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Post by Renkon on Sept 19, 2022 19:22:07 GMT -8
She continued to insult him. She said she would teach him a lesson, and then not do it her damned self. She summoned something she called the snow queen in an attempt to defend her, to bury them. The fact she was called the snow queen probably meant she was going to try to bury them in ice and snow. He wasn't really going to allow that. His eyes remained focused on the witch however, the ki blade sharpening in appearance and it was fully ready. He took a step before launching off, rushing towards the woman, kicking to one side to avoid the snow queen and aiming for Lilith, blade pulled back. As he approached, his energy flared out as well, the pressure of his energy was everywhere. He lashed with the blade, aiming to cut through the woman and simply end her. He didn't care at all for her or her words, so there was no mercy on his side either. There was no shouting with him, no screaming like many other warriors when he powered up, it was just sudden. He twisted even if the attack missed, and slashed again. The attacks were aimed for vital points, aiming for her neck, her stomach. He was going to be just as lethal as she was warning him he would be. The goal was to make her either accept she made a mistake, or leave a scar upon her for her hubris. Renkon very much disliked the level of disrespect he was given, and if none would take him seriously, simply because they had no faith, he would teach them he was not someone to trifle with. He did still have one trump card in the event something went horribly wrong, but that was for later. He flipped backwards, regardless of if the attacks hit or missed, and landed to one side, keeping Lilith in his sights. 318/2837 ---------------------------------- Battle Tracker {Turn}START OF TURN
DEFENSE PHASE N/A
ATTACK PHASE: Bonus Action: Power Up +25% Power Level Renkon now has Edge 1 vs Suppressed Lilith
Standard Actions: Ki Blade vs Lilith -1 Ki P|oRm61Y100+60 12+8
Ki Blade vs Lilith -1 ki 100+60 12+8
Stats, Skills, Thingies {Stats} Fighting: 50 Energy Control: 25 Reflexes:35 Resilience: 40 Power Level: 7,907 (natural) / 11,861 (base) —> 14,826 (power up base) Accuracy: 1d100 +50 (Fighting) +10 (Level 2 Power House) / 1d100 +25 (Energy Control) +10 (Level 2 Power House) Defense: 50 +35 (Reflexes) - 15 (Level 2 Power House) = 70 HP: 50 +40 (Resilience) +25 (Level 2 Power House) +30 (armor) = 145 KI: 100 +20 (Powerful Ki) = 120 DR: +3 (Level 2 Power House) +3 (armor) +2 (40 Resilience) = 8 DM: +2 (50 Fighting) + 2 (Level 2 Powerhouse) = 4 Ki Cost Reduction: -1 (25 Energy Control) Buckler: 4 DR, 20HP (Reaction/Bonus) Knife: Performing a Strike on this turn reduces the target of that Strike’s DR by 2 when responding to all attacks made by you this turn. 3/thread (At will/Action) Personal Shield: +10 HP. 2/thread (Reactive/At will) Flashbang: 50% Blind. 2/thread Stim Pack: +40 ki, 1/thread Class: Power House Racial Trait: Zenkai Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains. Traits: N/A Class Features: Power of Legends - Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural. Powerful Ki - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns. Tidebreaker - Your natural DR may not be bypassed or ignored by attacks unless the opponent targeting you possesses at least Edge 2 vs you. Utility techniques and other Class Features are not considered "attacks" for the purposes of this ability. Overflowing Ki - You regain an additional +3 Ki at the beginning of each of your turns, stacking with Powerful Ki. (+6 ki per turn total) Class Traits: Intimidating Power Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Basic:
{Spoiler}FOCUS ENERGY You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
GUARD You hunker down against incoming attacks to survive them. Type: Defensive Action. Bonus Action - Reactive Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) Cost: 10 ki Limit: Once per turn. Enhanced: Guard now only costs 7 ki.
POWER UP Your aura bursts around you as your power increases and you draw out your ki. Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored. Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None Enhanced: Upgrades to 1d12 damage.
SUPPRESSION You compress your ki down inside of you and lower your power level. Type: Utility Action: At-Will / Reactive At-Will to Release Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn. Cost: None Limit: None Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Cost: 15 Ki Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic when you hit Class Level 2. Automatic at Class Level 1 for Prodigy and Martial Artists.
Special:
{Spoiler}GIANT FORM 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.
KI BLADE Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
LIGHTNING AURA A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HP: 145/145 | THP: 0 | KI: 118/120 | PL: 7,907/11,861 —> 14,826 (power up) FIGHTING ACCURACY: +60 | ENERGY ACCURACY: +35 | DEF: 70 DR: 8 | DAM: +4 | Ki cost: -1 1-100+60·2-12+8·1-100+60·2-12+8
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Post by Lilith Nevermore on Sept 20, 2022 0:46:14 GMT -8
Just before the demonic summon could attack, the swordsman stopped her in her tracks... With a polite question. The demon blinked. Surprise melted the sinister smile, leaving behind pleasant joy. “My, aren’t you a polite young man~? And handsome too~” She cooed gently. Her smile glimmered like a row of icicles. “I hail from the far north, from a kingdom long lost to the ages, or hailed, rather, before my untimely demise. Ah, but that reminds me of a funny story, you see...” Much like a mother whose son hadn’t called in ages, she seemed all too happy to prattle away.
Meanwhile, the witch watched the idle chit chat ensue. Her visible eye twitched with irritation. No demon could resist her orders... But apparently they could still be distracted. She pinched the bridge of her nose, muttering something unwholesome beneath her breath. Gah, it was so hard to find decent servants these days...
Unfortunately...
This distraction meant that the summoner was left wide open for an attack...
When the Renkon rushed forward, Lilith didn’t seem to react. Was he perhaps too fast for her? The energy blade slashed through the air and- “Shield of Shadows.” Right on command, a mass of shadows erupted from the depths of her robes. It moved like living tar, squirming and dripping. In a blink of an eye, it formed a round blob between her and the foe. The blade struck the mass with a dull sizzle, sinking deep, yet failing to cut through. Likewise, the second strike failed to have much effect. The shield proved simply too thick.
Once the foe flipped away, the protective shield fell apart and retreated back into the girl’s clothing. She seemed utterly unharmed. And disinterested. “A blade of raw energy? How quaint.” Her tone remained dry. Unamused. Still, she considered that thing... an annoyance. Thus she raised her wand and uttered a brief spell. “Feel thy energy unravel... Mystifying Pulse.” The air rippled. A pulse of magic passed over the area, targeting the warrior. If he succumbed to its effects, he would find his ki blade flickering like a dying candle flame. Concentrating it into an accurate attack would get much harder.
While the warrior was busy with the first spell, the wicked witch shot an icy glare towards her summon. “Snow Queen... Would you kindly focus?” Her tone was like ice water dripping down one’s spine. No wonder the summon immediately snapped to attention. “Y-yes, summoner!” The demon aimed her icy claws at both foes. Suddenly, an explosion of ice shards tore through the air. Getting hit would leave an unfortunate target bleeding.
Worse yet, the caster was not done. Waving her wand, she spoke another ominous incantation. “Cry and collapse as your cursed body betrays you... Demon Eye.” Forked bolts of foul magic shot from the wand. Reminiscent of crackling snakes, the violet energy lashed at the foes. If they got hit, they too would be left sparking with cursed ki. The curse carried crippling pain, slowly sapping away their ki and life alike.
Words: 508 | 2398 Natural PL at start: 17,909
DEFENSE PHASE. Renkon At-Will - Reactive: Champion's Gi Enchanted Robes | +10 DEF Attack 1: Lilith 115 vs Renkon 89 = Miss. Bonus Action 1 - Reactive: Guard Shield of Shadows | +10 DR | -10 ki Attack 2: Lilith 115 vs Renkon 125 = Hit! 11 dmg Total damage: 11 - 14 = 0
OFFENSE PHASE. Passive: Affected by Renkon's Intimidating Power. | -10 Acc and -1 dmg to attacks for 1 turn. No effect on Utility Techniques and items.
At-Will: Haste | Gain an additional Bonus Action Bonus Action 2: Pulse Grenade Mystifying Pulse | 60% chance to inflict Disruption to Renkon for 2 turns | Disruption decreases the Acc of energy techniques by -15. Also deals 3 dmg per turn (Demon Ring + Vampirism), ignoring all DR. RBgps6UP1d100 60 or below to succeed.
At-Will: Order sidekick -> Sidekick uses Frag Grenade Ice Shards. | 50% chance to inflict Wound to Renkon and Echo for 2 turns | Wound deals 6 dmg per turn (Demon Ring + Vampirism), ignoring all DR. 1d100 50 or below to succeed.
Standard Action 1 -> Bonus Action 3: Demon Eye | 80% chance to inflict Cripple and Cursed to Renkon for 4 turns. | Cripple halves HP and Ki regeneration. Cursed drains -3 ki per turn. Also deals 6 dmg per turn (Demon Ring + Vampirism x 2 status effects), ignoring all DR. | -3 ki 1d100 80 or below to succeed.
Standard Action 2 -> Bonus Action 4: Demon Eye | 80% chance to inflict Cripple and Cursed to Echo for 4 turns. | Cripple halves HP and Ki regeneration. Cursed drains -3 ki per turn. Also deals 6 dmg per turn (Demon Ring + Vampirism x 2 status effects), ignoring all DR. | -3 ki 1d100 80 or below to succeed.
Passive: Regain +3 ki
EFFECTS. Sorcery | AP left: 4 Countermeasures | Stacks left: 3 Sidekick - Snow Queen | Actions left: 3 Enhanced Suppresion | PL set to 8900, regain +3 ki every turn Edge 4 against suppressed Echo Intimidated | -10 Acc and -1 dmg to attacks. | 1 turn
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | You begin every thread with 4 Arcane Points (AP) and may spend them At-Will for the following effects: -Afflict: Gain one additional Bonus Action on this turn. May only be used to perform Utility Techniques. -Divinate: Gain +10 Defense on next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: Sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time. Bane | Remove any number of Status Effects(inflicted by you) from a target. On their next turn, the target receives 3 damage for each turn of a Non-Special Status Effect removed and 5 damage for each turn of a Special Status Effect removed. Ignores DR and Temporary HP. | At-Will | Unlimited uses, once per turn. Sadist | Special Techniques have an additional +20% chance to inflict Cripple and Immobilize, even if they didn't have those effects already. Vampirism | All Status Effects deal 2 additional damage to their target on each of their turns, even if they would not otherwise deal damage. This damage is applied per unique Status Effects. Whenever an opponent receives damage from Vampirism, regain 4 HP on the next turn. Haste | Gain an additional Bonus Action this turn. | Reactive At-Will | 2 uses left. Momentum | Gain 1 Momentum stack when your attack fails to hit. Spend stacks to increase natural Acc roll by 5 per stack. Can turn an attack into a Crit Hit or avoid a Crit Miss. | At-Will (Spend stacks) Focus | May spend 1 Standard Action per turn to gain 1 stack of Focus. May spend 1 stack per turn to reduce the cost of any non-Finisher technique to 0 Ki. | Standard Action (Gain stacks) / At-Will (Spend stacks) | Max 2 stacks held at a time.
EQUIPMENT. Champion’s Gi | At the beginning of a turn, choose one: +10 Def (Reactive), +15 Acc with Basic Attacks, or +15 Acc with one Special Attack | Passive Demon Ring | Status Effects also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. Damage bypasses DR. | Passive Professional Panacea | Remove 1 non-special status effect and gain immunity to it for 4 turns. | Bonus Action | 1 use per thread. Pulse Grenade | 60% chance to inflict Special Status “Disruption” for 2 turns. Disruption decreases the Acc of energy techniques by -15. | Bonus Action | 1 use left.
DEFENSE/UTILITY TECHS. Magic Materialization (Conjury) - Rank 3 Action: At-Will Effect: You create an item and equip it in the place of another item or in an empty slot. Cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). Limit: Twice per thread. Can materialize items up to Rare rarity.
Paparapapa (Conjury) Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. As an At-Will Action your sidekick can take one action listed below: --Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be a grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage. Limit: One sidekick per thread. 4 total actions per thread. Cost: -13 ki
Countermeasures - Rank 3 | Gain 3 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -8 ki | 1 use per thread.
Solar Flare - Rank 3 | 70% chance to inflict Blind. The effect lasts for +1 turn and deals 1d6 damage that bypasses all DR. | Bonus Action | -3 ki | 2 uses per thread.
Teleport - Rank 3 | Avoid all attacks and utility techniques in a turn, except critical hits. Can be used to flee from a thread. | Standard Action - Reactive | -18 ki | 1 use per thread.
Demon Eye - Rank 3 | 80% chance to inflict Cripple and Cursed. Crippled effect lasts for +2 turns and Cursed lasts as long as Crippled. Cursed target loses -3 ki at the start of every turn. | Bonus Action | -3 ki | 1 use left.
Morph - Rank 3 | Choose one: 90% chance that the opponent loses a Bonus Action, while you gain +5 to two stats. OR 80% chance that the opponent loses a Standard Action. | At-Will - Reactive | No cost. | 2 uses per thread.
Divination - Rank 3 | Gain +50 defense on next turn. | Bonus Action | No cost. | 1 use per thread.
Focus Energy (Enhanced) | Energy attacks gain +15 ACC and +15% Status Effect chance during this turn. | Bonus Action | -8 ki
Flight | Avoid a non-critical attack automatically or turn a critical hit into a normal hit. | Bonus Action - Reactive | -13 ki | 1 use per thread.
Suppression (Enhanced) | Reduce current PL to a value of choice. Regain +3 ki at the end of the turn, if below 50% Base PL. | At-Will / At-Will Reactive (Release) | No cost.
ATTACK TECHS. Hex Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Versatile - As an At-Will Action, you may change the Minor Effect on this technique. (Not Imbued or Projectile.) Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -13 ki
The Heir of the Clan Nevermore Type: Signature, Energy, Ranged, Area Action: Standard Action Base Damage: Deals 15 Damage to up to 3 Targets and has +20 Accuracy. Signature Effect: Inflicting: Technique may choose two minor effects that inflict statuses +10 Ki Cost. Major Effect: Versatile: As an At-Will Action, you may change the Minor Effects on this technique. (Not Imbued or Projectile.) Minor Effect: Blinding: This technique has a 30% chance to inflict Blind on hit. +Freezing: This technique has a 40% chance to inflict Freeze on hit. Cost: 33 Ki
HP: 70/70 | KI: 82/100 PL: 17,909 (base) -> 8900 (suppressed) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 105 DR: +4 | DMG MODIFIER: +2 | KI COST: -2 1d100·1d100·1d100·1d100
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Post by Echo on Sept 22, 2022 10:31:05 GMT -8
After using the defensive deflect ability he realized it was different from taking countermeasures, Echo failed at properly using it spending unnecessary ki as a result of using it far too early in their bout, and he made a deadpan stare into the forest to gather his thoughts on the issue. In the time lapse Renkon moved forward infusing his attack with a surge of ki in his attempt to gain some distance on Lilith.
The snow Queen remained unmoved by the turn of events, she smiled at the strawberry blonde haired teen, and offered a compliment. It had not been long since he was last in the Northern Lands, it is where he honed his own skills by fighting against the Namekian horde from the Northern Demon islands, it seemed that it was near impossible to reach the islands without being overwhelmed by King Piccolo’s offspring. Apart from that he had not met with other demons, more than likely they perished by the hands of the Northern Kingdoms, or in the ongoing conflict at the border.
“I offer my gratitude.” Echo said simply, it seemed the conclusion of the Snow Queen’s story resulted in Lilith giving her a second life under her command, he desired to know what this chance had to offer, but there was little time to react.
The shards of ice pierced through the samurai’s shoulder instantly, the wound itself iced over the surrounding exposed skin after ripping a gash on his green haori representing the Bossa Nova clan colors. As he met Lilith’s gaze after the affliction his body ached, the invisible curse made him feel a thousand times heavier than usual, and he strained himself to lift his katana.
With only two years of training with his sword, he also knew to infuse it with ki, and he immediately sliced into the air. The surge of energy blasted off from the metal blade like a glowing bright green crescent in his immediate surroundings. The treeline was sliced in half in a thirty meter radius, proving a lethal blow for his intended targets, the tops of the trees fell in unison sending up snowflakes from the icy ground. After taking a breath, a vapor cloud formed from his mouth in the chill air, it was apparent that he knew and understood the techniques he mastered with the exception of wasting away ki as if it was infinite.
[402] [3,108]
{ } DEFENSE PHASE. - Incoming Damage: Frag Grenade Ice Shards Hit! Wounded! Round 1/2 -3 Wound -2 Vampirism - 1 Demon Ring Demon Eye Hit! Crippled and Cursed! Round 1/4 -3 Ki -4 Vampirism -2 Demon Ring - Damage Total: -12 HP: 80-12= 68 Temporary HP: 35 -- OFFENSE PHASE.Power Level: 55,410At-Will: Suppression Power Level 0, 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 Lilith and Renkon Accuracy: yM3p7Xu81d100+7560 AC + 15 Focus Energy [Crit on 85 and above] Damage: 2d6+13+2 Energy Blast +3 Katchin Sword +8 Damage Modifier Giant Form Additional Damage: 1d4Giant Form Wound: 1d10050% or below Standard Action 2: Ki Blade -1 Ki -5 Ki Giant form AOE Lilith and Renkon Accuracy: 1d100+7560 AC + 15 Focus Energy [Crit on 85 and above] Damage: 2d6+13+2 Energy Blast +3 Katchin Sword +8 Damage Modifier Giant Form Additional Damage: 1d4Giant Form Wound: 1d10050% or below NEGATIVE EFFECTS.Wounded Round 1/2 Cripple & Curse Round 1/4 EFFECTS:Countermeasures 2/2 Total Ki Spent: -22 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 3 You 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.COUNTERMEASURES Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.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:
| Ki:
| PL:
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| 68 | 52 | 0
| x | % | AC: 60|45 | DEF: 100 | DM: +8 | DR: -6 | KCR: -3 |
1d100+75·2d6+13·1d4·1d100·1d100+75·2d6+13·1d4·1d100
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Post by Renkon on Sept 26, 2022 15:20:26 GMT -8
Renkon had wanted to make this quick, but it seemed the witch had other ideas, using things that she could command instead of her own might to fight against him. He impacted the barrier she placed, and he barely missed harming. When she spoke her words, and the ice creature threw it's ice at him, he stood strong as he could, taking the impacts of them and then standing up, looking at the wounds and feeling how his energy was shifted when it came to it's natural flow. "I see... That is rather interesting..." He said, rolling his hand over the markings and wounds for a moment. He was looking across his arms and the wounds as if trying to understand something with it. "Ahh... Like a leech. I see..." He said, figuring the energy that was being stolen from him had to go some place. He rolled his shoulders and popped his neck. When the curse over his blade settled, he could see it flicker for a moment, but he clenched his hand, working to adjust his grip to keep it from going out until he found one that was more clear. It was a simple thing for it, but he needed to do it. Now was when he saw the blade covered in energy coming down. The shattering of power and he couldn't help but clench up, crossing his arms to guard himself. He soaked the first strike well enough, but the second one broke his guard and he was knocked off balance for a moment. He slid to a stop several feet from where he had started and was more than ready to continue. He took a deep breath, feeling his energy despite it being blocked up and working to adjust his overall control over it. He leaned forward for a moment before again rushing towards Lilith. His angle of attack was different this time, seeking to slash from overhead, and then down her back. It was crude, sure, but he didn't much care for how she was defeated, simply that she was defeated. He could take damage, his body had shown that many times over the years. No, he was going to make sure to leave a mark if nothing else. 375/3212 ---------------------------------- Battle Tracker {Turn}START OF TURN
Power Up turns: 1/2
Hit by Ice Shards, Demon Eye, Mystifying Pulse
Mystifying Pulse - Disruption 1/2
Ice Shards - Wound 1/2
Demon Eye - Curse and Cripple 1/4
-12 Total HP from effects
145 - 12 = 133
No Regeneration of Ki due to curse and cripple
DEFENSE PHASE
Guard, -10 ki, +10 DR
118 ---> 108/120
DR: 8 ---> 18
Ki Blade 1 vs Renkon
Renkon has Edge 4 vs Echo +5 DR
20 damage - 23 DR = 0
Ki Blade 2 vs Renkon
23 damage - 3 DR = 20 damage
133 ---> 113/145 hp
ATTACK PHASE:
Renkon now has Edge 1 vs Suppressed Lilith
Standard Actions:
Ki Blade vs Lilith
-1 Ki
2vvpXMPs1d100+60
2d6+8
Ki Blade vs Lilith
-1 Ki
1d100+60
2d6+8
108 ---> 106/120
Stats, Skills, Thingies {Stats} Fighting: 50 Energy Control: 25 Reflexes:35 Resilience: 40 Power Level: 7,907 (natural) / 11,861 (base) —> 14,826 (power up base) Accuracy: 1d100 +50 (Fighting) +10 (Level 2 Power House) / 1d100 +25 (Energy Control) +10 (Level 2 Power House) Defense: 50 +35 (Reflexes) - 15 (Level 2 Power House) = 70 HP: 50 +40 (Resilience) +25 (Level 2 Power House) +30 (armor) = 145 KI: 100 +20 (Powerful Ki) = 120 DR: +3 (Level 2 Power House) +3 (armor) +2 (40 Resilience) = 8 DM: +2 (50 Fighting) + 2 (Level 2 Powerhouse) = 4 Ki Cost Reduction: -1 (25 Energy Control) Buckler: 4 DR, 20HP (Reaction/Bonus) Knife: Performing a Strike on this turn reduces the target of that Strike’s DR by 2 when responding to all attacks made by you this turn. 3/thread (At will/Action) Personal Shield: +10 HP. 2/thread (Reactive/At will) Flashbang: 50% Blind. 2/thread Stim Pack: +40 ki, 1/thread Class: Power House Racial Trait: Zenkai Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains. Traits: N/A Class Features: Power of Legends - Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural. Powerful Ki - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns. Tidebreaker - Your natural DR may not be bypassed or ignored by attacks unless the opponent targeting you possesses at least Edge 2 vs you. Utility techniques and other Class Features are not considered "attacks" for the purposes of this ability. Overflowing Ki - You regain an additional +3 Ki at the beginning of each of your turns, stacking with Powerful Ki. (+6 ki per turn total) Class Traits: Intimidating Power Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Basic:
{Spoiler}FOCUS ENERGY
You infuse extra ki into an attack, boosting its potency right before you release it.
Type: Utility
Action: Bonus Action
Effect: Increase your Accuracy with Energy Attacks on this turn by +15.
Cost: 10 ki
Limit: None
Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
DRAGON DASH
Your aura burns around you as you rush forth to launch a violent assault.
Type: Utility
Action: Bonus Action
Effect: Increase your Damage with Melee Attacks used on this turn by +3.
Cost: 7 ki
Limit: None
Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
ENERGY BLAST
You fire a crackling bolt of ki that explodes when it makes impact.
Type: Ranged Energy Attack
Action: Standard Action
Damage: 2d6+2
Effects: None
Cost: 2 ki
Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
GRAPPLE
You grab your opponent and put them in a crushing hold.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d6
Effects: This technique has a 40% chance to inflict Immobilize on its target.
Cost: 3 ki
Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
GUARD
You hunker down against incoming attacks to survive them.
Type: Defensive
Action. Bonus Action - Reactive
Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.)
Cost: 10 ki
Limit: Once per turn.
Enhanced: Guard now only costs 7 ki.
POWER UP
Your aura bursts around you as your power increases and you draw out your ki.
Type: Utility
Action: Bonus Action
Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns.
Duration: 2 turns
Cost: None
Limit: Once per turn. Max of 100 ki restored.
Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
RAPID MOVEMENT
You use your ki to enhance your speed and allow yourself to escape attacks easier.
Type: Defensive
Action: Bonus Action - Reactive
Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type.
Cost: 15 ki
Limit: Once per turn.
Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
SENSE
You reach out with a sixth sense and can feel the energy of others around you.
Type: Utility
Action: Bonus Action - Reactive
Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn.
Cost: None
Limit: Once per turn.
Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
STRIKE
You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d8
Effects: None
Cost: None
Enhanced: Upgrades to 1d12 damage.
SUPPRESSION
You compress your ki down inside of you and lower your power level.
Type: Utility
Action: At-Will / Reactive At-Will to Release
Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn.
Cost: None
Limit: None
Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
FLIGHT
Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha.
Type: Defensive
Action: Bonus Action - Reaction
Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit.
Out of Battle: This technique may lower travel time/word/EP requirements by 25%.
Cost: 15 Ki
Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%.
Learn: Automatic when you hit Class Level 2. Automatic at Class Level 1 for Prodigy and Martial Artists.
Special:
{Spoiler}GIANT FORM
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.
KI BLADE
Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight.
Type: Utility
Action: --
Prerequisite: Requires a Fighting skill of 20.
Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill.
Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast)
Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
LIGHTNING AURA
A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you
Type: Utility
Action: Bonus Action
Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR.
Duration: 3 turns.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HP: 113/145 | THP: 0 | KI: 106/120 | PL: 7,907/11,861 —> 14,826 (power up)
FIGHTING ACCURACY: +60 | ENERGY ACCURACY: +35 | DEF: 70
DR: 8 | DAM: +4 | Ki cost: -1 1d100+60·2d6+8·1d100+60·2d6+8
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Post by Lilith Nevermore on Sept 29, 2022 1:59:34 GMT -8
Lilith’s visible eye twitched at the unflattering comparison. From annoyed to irritated in three words, goodness this vagrant had talent. “Not a leech, you insolent whelp...” She grumbled bitterly. Her lips parted wider, revealing a set of unusually sharp teeth. “Like a vampire.” Inhaling deeply, she drew in the energy leaking out of the foes. Sharp senses could notice pale blue wisps swirling towards her. They vanished down her mouth like strips of ethereal cotton candy. She let out a small sigh. This energy was... hmph... satisfactory. She might need it soon.
Much sooner than she surmised...
When the prince brandished his blade, the witch flicked her wand upwards. “Shield of Shadows.” Again the darkness burst from her dress, clashing against the flying slash. Or trying rather. She realized her miscalculation immediately. In a blink, the crescent carved through her defenses. A splatter of red painted the ground. “Gah...!” Struggling to stay on the broom, she recoiled from the impact. She gingerly brought her hand to the fresh wound under her ribs. Pale skin shone through the ripped robe, stained by seeping crimson.
Worse yet, the other warrior immediately took advantage of the opening. The caster couldn’t match that kind of agility... But she didn’t have to either. She flicked her hand upwards and the scattered shadows sprung back to life. The overhead strike drew sparks, like metal against stone. It managed to carve through, but was left just a touch shallow. The tip passed her by mere inches. When the second strike came, the shadows recovered and diverted the hit completely. “Hmph, do not get cocky. As fast as you are, you lack the overwhelming strength his highness has.” Her frigid voice rang through the barrier.
Meanwhile, the summon moved again. The crescent slash had torn her body in two, but she didn’t seem bothered. She merely collapsed into a pile of snow and soon reemerged unscathed. Smiling like a killer, she let loose another blast of sharp ice shards. Getting hit would prolong the profuse bleeding.
Lilith lowered her shield. She lifted her blood-stained hand before her eyes, observing it quietly, before focusing her attention onto the prince. “It seems I underestimated you, your highness...” The weeping wound shimmered with the same pale blue glow from before. “Rest assured, it will not happen again.” In a matter of seconds, the grim injury vanished without a trace, blood and all. Not even a scar remained on her pale skin. Just like her summon, she enjoyed giving off an illusion of invincibility. But as with all magic, there were limits...
The witch lifted her wand and hand, as if preparing to conduct an imaginary orchestra. With a sharp breath, she gathered her focus. “Drown in the black sea, sink and suffocate... True Dark.” On command, the foes would find their own shadows turning against them. Taking the shape of a monstrous maw, the inky blackness suddenly snapped upwards, attempting to swallow the morsels whole. There was crushing force behind the bite. More importantly, the shadows had the consistency of tar. Anything trapped within would get blinded by the sticky muck.
Words: 520 | 2918 Natural PL at start: 17,909
DEFENSE PHASE. At-Will - Reactive: Champion's Gi Enchanted Robes | +10 DEF Bonus Action 1 - Reactive: Guard Shield of Shadows | +10 DR | -10 ki
vs. Echo Attack 1: Lilith 115 vs Echo 157 = Hit! 20 dmg Attack 2: Lilith 115 vs Echo 102 = Miss Damage: 20 - 19 (extra DR from Edge 4) = 1
vs. Renkon Attack 1: Lilith 115 vs Renkon 138 - 15 (Disruption) = Hit! 14 dmg Attack 2: Lilith 115 vs Renkon 104 - 15 (Disruption) = Miss Damage: 14 - 14 = 0
OFFENSE PHASE. Passive: Vampirism dealt damage to Renkon | Lilith Recovers +4 HP Vampirism dealt damage to Echo | Lilith Recovers +4 HP
At-Will: Order sidekick -> Sidekick uses Frag Grenade Ice Shards. | 50% chance to inflict Wound to Renkon and Echo for 2 turns | Wound deals 6 dmg per turn (Demon Ring + Vampirism), ignoring all DR. 3xJDmfyM1d100 50 or below to succeed.
Standard Action 1: Focus | Gain 1 stack of Focus
At-Will: Sorcery - Afflict | Gain an additional Bonus Action, which can only be used for Utility Techniques. | -1 AP Bonus Action 2: Solar Flare True Dark | 70% chance to inflict Blind and deal 1d6 damage (ignores DR) to Renkon for 2 turns. | Blind decreases Acc and DEF by -25. Also deals 3 dmg per turn (Demon Ring + Vampirism), ignoring all DR. | -3 ki 1d100 70 or below to succeed. 1d6
Standard Action 2 -> Bonus Action 3: Solar Flare True Dark | 70% chance to inflict Blind and deal 1d6 damage (ignores DR) to Echo for 2 turns. | Blind decreases Acc and DEF by -25. Also deals 3 dmg per turn (Demon Ring + Vampirism), ignoring all DR. | -3 ki 1d100 70 or below to succeed. 1d6
Passive: Regain +3 ki
EFFECTS. Sorcery | AP left: 3 Countermeasures | Stacks left: 3 Sidekick - Snow Queen | Actions left: 2 Enhanced Suppresion | PL set to 8900, regain +3 ki every turn Edge 4 against suppressed Echo Focus | 1 stack
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | You begin every thread with 4 Arcane Points (AP) and may spend them At-Will for the following effects: -Afflict: Gain one additional Bonus Action on this turn. May only be used to perform Utility Techniques. -Divinate: Gain +10 Defense on next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: Sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time. Bane | Remove any number of Status Effects(inflicted by you) from a target. On their next turn, the target receives 3 damage for each turn of a Non-Special Status Effect removed and 5 damage for each turn of a Special Status Effect removed. Ignores DR and Temporary HP. | At-Will | Unlimited uses, once per turn. Sadist | Special Techniques have an additional +20% chance to inflict Cripple and Immobilize, even if they didn't have those effects already. Vampirism | All Status Effects deal 2 additional damage to their target on each of their turns, even if they would not otherwise deal damage. This damage is applied per unique Status Effects. Whenever an opponent receives damage from Vampirism, regain 4 HP on the next turn. Haste | Gain an additional Bonus Action this turn. | Reactive At-Will | 2 uses left. Momentum | Gain 1 Momentum stack when your attack fails to hit. Spend stacks to increase natural Acc roll by 5 per stack. Can turn an attack into a Crit Hit or avoid a Crit Miss. | At-Will (Spend stacks) Focus | May spend 1 Standard Action per turn to gain 1 stack of Focus. May spend 1 stack per turn to reduce the cost of any non-Finisher technique to 0 Ki. | Standard Action (Gain stacks) / At-Will (Spend stacks) | Max 2 stacks held at a time.
EQUIPMENT. Champion’s Gi | At the beginning of a turn, choose one: +10 Def (Reactive), +15 Acc with Basic Attacks, or +15 Acc with one Special Attack | Passive Demon Ring | Status Effects also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. Damage bypasses DR. | Passive Professional Panacea | Remove 1 non-special status effect and gain immunity to it for 4 turns. | Bonus Action | 1 use per thread. Pulse Grenade | 60% chance to inflict Special Status “Disruption” for 2 turns. Disruption decreases the Acc of energy techniques by -15. | Bonus Action | 1 use left.
DEFENSE/UTILITY TECHS. Magic Materialization (Conjury) - Rank 3 Action: At-Will Effect: You create an item and equip it in the place of another item or in an empty slot. Cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). Limit: Twice per thread. Can materialize items up to Rare rarity.
Paparapapa (Conjury) Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. As an At-Will Action your sidekick can take one action listed below: --Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be a grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage. Limit: One sidekick per thread. 4 total actions per thread. Cost: -13 ki
Countermeasures - Rank 3 | Gain 3 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -8 ki | 1 use per thread.
Solar Flare - Rank 3 | 70% chance to inflict Blind. The effect lasts for +1 turn and deals 1d6 damage that bypasses all DR. | Bonus Action | -3 ki | 2 uses per thread.
Teleport - Rank 3 | Avoid all attacks and utility techniques in a turn, except critical hits. Can be used to flee from a thread. | Standard Action - Reactive | -18 ki | 1 use per thread.
Demon Eye - Rank 3 | 80% chance to inflict Cripple and Cursed. Crippled effect lasts for +2 turns and Cursed lasts as long as Crippled. Cursed target loses -3 ki at the start of every turn. | Bonus Action | -3 ki | 1 use left.
Morph - Rank 3 | Choose one: 90% chance that the opponent loses a Bonus Action, while you gain +5 to two stats. OR 80% chance that the opponent loses a Standard Action. | At-Will - Reactive | No cost. | 2 uses per thread.
Divination - Rank 3 | Gain +50 defense on next turn. | Bonus Action | No cost. | 1 use per thread.
Focus Energy (Enhanced) | Energy attacks gain +15 ACC and +15% Status Effect chance during this turn. | Bonus Action | -8 ki
Flight | Avoid a non-critical attack automatically or turn a critical hit into a normal hit. | Bonus Action - Reactive | -13 ki | 1 use per thread.
Suppression (Enhanced) | Reduce current PL to a value of choice. Regain +3 ki at the end of the turn, if below 50% Base PL. | At-Will / At-Will Reactive (Release) | No cost.
ATTACK TECHS. Hex Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Versatile - As an At-Will Action, you may change the Minor Effect on this technique. (Not Imbued or Projectile.) Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -13 ki
The Heir of the Clan Nevermore Type: Signature, Energy, Ranged, Area Action: Standard Action Base Damage: Deals 15 Damage to up to 3 Targets and has +20 Accuracy. Signature Effect: Inflicting: Technique may choose two minor effects that inflict statuses +10 Ki Cost. Major Effect: Versatile: As an At-Will Action, you may change the Minor Effects on this technique. (Not Imbued or Projectile.) Minor Effect: Blinding: This technique has a 30% chance to inflict Blind on hit. +Freezing: This technique has a 40% chance to inflict Freeze on hit. Cost: 33 Ki
HP: 70/70 | KI: 69/100 PL: 17,909 (base) -> 8900 (suppressed) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 105 DR: +4 | DMG MODIFIER: +2 | KI COST: -2 1d100·1d100·1d6·1d100·1d6
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Post by Echo on Oct 10, 2022 0:11:17 GMT -8
From a distance Echo watched Renkon take the brunt of his ki blade with minimal damage on the first swing but the second one left a mark; it was not enough for the saiyan to switch targets and pressed on towards the teenage witch. The effects of the witch’s spells he was under had been draining his ki, as well as burdening his child form as opposed to his teenage visage utilized by the giant form technique he mastered. It was apparent he was not the type to survive a long battle with his present limitations. It was different for Lilith who used a spell to avoid damage from her opponents, yet Echo was able to leave a cut on her black robes which exposed a part of her pale skin over her ribs. “I still have much to learn, Lady Nevermore.”A couple of ice shards from the Snow Queen pierced through his thigh this time, he remained in place as he held onto his blade which was ignited on fire, severing the ice from his wound and illuminating through the inky darkness Lilith had summoned. Echo’s violet eyes winced as the ice shards on his shoulder froze down to his chest before it dispersed into snowflakes in the wind. Echo flicked his wrist, similar to the ki blade this fiery imbued stroke was immense, searing across the icy ground and melting the ice to vapors that diminished into thin air, it was evident it was much more powerful than his initial attack. In the distance the severed tree line caught fire in the thirty meter radius, ashes and embers from the burning tree trunks were carried into the damaged battlefield. Yet this was only a simple exercise of power, Echo had no intention of winning, but he was not going to go down without revealing his arsenal of swordsmanship he learned in the past two years. [318] [3,426]
{ } DEFENSE PHASE. - Incoming Damage: Lilith Frag Grenade Ice Shards Hit! Wounded! Round 1/2 -3 Wound -2 Vampirism - 1 Demon Ring Solar Flare True Dark Hit! Blinded! Round 1/2 -6 Damage -2 Vampirism -1 Demon Ring - Damage Total: -12 HP: 68-12= 56 +2 Bio Suit = 58 -12 Second Round of Status Effects from previous turn= 46 Temporary HP: 35 -- OFFENSE PHASE.Power Level: 55,410At-Will: Suppression Power Level 0, Momentary Ascension Removes Second Stack of Wound and Blind Passive: Auxiliary Core, Obi, Bio-suit, Quick Draw Bonus Action: - Standard Action 1: Heart Stroke -0 Ki Destroyer -5 Ki AOE Giant Form @ Lilith and Renkon Accuracy: bNcHuQQX1d100+80+60 Accuracy +10 Destroyer +10 Seat of Power 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. Damage: 5d8+18Base +10 Damage Modifier +8 Searing: 1d10040 or below Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Standard Action 2: - NEGATIVE EFFECTS.2nd Stack Wounded Round 1/2 Removed with Momentary Ascension Blinded Round 1/2 Removed with Momentary Ascension Wounded Round 2/2 -3 Ki -4 Vampirism -2 Demon Ring Cripple & Curse Round 2/4 -3 Ki -4 Vampirism -2 Demon Ring EFFECTS:Countermeasures 2/2 Total Ki Spent: -5 AOE Giant Form -6 Cursed= -11 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 Ascension Activation: 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, ProtectorRendActivation: 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 3 You 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.COUNTERMEASURES Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.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:
| Ki:
| PL:
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| 46 | 52 | 0
| x | % | AC: 60|45 | DEF: 100 | DM: +8 | DR: -6 | KCR: -3 |
1d100+80·5d8+18·1d100
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