veered away from him with logic defying curvature. Splinters hung there in mid air while Yasu slung two energy blasts at hip level at her. He was feeling good today! Meanwhile, Martina dove around her boss and with thick, muscular legs would chase the blasts down and perform a tackle after any dangerous explosions that followed at Rhyo.
-- Stats & Abilities
Level 0 "Wizard"
Lucky Dog - "Human Trait", You may roll one additional treasure roll per thread that you have completed, so long as the thread is at least 2,000 words in length. In addition, you may add 1d3 x 10 to any attack roll you make, once per battle. Finally, you receive 1d10% of your total EP rewards in a thread, in Zeni. Strange Power - At the end of each turn, you must roll 1d4. On your next turn, treat your Edge as if it were equal to the result of that roll for the duration of your turn; this overwrites natural edge from Power Level. Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects: - Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. - Divinate: You gain +10 Defense on your next turn. - Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. - Evoke: You sacrifice 10 HP and restore 10 Ki. - Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time. MisdirectionActivation: Bonus Action Effect: When you activate Misdirection, you may reduce 1 attack(performed on this turn)’s Accuracy modifier to 0. On your next turn, you may have 1 attack of the same type treat its target’s Defense Modifiers as if they were +0. Limit: Twice per thread. HP - 45/45 + TEMP HP - (20/20), KI - 115/115, DEF - 70, DR - 1 + TEMP DR 4/4 Fighting: 10 Energy Control: 20 Reflexes: 15 Resilience: 10 Defense: 50 + 15 (REFLEX MOD) + 5 (EQUIPMENT MOD) HP: 50 + 10 (RES. MOD) - 15 (WIZARD CLASS MOD) + 20 (EQUIPMENT MOD) KI: 100 + 15 (EQUIPMENT MOD) DR: -0 + 1 (WIZARD CLASS MOD) + 4 (EQUIPMENT MOD) Accuracy: 1d100 + 5 + (10) [FIGHT MOD] / 1d100 + 5 + (20) [ENERGY MOD] + ["LUCKY DOG"]
Item SlotsWEAPONS | OUTFIT | RESTORATIVES/SUPPLEMENTARY | Tech Blade - Weapon, Sword {Spoiler}This sword was designed originally to be used by Tuffle Soldiers as a last resort against Saiyans, who themselves preferred hand-to-hand combat. Its unique design allows for various kinds of ammunition to be slotted into its pommel and then released for great Effect from its edge.
| Robes [EQ.] - Outfit, Cloth {Spoiler}Worn by Priests and Magicians alike, these robes have been crafted to encourage the free flow of energy throughout their wearers.
| Sake - Supplement, Magic {Spoiler}This bottle is filled with expensive sake, the quality of which is rumored to be quite magical.
| Zeni Value: 30000 Zeni Cost: 80000 | Zeni Value: 10000 Zeni Cost: 40000 | Zeni Value: 20000 Zeni Cost: 80000 | Bonus Action (2 Uses) | Passive (Unlimited Uses) | Bonus Action, Reactive (3 Uses) | When you activate this weapon, you may choose 1 common quality Grenade-Type item in your inventory. Your Strikes on this turn consume uses of the chosen Grenade and afflict their Effects if they successfully hit their target(s). | Increase your maximum Ki by +15 and regain 1 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. | When you use Sake, reduce the success chance of any status effect targeting you by 20%. | Buckler [EQ.] - Weapon, Shield
{Spoiler}A highly technical Buckler employed by Soldiers throughout the universe as a last-ditch defensive maneuver.
| Drakul's Cloak - Accessory
{Spoiler}A wearable cloak that's kind of spooky.
| Lucky Trinket [EQ.] - Supplement, Magic {Spoiler}Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reaosn.
| Zeni Value: 10000 Zeni Cost: 40000 | Zeni Value: 0 Zeni Cost: 0 | Zeni Value: 10000 Zeni Cost: 40000 | Bonus Action, Reactive (1 Uses) | Standard Action (2 Uses) | Passive (Unlimited Uses) | When you activate ‘Buckler’, select one unresolved attack targeting you this turn. That attack deals it’s damage to ‘Buckler’ rather than you; if the damage of the target attack would not reduce ‘Buckler’s’ Temporary HP to 0, that attack’s Effects are not applied to you. ‘Buckler’ has 20 Temporary HP and 4 DR. | Grants an additional use of 'Flight' in battle, and allows you to add the signature effect 'Leeching' to a special technique twice per battle. This is considered an accessory. | 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.) |
COMPANION - Martina [EQ.]This person is always at your side. They could be a well-paid mercenary, a student, a pet, a lover, a robotic assistant-- whatever you choose.TYPE: Strong Allies ZENI VALUE: 40,000 ZENI COST: 120,000 RARITY: MYTHIC -This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and it’s HP is 20. -A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both. {Spoiler}DEATH THREADS The attacker removes an over garment, such as a coat, and tosses it towards their foe, however using normal yarn or string is possible. They then fire a beam of magic or energy at it and force it to break down into energized threads that lash out at the opponent's body in the same manner as a whip would. Type: (Energy, Ranged, Single) Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Slashing Minor Effect: Wounding Cost: 15 Ki Learn: Two Weeks
HEAT SLAM The attacker coats their body in bright flames and tries to push away an obstructive foe at high speed. Type: (Energy, Melee, Single) Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Bashing Minor Effect: Imbued, Searing Cost: 17 Ki Learn: Two Weeks
THUNDER DRAGON The air rumbles and rain clouds form overhead. A mighty thunderbolt flashes and slithers down from the heavens as if it were a dragon aiming its maw at Yasu's foe. Type: (Energy, Ranged, Finisher) Action: Standard Action Base Damage: 5d8 + 10 Major Effect: Embolden Minor Effect: Shocking Cost: 35 Ki Learn: Two Weeks
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.
-- Natural Power Level: 3562, Current Power Level: 3562 Word Count: 393/1705 Tags: Maxine -- Turn Actions
"Freeze" Status Effect (3/3) Turns Yasu regains 1 Ki from "Robes" 1 Use of Misdirection (1/2) Uses Remain Arcane Point Used for Enchant - "Stun" on First Energy Blast 1 Use of "Lucky Dog" on First Energy Blast "Strange Power"- 1 (1 Bonus Reaction, 1 At Will Action, 2 Standard Action, 1 At At Will Action from Marina) 2 Uses of Energy Blast Martina Uses 1 Use of "Melee Attack" HP - 45/45 + TEMP HP - (18/20), KI - 64/115, DEF - 70, DR - 1 (+6) Dice Rolls
"First Energy Blast" Accuracy Check- JBZc9Czl1d100+25 + 1d3 x 10, "First Energy Blast" Damage Check- 2d6 - 1 "Stunning" Check- 1d100"Second Energy Blast" Accuracy Check- 1d100+25, "Second Energy Blast" Damage Check- 2d6 - 1 Martina "Melee Attack" Accuracy Check- 1d100+40, Martina "Melee Attack" Damage Check- 2d6"Strange Power"- 1d41d100+25·1d3·2d6·1d100·1d100+25·2d6·1d100+40·2d6·1d4
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Post by Maxine on Sept 14, 2021 5:40:53 GMT -8
An unbelievable defence… this mage was serious trouble. She’d expected him to go down like the others, but it looked like this one had planned ahead. Her perfect shot didn’t miss – it was just deflected. She blinked in shock as she tried to consider what she’d done wrong. She was supposed to be a peerless marksman, and her rifle was equally exceptional, if not more so. Yes, this result was just… inconvenient. She just had to recalibrate. Not a problem. Not a slight against her weapons… just her skills. But she couldn’t spend any real time reflecting on her failure as magical blasts hurtled her way – she was forced to retreat once more. Those shots should have been a sure thing, given she was so off-guard, but she suddenly vanished in a cloud of dust… no, a cloud of noxious black smoke. Her clan’s smoke pellets were an old-school trick, but it’d be more than enough to cover her from this trouble. She buried herself in the undergrowth, ducking into a ditch for cover as soil and bark was blown over her by the blasts; pulling her coat sleeve over her mouth to save herself from the thick smoke. Now, to forge a new plan…! Then – thundering footsteps. The smoke was blown apart like a curtain by Martina’s approach. In spite of the distraction, though, her tackle almost struck true… almost, however, in the worst way possible. Thanks to that muscle mass from her spell, she was the complete opposite of the lithe hunter. And – she was also an excellent springboard. As she leant low to go for the tackle, Rhyo leapt through the smoke and placed a foot on her shoulder; launching into the air… …and bringing her rifle to bear. Her eyes shone with new determination in the sunlight, while her gun’s barrel snapped to Yasu once again. ”I’ve never missed twice – it won’t happen today ---!”She fired once from the air; almost having her leap blown to a stop by the recoil of her gun. Then, she landed roughly on all fours with a mighty thud… before pulling back that handle again, intent on a second shot. This time, her preparation was hasty and messy; reloading the gun in a hectic rush rather than keeping her sights secure. But – she still managed it. With another squeal, she squeezed the trigger again… Ah, but she was in a really bad spot now, she realised. She couldn’t really recover from here… She’d made the ultimate mistake… this mage had never been her target to begin with. If she’d just thrown off this brat and hunted down her real quarry instead – none of this would have happened. But now… her pride was more important. She couldn’t afford to lose…! [462/2190] ---------------- BATTLE TRACKER{Spoiler}DEFENSIVE PHASE: ’Ordinary Mage’, YasuReactive Bonus Action 1: Rapid Movement +25 Defence, -14 ki Attack 1: Energy Blast 105 < 115 = Miss Attack 2: Energy Blast 92 < 115 = Miss Attack 3: Companion Attack 84 < 115 = Miss Total Damage: 0 ATTACK PHASEStandard Action 1: Called Shot Called Shot 1 To Hit: _28oMEvZ1d100+40Called Shot 1 Damage: 3d10Affliction Roll: 1d100If attack hits and affliction roll is below 41, inflicts Immobilise (+10 ki cost to Defensive Techniques) for 2 turns. Standard Action 2: Called Shot Called Shot 2 To Hit: 1d100+40Called Shot 2 Damage: 3d10Affliction Roll: 1d100If attack hits and affliction roll is below 41, inflicts Immobilise (+10 ki cost to Defensive Techniques) for 2 turns. EFFECTS+10% Base PL +10 Accuracy (2 turns) Transmuted (Outdated Scouter) (2 turns) Total Ki Spent:14 + 14 + 14 = 42 Sneak Attack Charge: 3d6 -> 0d6 Outdated Scouter: 2/3 Disabled by Transmute. Auxiliary Core: 1/2 Freeze: 2/3 Wild Attack: 0/1 Feint: 2/2 Instinct Stacks: 1/5 Power Up Ki: 100/100 Edge 0 (5,343 [1.5x] > 3,989 > 3,562 [1x]) No bonuses for either party.Overruled by Strange Power. STATS, SKILLS, & STUFF{Spoiler}Class: Bandit | Level 0 | -15 HP, +0 ACC, +10 DEF, +0 DAM, +0 DR Racial Trait: Quick Learner (human racial) | No in-battle effects. Fighting: 10 Energy Control: 30 Reflexes: 25 Resilience: 10
ABILITIES. 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.
Burgle | Once per turn, as a Bonus Action, you may add the following effect to any damage-dealing techniques you perform: “This technique reduces the target’s Accuracy or Defense modifiers(chosen when performing a technique) by -5 for 1 turn if it hits; increase your own Attack or Defense modifier(mirroring which was chosen previously) by +5 until the end of your next turn.”
EQUIPMENT. Outdated Scouter | The first three times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action.| Passive Auxiliary Core | Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its ki cost. After both uses of this item have been used, it longer has any PL effect. | Passive Lucky Trinket | Increase your Defence by 5 and your Critical Range by 3. | Passive
DEFENSE/UTILITY TECHS. Freeze - Rank 1 Action: Bonus Action Effect: You have a 70% chance to inflict the Freeze status on your target and the effect lasts for +1 turn. The max chance to inflict with any effect is 95%. Cost: 4 (5-1) ki. Limit: Three times per battle.
Wild Attack – Rank 1 Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Instinct may be shared between Instinctive Defense and wild attack, but no more than 4 units of Instinct may be spent at a time to increase accuracy. Cost: 1 (2-1) ki per Instinct.
Feint – Rank 1 Action: Standard Action – Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 14 (15-1) ki. Limit: Twice per thread, once per turn.
ATTACK TECHS. Called Shot Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing - This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Minor Effect: Immobilising - This technique has a 40% chance to inflict Immobilize on hit. Cost: 14 (15-1) ki
HP: 17/55 | KI: 19/100 | PL: 3,989 FIGHTING ACCURACY: 10 | ENERGY ACCURACY: 30 | DEF: 90 DR: 0 | DAM: +0 1d100+40·3d10·1d100·1d100+40·3d10·1d100
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Yasu
Full Member
Posts: 105
Power Level: 6398
Effort Points: 15,904
Reputation: 5
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Post by Yasu on Sept 15, 2021 4:53:22 GMT -8
Every part of this fight felt finished in Yasu's mind. The problem was it was not as he stepped towards the billowing clouds of smoke. Martina cleared a path with her bull charge, yet found their huntress still alive. She did not get to shout as the woman leaped onto her shoulders and back stepping over her gargantuan frame. Yasu was lucky. The first shot fired by the woman was made in haste and a blast pocked the ground near the young man with a sizable hole. The second aimed from a hectic, open state of mind more gumption to it. Yasu sensed the bullet hurtle towards him and used this and his limited time to roll under the shot.
"You seem to be missing me as much as a moron would ma'am. You sure you actually have a rifle and not some child's cap gun?" he question flicking another magic bolt at her. This time it felt warmer and more powerful as the chill left his body.
Martina giggled once again expended her physical prowess causing herself to shrink once more. She fired an energy blast from Rhyo's blind spot moaning as she did, "I am tired... Let's kill the bad woman and eat her rations..." It was the type of thing one would never expect from royalty, but with no place to rule for 200 years manners had gone out the window. Also, if anyone perused Chow Mein texts one would find they did some bad stuff. What would that be? No one is sure entirely because 200 years of poorly written records exist and none of them had any love for modern Capsule Corp. tech (even at that time).
-- Stats & Abilities
Level 0 "Wizard"
Lucky Dog - "Human Trait", You may roll one additional treasure roll per thread that you have completed, so long as the thread is at least 2,000 words in length. In addition, you may add 1d3 x 10 to any attack roll you make, once per battle. Finally, you receive 1d10% of your total EP rewards in a thread, in Zeni. Strange Power - At the end of each turn, you must roll 1d4. On your next turn, treat your Edge as if it were equal to the result of that roll for the duration of your turn; this overwrites natural edge from Power Level. Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects: - Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. - Divinate: You gain +10 Defense on your next turn. - Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. - Evoke: You sacrifice 10 HP and restore 10 Ki. - Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time. MisdirectionActivation: Bonus Action Effect: When you activate Misdirection, you may reduce 1 attack(performed on this turn)’s Accuracy modifier to 0. On your next turn, you may have 1 attack of the same type treat its target’s Defense Modifiers as if they were +0. Limit: Twice per thread. HP - 45/45 + TEMP HP - (20/20), KI - 115/115, DEF - 70, DR - 1 + TEMP DR 4/4 Fighting: 10 Energy Control: 20 Reflexes: 15 Resilience: 10 Defense: 50 + 15 (REFLEX MOD) + 5 (EQUIPMENT MOD) HP: 50 + 10 (RES. MOD) - 15 (WIZARD CLASS MOD) + 20 (EQUIPMENT MOD) KI: 100 + 15 (EQUIPMENT MOD) DR: -0 + 1 (WIZARD CLASS MOD) + 4 (EQUIPMENT MOD) + 4 (POWER LEVEL EDGE 3) Accuracy: 1d100 + 5 + (10) [FIGHT MOD] + (10) [POWER LEVEL EDGE 3] + (5)[SENSE TECHNIQUE] / 1d100 + 5 + (20) [ENERGY MOD] + (10) [POWER LEVEL EDGE 3] + (5) [SENSE TECHNIQUE]
Item SlotsWEAPONS | OUTFIT | RESTORATIVES/SUPPLEMENTARY | Tech Blade - Weapon, Sword {Spoiler}This sword was designed originally to be used by Tuffle Soldiers as a last resort against Saiyans, who themselves preferred hand-to-hand combat. Its unique design allows for various kinds of ammunition to be slotted into its pommel and then released for great Effect from its edge.
| Robes [EQ.] - Outfit, Cloth {Spoiler}Worn by Priests and Magicians alike, these robes have been crafted to encourage the free flow of energy throughout their wearers.
| Sake - Supplement, Magic {Spoiler}This bottle is filled with expensive sake, the quality of which is rumored to be quite magical.
| Zeni Value: 30000 Zeni Cost: 80000 | Zeni Value: 10000 Zeni Cost: 40000 | Zeni Value: 20000 Zeni Cost: 80000 | Bonus Action (2 Uses) | Passive (Unlimited Uses) | Bonus Action, Reactive (3 Uses) | When you activate this weapon, you may choose 1 common quality Grenade-Type item in your inventory. Your Strikes on this turn consume uses of the chosen Grenade and afflict their Effects if they successfully hit their target(s). | Increase your maximum Ki by +15 and regain 1 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. | When you use Sake, reduce the success chance of any status effect targeting you by 20%. | Buckler [EQ.] - Weapon, Shield
{Spoiler}A highly technical Buckler employed by Soldiers throughout the universe as a last-ditch defensive maneuver.
| Drakul's Cloak - Accessory
{Spoiler}A wearable cloak that's kind of spooky.
| Lucky Trinket [EQ.] - Supplement, Magic {Spoiler}Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reaosn.
| Zeni Value: 10000 Zeni Cost: 40000 | Zeni Value: 0 Zeni Cost: 0 | Zeni Value: 10000 Zeni Cost: 40000 | Bonus Action, Reactive (1 Uses) | Standard Action (2 Uses) | Passive (Unlimited Uses) | When you activate ‘Buckler’, select one unresolved attack targeting you this turn. That attack deals it’s damage to ‘Buckler’ rather than you; if the damage of the target attack would not reduce ‘Buckler’s’ Temporary HP to 0, that attack’s Effects are not applied to you. ‘Buckler’ has 20 Temporary HP and 4 DR. | Grants an additional use of 'Flight' in battle, and allows you to add the signature effect 'Leeching' to a special technique twice per battle. This is considered an accessory. | 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.) |
COMPANION - Martina [EQ.]This person is always at your side. They could be a well-paid mercenary, a student, a pet, a lover, a robotic assistant-- whatever you choose.TYPE: Strong Allies ZENI VALUE: 40,000 ZENI COST: 120,000 RARITY: MYTHIC -This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and it’s HP is 20. -A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both. {Spoiler}DEATH THREADS The attacker removes an over garment, such as a coat, and tosses it towards their foe, however using normal yarn or string is possible. They then fire a beam of magic or energy at it and force it to break down into energized threads that lash out at the opponent's body in the same manner as a whip would. Type: (Energy, Ranged, Single) Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Slashing Minor Effect: Wounding Cost: 15 Ki Learn: Two Weeks
HEAT SLAM The attacker coats their body in bright flames and tries to push away an obstructive foe at high speed. Type: (Energy, Melee, Single) Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Bashing Minor Effect: Imbued, Searing Cost: 17 Ki Learn: Two Weeks
THUNDER DRAGON The air rumbles and rain clouds form overhead. A mighty thunderbolt flashes and slithers down from the heavens as if it were a dragon aiming its maw at Yasu's foe. Type: (Energy, Ranged, Finisher) Action: Standard Action Base Damage: 5d8 + 10 Major Effect: Embolden Minor Effect: Shocking Cost: 35 Ki Learn: Two Weeks
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
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.
-- Natural Power Level: 3562, Current Power Level: 3562 Word Count: 282/1987 Tags: Maxine -- Turn ActionsYasu regains Ki from "Robes" "Strange Power"- 3 (Convert 1 Standard Action to Bonus Action, 2 Use of Bonus Actions, 1 Use of Standard Action, 1 At Will Action from Martina) 1 Use of Sense 1 Use of Rapid Movement 1 Use of Energy Blast Martina Uses 1 Use of "Energy Attack" HP - 45/45 + TEMP HP - (18/20), KI - 48/115, DEF - 70 (+30), DR - 1 (+5) Dice Rolls
"Energy Blast" Accuracy Check- e7VSLE3a1d100+40, "Energy Blast" Damage Check- 2d6+6Martina "Energy Attack" Accuracy Check- 1d100+40, Martina "Melee Attack" Damage Check- 2d6"Strange Power"- 1d41d100+40·2d6+6·1d100+40·2d6·1d4
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Post by Maxine on Sept 17, 2021 9:48:17 GMT -8
Such taunts – she was an amateur, certainly, but she’d been sent beyond the walls for a reason! Rhyo spat in frustration as her shots missed, hastily beginning to prepare her next assault; the heat of hatred baking her mind. But – she needn’t have bothered. She was aware of the fireworks heading her way, but intended to just let her cover handle them and have her light armour soak the shrapnel. The bolt of magic had even seemed half-hearted on Yasu’s part compared to his earlier attacks. However… she was dreadfully unlucky. Coincidences did not care for carelessness, nor extra effort; only the result. And the result, as the searing heat shot through the sniper’s body, was a hole through her chest. Her hands fumbled her next cartridge as the pain exploded through her body, making her collapse entirely from her prone position; gasping desperately. The situation dawned on her as her adrenaline mysterious vanished – this was not ordinary wound. She couldn’t bandage it and press on. Something terrible was happening. At first, the cold in her fingers and her pounding heart made her think it might have just been fear or anxiety, but the reality soon set in… it was hard to move. She felt heavy, and her head felt light. She wasn’t bleeding badly, yet… She breathed a ragged breath, and the pieces fit into place. Her lung… Left wheezing on the ground, she scrabbled in the dirt to grab her gun, awkwardly dragging it across to her. She couldn’t manage to get up, but she still pushed on in the midst of her whistling breaths. She tussled through her clothes, instinctively reaching for the pocket by her neck, and extracting a tiny woven pouch. ”C-Can’t… can’t let it happen. Gotta finish the… finish path…” mumbled the girl, lost in a stupor – but, her training shone through; for better or worse. Spinning her gun away from her, she dropped a small silver rod from the pouch into the barrel, and hauled it back around… for a moment, it seemed like she might aim it at Yasu; but instead, she fumbled it entirely. Wheezing pathetically, she reached shakily for a gun as it rolled only half a metre from her. She just… couldn’t bring the energy together. All she could do for the moment was stare it through the tears welling up in her eyes. ”I couldn’t even…” mumbled the girl, almost wistfully, before casting her eyes up at the sky – and, no doubt, at her own hunters. Ah, the hunter had become the hunted… even she wasn’t ignorant of the irony. ”The Sắt way, huh… I was always too slow…”Closing her eyes, she swallowed, and swallowed her pride with it. ”Mage… mages, whatever…” she began slowly, her words interrupted by a wheeze; ”My gun… let me at least… depart with it. It’s the way… it should be. Family’s… all here.” Admitting her traditions to outsiders was a dire shame, but – desperate times. Geez... somehow, she couldn’t even be frustrated with her own demise. Instead, she just felt embarrassed. And, lonely. Still just a kid… her dad was right. While the drama unveiled, Theora poked his head out from the treeline at long last. ”T-That was… n-not as scary as I thought! You, battle mage, you’re the real hunter here…” murmured the boy awkwardly, seeming genuinely intimidated by Yasu. But, he still approached, checking over the poacher, before then ducking away. He went chasing her dishevelled cloak – ”Found it! That’s Wit’s mark, patched onto her camouflage… I-I heard she’d been burning them all, but looks like Wit was right – she was at least keeping his original for herself.” [615/2805] ---------------- BATTLE TRACKER{Spoiler}DEFENSIVE PHASE: ’Ordinary Mage’, YasuReactive Bonus Action 1: Rapid Movement +25 Defence, -14 ki Attack 1: Energy Blast Critical > 115 = Critical Hit 18 – 0 = 18 HP reduced to 0, Rhyo is knocked out. Yasu wins the spar, and completes the Bounty! Feel free to make a final post, or submit the thread for grading now if you’d rather not. STATS, SKILLS, & STUFF{Spoiler}Class: Bandit | Level 0 | -15 HP, +0 ACC, +10 DEF, +0 DAM, +0 DR Racial Trait: Quick Learner (human racial) | No in-battle effects. Fighting: 10 Energy Control: 30 Reflexes: 25 Resilience: 10
ABILITIES. 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.
Burgle | Once per turn, as a Bonus Action, you may add the following effect to any damage-dealing techniques you perform: “This technique reduces the target’s Accuracy or Defense modifiers(chosen when performing a technique) by -5 for 1 turn if it hits; increase your own Attack or Defense modifier(mirroring which was chosen previously) by +5 until the end of your next turn.”
EQUIPMENT. Outdated Scouter | The first three times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action.| Passive Auxiliary Core | Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its ki cost. After both uses of this item have been used, it longer has any PL effect. | Passive Lucky Trinket | Increase your Defence by 5 and your Critical Range by 3. | Passive
DEFENSE/UTILITY TECHS. Freeze - Rank 1 Action: Bonus Action Effect: You have a 70% chance to inflict the Freeze status on your target and the effect lasts for +1 turn. The max chance to inflict with any effect is 95%. Cost: 4 (5-1) ki. Limit: Three times per battle.
Wild Attack – Rank 1 Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Instinct may be shared between Instinctive Defense and wild attack, but no more than 4 units of Instinct may be spent at a time to increase accuracy. Cost: 1 (2-1) ki per Instinct.
Feint – Rank 1 Action: Standard Action – Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 14 (15-1) ki. Limit: Twice per thread, once per turn.
ATTACK TECHS. Called Shot Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing - This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Minor Effect: Immobilising - This technique has a 40% chance to inflict Immobilize on hit. Cost: 14 (15-1) ki
HP: 0/55 | KI: 19/100 | PL: 3,989 FIGHTING ACCURACY: 10 | ENERGY ACCURACY: 30 | DEF: 90 DR: 0 | DAM: +0
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Yasu
Full Member
Posts: 105
Power Level: 6398
Effort Points: 15,904
Reputation: 5
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Post by Yasu on Sept 17, 2021 14:16:22 GMT -8
Yasu stepped towards Ryho as he realized he had blasted a hole through her chest. He grabbed her gun with both hands then with his wild arcane powers put it inside a large bubble of magic. He was not fully sure if what he wanted to do would work but he tried picture a small, potato shape as he became affixed on the idea of either finding more about why she would battle mages such as Wit and what the Sắt way was or turning her into a third ally as he attempted to push a lung into an empty part of her chest cavity and seal it up. His hands would go for any sort of tape or bandages at the woman's corpse. This was bad though as the metal heart he shaped did not wish to stay in. Yasu wanted to make her an effective android if he had to learn her thoughts. Wit's test subject Theora was all over picking up the missing prize and praising him for his hunting skills. Yoi would not want to have seen him do this as he pressed his hands to Ryho's body and attempted to fuse the lung into the cavity with lightning. The sound of munching filled the air though and he stopped. A fat faced Martina had gotten her spoils from the ground nearby and was chowing on a full box of crackers. "That's not bringing her to life," she announced to Yasu as she pointed down the slope. "Let's head to Wit and let him know she's dead and that no mages will get shot anymore, least of all him." "You realize he may create a demonic coat with a will of its own, right?" Martina shrugged, "That's not any different than a robot with murderous intent. You may be letting live here, so let's stop and go tell Wit she's dead." Yasu got up and marched down the hill. He would use his own Death Threads to drag and wrap the body up. Then go with everyone to present his findings to a gleeful Wit and leave the mad man behind. Yet Yasu was his own mad man as he brought Ryho's form with him in his own attempt to revive her. She might not end up being much different from Lilith's zombies. -- Natural Power Level: 3562 Word Count: 387/2374 Tags: Maxine
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