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Post by Barlei on Aug 27, 2022 19:21:20 GMT -8
Even the mightiest of warriors - despite the strength of their bodies, the iron in their stomachs, and the indomitable nature of their will - recoiled in the face of a foe no mortal could conquer.
Barlei flinched at the clack of pool balls smashing together, wincing as momentum and laws of physics drove the smooth, curved balls into a frenzy as they traversed the velvet concourse of the pool table, seeking refuge in the holes around the table. A neon light advertising beer flickered, casting an ominous glow that lit the haze of cigar smoke that twisted and coiled around the patrons of the seedy, hole-in-the-wall establishment.
It was no different from any other bar or jive he'd encountered over the past several months, slipping like a wraith from place to place for the better part of a year. He'd abandoned Coriander and the Starving Wolves altogether, leaving the struggling faction in her capable, tender hands. Old wounds were resurfacing, and Barlei found his thoughts plagued by the tortures of the past.
No matter where he went, no matter how he tried to hide from the ever shifting world around him, the ghosts of his past continued to haunt him, staining his mind and soul black with bitterness, rage, and regret.
It wasn't safe for Barlei to be around people. He subsisted on ramen, bar nuts, booze, and a hair pin trigger that kept the curious at bay. His black hair fell wild about his face, obscuring his features. His bomber jacket, ripped jeans, and combat boots screamed 'rebel'. The drunken scowl that twisted his lips into a sneer any time someone made eye contact.
He just wanted to be left alone. He wanted to sort through the tumbling cascade of his whirling thoughts, yet the conundrum lay in the lack of someone to confide in about these issues. Perhaps those who could relate the most were kept at a wide berth due to his own unsavory disposition.
It didn't matter. No one here could help him. Only that blue-haired witch could answer the burning questions in his mind -- namely, the darkness that twisted itself around in the pit of his gut. He felt off, as of something were in him that was foreign. It didn't belong.
But he was too much of a coward to rip it out of himself.
Tossing a few rumpled zeni onto the bar counter, the stool beneath him groaned and sagged as he slid his weight off of it. The big Saiyan shuffled across the wooden floor laden with sawdust, pushing through saloon doors and into a humid, sticky night. The bar sat in a squat, ugly log building in the middle of nowhere. Grassy, moon-kissed plains stretched for miles around him, save for the wide dirt road that served as the main thoroughfare through this part of the country.
Staggering onto this road, Barlei closed his eyes and tipped his face to the smattering of stars stretched out above him. He stood this way for some time, unaware of any travelers who might happen upon him as they traversed the same winding, weathered road.
Word Count: 520 Thread Goal: 520 | 3000
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Post by Cylie on Sept 4, 2022 8:33:40 GMT -8
It's been a long time since Cylie had been on the road. After all of the mischief and criminality that the young woman had indulged in over the past few years, it had been time to lay low for a while. That last job she set up... too many eyes were focused on that village. Things had been heating up around the girl for a long time, but just about a month ago, it all hit a breaking point. Cylie was... tired. For the first time in a long time. Of course, she's made no real effort to truly hide from her adoring public, but her usual crimes had greatly lessened in number in recent times. Regardless, this little 'hiatus' in Cylie's life wouldn't last for much longer.
As of now, she was on her own, driving down the dimly lit road in her rusty pickup truck, slouching low in the driver's seat, right arm hanging off the side of the vehicle while the left laid firmly on the steering wheel. A pile of stones was in the seat beside her for no particular reason, and one from it was in her free hand. She was using it to lightly hit the outside of her car door, producing a simple rhythm for her to listen to as nothing currently on the radio caught her interest. Her eyes scanned the road lazily, occasionally dropping her gaze to glance at the dashboard, littered with pieces of chewing gum, food stains, sticky notes, and inappropriate printed images of various men, all glued on haphazardly.
At some point during her aimless drive, she began to slow as she passed pedestrians, only to toss one of her rocks at them. With each throw, she hit her mark, and with each hit, she received curses and insults. It was probably the most fun she's had in months. She got to introduce herself to so many new people today and learned at least three new expletives in the process as a bonus. Slowly but surely, her frown began to turn upside down as her eyes sparkled with glee. Who knew such childish antics could produce such joy? She focused her gaze down the road, barely noticing someone standing outside of the local bar due to the darkness and the color of their jacket. Arching her brows while showing off her white teeth in a mischievous grin, she aimed with her arm, slowed her truck down, then threw her tenth rock of the night at the man, unaware of who it was.
Word Count: 424
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Post by Echo on Sept 4, 2022 19:50:13 GMT -8
Under the cover of moonlight, Echo strolled on his white woven zori sandals derived from spirit tree fibers on a dirt road, in the direction heading towards the particular scent recognized by all saiyans who crossed each other’s paths. However, the stench of liquor masked the teen’s senses, completely unaware of his own saiyan origins, unable to recognize this stranger as a comrade from another planet. As an earth born human, he relied on the knowledge passed down by the Bossa Nova clan to become independent, he received different tutelage from his twin brother Note who roamed the city streets of Oolong City with his beautiful retainer who was over twice their own age.
A rusty truck was approaching the threshold, from the open window rocks were being tossed out, as it continued down the dirt path, one was flung at the saiyan who still managed to walk in his drunken stupor, and another was aimed directly at him which he sliced in half by unsheathing his sword momentarily and opened his palm to release the hilt so that it would slide back in bearing its own weight. To an ordinary earthling, the sword was barely touched, to the gifted the entire length of his sword was withdrawn to split the rock in two with so much kinetic force that it immediately stopped in its path before the two halves were dropped to the ground by gravity.
It was typical behavior of the vagabond children in Little Vegeta to pull pranks on passersby, throwing rocks was one of them, except the person driving the truck was a tan skinned older woman with a wild look on her face. It seemed she found joy in juvenile antics, yet her age did not match her maturity, and Echo narrowed his eyes. There was more delight in challenging a person who was of equal power level, than preying on the weak, and the strawberry blonde flared up his power signature to draw the attention away from the others. It was also a threat on his part, for this strange woman to get out of his way immediately, or be faced with the consequences. [360] Starting PL 55,410
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Post by Barlei on Sept 7, 2022 7:01:56 GMT -8
The world as a whole was muted. The alcohol in his veins dulled his senses, pink-rimmed eyes drifting lazily from one constellation to the next. He scowled in disappointment. He didn't recognize these stars at all--nothing like his old homeworld, forever lost to the savage annals of an unempathetic passage of time.
A rock hurtled towards him from nowhere. His inebriation brought the revelation slower than usual but his battle honed body could move without the assistance of his mind. How many fatal blows had he dodged and countered in his lifetime? Far too many to count. Oddly enough, he had no desire to dodge this one.
It smacked against the side of his head, knocking his gaze askance. The rock tumbled to the ground, stirring up dust as it did. Pain lanced across the left side of his head. Barlei winced, frowning down at the rock before glancing back up at the assailant who'd tossed it at him.
"Ow! What the hell?" He bent forward, retrieving it from the ground before glaring at the passing truck. "I got half a mind to chuck it back--"
His slurring words faltered as another rock sailed towards an approaching young man dressed in weird robes, a curved sword dangling from his hip. A katana, if Barlei remembered correctly, though Konja's aided lessons in helping him understand this new world didn't always stick--partly because he didn't want them to.
He never saw the sword move. A quick flash--a quick glint of moonlight off of a blur--and the stone parted, falling to the ground in two just as gravity itself saw that the blade was concealed again. "Holy hell..." A loud burp escaped him as Barlei glanced at the stone in his grip, then back at the young man whose impressive power was flaring all around.
Like a beacon of light in the night, any who were sensitive to ki understood the challenge. Despite himself--despite the fact that the youth's wordless challenge was no doubt directed to the stone thrower, his own heart thudded in his chest. That primal part of his soul--the part that made him unequivocally Saiyan by birth, temperament, and nature--desired to answer that challenge.
And in his state of inebriation, he could do little but answer that call.
"Alright! Who's ass am I kicking first?" He gripped the stone in both hands, using his impressive strength to crack it into two jagged halves. The first Barlei hurled at the truck, aiming for one of the rear tires to keep the female driver from escaping. The other he sent flying at the sword-bearing youth.
His booze-addled mind no longer functioned as normal. His battle instincts would drive his next few actions.
Starting PL - 41,932 [450] [970 of 3000]
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Post by Cylie on Sept 7, 2022 19:17:55 GMT -8
Cylie's shit-eating grin shone brightly in her expression as her tenth rock flew through the air. It didn't even reach its target yet as Cylie reached for an eleventh rock. With speed unknown to most, she chucked another at another young man dressed in a type of clothing that felt foreign and unnatural to the female crime boss. It would make her day to see someone that looked as formal as he did get nicked in the head with one of her stones. But only one of the rocks that Cylie threw hit its mark.
The first one struck cleanly, slamming into that brooding man's face, producing an expected reaction, but the second one... Oh boy. Cylie watched as her rock was sliced in half almost instantaneously. If Cylie wasn't paying attention, she wouldn't even have caught what had happened. Neither the display nor the power shift impressed the girl even one bit. She was too busy balling her hands up into fists in annoyance. That wasn't funny. That wasn't funny at all! Still, at the very least, she could revel in the inconvenience she had caused for the first man, who... looked familiar now that Cylie looked at him. That long hair, pale skin, stiff nose, and perfect chin? Her eyes widened as the two made eye contact for the first time in two years.
"B-Barlei...?!"
Her heart stopped for a moment before pumping furiously. Her idol from so long ago was right there in front of her! Why was he here? Where had he been? What had happened to him? So many questions flooded her mind about all sorts of things. She'd been unable to track him down ever since their fight in West City. It was nothing short of a miracle that they happened to be reunited with each other in a rundown bar on the outskirts of the county. Her eyes sparkled as she leaned forward in her truck, slightly rising from her seat. She was seconds away from turning into a blubbering mess; like one of those teenage fans that finally managed to get a glance from their favorite social media icon.
Unfortunately, or maybe even fortunately in the case of Cylie, Barlei seemed a little shitfaced. Or simply unable to replicate the enthusiasm that Cylie had shown through her expression. Her smile and shine vanished into thin air as the actor yelled and popped her rear tire with the same rock that she had thrown at him. Miss Chizu whipped around to watch her tire deflate, her smugness fading as quickly as a modern internet meme. Just like that, this was the worst day of the month. She yelled, "Hey!" before jumping out of her vehicle, neglecting to raise her own power level, interestingly enough. Instead, she just stood there, hands on her hips and pouting.
"If anyone's ass is getting kicked tonight, it's gonna be yours, sugar tits!"
Her hands began to move towards the six swords on her back.
Word Count: 497/921
Natural PL: 30,859 Base PL: 46,288(Sacred Water Of Korin)
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Post by Echo on Sept 8, 2022 4:42:02 GMT -8
Echo watched the strange drunken man stagger, not from his inebriated state, but from failing to reflect the rock that was thrown at him. For some reason or another it reminded him of the stories his retainers told him about his own father Cress, who drank a lot, and spent all of their hard earned money in the redlight district of Oolong City where he was forbidden to venture. The loud belch made the young samurai heir cringe, it seemed like the only purpose alcohol served was being crass in public. By this point he was even more convinced to never indulge in a single drop of this poison for himself and bring dishonor to his family.
“I have no qualms with your sir, I am merely passing by, but I will not step down from a challenger who gets in the way of my path.” The strawberry blonde teen called out loud enough for the pair of ruffians to hear, he placed his hands over his daisho, and widened his stance in self defense.
In a matter of seconds Barlei threw another stone towards him, which forced him to draw out his katana all the way out of its sheath knocking it away effortlessly, it was apparent to the noble samurai that words were not enough to persuade this belligerent man who persisted towards acts of violence. While it was merely a rock, it was his pride that got in the way of rejecting this challenge, and he narrowed his violet eyes as the demonic aura surrounding his form thirsted for blood against his will.
Anyone else still traversing the road scattered into the refuge of the forest never looking back at what they witnessed before their eyes.
The rusty truck swerved when the second rock burst a hole in the rear tire, from it emerged the tan skinned woman with a killer body, Echo shook his head as he returned his focus. Perhaps some of his father’s inhibitions were ingrained in his genetics at the sight of such a curvaceous woman who was clearly older than him. At this point he was beginning to understand his twin brother Note a bit better when dealing with such strong willed women which was a mutual attraction among saiyans.
“If the lady wishes to do a sword dance, I have no reason to decline, we might learn a thing or two about each other. My name is Echo Bossa Nova and I accept your challenge.” [412] [772] Derp gotta dust out the old character sheet in my next post. InitiativeEsYGsaph1-1001-100
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Post by Barlei on Sept 12, 2022 16:32:56 GMT -8
It wasn't his intention to start a fight. But the night was too muggy, his mind was too muddled, and his blood too hot. He'd avoided and ignored people for long enough--it was time for a proper re-introduction back into a society that, for some odd reason, adored him.
The raven-haired beauty that leaped out of the truck was notably angry. Even through the haze, he recognized her. Green eyes and tanned skin that only worsened his thirst. She gaped back at him, as dumbfounded at their sudden reunion as he was. It did little to assuage her anger as she reached for her swords, barking threats in his direction.
"Goddamn it, not again..." He muttered under his breath, grumbling as he shrugged out of his jacket.
Always with the fighting. Why did everything need to end in a fight? He'd fought for as far back as he could remember. His parents were humble grain merchants, eking out a modest living in the poorest of villages. They were looked down upon, treated as nothing until it had been discovered the only child boasted a decent battle power.
All his upbringing Barlei fought to defend their honor, and later on, his own. He fought to honor his king and protect his friends. There was no one to protect any longer. He doubted he possessed the strength to do it.
So he'd keep everyone at arm's length. He'd keep fighting. And with any luck, they'd stay far away from him so he didn't have to worry about getting any one else hurt.
Barlei wasn't the only one preparing for the inevitable. The young man from before whom he'd hurled part of a stone at looked to prepare himself to engage in their conflict. The strawberry-haired youth addressed Cylie, willing to meet her deadly blades with the strength of his own.
Barlei smirked, cracking his knuckles.
He could feel the heavy burden that had laid upon his shoulders for two years begin to lift. Though this encounter weighed with the potential to get a bit violent, he could not deny the happiness that flooded his being.
Just interacting with people like this... he didn't feel as lonely as before.
"So lemme get this straight." His left hand gripped his right shoulder, rolling his arm around to limber himself up. "Somehow, in the dead of night, in the middle of nowhere, I run into a pair of brats itchin' for a fight." Nevermind the fact that the details were wrong--he was too tipsy to remember it correctly. "Always a bunch of damn kids."
A light bounce on his feet saw him take to the air, hovering over the pair of them.
"Let's just get this over with, alright? I gotta take a leak and I ain't so drunk I'd piss right here in front of the little miss." She was a beautiful, buxom woman exuding an incredible strength. Everything a Saiyan man could desire in a life partner.
But he wouldn't give Cylie the satisfaction of knowing that.
[1474 of 3000]
Initiative Roll: Kk2yq3e31d100
1d100
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Post by Cylie on Sept 13, 2022 5:28:04 GMT -8
The tanned woman couldn't help but respond harshly to the dialogue of the two males before her. Angry and combative, the young crime boss stopped her hand motion for a moment, allowing her arms to drop and her fists to clench tightly instead of grabbing her weaponry as she stomped on the dirt floor. At the moment, her rage was directed towards the light-haired one, who had just spoken. He introduced himself as Echo... something-whatever. Cylie didn't pay enough attention to catch it. What she was concerned with was the fact that her surprise reunion with her idol, or maybe even 'former idol' since it had been so long since she'd seen one of his flicks; was being interrupted by some kid flashing around a pointy metal stick!
"Whatever, pencilneck! I'll give you a sword dance... Maybe I'll take your arm in return!"
Today just wasn't her day, was it? She could feel the weight of this kid's power in the air, noting that it surpassed even her limit. Why was he so strong? He was so small! His presence could complicate things. Of course, Cylie being Cylie, she did not doubt that she could take out both of these fighters on her own simultaneously, but at the very least, she had enough self-awareness to acknowledge that this may be challenging. For now, she redirected her anger to the other male in the vicinity, Barlei.
He said a few mean things, things that offended Cylie a bit more than they should have. As a result, her eyes narrowed. Her muscles tensed. Her eyebrows arched. Her feet flattened. Her teeth grit. She slowly became fully combat-ready as her irritation grew. She didn't have to take this. She didn't have to take any of this. So she closed her eyes, took a deep breath through her nostrils, exhaled, then smirked. A cartoonish anger vein was slightly visible on her forehead as she spoke.
"Don't be so reductive. Beating you the last time was easy, Barlei. Nothing's changed since then."
She punched the palm of her hand in anticipation. She'd teach two lessons today... one for each of these assholes. Even if it kills her.
K5eSTKoZ1-100
Word Count: 362/12831-100
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Post by Echo on Sept 15, 2022 18:42:15 GMT -8
As the other two took on their own stance to resolve the matter, Barlei was hovering in the air confessing to finishing quickly since he had to urinate soon, and Cylie retracted her hand from pulling out her swords just to punch her palm instead. It was odd that she was raring to go then suddenly changed her mind about drawing her weapon as she threatened to take his arm. The tan woman called the saiyan’s name a few times to learn it was Barlei but she did not divulge her own name in return even after Echo introduced himself. It was typical for wanderer’s who had nothing better to do and little concern for their own reputation to pick a fight without consequence. “You threw the first stone–well second, so you might as well take some responsibility for it old man.” Echo averted his gaze towards Barlei. Echo typically was patient in such matters but he also wanted to get it over with so tapped into his demonic blood to change from that of a ten year old boy to a teenager who was around fifteen growing to the height of six feet. While biologically he was only two years old, his giant form reflected his mental age, so he was able to withdraw his katana while keeping his secondary blade sheathed. All his life he trained under the tutelage of samurai, he figured he could hone his skills by taking on two formidable opponents, and he thought of a mental strategy to a game of onitama. “Were you going to keep throwing rocks at strangers until one of them challenged you? Certainly there is a better way to find a suitable match than that.” Not only was his appearance older than before, his voice was also deeper, and a menacing demonic aura surrounded him. [305] [1,077]
{ } DEFENSE PHASE. - Incoming Damage: - Damage Total: - HP: 80 -- OFFENSE PHASE.Power Level: 55,410 At-Will: Passive: Auxiliary Core, Obi, Bio-suit Bonus Action: Giant Form -12 ki Standard Action 1: Standard Action 2: EFFECTS.Total Ki Spent: -12 Powering-Up Round: 0/2 Power-Up ki bonus: 0/4 ~ { } Skills & StatisticsFighting: 45 Energy Control: 30 Reflexes: 40 Resilience: 40 Accuracy: 1d100+45 (Fighting)+15 (Conqueror Level 3)/ 1d100+30(Energy Control)+15 (Conqueror Level 3) Defense: 50+40 (Reflexes)= 90 + 10 (Conqueror Level 3)= 100 HP: 50+ 40(Resilience)= 90-10(Conqueror Level 2)= 80 KI: 100 KCR: -1 + -2 (Obi Belt) DM: +2 Fighting + 6 (Conqueror Level 3) = 8 DR: -0 (Conqueror Level 3) + -4 Indomitable + -2 (Resilience)= 6 DR Class: Conqueror Racial Trait: Lucky Dog Traits:Momentary AscensionActivation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector RendActivation: Passive Effect: Whenever you use Dragon Dash, your physical melee attacks have a 50% chance to apply 1 turn of “Wound” to their target; this is added to and rolled separately from any other effects. Limit: -- Classes: Conqueror, Ravager, Witch/Wizard Intimidating PowerActivation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard IndomitableRequirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Quick-DrawActivation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn. HasteRequirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Class Features:Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn. Destroyer - The first time you use a non-Finisher-type Special Technique in a thread, it costs 0 ki and gains an additional +10 attack modifier. After the first time a Special Technique is used in the current thread, it gains +4 damage for the remainder of the thread. Reverberation - Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique. Seat of Power - The first time you use a Finisher-type Special Technique in a thread, it costs 0 Ki and gains an additional +10 Attack. If your Finisher-type Special Technique successfully hits its target on its first use, you may use that technique 1 additional time in that thread. Overcharge - Whenever you sacrifice a Standard Action for a Bonus Action and use Focus Energy with that Bonus Action, increase the damage of the next Special Technique is DOUBLED. TechniquesEnhanced Basic Technique after unlocking Potential Mastery:RAPID MOVEMENTYou use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn. 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. Starting Non-Basic Technique Chosen: Heart StrokeA slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki 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. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Techniques:CrescendoA deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance.Type: Melee, Area Action: Standard Action Base Damage: Deals 10 Damage to up to 3 Targets and has +15 Accuracy Major Effect: Bashing Minor Effect: Crippling: This technique has a 40% chance to inflict Cripple on hit, Physical Attacks only. Cost: 25 Ki Learn: 2 Weeks. Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only. DEFLECT RANK 3You deftly parry or knock aside an attack headed towards you. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. LIGHTNING AURA RANK 3A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. KI BLADE RANK 3Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. GIANT FORM Rank 2 You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.COUNTERMEASURESPredicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. DissonanceThe opponent is disarmed of a prized part of their equipment after being severly wounded. Type: Physical/ Single / Melee Action: Standard Action Base Damage: 3d10 Major Effect: Smelting: Select one non-artifact, non-outfit item equipped by this technique’s target. The target item cannot be activated on the target’s next turn if they were hit. Smelt may not affect the same item twice in a row and a character may only have 1 item “Smelted” at a time. Minor Effect: This technique has a 40% chance to inflict Wound on hit. Cost: 15 ki Learn: 2 Weeks Technique Slots: 8/10 Equipped items:Katchin Sword 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: Bonus Action 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: 3 uses per thread. Auxiliary CoreA power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time. ObiA belt worn by martial artists, often designating their rank within a particular school. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Decrease the cost of all your Techniques by 2 ki. Limit: -- Bio-suitWorn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: --
Echo Bossa Nova HP:
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| 80 | 98 | 55,410
| x | % | AC: 60|45 | DEF: 100 | DM: +8 | DR: -6 | KCR: -3 |
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Post by Barlei on Sept 18, 2022 13:18:14 GMT -8
He didn't want to fight a bunch of kids. There was no honor or glory in that. No matter what he did or where he went, Barlei couldn't avoid these missteps. But stones had been thrown--proverbial and literal--and there was no recanting those actions. An apology would probably work. If he'd bothered to drink less, that recourse might have made itself more obvious. Now he had this mess to deal with. All he wanted was to be left alone. He was a relic of the past -- he didn't belong in this time, in this world, with these people facing these circumstances. He should've died centuries ago, kept alive only due to his impressive genetics and use as a lab rat for the Tuffles. He'd purposefully let himself fall off the face of the world for two years... only to run into one of his proposed 'biggest fans', a brat with a penchant for fighting. Add in the kid with the odd ki--it reminded him of Clove, for some reason--and his treasured silence went up in smoke. His blood pounded in his veins. His heart skipped and fluttered with the anticipation of this battle. Though he desired to get away from people, there was little harm in shaking some of the rust off of his joints. "From the looks of it, I may need to..." His thoughts voiced aloud, a single eyebrow arching as Barlei watched the child grow substantially in size. "That's a pretty neat trick, kid. Helpful for me, too--I'm a little more inclined to punch you now." Assaulting a child was unthinkable. A young punk was easy pickings. It was time to put up or shut up. "For the record, I wanna say it aloud--this feels pretty stupid, but I've had one too many beers and more zeni in the bank than I know what to do with. You two better make this worth my while. I'll pay for whatever gets damaged. In other words..." He smashed his fists together, sending a small rippling energy of power as he unsuppressed his power to normal base levels. "...don't bother holding back!"
[1826 of 3000] SUMMARY PHASE.No actions taken. Total Damage Received = 0
ACTION PHASE.[Passive Action] - n/a [At Will Action]- n/a [Bonus Action] - n/a [Standard Action] - n/a [Damage Rolls] - n/a Total Damage Dealt = 0
GENERAL STATS.Fighting: 50 Energy Control: 30 Reflexes: 40 Resilience: 35 Natural PL: 41,672 Base PL: 41,672 Current PL: 41,672 Melee Accuracy: +60 Ranged Accuracy: +40 HP: 145 Temporary HP: 0 Defense: 115 Ki: 100 Ki Reduction: -1 Damage Modifier: +6 Damage Resistance: +6 ACTIVE EFFECTS.n/a RACIAL TRAIT.ZENKAIRequirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains. GENERAL & SKILL TRAITS.BLITZRequirements: Fighting Skill of 50 Activation: At-Will Effect: As an At-Will Action, you may perform one additional Strike per turn. This does not require you to have used a strike otherwise. INSTINCTRequirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10. ENDURERequirements: Resilience Skill of 30 Activation: None (Passive) Effect: Increase your HP by +25. THRILL OF THE HUNTActivation: None (Passive) Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. CLASS TRAITS. [MARTIAL ARTIST]FLAWLESS COUNTERActivation: None (Passive) Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- FLURRY OF BLOWSActivation: None (Passive) Effect: You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn. Limit: -- CLASS FEATURES. [MARTIAL ARTIST]MARTIAL MASTERY [CLASS LEVEL 0]Effect: You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1. COMBO ATTACK [CLASS LEVEL 0]Effect: Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target. ASSAULT [CLASS LEVEL 1]Effect: Twice per thread, you may roll two separate Accuracy Rolls for attacks used on your turn; you may choose between the two rolls. INVIGORATION [CLASS LEVEL 2]Effect: You regain 2 Ki at the end of a turn in which you have used the Strike Basic Technique; this may restore up to 4 Ki per turn if two Strike Basic Techniques have been used. IMMACULATE KATA [CLASS LEVEL 3]Effect: Each time you successfully hit with a damaging Basic Technique, the next Special Technique you use gains +10 Accuracy and +3 Damage; this effect stacks up to 3 times. EQUIPPED ITEMS.POMEGRANATE CLASS POWER ARMOR PROTOTYPE (UPGRADED)An advanced armor prototype designed by elusive Tuffle Scientists.Type: Outfit Activation: Passive Effect: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit. You may use 'Intercept' one additional time per battle. Limit: -- FLEXMETAL STAFFProduced by Capsule Corporation, this staff is manufactured with a high-grade alloy that allows for maximum flexibility and durability while still being incredibly lightweight.Type: Weapon - Staff Activation: Bonus Action Effect: You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. Limit: 0 of 3 uses. HIDDEN WEAPONWhether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed.Type: Weapon - Staff Activation: Bonus Action Effect: 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. Limit: 0 of 2 uses. MODERN SCOUTERA device first used by the Tuffles and later co-opted by others, this device allows its wearer to judge the strength of opponents and their attacks using numeric values via a display piece. This particular model is a newer version, produced by Wheelo Enterprises.Type: Supplementary - Technology Activation: Passive Effect: The first five (5) times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action. Limit: -- DEFENSE/UTILITY TECHS.AURA GUARD [RANK III]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: 0 of 1 uses. AEGIS [RANK III]You hastily create a protective layer of energy around your body, bolstering your defenses against enemy attacks.Type: Defensive Action: Bonus Action - Reactive Effect: You gain 15 Temporary HP and 10 DR; this Temporary HP and DR stacks with other sources of Temporary HP/DR, but is removed after this turn’s incoming attacks are resolved. Cost: 15 ki Limit: 0 of 1 uses. ENERGY SHIELD [RANK III]You create a sphere of ki around your body that insulates and protects you from incoming damage.Type: Defensive Action: Bonus Action - Reactive Effect: You gain 30 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: 10 ki Limit: 0 of 1 uses. GIANT FORM [RANK III]You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase.Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 35 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d6 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack (targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Cost: 15 ki Limit: 0 of 1 uses. HYPNOSIS [RANK III]Your opponent gazes into your eyes and is enthralled by telepathic power.Type: Utility Action: Bonus Action Effect: You have a 80% chance to inflict the Immobilize status on your target and the effect lasts for +2 turn. Rank 3 of the technique also inflicts the Special Status Effect “Heavy” on its target if it is successful. "Heavy" possesses the same duration as Immobilize inflicted by Hypnosis and may not stack with itself; while "Heavy", all actions taken by the target cost an additional -5 ki, even if that action wold not usually cost ki. The max chance to inflict with any effect is 95%.Cost: 5 ki Limit: 0 of 2 uses. REMEDY [RANK I]Your opponent gazes into your eyes and is enthralled by telepathic power.Type: Utility Action: Standard Action Effect: Removes one non-special Status Effect that a target of your choice is inflicted with. Cost: -3 ki turn of Status Effect remaining. Limit: Once per turn. 0 of 4 uses per battle. SPECIAL TECHS.MAXIMUM ULTRASometimes you gotta go all out. Barlei coalesces a dangerous orb of black ki between his hands, crackling with electricity. Condensing as much energy as he can muster into it at a detriment to his own life force, he lobs it one-handed at his foe. The energy expands into a gigantic sphere, exploding on contact with his foes.Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Draining Minor Effect: Searing [Burn] Cost: 35 ki. SIGNATURE TECHS.LEGENDARY TECHS.
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Post by Cylie on Sept 26, 2022 1:57:54 GMT -8
"Yeah!" Cylie yelled awkwardly after Echo's criticism of Barlei. Her fists were tightening as they usually do before a fight, but this time, it may be more out of surprise than her customary anger. Immediately after speaking, the little boy began to transform. Her eyes widened slightly at the change. There was nothing that hinted to an alteration such as this. The boy grew in size almost instantaneously from her perspective, and was now slightly taller than she was. Just like that, within a second, she was now the shortest person in the conflict. His voice was now different too, changing from that of a small boy to a matured man. Nothing in her life was normal, was it? She wasn't sure if Echo was talking to her or Barlei, but she supposed it didn't matter. After all, she had a sort of 'transformation' of her own that would end this fight in a flash. It doesn't make her taller, more muscular or change her appearance at all, but it does help out a lot when it comes to beating people up. As she searched her pockets for the tool that allowed her to do this, her attention turned to Barlei for a moment. She didn't really try to fully understand what he was trying to say, but it sounded like he knew that he was a little buzzed and that this squabble was the dumbest thing that the three fighters were going to take part in tonight. Cylie smirked at him. "Oh trust me, Barlei-poo, by the time I'm finished here, you're going to have two hospital bills to take care of."She found the vial as she made her threat, producing it from her pocket gleefully. As her dialogue finished, the water inside the vial went down her throat as she drank all of it in one go. It wasn't a large vial, and it wasn't much water, but a sip is all Cylie needed to grasp the power of the sacred water. She put the vial back, closed her eyes, and took a deep breath. Her power level was... lowering, weirdly. Her movements became more fluid, calm, effortless, and efficient. When she saw again, the world slowed down around her. Cylie’s eyes seemed unusually keen. She was able to see the porous textures of the stone walls of the bar the Saiyan had just left. She spotted an ant in the dirt carrying a crumb of bread between Echo's legs. She felt the moods and hostility of those around her with abnormal clarity. Kami, it was like taking a drug. Then, as her heart swelled with confidence, courage, and arrogance, she sprung. She leapt forward without the use of flight, yet still closed the distance between her and Barlei without even trying. She swung a strong right fist at his face, grinning jauntily.
Word Count: 477/1760 Battle Tracker
Defense Phase
Attack 1: Cylie's 110 Def vs 0 Acc Attack 2: Cylie's 110 Def vs 0 Acc
Total Dmg: 0-5= 0
Offense Phase
Dynamic Entry Activates. May make 1 attack this turn.
At-Will: Instinctual Defense | -7 ki | Generate 8 Instinct
Bonus Action: Lightning Aura | -14 ki
Standard Action 1(Sacrificed for Bonus Action): Sacred Water Of Korin | Increase Reflexes to 50
Standard Action 2: Strike | -0 ki | Targetting Barlei
Accuracy: wUbTYsJW1d100+65
Damage: 1d8+4 Battle Info
Current Battle Effects
Sacred Water Of Korin - Increase Reflexes to 50 Lightning Aura - 0/5 Turns Instinctual Defense - 8 Stacks
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.
INSTINCTUAL DEFENSE III(0/1) You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Defense Action: At-Will Action Effect: Generate 1 Instinct per 1 Ki paid, up to 8 Instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Instinct may be shared between Instinctual Defense and Wild Attack, but no more than 4 units of instinct may be spent at a time to increase defense. Cost: 1 ki per Instinct generated. Limit: Once per battle.
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(20/20 HP) 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: 30,859 Base PL: 46,288(Sacred Water Of Korin) Current PL: 32,401(Suppression)
HP: 90/90 KI: 79/100 1d100+65·1d8+4
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Post by Echo on Oct 10, 2022 1:53:03 GMT -8
“I am a trained Samurai, that should be plenty of reason to accept my challenge.” Echo was not enthused at the idea that age mattered to Barlei instead of his swordsmanship abilities. As soon as the rugged man suggested that neither of them hold back, Cylie was the first to make a move against the drunkard after drinking a mysterious vial that radiated ki, and when she spotted the ant crawling on the ground Echo looked down with astonishment. Was she really looking at an ant during an assault? Perhaps observing the immediate surroundings was not entirely a fault but it seemed more like a distraction, one wrong move, and it could prove lethal. Echo made an offensive stance, distance was not an issue, and he cut the air in front of him with two diagonal slashes until ki burst through to form an “X”. The glowing green energy was imbued with ki aimed at both of his opponents, which would strike them twice, phasing through the same direction and into a large bounder which was split into four pieces as a result. An ordinary person would have been dismembered but Cylie and Barlei were beyond ordinary. While it was not the strawberry blonde haired teenager's intention to render his opponents lifeless, he did not hesitate to withhold dangerous techniques, there was a lesson to be learned along this road towards the northern lands. [234] [539]
{ } DEFENSE PHASE. - Incoming Damage: - Damage Total: - HP: 80 -- OFFENSE PHASE.Power Level: 55,410 Echo has Edge 1 Your PL must be 1.5x an opponent’s; you gain +2 bonus damage on all attacks, and +2 Damage Reduction. Cylie: 32,401 Barlei: 41,672 At-Will: Katchin Sword Passive: Auxiliary Core, Obi, Bio-suit, Quick Draw Bonus Action: Focus Energy -7 ki +15 AC to Energy Based Attacks Standard Action 1: Ki Blade -1 Ki -5 Ki Giant form AOE Cylie and Barlei Accuracy: _BU1SZhx1d100+7560 AC + 15 Focus Energy [Crit on 85 and above] Giant Form Additional Damage: 1d4Giant Form Wound: 1d10050% or below Damage: 2d6+15+2 Energy Blast +3 Katchin Sword +8 Damage Modifier +2 Edge 1 Standard Action 2: Ki Blade -1 Ki -5 Ki Giant form AOE Cylie and Barlei Accuracy: 1d100+7560 AC + 15 Focus Energy [Crit on 85 and above] Giant Form Additional Damage: 1d4Giant Form Wound: 1d10050% or below Damage: 2d6+13+2 Energy Blast +3 Katchin Sword +8 Damage Modifier +2 Edge 1 EFFECTS.Total Ki Spent: -19 Powering-Up Round: 0/2 Power-Up ki bonus: 0/4 ~ { } Skills & StatisticsFighting: 45 Energy Control: 30 Reflexes: 40 Resilience: 40 Accuracy: 1d100+45 (Fighting)+15 (Conqueror Level 3)/ 1d100+30(Energy Control)+15 (Conqueror Level 3) Defense: 50+40 (Reflexes)= 90 + 10 (Conqueror Level 3)= 100 HP: 50+ 40(Resilience)= 90-10(Conqueror Level 2)= 80 KI: 100 KCR: -1 + -2 (Obi Belt) DM: +2 Fighting + 6 (Conqueror Level 3) = 8 DR: -0 (Conqueror Level 3) + -4 Indomitable + -2 (Resilience)= 6 DR Class: Conqueror Racial Trait: Lucky Dog Traits:Momentary AscensionActivation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector RendActivation: Passive Effect: Whenever you use Dragon Dash, your physical melee attacks have a 50% chance to apply 1 turn of “Wound” to their target; this is added to and rolled separately from any other effects. Limit: -- Classes: Conqueror, Ravager, Witch/Wizard Intimidating PowerActivation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard IndomitableRequirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Quick-DrawActivation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn. HasteRequirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Class Features:Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn. Destroyer - The first time you use a non-Finisher-type Special Technique in a thread, it costs 0 ki and gains an additional +10 attack modifier. After the first time a Special Technique is used in the current thread, it gains +4 damage for the remainder of the thread. Reverberation - Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique. Seat of Power - The first time you use a Finisher-type Special Technique in a thread, it costs 0 Ki and gains an additional +10 Attack. If your Finisher-type Special Technique successfully hits its target on its first use, you may use that technique 1 additional time in that thread. Overcharge - Whenever you sacrifice a Standard Action for a Bonus Action and use Focus Energy with that Bonus Action, increase the damage of the next Special Technique is DOUBLED. TechniquesEnhanced Basic Technique after unlocking Potential Mastery:RAPID MOVEMENTYou use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn. 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. Starting Non-Basic Technique Chosen: Heart StrokeA slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki 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. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Techniques:CrescendoA deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance.Type: Melee, Area Action: Standard Action Base Damage: Deals 10 Damage to up to 3 Targets and has +15 Accuracy Major Effect: Bashing Minor Effect: Crippling: This technique has a 40% chance to inflict Cripple on hit, Physical Attacks only. Cost: 25 Ki Learn: 2 Weeks. Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only. DEFLECT RANK 3You deftly parry or knock aside an attack headed towards you. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. LIGHTNING AURA RANK 3A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. KI BLADE RANK 3Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. GIANT FORM Rank 2 You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.COUNTERMEASURESPredicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. DissonanceThe opponent is disarmed of a prized part of their equipment after being severly wounded. Type: Physical/ Single / Melee Action: Standard Action Base Damage: 3d10 Major Effect: Smelting: Select one non-artifact, non-outfit item equipped by this technique’s target. The target item cannot be activated on the target’s next turn if they were hit. Smelt may not affect the same item twice in a row and a character may only have 1 item “Smelted” at a time. Minor Effect: This technique has a 40% chance to inflict Wound on hit. Cost: 15 ki Learn: 2 Weeks Technique Slots: 8/10 Equipped items:Katchin Sword 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: Bonus Action 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: 3 uses per thread. 1 Use Remaining Auxiliary CoreA power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time. ObiA belt worn by martial artists, often designating their rank within a particular school. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Decrease the cost of all your Techniques by 2 ki. Limit: -- Bio-suitWorn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: --
Echo Bossa Nova HP:
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| 80 | 79 | 55,410
| x | % | AC: 60|45 | DEF: 100 | DM: +8 | DR: -6 | KCR: -3 |
1d100+75·1d4·1d100·2d6+15·1d100+75·1d4·1d100·2d6+13
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Post by Barlei on Oct 26, 2022 5:27:18 GMT -8
He prepared himself for a sword. The fist was unexpected. The force behind Cylie's blow knocked him backward several feet, throwing his head aside in a painful lurch. The corner of his mouth stung where her knuckles connected. The taste of blood assaulted his lips as he spat, swiping at his aching mouth with the back of his hand. It was the same strange liquid as before. If he had to guess, it enhanced her physical abilities. What a cheap trick. The youngster's attack flew just past his shoulder. The trajectory of his body, thrown back by the force of Cylie's first blow, saved him the embarrassment of getting skewered. It shattered a nearby boulder, showering the area in a smattering of stone debris, pelting his face and shoulders. A wild swipe of Barlei's arm swept the debris cloud clear, freeing his vision and cementing his resolve. He dusted himself off, scowling in the direction of the younglings. They were strong. Stronger than he'd anticipated. Both were armed to the teeth, and from the looks of things, the strawberry head one was well versed in the use of his blade. Though the scars were long healed, a single glance at Cylie's swords brought back the ghost itch of those injuries from long ago. Children. The lot of them. Why always children? It was maddening, as if the hand of the gods were against him. He'd never known anything but fighting and struggle. Survival. He'd always longed for a wife and children of his own; this was some wild mockery of that desire, transposed before him. A vision of what would never be. Not that he deserved it. He was a murderer, unable to guard and protect anyone. Much less a family. It was better to put these two brats away as quickly as possible before the numbing quality of his drunken state wore off. He didn't want to feel anything anymore. "You two should've left an old drunk fool to himself." He soared at Cylie first, tossing out a classic double jab, punctuated with a wild swinging haymaker aimed at her body. Twisting in mid-air, Barlei propelled himself at Echo Bossa Nova, using the ground to steady his balance as he went on the assault. His kata was weak, his form sloppy, but he leveled a swinging pair of consecutive roundhouse kicks at the kid, more desiring to drive him back than hurt him. Nausea twisted his stomach. He couldn't fight long, but it'd be a brief respite from the war that raged within him.
[425] [2251 of 3000] SUMMARY PHASE.Barlei uses Sense (Reactive At-Will via Modern Scouter) in response to Cylie. +5 points to Defense and Accuracy. Sense activates Thrill of the Hunt. +1d6 DMG increase to all attacks this turn. Barlei receives 10 DMG from Cylie. DR reduces to 4 DMG. Barlei's natural defense avoids Echo. No response taken. Total Damage Received = 4
ACTION PHASE.Barlei uses Strike Basic Technique (Standard) to attack Cylie. (-0 ki)6bAkhdJ11d100+65 for Accuracy. 1d8+6 for Damage. 1d6 for Thrill of the Hunt. Barlei uses Blitz (At-Will) against Cylie. (-0 ki)1d100+65 for Accuracy. 1d8+6 for Damage. 1d6 for Thrill of the Hunt. Barlei activates Flurry of Blows (Standard → Bonus) against Echo. (-0 ki)1d100+65 for Accuracy. 2d4+6 for Damage. 1d6 for Thrill of the Hunt.
GENERAL STATS.Fighting: 50 Energy Control: 30 Reflexes: 40 Resilience: 35 Natural PL: 41,672 Base PL: 41,672 Current PL: 41,672 Melee Accuracy: +60 → +65Ranged Accuracy: +40 HP: 145 → 141Temporary HP: 0 Defense: 115 → 120Ki: 100 Ki Reduction: -1 Damage Modifier: +6 Damage Resistance: +6 ACTIVE EFFECTS.n/a RACIAL TRAIT.ZENKAIRequirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains. GENERAL & SKILL TRAITS.BLITZRequirements: Fighting Skill of 50 Activation: At-Will Effect: As an At-Will Action, you may perform one additional Strike per turn. This does not require you to have used a strike otherwise. INSTINCTRequirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10. ENDURERequirements: Resilience Skill of 30 Activation: None (Passive) Effect: Increase your HP by +25. THRILL OF THE HUNTActivation: None (Passive) Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. CLASS TRAITS. [MARTIAL ARTIST]FLAWLESS COUNTERActivation: None (Passive) Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- FLURRY OF BLOWSActivation: None (Passive) Effect: You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn. Limit: -- CLASS FEATURES. [MARTIAL ARTIST]MARTIAL MASTERY [CLASS LEVEL 0]Effect: You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1. COMBO ATTACK [CLASS LEVEL 0]Effect: Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target. ASSAULT [CLASS LEVEL 1]Effect: Twice per thread, you may roll two separate Accuracy Rolls for attacks used on your turn; you may choose between the two rolls. INVIGORATION [CLASS LEVEL 2]Effect: You regain 2 Ki at the end of a turn in which you have used the Strike Basic Technique; this may restore up to 4 Ki per turn if two Strike Basic Techniques have been used. IMMACULATE KATA [CLASS LEVEL 3]Effect: Each time you successfully hit with a damaging Basic Technique, the next Special Technique you use gains +10 Accuracy and +3 Damage; this effect stacks up to 3 times. EQUIPPED ITEMS.POMEGRANATE CLASS POWER ARMOR PROTOTYPE (UPGRADED)An advanced armor prototype designed by elusive Tuffle Scientists.Type: Outfit Activation: Passive Effect: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit. You may use 'Intercept' one additional time per battle. Limit: -- FLEXMETAL STAFFProduced by Capsule Corporation, this staff is manufactured with a high-grade alloy that allows for maximum flexibility and durability while still being incredibly lightweight.Type: Weapon - Staff Activation: Bonus Action Effect: You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. Limit: 0 of 3 uses. HIDDEN WEAPONWhether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed.Type: Weapon - Staff Activation: Bonus Action Effect: 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. Limit: 0 of 2 uses. MODERN SCOUTERA device first used by the Tuffles and later co-opted by others, this device allows its wearer to judge the strength of opponents and their attacks using numeric values via a display piece. This particular model is a newer version, produced by Wheelo Enterprises.Type: Supplementary - Technology Activation: Passive Effect: The first five (5) times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action. Limit: 4 uses remaining. DEFENSE/UTILITY TECHS.AURA GUARD [RANK III]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: 0 of 1 uses. AEGIS [RANK III]You hastily create a protective layer of energy around your body, bolstering your defenses against enemy attacks.Type: Defensive Action: Bonus Action - Reactive Effect: You gain 15 Temporary HP and 10 DR; this Temporary HP and DR stacks with other sources of Temporary HP/DR, but is removed after this turn’s incoming attacks are resolved. Cost: 15 ki Limit: 0 of 1 uses. ENERGY SHIELD [RANK III]You create a sphere of ki around your body that insulates and protects you from incoming damage.Type: Defensive Action: Bonus Action - Reactive Effect: You gain 30 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: 10 ki Limit: 0 of 1 uses. GIANT FORM [RANK III]You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase.Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 35 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d6 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack (targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Cost: 15 ki Limit: 0 of 1 uses. HYPNOSIS [RANK III]Your opponent gazes into your eyes and is enthralled by telepathic power.Type: Utility Action: Bonus Action Effect: You have a 80% chance to inflict the Immobilize status on your target and the effect lasts for +2 turn. Rank 3 of the technique also inflicts the Special Status Effect “Heavy” on its target if it is successful. "Heavy" possesses the same duration as Immobilize inflicted by Hypnosis and may not stack with itself; while "Heavy", all actions taken by the target cost an additional -5 ki, even if that action wold not usually cost ki. The max chance to inflict with any effect is 95%.Cost: 5 ki Limit: 0 of 2 uses. REMEDY [RANK I]Your opponent gazes into your eyes and is enthralled by telepathic power.Type: Utility Action: Standard Action Effect: Removes one non-special Status Effect that a target of your choice is inflicted with. Cost: -3 ki turn of Status Effect remaining. Limit: Once per turn. 0 of 4 uses per battle. SPECIAL TECHS.MAXIMUM ULTRASometimes you gotta go all out. Barlei coalesces a dangerous orb of black ki between his hands, crackling with electricity. Condensing as much energy as he can muster into it at a detriment to his own life force, he lobs it one-handed at his foe. The energy expands into a gigantic sphere, exploding on contact with his foes.Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Draining Minor Effect: Searing [Burn] Cost: 35 ki. SIGNATURE TECHS.LEGENDARY TECHS.
1d100+65·1d8+6·1d6·1d100+65·1d8+6·1d6·1d100+65·2d4+6·1d6
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Post by Cylie on Oct 26, 2022 7:51:09 GMT -8
Cylie's fist satisfyingly slammed into the jaw of her favorite actor, sending him flying. She noticed the boy's attack as soon as it surged towards her, giving her only a moment to avoid serious injury. Her enhanced speed was more than enough to perform the dodge, so the 'X' shaped slashes skipped by her, hitting an unfortunate boulder instead. Cylie turned to the little boy, a little impressed. It was nothing that Cylie couldn't do with a bit of practice, but that was still a devastating technique. It's a good thing she was Cylie Chizu, otherwise that might've actually hurt her. "Hey pinkeye! You missed!" She taunted in a mocking tone. She leaned forward and pulled down one of her eyelids while sticking her tongue out in jest. She wasn't taking this fight seriously at all. She was real angry a few moments ago, but socking Barlei in the face really seemed to do wonders for her. Before she could ponder if punching the teenager in the face would feel as good as punching Barlei's, the Saiyan in question came barging through, interrupting her thought process. He seemed a little pissed. Not only that, but Cylie had to work slightly harder than usual to weave through his wild attacks. Her crimson red aura ignited as soon as he threw his jabs, further enhancing her perception and reflexes, allowing her to duck and sidestep his swings. "Bad move, honey."Cylie rejoined the fray, flying towards the Saiyan with a vicious dropkick in an attempt to knock him away again. Depending on whether her two feet connected or not, she'd either backflip off of the man's body or leap from the ground towards the pink haired one before attempting to slam him into the ground with an acrobatic overhead spinning heel kick.
Word Count: 300/2060 Battle Tracker
Defense Phase
Attack 1: Cylie's 155 Def vs Echo's 107 Acc. Miss. Attack 2: Cylie's 155 Def vs Echo's 107 Acc. Miss. Attack 3: Cylie's 155 Def vs Barlei's 140 Acc. Miss. Attack 4: Cylie's 155 Def vs Barlei's 149 Acc. Miss.
Total Dmg: 0-5= 0
Offense Phase
Champion's Gi. +15 Acc.
At-Will: Sidekick Action | Physical Attack | Targetting Echo
Accuracy: tDe819gg1d100+40
Damage: 2d6
At-Will: Blitz Strike | -0 ki | Targetting Barlei
Accuracy: 1d100+90
Damage: 1d8+9
Bonus Action: Enhanced Dragon Dash | -6 ki | +10 Acc & +5 Dmg to Melee Attacks
Standard Action 1(Sacrificed for Bonus Action): Rapid Movement | Reactive | -14 ki | +25 Def against unresolved attacks this turn
Standard Action 2: Strike | -0 ki | Targetting Barlei
Accuracy: 1d100+90
Damage: 1d8+9 Battle Info
Current Battle Effects
Sacred Water Of Korin - Increase Reflexes to 50 Lightning Aura - 1/5 Turns Instinctual Defense - 8 Stacks
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.
INSTINCTUAL DEFENSE III(0/1) You swiftly blink in and out of your opponent's attacks using your powerful natural instincts. Type: Defense Action: At-Will Action Effect: Generate 1 Instinct per 1 Ki paid, up to 8 Instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Instinct may be shared between Instinctual Defense and Wild Attack, but no more than 4 units of instinct may be spent at a time to increase defense. Cost: 1 ki per Instinct generated. Limit: Once per battle.
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(20/20 HP) 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: 30,859 Base PL: 46,288(Sacred Water Of Korin) Current PL: 32,401(Suppression)
HP: 90/90 KI: 59/100 1d100+40·2d6·1d100+90·1d8+9·1d100+90·1d8+9
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