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Post by Lilith Nevermore on Oct 3, 2019 2:24:47 GMT -8
Sunshine and tropical winds embraced the regions of Southern Islands. The sapphire sea pushed its endless waves against the far-stretching beaches. It was the perfect day to simply wander around. One particularly big village was seeing a surge in visitors today. Tanned people dressed lightly for the weather were busy working, playing or just napping. In a world full of monsters and demons, one might mistake this place for a peaceful paradise.
However, the peace was soon shattered by a shrill screech. It was accompanied by a chorus of panicked shouts. People scampered away from the streets, hiding in the nearest buildings. The main path across the village was littered with glimmering ice statues. Very lifelike statues... In this kind of weather... Each one looked like a person frozen in a moment of pure panic, screaming at or running away from an assailant. A closer look revealed what one might already fear. They didn’t only look like people.
And the culprit wasn’t very far...
A short and frail girl stood on the sidewalk, having cornered a quivering civilian against the wall. Dressed in dark robes and donning a wide-brimmed hat, she seemed like something that had popped out of an old storybook. Long, mauve hair framed delicate and deathly pale features. While she may have seemed a little too young to be called wicked, a witch she was no doubt. Under left arm, she clutched a thick, black tome decorated with arcane symbols. In her right hand she held a mystical wand, pointing its sharp prongs at the throat of a quivering civilian. Glimmering wisps of icy magic circled the wand, leaving tiny snowflakes in the air.
Lilith’s tone was as cold as her magic. “Listen carefully, peasant, for I will only ask once. How do I get to the island of the turtle hermit?” When the trembling, young soul admitted -insisted- that he didn’t know, the girl’s glare narrowed. “Then you are useless to me.” Her voice chimed like a silver bell, clear and refined, free of hesitation. “Frost Hex.” A flash of frost magic turned the teen into a statue among many.
[359/359]
BATTLE TRACKERRolling for turn order: AeEkuTzs1d100 DEFENSE PHASE. Opponent Attack 1: Lilith 65 vs Opponent (Acc) = Result Attack 2: Lilith 65 vs Opponent (Acc) = Result Total damage: - 1 =
OFFENSE PHASE.
At-Will: - Bonus Action: -
Standard Action 1: -
Standard Action 2: -
EFFECTS. Sorcery | AP left: 5
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | You begin every thread with 5 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 +20 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.
EQUIPMENT. 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.
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 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: -15 ki
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: -15 ki
HP: 50/50 | KI: 100/100 PL: 58 (base) FIGHTING ACCURACY: 5 | ENERGY ACCURACY: 20 | DEF: 65 DR: +1 | DMG MODIFIER: +1 1d100
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Post by Warr on Oct 3, 2019 13:10:12 GMT -8
Cayle had been to this village for a series of errands for his friend Carlos Alfonso De La Reyes, the man which much of the Southern Islands knew as ‘The Taco King’ because of his restaurant and food truck chain of the same name. The dark brown haired Saiyan was striding through the town after he had finished, thinking about picking up some lunch for himself, when he heard screeches, shouts, panic in the air. Was this town being attacked by Tuffles or some other villains? The Saiyan former farm boy quickly walked towards the scene and as he did he focused his senses, pushing out his spiritual energy and breathing steadily as he tried to -feel- the power levels of those around him. Soon he found one which was abnormal for an Earthling, and he began to walk towards it. The Orders for Avocados, Mangos, Guava and Pineapples from this orchard of an island with its beautiful beaches? They’d never be filled if these people were statues, and the Saiyan farm boy didn’t need any schooling to know that. No, the Tuffle (forcibly) educated Saiyan instead realized that there was a cause and effect to this all. The people would not be able to do a thing unless he stepped in and stopped whatever it was that was freezing them. As he finally arrived at the scene of the power level, it was just in time to see this strangely dressed Earthling girl hex someone and the Saiyan peasant let out a growl. This was the cause! So by cause and effect, if he stopped her, beat her, or knocked her unconscious- one way or another convincing her to undo the hex, then those here would be unfrozen. That’s how it worked, did it not? The icy blue eyes of the Saiyan locked on her, and he grabbed his pointer finger in her direction. “Unfreeze these people right here, right now! Whatever it is you want, it isn’t right to do such things to people, go it?”Most Earthlings he had run into were extremely kind, friendly, helpful. Even the ones who tried to con him thinking him a country bumpkin because of the way he sometimes talked. So it was a bit of a shock to see that yes, they too had evil folk among them, or at least malicious folk who were too big for their proverbial breeches. He closed the distance between them, stopping some five feet away as he waited for her to do as he had said, assuming that she would, because of course she would! [432] Skills and Statistics Fighting: 40 Energy Control: 30 Reflexes: 40 Resilience: 40
Fighting Accuracy: 1d100+50(Fighting+Class) Energy Control Accuracy: 1d100+30 (Energy Control+class) Defense: 55 HP: 115/115 HP WITH ARMOR AND ITEMS:135/135 KI: 100
Fighting Damage Modifier: +1 Energy Control Damage Modifier: +1 DR: 8 DR WITH ARMOR AND ITEMS: 10
Effort Points: 850 EP Zeni: 0000 Zeni Mastery Points: 0/43
Masteries: Potential Mastery- Each Level of Potential Mastery Increases all of your skills by +5. Afer purchasing all 5 levels of potential mastery, your skills should be increased by +25. When respeccing your character, MP spent on Potential Mastery is never refunded. Rank 5.(-30MP)
Focus Mastery- Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25. Rank 4. (10 MP) Rank 1, and 2 to fighting. Rank 3 and 4 to Reflexes.
Class Mastery- Every level of Class Mastery increases your Class Level by 1; at level 1 and 2, you gain access to 1 Class Trait chosen when you purchase respective ranks of Class Mastery (found on the Traits page). Class Trait choices are restricted to your chosen class. Additionally, each level of Class Mastery grants you one additional Class Feature based on your class, as seen in the Classes page. Level 1: Last Stand, Flurry of Blows
Ability Mastery- Every level of Ability Mastery grants you a single General or Skill Trait of your choice. You do not have to spend any additional MP to gain these Traits, as they are simply chosen and added to your sheet at the time you purchase a level of Ability Mastery. You may not use Ability Mastery to learn Class Traits or Racial Traits. Level 1: -5MP: Used to get trait, Regeneration.
Traits: Zenkai (Racial Trait) Requirements: Saiyan Effect: You gain an additional 1 PL per 10 words in Life and Death Battles. In addition, when in a life or death battle and below 50% HP, increase your Fighting by 5.
Flurry of Blows Activation: 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: -- Classes: Martial Artist, Protector, Techie
Regeneration Requirements: Resilience Skill of 40 Activation: None/Automatic Effect: When you use the 'Power Up' technique, you do not gain Ki, instead gaining the same amount back in Health Points. Limit:
Class: Protector Class Features: Tank- You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Bristling Defenses- Whenever a combatant deals damage to you with an attack, the receive damage equal to your class damage modifier; this bypasses Temporary HP and DR.
Last Stand- If an attack would reduce you to 0HP (or lower), you are instead reduced to 1HP and 20Ki (even if you had less than 20Ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread. -Advanced Battle Armor (+20 HP, +2 DR) -Bio Suit (+3 HP Regen) -AI Assistant (+Might, Haste, Indomitable) -Professional Panacea Turn Order Roll: l1Sl8Cfi1d100Lilith NevermoreEdit: I forgot to include my equipment and while having regeneration, it wasn't on my sheet, so needed to add it. 1d100
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Post by Lilith Nevermore on Oct 3, 2019 20:40:29 GMT -8
Lilith’s hopes for a day of peaceful information gathering were dashed when a sudden shout grated against her patience. Her crimson gaze calmly shifted towards the commotion, finding a young man... pointing at her. Hmph, how rude. The shouting was met with a disinterested sigh. Ah, so he was one of those hero types. Lovely...
Instead of following the demand, however, the witch uttered a different kind of incantation. “Awaken, o’ Tome of Nevermore, and share thy wisdom...” The book in her grasp rose to float in the air. Its pages fluttered open, turning rapidly until an empty page presented itself. Inky lines appeared as if from an invisible quill. Among the words they formed, one in particular caught the girl’s attention. “A Saiyan...?” Her red eyes -at least the visible one- narrowed into a hateful glare. “How disgusting.” Her words chimed with cold contempt. Like the young hero’s simple presence offended her somehow.
Well... Maybe it did...
Completely disregarding the difference in height and power, Lilith looked down on the stranger. ...Tried to at least. Kind of difficult when she was so much shorter. “Hmph, a mere monkey dares to lecture me? Lady Nevermore? Who do you think you are?” Rhetorical questions. She pointed her wand at him, as if that was somehow better than just pointing a finger. “You disgust me. Begone.” The haughty demand left an awkward silence in its wake. Yes, she was honestly expecting him to obey. And would be rather miffed if... when it failed.
In the inevitable event that the stranger refused to simply leave, the haughty lady suddenly spoke another spell. “From Hell’s heart I summon thee...” A spark of magic crawled around, burning an infernal symbol onto the street. “Come forth, Herald of Death, Banshee.” In a flash of flames, a grim figure appeared between the witch and the hero. A bodyguard from the beyond. Dressed in rags, the creature resembled a young woman with stringy hair and famished features. Maybe she had been beautiful once, but it was hard to tell. She covered her face and sobbed solemnly.
Arcane energies started swirling around the witch. Five glowing, arcane symbols appeared on her robes, two in each arm and one in the center of the chest. She calmly gathered her focus. If this mouthy hayseed refused to understand words, then she would have to rephrase her command...
[400/759]
BATTLE TRACKEROFFENSE PHASE.At-Will: Magic Materialization Tome of Nevermore | Create and equip AI assistant. | -16 ki Gain traits: Encapsulate, Focus and Favored Enemy: Saiyan Bonus Action: Paparapapa Infernal Summoning: Banshee | Summon Sidekick | -15 ki Standard Action 1: Gain 1 Focus stack Standard Action 2: Power Up | +25 ki, +25% PL DEFENSE PHASE. Opponent Attack 1: Lilith 65 vs Opponent (Acc) = Result Attack 2: Lilith 65 vs Opponent (Acc) = Result Total damage: - 1 =
EFFECTS. Sorcery | AP left: 5 Focus | stacks: 1/2 Powered Up | turn 1/2 Power Up ki restored 25/100 Sidekick actions | 4 left
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | Begin every thread with 5 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 +20 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. Encapsulate | Gain +20 Temp HP | Reactive At-will | 1 use Focus | Can spend 1 Standard Action per turn to gain 1 stack of “Focus”. Can spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki. Favored Enemy: Saiyan | Attacks against Saiyans deal 1 additional damage dice of the same kind.
EQUIPMENT. 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. AI Assistant (Magic Materialization) | Gain 3 traits.
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. | 1 use left.
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 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: -15 ki
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: -15 ki
HP: 50/50 | KI: 94/100 PL: 58 (base) 72 (powered up) FIGHTING ACCURACY: 5 | ENERGY ACCURACY: 20 | DEF: 65 DR: +1 | DMG MODIFIER: +1
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Post by Cayle Pota on Oct 3, 2019 21:57:46 GMT -8
Cayle was normally not the type of person who would hit someone smaller than him if he had the choice, but this woman not only had hurt the people of this village, she was now refusing to undo it or even be sorry for what she did. The entire idea was alien to him, why would someone just indulge in wanton violence? For he really was a Saiyan Peasant after all, he had never seen the debauched indulgence in violence was not something he had actually seen the elites do for no reason- as he had normally only seen them when they were shaking down his village for taxes, and his village always paid their taxes. The six foot and two inches tall Saiyan was assuredly taller than the girl, but he was not staring down at her either. His eyes were at about the height of her hat as she spoked, and he grinned almost as if apologetically when he noticed that her roughshod remarks had been said while his eyes were on her odd hat. He dropped to a crouch for a moment to match his vision with her’s and he shook his head. “You will do what I said, believe me. Because you might be Lady Nevermore, whatever that is- but I am Cayle Pota, son of Pota Potaset, son of Potaset Potaset. Long in a line of people who have done what is right.”[/b] he didn’t bother to mention that he was actually a Saiyan farmer, or the rest she said, he simply smirked. When she did what followed, he simply smirked. Magic? There were magicians on Earth? Interesting. It wasn’t something he had a lot of experience with but then again he didn’t need to understand the metaphysical when his instincts clearly understood the physical. As she spoke up he pushed spiritual energy through his body, forcing himself into a breathing pose to push it further, and soon beginning to push energy through him as first his body simply began to power up, and second his natural aura began to push around him, crackling with lightning. “I‘ve got tricks of my own too, miss. So please just comply and unfreeze the people here.”[368] [800] Skills and Statistics Fighting: 40 Energy Control: 30 Reflexes: 40 Resilience: 40
Fighting Accuracy: 1d100+50(Fighting+Class) Energy Control Accuracy: 1d100+30 (Energy Control+class) Defense: 55 HP: 115/115 HP WITH ARMOR AND ITEMS:135/135 KI: 85/100
Fighting Damage Modifier: +1 Energy Control Damage Modifier: +1 DR: 8 DR WITH ARMOR AND ITEMS: 10
Effort Points: 850 EP Zeni: 0000 Zeni Mastery Points: 0/43
Masteries: Potential Mastery- Each Level of Potential Mastery Increases all of your skills by +5. Afer purchasing all 5 levels of potential mastery, your skills should be increased by +25. When respeccing your character, MP spent on Potential Mastery is never refunded. Rank 5.(-30MP)
Focus Mastery- Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25. Rank 4. (10 MP) Rank 1, and 2 to fighting. Rank 3 and 4 to Reflexes.
Class Mastery- Every level of Class Mastery increases your Class Level by 1; at level 1 and 2, you gain access to 1 Class Trait chosen when you purchase respective ranks of Class Mastery (found on the Traits page). Class Trait choices are restricted to your chosen class. Additionally, each level of Class Mastery grants you one additional Class Feature based on your class, as seen in the Classes page. Level 1: Last Stand, Flurry of Blows
Ability Mastery- Every level of Ability Mastery grants you a single General or Skill Trait of your choice. You do not have to spend any additional MP to gain these Traits, as they are simply chosen and added to your sheet at the time you purchase a level of Ability Mastery. You may not use Ability Mastery to learn Class Traits or Racial Traits. Level 1: -5MP: Used to get trait, Regeneration.
Traits: Zenkai (Racial Trait) Requirements: Saiyan Effect: You gain an additional 1 PL per 10 words in Life and Death Battles. In addition, when in a life or death battle and below 50% HP, increase your Fighting by 5.
Flurry of Blows Activation: 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: -- Classes: Martial Artist, Protector, Techie
Regeneration Requirements: Resilience Skill of 40 Activation: None/Automatic Effect: When you use the 'Power Up' technique, you do not gain Ki, instead gaining the same amount back in Health Points. Limit:
Class: Protector Class Features: Tank- You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Bristling Defenses- Whenever a combatant deals damage to you with an attack, the receive damage equal to your class damage modifier; this bypasses Temporary HP and DR.
Last Stand- If an attack would reduce you to 0HP (or lower), you are instead reduced to 1HP and 20Ki (even if you had less than 20Ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread. -Advanced Battle Armor (+20 HP, +2 DR) -Bio Suit (+3 HP Regen) -AI Assistant (+Might, Haste, Indomitable) -Professional Panacea Bonus Action: Power Up POWER UPYour 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. Standard Action 1: --> Converted into Bonus Action 2:LIGHTNING AURAA buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm youType: 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. Standard Action 2: N/A
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Post by Lilith Nevermore on Oct 4, 2019 9:22:45 GMT -8
The little lady glared and trembled with poorly contained anger when the peasant dared to talk back. His name didn’t even sound familiar. If he was of noble birth, then it certainly didn’t show. “Do not speak to me of what is right, peasant...” Oh how she hated that self-righteous attitude. As if these so-called heroes were somehow better in their choice of who they assaulted...
One of the symbols decorating the caster’s robes lit up with an ominous glow and her eyes shared its strange shine. “Insolent cur... Your threats are as empty as your future, I have foreseen it.” It wasn’t just simple boasting. Much like many witches, she was versed in the art of divination. When she focused, she could see glimpses of the future and act accordingly. Granted, she was still a beginner, but... Hmph, well, it wouldn’t matter! Her skills were plenty enough to handle one mouthy monkey.
Meanwhile, the weeping ghost was rather startled by the stranger’s sudden burst of power. It... She withdrew away from him, meekly hiding behind the summoner’s back. Sniffling softly, she seemed very reluctant to get involved with the fight. Not that the poor, shackled soul had any choice...
Lilith took a deep breath once more to clear her mind. Her focus peaked, allowing mana to flow through her veins uninhibited. As she was already attuned to the element of ice, she only needed two words. “Frost Hex.” Her wand shot a jagged, blue bolt towards the man. Like a torrent of ice flowing freely. It painted a white layer of frost over anything it touched. If the Saiyan got unlucky, it might even freeze him to his very core.
[288/1047]
BATTLE TRACKEROFFENSE PHASE.At-Will: Divinate | Gain +20 DEF next turn | -1 AP Standard Action 1: Gain 1 Focus stack At-Will: Spend one Focus stack. Standard Action 2: Frost Hex | -0 ki (Focus) | Freezing 40% Accuracy: J4yjBK8J1d100+20Damage: 4d10+1 (Favored Enemy) Status: 1d100 (40 or below) (Freeze also deals 1 dmg per turn on success.) DEFENSE PHASE. Warr Attack 1: Lilith 65 vs Warr (Acc) = Result Attack 2: Lilith 65 vs Warr (Acc) = Result Total damage: - 1 =
EFFECTS. Sorcery | AP left: 4 Focus | stacks: 1/2 Powered Up | turn 1/2 Power Up ki restored 25/100 Sidekick actions | 4 left
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | Begin every thread with 5 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 +20 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. Encapsulate | Gain +20 Temp HP | Reactive At-will | 1 use Focus | Can spend 1 Standard Action per turn to gain 1 stack of “Focus”. Can spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki. Favored Enemy: Saiyan | Attacks against Saiyans deal 1 additional damage dice of the same kind.
EQUIPMENT. 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. AI Assistant (Magic Materialization) | Gain 3 traits.
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. | 1 use left.
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 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: -15 ki
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: -15 ki
HP: 50/50 | KI: 94/100 PL: 58 (base) 72 (powered up) FIGHTING ACCURACY: 5 | ENERGY ACCURACY: 20 | DEF: 65 DR: +1 | DMG MODIFIER: +1 1d100+20·4d10+1·1d100
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Post by Warr on Oct 4, 2019 10:22:07 GMT -8
The Saiyan former farm boy, who was also technically an actual peasant and who had been called much worse as a test subject of the Tuffle Science Executive? He didn't care for Lillith's tone as she said peasant. Something about it made him infuriated to a level he could not really explain. Even before he had been hit by the freezing beam she likely froze the rest of the village using, he was irritated with her. After she had hit him with the beam and he was frozen for a few milliseconds in place, and chilled longer than that, he was infuriated. Someone's radio in the village began to play an ancient rap song, and it spoke the words for Cayle better than he could have. His response was not about to be a comeback to her attack, he had never left. "If you are some kind of noble then I am the King of all Saiyans." he retorted before pushing energy throughout his body. Without another word spoken he rushed to close the distance between them and throw a pair of punches, one with his left hand from below aimed at her chin and one straight ahead with his right fist at her smug face. After that he followed with a flurry of blows after flurry of blows. [219] [1019] Skills and Statistics Fighting: 40 Energy Control: 30 Reflexes: 40 Resilience: 40
Fighting Accuracy: 1d100+50(Fighting+Class) Energy Control Accuracy: 1d100+30 (Energy Control+class) Defense: 55 HP: 115/115 HP WITH ARMOR AND ITEMS:159/160 Temp HP: 11 KI: 85/100
Fighting Damage Modifier: +4 Energy Control Damage Modifier: +1 DR: 8 DR WITH ARMOR AND ITEMS: 10
Effort Points: 850 EP Zeni: 0000 Zeni Mastery Points: 0/43
Masteries: Potential Mastery- Each Level of Potential Mastery Increases all of your skills by +5. Afer purchasing all 5 levels of potential mastery, your skills should be increased by +25. When respeccing your character, MP spent on Potential Mastery is never refunded. Rank 5.(-30MP)
Focus Mastery- Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25. Rank 4. (10 MP) Rank 1, and 2 to fighting. Rank 3 and 4 to Reflexes.
Class Mastery- Every level of Class Mastery increases your Class Level by 1; at level 1 and 2, you gain access to 1 Class Trait chosen when you purchase respective ranks of Class Mastery (found on the Traits page). Class Trait choices are restricted to your chosen class. Additionally, each level of Class Mastery grants you one additional Class Feature based on your class, as seen in the Classes page. Level 1: Last Stand, Flurry of Blows
Ability Mastery- Every level of Ability Mastery grants you a single General or Skill Trait of your choice. You do not have to spend any additional MP to gain these Traits, as they are simply chosen and added to your sheet at the time you purchase a level of Ability Mastery. You may not use Ability Mastery to learn Class Traits or Racial Traits. Level 1: -5MP: Used to get trait, Regeneration.
Traits: Zenkai (Racial Trait) Requirements: Saiyan Effect: You gain an additional 1 PL per 10 words in Life and Death Battles. In addition, when in a life or death battle and below 50% HP, increase your Fighting by 5.
Flurry of Blows Activation: 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: -- Classes: Martial Artist, Protector, Techie
Regeneration Requirements: Resilience Skill of 40 Activation: None/Automatic Effect: When you use the 'Power Up' technique, you do not gain Ki, instead gaining the same amount back in Health Points. Limit:
Class: Protector Class Features: Tank- You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Bristling Defenses- Whenever a combatant deals damage to you with an attack, the receive damage equal to your class damage modifier; this bypasses Temporary HP and DR.
Last Stand- If an attack would reduce you to 0HP (or lower), you are instead reduced to 1HP and 20Ki (even if you had less than 20Ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread. -Advanced Battle Armor (+20 HP, +2 DR) -Bio Suit (+3 HP Regen) -AI Assistant (+Might, Haste, Indomitable) -Professional Panacea PL: 5194 (4154×1.25) = Edge 4 = 5 DR, +15 to hit on attacks, +5 Damage on all attacks. Activating Haste & Flurry of Blows Bonus Action 1 Flurry of Blows, Melee Strike To Hit kFQSY|QF1d100+65Damage 4d4+9Bonus Action 2 Flurry of Blows Melee Strike To Hit 4d4+9Action 1 STRIKEYou 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. To Hit 1d100+65Damage 1d8+9Action 2 STRIKEYou 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. To Hit 1d100+65Damage 1d8+91d100+65·4d4+9·4d4+9·1d100+65·1d8+9·1d100+65·1d8+9
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Post by Warr on Oct 4, 2019 10:23:17 GMT -8
So apparently missed writing the Flurry of Blows to hit so:
N7UCmdcK1d100+651d100+65
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Post by Lilith Nevermore on Oct 4, 2019 21:58:45 GMT -8
As the bolt hit and its curse took hold, Lilith could feel a fleeting spark of pain shooting across her hand. Her gaze widened. Strain...? Ridiculous. She hadn’t had to strain herself against mortals since the age of five. Furthermore, the foe wouldn’t turn to ice like the rest of them. What was this man...?
However, there was no time to dwell on it. What the witch had foreseen was about to come true. As the man charged, she uttered a quick incantation. “Shroud of Shadows...” From beneath her robes, dark energy burst forth. Reminiscent of ink, it swirled around her body to block the blows. Yet it quivered beneath the overwhelming power, nearly scattering from the first hit. “Tch, Witch Walk.” Her frail frame blurred, gaining an unnatural burst of speed. With it, she dodged and weaved past the flurry of blows. And the swirling shadows caught the ones that were too fast. The final impact sent her skidding backwards, kicking up a cloud of dust.
“The king of monkeys is still just a monkey.”
As the dust settled, the calm tone chided coldly. The witch was revealed to be unharmed. With its duty completed, the glowing symbol faded away. Four left. And one of them already lit up... She leveled her wand at him again. Another spell was spoken. “Gather, shadows, to serve thy mistress...” The glimmering icy changed to that same inky black matter surrounding her. Likewise, the dark wisps clinging to her robes seemed to grow larger. “Dark Hex.” She launched a vague shape of shadows towards the foe. Her sobbing servant let out a piercing scream, causing the blob to suddenly explode in an inky burst. If the foe got hit, he would find it similar to tar. The curse tried to stick onto his skin and cover his eyes.
[307/1354]
BATTLE TRACKERDEFENSE PHASE. Warr Bonus Action 1 - Reactive: Block Shroud of Shadows | Gain +10 DR | -10 ki Standard Action 1 -> Bonus Action 2 - Reactive: Rapid Movement | Gain +25 DEF | -15 ki Attack 1: Lilith 110 vs Warr 159 = Hit! 18 - 3 dmg! Attack 2: Lilith 110 vs Warr 106 = Miss! Attack 3: Lilith 110 vs Warr 152 = Hit! 15 - 3 dmg! Attack 4: Lilith 110 vs Warr 81 = Miss! At-Will - Reactive: Encapsulate Shroud of Shadows | Gain +20 Temp HP Total damage: 27 - 11 (DR) - 16 (Temp HP) = 0 OFFENSE PHASE.At-Will: Divinate | Gain +20 DEF next turn | -1 AP Spend one Focus stack. Magic Materialization Gather, shadows... | Create and equip Elder Student’s Gi | -0 ki (Focus) Change Hex minor effect to Blind. Elder Student’s Gi | Add +10 Acc to one Special Attack Sidekick Action | Add +1d6 dmg to one Special Attack Standard Action 2: Dark Hex | -15 ki | Blind 30% Accuracy: IkZNu6Yu1d100+30 (Elder Student's Gi) Damage: 4d10+1 (Favored Enemy) +Sidekick: 1d6Status: 1d100 (30 or below) (Blind also deals 1 dmg per turn on success.) EFFECTS. Sorcery | AP left: 3 Temp HP left: 4 Focus | stacks: 0/2 Power Up ki restored 25/100 Sidekick actions | 3 left
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | Begin every thread with 5 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 +20 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.
Encapsulate | Gain +20 Temp HP | Reactive At-will | 0 uses left. Focus | Can spend 1 Standard Action per turn to gain 1 stack of “Focus”. Can spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki. Favored Enemy: Saiyan | Attacks against Saiyans deal 1 additional damage dice of the same kind.
EQUIPMENT. Elder Student’s Gi (Magic Materialization) | At the beginning of your turn, you may choose 1 of the following Effects: You gain +5 Defense this turn(applied before incoming attack resolution), you gain +10 Accuracy with all Basic Techniques this turn, or you gain +10 Accuracy with a single Special Technique used this turn. 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. AI Assistant (Magic Materialization) | Gain 3 traits.
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. | 0 uses left.
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 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: -15 ki
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: -15 ki
HP: 49/50 | KI: 54/100 PL: 58 (base) FIGHTING ACCURACY: 5 | ENERGY ACCURACY: 20 | DEF: 85 (Divinate) DR: +1 | DMG MODIFIER: +1 1d100+30·4d10+1·1d6·1d100
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Post by Cayle Pota on Oct 7, 2019 9:56:11 GMT -8
The sheer force of Cayle’s spiritual energy should have been enough to tell the young witch what she was dealing with, but if she had not bothered to test it herself then there would be no way of her knowing the exact amount of potentially outclassed she was. Cayle Pota, son of Pota Potaset, was a mere spec, not even a proper blip, on the edge of the radar of anyone truly with power, and he was from a long line of people with the same to be said of them, yet despite this the Saiyan was powerful in his own ways. Which is why he simply smirked when he saw he use her clever magics to block his punches, even as he poured spiritual energy into the extremities of his limbs and back again and prepared it in one spot, as if it was blood pouring out a poison, and then he simply… stood there as she struck. There was no talking to this young woman if she didn’t understand what he had said. He had after all mentioned that if she was a noble, he was the king of all Saiyans, as a way of questioning her nobility. When her blows and the blows of her minion hit, he simply raised his arms and focused, blocking out the damage by sheer force of will and instinctive martial skill. When it was over, the dark brown haired Saiyan’s icy blue eyes locked in the direction of the witch and he shook his head. She had been able to block or negate all of his attacks previously, this was true- but this time he was going to make sure to use what he had available to make sure that she did not. Without a word he hit his advanced scouter’s activation button and began to pour spiritual energy throughout his arms, from his shouders all the way down to his fingertips and back again and he prepared for the reading’s location of a potential weak spot. When it was finished, he charged forward, his arms suddenly tensing and bulging with hardened muscle, sparks of orange and green manifested spiritual energy visible as he did. This was one of his secret techniques, something he had practiced after that ill fated match with Bass. The Green Steel Strike, named for the Green Steel Pumpkin back on Planet Vegeta. He just hoped it worked as well as he thought it would. [408] [1427] Skills and Statistics Fighting: 40 Energy Control: 30 Reflexes: 40 Resilience: 40
Fighting Accuracy: 1d100+50(Fighting+Class) Energy Control Accuracy: 1d100+30 (Energy Control+class) Defense: 55 HP: 113/115 HP WITH ARMOR AND ITEMS:158/160 Temp HP: 11 KI: 85/100
Fighting Damage Modifier: +4 Energy Control Damage Modifier: +1 DR: 8 DR WITH ARMOR AND ITEMS: 10
Effort Points: 850 EP Zeni: 0000 Zeni Mastery Points: 0/43
Masteries: Potential Mastery- Each Level of Potential Mastery Increases all of your skills by +5. Afer purchasing all 5 levels of potential mastery, your skills should be increased by +25. When respeccing your character, MP spent on Potential Mastery is never refunded. Rank 5.(-30MP)
Focus Mastery- Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25. Rank 4. (10 MP) Rank 1, and 2 to fighting. Rank 3 and 4 to Reflexes.
Class Mastery- Every level of Class Mastery increases your Class Level by 1; at level 1 and 2, you gain access to 1 Class Trait chosen when you purchase respective ranks of Class Mastery (found on the Traits page). Class Trait choices are restricted to your chosen class. Additionally, each level of Class Mastery grants you one additional Class Feature based on your class, as seen in the Classes page. Level 1: Last Stand, Flurry of Blows
Ability Mastery- Every level of Ability Mastery grants you a single General or Skill Trait of your choice. You do not have to spend any additional MP to gain these Traits, as they are simply chosen and added to your sheet at the time you purchase a level of Ability Mastery. You may not use Ability Mastery to learn Class Traits or Racial Traits. Level 1: -5MP: Used to get trait, Regeneration.
Traits: Zenkai (Racial Trait) Requirements: Saiyan Effect: You gain an additional 1 PL per 10 words in Life and Death Battles. In addition, when in a life or death battle and below 50% HP, increase your Fighting by 5.
Flurry of Blows Activation: 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: -- Classes: Martial Artist, Protector, Techie
Regeneration Requirements: Resilience Skill of 40 Activation: None/Automatic Effect: When you use the 'Power Up' technique, you do not gain Ki, instead gaining the same amount back in Health Points. Limit:
Class: Protector Class Features: Tank- You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Bristling Defenses- Whenever a combatant deals damage to you with an attack, the receive damage equal to your class damage modifier; this bypasses Temporary HP and DR.
Last Stand- If an attack would reduce you to 0HP (or lower), you are instead reduced to 1HP and 20Ki (even if you had less than 20Ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread. -Advanced Battle Armor (+20 HP, +2 DR) -Bio Suit (+3 HP Regen) -AI Assistant (+Might, Haste, Indomitable) -Professional Panacea PL: 5194 (4154×1.25) = Edge 4 = 5 DR, +15 to hit on attacks, +5 Damage on all attacks. Bonus Action 1/Reactive Bonus Action: GUARDYou 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. 25 Incoming Damage -25 DR (Natural+Edge+Guard)=0 Damage At-Will Action 1: SENSEYou 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. Action 1: Green Steel Strike | MidorikoudagekiA simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies.Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki TO-HIT: MTLF_sSs1d100+55DAMAGE: 3d10+6CRIPPLING CHANCE: LESS THAN 40= Crippled. 1d100Action 2: Green Steel Strike | MidorikoudagekiA simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies.Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki TO-HIT: 1d100+55DAMAGE: 3d10+6CRIPPLING CHANCE: LESS THAN 40= Crippled. 1d100Total Ki Cost This Turn=-40. Remaining Ki: 85-40=45. Any total Damage this turn suffers from -6, which is why the +9s to damage that should have been added are instead plus 6 to damage. No further subtraction is necessary. 1d100+55·3d10+6·1d100·1d100+55·3d10+6·1d100
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Post by Lilith Nevermore on Oct 7, 2019 21:41:03 GMT -8
Much to the little lady’s growing annoyance, the brute simply powered through her magic. The crimson glare narrowed, studying the energy pouring out of his body. It washed away the inky spells, leaving him utterly unharmed. A crude method... Yet undeniably effective. Still, the prideful girl had no intention of giving in, not now, not ever. This was nothing but a minor setback. Seeing him stand so proudly, as if he was somehow better than her, irked her to no end. A grim memory flashed through her mind, like a filter fitting over his form all too well...
Just like that man...
When the silent foe launched his counterattack, the wicked witch scoffed at the attempt. “Hmph, predictable.” She took a swaying step to the right, then one to the left. The blade passed close, very close... Almost like it should have hit... Yet it only scraped against the shadows squirming around her robes. She took a deep breath and gathered her focus. Her mana preserves refilled and her fragile frame brimmed with power again. With its duty complete, the second symbol lost its glow as well. Three more left. Yet again, one of them started shining with arcane power. As with all magic, there was a clear pattern here.
Lilith brandished her wand, allowing herself a smug smile. “It’s useless. A mere mortal cannot lay a finger on me.” Beneath the chiding chime, however, she was facing much of the same problem. Her spells lacked the raw power to get through his defenses. Unless... She waved the wand, voicing a new incantation. “I call forth the fury of flames...” The dripping shadows suddenly ignited into a dancing flame. And she would not have anyone compare it to a candle! “Fiery Hex.” Just like the name suggested, the spell came out as a scorching blast. It threatened to light the foe on fire. ...And to singe his hair. The ghastly spirit screamed again, fanning the flames further.
[329/1683]
BATTLE TRACKERDEFENSE PHASE. Warr At-Will - Reactive: Elder Student’s Gi Shroud of Shadows | +5 DEF Attack 1: Lilith 90 vs Warr 66 = Miss! Attack 2: Lilith 90 vs Warr 89 = Miss! Total damage: 1 (Bristling Defenses) OFFENSE PHASE.Bonus Action: Power Up | +25 ki and +25% PL Standard Action 1: Gain 1 Focus stack At-Will: Divinate | Gain +20 DEF next turn | -1 AP Change Hex minor effect to Searing. Sidekick Action | Add +1d6 dmg to one Special Attack Spend one Focus stack. Standard Action 2: Fiery Hex | -0 ki (Focus) | Blind 40% Accuracy: TLTJ4pkV1d100+20Damage: 4d10+1 (Favored Enemy) +Sidekick: 1d6Status: 1d100 (40 or below) (Burn deals a total of 4 dmg per turn on success.) EFFECTS. Powered Up | +25% PL (1/2) Sorcery | AP left: 2 Temp HP left: 4 Focus | stacks: 0/2 Power Up ki restored 50/100 Sidekick actions | 2 left
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | Begin every thread with 5 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 +20 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.
Encapsulate | Gain +20 Temp HP | Reactive At-will | 0 uses left. Focus | Can spend 1 Standard Action per turn to gain 1 stack of “Focus”. Can spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki. Favored Enemy: Saiyan | Attacks against Saiyans deal 1 additional damage dice of the same kind.
EQUIPMENT. Elder Student’s Gi (Magic Materialization) | At the beginning of your turn, you may choose 1 of the following Effects: You gain +5 Defense this turn(applied before incoming attack resolution), you gain +10 Accuracy with all Basic Techniques this turn, or you gain +10 Accuracy with a single Special Technique used this turn. 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. AI Assistant (Magic Materialization) | Gain 3 traits.
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. | 0 uses left.
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 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: -15 ki
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: -15 ki
HP: 48/50 | KI: 79/100 PL: 58 (base) -> 72 (fearsome power up!) FIGHTING ACCURACY: 5 | ENERGY ACCURACY: 20 | DEF: 85 (Divinate) DR: +1 | DMG MODIFIER: +1 1d100+20·4d10+1·1d6·1d100
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Post by Cayle Pota on Oct 7, 2019 21:59:12 GMT -8
Perhaps this young woman simply did not take lesson’s well. Cayle had suffered punishment, pain, and threat from a very young age by much worse than her. Part of his extremely high intelligence and knowledge from the comparison to a normal Saiyan was because of this, and it was why despite not understanding magic even slightly as she shot forth her blast at him he did not bother to try to jump out of the way. He simply pushed spiritual energy through his body yet again and once again stood through her spell with a slight point of a first degree burn on one of his forearms, given he had used them as if they were a raised shield against a volley. “I guess to make you turn a new leaf and restore these people I’ll just show you what it is like to try to ‘face a mere mortal like me’.” he actually air quoted her as he said it, before the Saiyan former farm boy pushed spiritual energy through his arms again and began with a volley of punches followed by yet another volley of punches, creating a storm of spiritual energy, punches, and sparks from his body as he thought of exactly what was at stake here. [210] [1637] Skills and Statistics Fighting: 40 Energy Control: 30 Reflexes: 40 Resilience: 40
Fighting Accuracy: 1d100+50(Fighting+Class) Energy Control Accuracy: 1d100+30 (Energy Control+class) Defense: 55 HP: 114/115 HP WITH ARMOR AND ITEMS:159/160 Temp HP: 11 KI: 5/100
Fighting Damage Modifier: +4 Energy Control Damage Modifier: +1 DR: 8 DR WITH ARMOR AND ITEMS: 10
Effort Points: 850 EP Zeni: 0000 Zeni Mastery Points: 0/43
Masteries: Potential Mastery- Each Level of Potential Mastery Increases all of your skills by +5. Afer purchasing all 5 levels of potential mastery, your skills should be increased by +25. When respeccing your character, MP spent on Potential Mastery is never refunded. Rank 5.(-30MP)
Focus Mastery- Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25. Rank 4. (10 MP) Rank 1, and 2 to fighting. Rank 3 and 4 to Reflexes.
Class Mastery- Every level of Class Mastery increases your Class Level by 1; at level 1 and 2, you gain access to 1 Class Trait chosen when you purchase respective ranks of Class Mastery (found on the Traits page). Class Trait choices are restricted to your chosen class. Additionally, each level of Class Mastery grants you one additional Class Feature based on your class, as seen in the Classes page. Level 1: Last Stand, Flurry of Blows
Ability Mastery- Every level of Ability Mastery grants you a single General or Skill Trait of your choice. You do not have to spend any additional MP to gain these Traits, as they are simply chosen and added to your sheet at the time you purchase a level of Ability Mastery. You may not use Ability Mastery to learn Class Traits or Racial Traits. Level 1: -5MP: Used to get trait, Regeneration.
Traits: Zenkai (Racial Trait) Requirements: Saiyan Effect: You gain an additional 1 PL per 10 words in Life and Death Battles. In addition, when in a life or death battle and below 50% HP, increase your Fighting by 5.
Flurry of Blows Activation: 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: -- Classes: Martial Artist, Protector, Techie
Regeneration Requirements: Resilience Skill of 40 Activation: None/Automatic Effect: When you use the 'Power Up' technique, you do not gain Ki, instead gaining the same amount back in Health Points. Limit:
Class: Protector Class Features: Tank- You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Bristling Defenses- Whenever a combatant deals damage to you with an attack, the receive damage equal to your class damage modifier; this bypasses Temporary HP and DR.
Last Stand- If an attack would reduce you to 0HP (or lower), you are instead reduced to 1HP and 20Ki (even if you had less than 20Ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread. -Advanced Battle Armor (+20 HP, +2 DR) -Bio Suit (+3 HP Regen) -AI Assistant (+Might, Haste, Indomitable) -Professional Panacea PL: 5194 (4154×1.25) = Edge 4 = 5 DR, +15 to hit on attacks, +5 Damage on all attacks. 22 Incoming Damage -21 DR (Natural+Edge+Fortifyx2)=1 Damage At-Will Action 1: SENSEYou 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. Activating Haste +2 Bonus Action and Flurry of Blows Bonus Action 1 Flurry of Blows - Strike To Hit dvJS8C3G1d100+55Damage 4d4+9Bonus Action 2 Flurry of Blows - Strike To Hit 1d100+55Damage 4d4+9Action 1: Green Steel Strike | MidorikoudagekiA simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies.Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki TO-HIT: 1d100+55DAMAGE: 3d10+9CRIPPLING CHANCE: LESS THAN 40= Crippled. 1d100Action 2: Green Steel Strike | MidorikoudagekiA simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies.Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki TO-HIT: 1d100+55DAMAGE: 3d10+9CRIPPLING CHANCE: LESS THAN 40= Crippled. 1d100Total Ki Cost This Turn=-40. Remaining Ki: 45-40=5. 1d100+55·4d4+9·1d100+55·4d4+9·1d100+55·3d10+9·1d100·1d100+55·3d10+9·1d100
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Post by Lilith Nevermore on Oct 7, 2019 22:42:31 GMT -8
Lilith’s hands trembled as even her most destructive spell failed to harm the sturdy foe. No, she couldn’t let the panic from that night come creeping back... As the inevitable counterattack came, her gaze widened. Too fast to dodge, but... “Hmph, futile...” She swept her hand in a dramatic motion. Suddenly the ghastly spirit twitched and flew in front of her, reminiscent of a marionette yanked by its strings. The spirit took the whole volley of punches, unable to even cry out as the breath died on her lips. With a flare of infernal flames, she vanished. And the witch still seemed unharmed... “Witch Step.” The shadows carried her backwards in a blurry motion, out of arm’s reach.
Once the merciless barrage was over, the wicked woman brushed a loose strand of hair back into its place. “I have seen plenty of mere mortals like you.” And her tone made it clear she wasn’t impressed. However, the reasons ran deeper than it may have seemed... “You have a lot of nerve demanding that I should turn a new leaf.” The word choice was mimicked mockingly. “Do you have any idea what I have been through? What I have lost because of people like you?” Her cold tone wavered with frustration. Anger. After a brief pause, she regained her composure and shook her head. “No, of course you don’t. And you don’t care either. The only things you filthy monkeys care about are violence and food. In that order.” Every single thing this brute had done so far only reinforced her bitter prejudice.
The witch struggled to maintain her focus. Her protective charms were running low. Only two more left, one of which started glowing in preparation. She uttered another spell. “I call forth the enmity of earth...” This time, the flames were snuffed out until only a heart of coal remained. It cracked and crumbled into dirt, swirling around the wand. “Entombing Hex.” She fired a brown bolt into the earth at his feet. The stone and soil suddenly came to life, chomping upwards like a massive maw. “Suffer for your arrogance.” Her plan was to immobilize and suffocate him.
[361/2044]
BATTLE TRACKERDEFENSE PHASE. Warr At-Will - Reactive: Elder Student’s Gi Shroud of Shadows | +5 DEF Bonus Action - Reactive: Rapid Movement Witch Step | +25 DEF | -15 ki Attack 1: Lilith 115 vs Warr 122 = Hit! 18 dmg! Attack 2: Lilith 115 vs Warr 59 = Miss! Attack 3: Lilith 115 vs Warr 66 = Miss! Attack 4: Lilith 115 vs Warr 113 = Miss! At-Will - Reactive: Sacrifice Sidekick Total damage: 18 - 15 (sidekick) - 3 (Temp HP) = 0 + 1 (Bristling Defenses) OFFENSE PHASE.Standard Action 1: Gain 1 Focus stack At-Will: Divinate | Gain +20 DEF next turn | -1 AP Change Hex minor effect to Immobilizing. Spend one Focus stack. Standard Action 2: Entombing Hex | -0 ki (Focus) | Immobilize 40% Accuracy: 32tUNnBI1d100+20Damage: 4d10+1 (Favored Enemy) Status: 1d100 (40 or below) (Immobilize also deals 1 dmg per turn on success.) EFFECTS. Powered Up | +25% PL (2/2) Sorcery | AP left: 1 Temp HP left: 1 Focus | stacks: 0/2 Power Up ki restored 50/100
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | Begin every thread with 5 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 +20 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.
Encapsulate | Gain +20 Temp HP | Reactive At-will | 0 uses left. Focus | Can spend 1 Standard Action per turn to gain 1 stack of “Focus”. Can spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki. Favored Enemy: Saiyan | Attacks against Saiyans deal 1 additional damage dice of the same kind.
EQUIPMENT. Elder Student’s Gi (Magic Materialization) | At the beginning of your turn, you may choose 1 of the following Effects: You gain +5 Defense this turn(applied before incoming attack resolution), you gain +10 Accuracy with all Basic Techniques this turn, or you gain +10 Accuracy with a single Special Technique used this turn. 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. AI Assistant (Magic Materialization) | Gain 3 traits.
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. | 0 uses left.
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 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: -15 ki
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: -15 ki
HP: 44/50 | KI: 64/100 PL: 58 (base) -> 72 (fearsome power up!) FIGHTING ACCURACY: 5 | ENERGY ACCURACY: 20 | DEF: 85 (Divinate) DR: +1 | DMG MODIFIER: +1 1d100+20·4d10+1·1d100
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Post by Cayle Pota on Oct 8, 2019 10:48:45 GMT -8
“I highly doubt you have ever even met anyone like me, really like me.” the Saiyan former farm boy, former living test subject of the Tuffle Science Executive, former would be escapee, said. He was hundreds and hundreds and hundreds of years old thanks to cryostasis, and yet this strange magician girl seemed to think that she knew him. So did some others who his tail and knew he was a Saiyan, this made him wonder many things- but he did not dwell on it at the moment. This was not a fight for zeni or excitement like the one in South City versus Bass in the Fight Club. This was a fight with far more importance, one to save the very lives of the people around him. People who he did not know but he did not wish to seem harmed, either. As the spell she sent forth engulfed his legs he shook his head. This witch might be powerful to normal people, but Cayle had trained hard to get as far as he did. He had suffered much to get here, and now he was going to show that. Without a word, he sprung forth into action, smashing from the embrace of the vice grip without so much as a scratch to show for it and charging forward to her. “I‘ve given you enough chances, enough moments where you could have surrendered and restored these people of your own accord. Every word I say you respond with a bratty retort of a spoiled child, perhaps that‘s true of your kind here on this Planet Earth. But you will learn that you have to fight for what you believe in. If you think that all we Saiyans think about is fighting? It‘s because we‘re trying to make sure we have the strength to protect what we care about.”He took a moment to throw himself into a channeling stane of his own, preparing to power up yet again to recover some of the spiritual energy he had expended in the fight so far. He did not bother to say another word to the girl as he did- or at least he began to, but then he shook his head. There would be no respite for this girl and he did not need special techniques to take her out. Once again he reached out with his senses, and once again he prepared to strike, charging forward with a volley of punches and kicks towards the witch girl. [417] [2054] Skills and Statistics Fighting: 40 Energy Control: 30 Reflexes: 40 Resilience: 40
Fighting Accuracy: 1d100+50(Fighting+Class) Energy Control Accuracy: 1d100+30 (Energy Control+class) Defense: 55 HP: 114/115 HP WITH ARMOR AND ITEMS:159/160 Temp HP: 11 KI: 5/100
Fighting Damage Modifier: +4 Energy Control Damage Modifier: +1 DR: 8 DR WITH ARMOR AND ITEMS: 10
Effort Points: 850 EP Zeni: 0000 Zeni Mastery Points: 0/43
Masteries: Potential Mastery- Each Level of Potential Mastery Increases all of your skills by +5. Afer purchasing all 5 levels of potential mastery, your skills should be increased by +25. When respeccing your character, MP spent on Potential Mastery is never refunded. Rank 5.(-30MP)
Focus Mastery- Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25. Rank 4. (10 MP) Rank 1, and 2 to fighting. Rank 3 and 4 to Reflexes.
Class Mastery- Every level of Class Mastery increases your Class Level by 1; at level 1 and 2, you gain access to 1 Class Trait chosen when you purchase respective ranks of Class Mastery (found on the Traits page). Class Trait choices are restricted to your chosen class. Additionally, each level of Class Mastery grants you one additional Class Feature based on your class, as seen in the Classes page. Level 1: Last Stand, Flurry of Blows
Ability Mastery- Every level of Ability Mastery grants you a single General or Skill Trait of your choice. You do not have to spend any additional MP to gain these Traits, as they are simply chosen and added to your sheet at the time you purchase a level of Ability Mastery. You may not use Ability Mastery to learn Class Traits or Racial Traits. Level 1: -5MP: Used to get trait, Regeneration.
Traits: Zenkai (Racial Trait) Requirements: Saiyan Effect: You gain an additional 1 PL per 10 words in Life and Death Battles. In addition, when in a life or death battle and below 50% HP, increase your Fighting by 5.
Flurry of Blows Activation: 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: -- Classes: Martial Artist, Protector, Techie
Regeneration Requirements: Resilience Skill of 40 Activation: None/Automatic Effect: When you use the 'Power Up' technique, you do not gain Ki, instead gaining the same amount back in Health Points. Limit:
Class: Protector Class Features: Tank- You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Bristling Defenses- Whenever a combatant deals damage to you with an attack, the receive damage equal to your class damage modifier; this bypasses Temporary HP and DR.
Last Stand- If an attack would reduce you to 0HP (or lower), you are instead reduced to 1HP and 20Ki (even if you had less than 20Ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread. -Advanced Battle Armor (+20 HP, +2 DR) -Bio Suit (+3 HP Regen) -AI Assistant (+Might, Haste, Indomitable) -Professional Panacea PL: 5194 (4154×1.25) = Edge 4 = 5 DR, +15 to hit on attacks, +5 Damage on all attacks. 22 Incoming Damage -21 DR (Natural+Edge+Fortifyx2)=1 Damage At-Will Action 1: SENSEYou 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. Activating Haste +2 Bonus Action and Flurry of Blows Bonus Action 1 Flurry of Blows - Strike To Hit eha8ITXh1d100+55Damage 4d4+10Bonus Action 2 Flurry of Blows - Strike To Hit 1d100+55Damage 4d4+10Action 1 STRIKEYou 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 To Hit 1d100+55Damage 1d8+10Action 2 STRIKEYou 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 To Hit 1d100+55Damage 1d8+101d100+55·4d4+10·1d100+55·4d4+10·1d100+55·1d8+10·1d100+55·1d8+10
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Post by Lilith Nevermore on Oct 8, 2019 20:22:53 GMT -8
Triumph turned to puzzlement, and puzzlement to frustration. Why... wouldn’t he just... die? Where was all this power coming from?! Lilith couldn’t understand any of it. The words were an insult to metaphorical injury. Her pride was deeply wounded and he was pouring salt all over it. “Tch, surrender...? To a mere peasant? You are as delusional as you are foolish.” His words only fueled her fiery hate towards him.
Before the witch could put her scathing thoughts into words, the foe launched himself into another devastating flurry. She had foreseen it, of course, but... “Witch St-” Too slow. The first hit struck right through the shadows shielding her, sinking deep into her gut. A crimson-colored cough escaped from her lips. “Gah! W-witch Step!” The shadows shrouding her wavered, carrying her backwards even further. Each strike came dangerously close. It was only a combination of supernatural speed and heightened senses that allowed her to barely weave past them.
Once the wave of attacks was over, the frail, young woman found herself backed against a wall. Droplets of red dripped from her lips, staining the pale skin. She weakly clutched the spot that now held a nasty bruise beneath the robes. Perhaps even worse. Yet even when her posture and voice wavered weakly, her defiant glare did not. “You insolent... brutish... self-righteous... yokel!” If that full combination had struck her, she would have surely... Gritting her teeth, she shook the creeping thoughts out of her head. No, it mattered not.
Lilith straightened her back, despite how her frail body protested. She brushed the blood from her lips and faced the foe without a trace of fear. “Let me make this very clear to you, peasant... I do not fear death...” The final symbol on the center of her chest started glowing, the very last protective charm she had left. Even the shroud of shadows coiling around her was torn and tattered, unable to block anything more. Her power was fading... “So if your plan was to intimidate me, it has already failed.” ...Not that any of those facts could dampen the haughty attitude.
[355/2399]
BATTLE TRACKERDEFENSE PHASE. Warr At-Will - Reactive: Elder Student’s Gi Shroud of Shadows | +5 DEF Bonus Action 1 - Reactive: Rapid Movement Witch Step | +25 DEF | -15 ki Standard Action 1 -> Bonus Action 2 - Reactive: Sense | +5 DEF Attack 1: Lilith 120 vs Warr 138 = Hit! 17 dmg! Attack 2: Lilith 120 vs Warr 78 = Miss! Attack 3: Lilith 120 vs Warr 117 = Miss! Attack 4: Lilith 120 vs Warr 101 = Miss! Total damage: 17 - 1 (Temp HP) - 1 DR = 15 + 1 (Bristling Defenses) OFFENSE PHASE.At-Will: Divinate | Gain +20 DEF next turn | -1 AP Standard Action 2: Gain 1 Focus stack EFFECTS. Sorcery | AP left: 0 Temp HP left: 0 Focus | stacks: 1/2 Power Up ki restored 50/100
ABILITIES. Conjury | Start with “Magic Materialization” and “Paparapapa”. Sorcery | Begin every thread with 5 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 +20 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.
Encapsulate | Gain +20 Temp HP | Reactive At-will | 0 uses left. Focus | Can spend 1 Standard Action per turn to gain 1 stack of “Focus”. Can spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki. Favored Enemy: Saiyan | Attacks against Saiyans deal 1 additional damage dice of the same kind.
EQUIPMENT. Elder Student’s Gi (Magic Materialization) | At the beginning of your turn, you may choose 1 of the following Effects: You gain +5 Defense this turn(applied before incoming attack resolution), you gain +10 Accuracy with all Basic Techniques this turn, or you gain +10 Accuracy with a single Special Technique used this turn. 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. AI Assistant (Magic Materialization) | Gain 3 traits.
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. | 0 uses left.
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 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: -15 ki
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: -15 ki
HP: 28/50 | KI: 49/100 PL: 58 (base) FIGHTING ACCURACY: 5 | ENERGY ACCURACY: 20 | DEF: 85 (Divinate) DR: +1 | DMG MODIFIER: +1
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Post by Cayle Pota on Oct 8, 2019 21:35:26 GMT -8
“Who said anything about death, you pompous, overly self-absorbed witch? I never did, nor did I have any intention of killing you. This is about setting things right and about making sure you don’t interfere with the business with others just because you think you’re big, tough, shit. You aren’t. I’m sure that punch to the stomach showed you that. One punch and I’m sure you feel like you’re ready to die. How many little spells and tricks you have left? Because I have a few thousand punches left.” he said, rather bluntly and without any qualms, shaking his head to her before stepping forward once again and attempting to look at her plainly, calmly. There was none of that stereotypical Saiyan bloodlust on his face, no self-righteous zeal. He was neutral in his expression as he said the words, and that should have been the sort of thing to put most thinking people into greater fear than some rage would. He stood there for a moment, cracking his knuckles and rolling his shoulder blades. “There’s things worse than death, believe me. You’ll find out soon enough.” he remarked, neutrally and almost monotone as he did before taking yet another step towards her and throwing a series of punches and kicks yet again. [213] Skills and Statistics Fighting: 40 Energy Control: 30 Reflexes: 40 Resilience: 40
Fighting Accuracy: 1d100+50(Fighting+Class) Energy Control Accuracy: 1d100+30 (Energy Control+class) Defense: 55 HP: 114/115 HP WITH ARMOR AND ITEMS:159/160 Temp HP: 11 KI: 5/100
Fighting Damage Modifier: +4 Energy Control Damage Modifier: +1 DR: 8 DR WITH ARMOR AND ITEMS: 10
Effort Points: 850 EP Zeni: 0000 Zeni Mastery Points: 0/43
Masteries: Potential Mastery- Each Level of Potential Mastery Increases all of your skills by +5. Afer purchasing all 5 levels of potential mastery, your skills should be increased by +25. When respeccing your character, MP spent on Potential Mastery is never refunded. Rank 5.(-30MP)
Focus Mastery- Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25. Rank 4. (10 MP) Rank 1, and 2 to fighting. Rank 3 and 4 to Reflexes.
Class Mastery- Every level of Class Mastery increases your Class Level by 1; at level 1 and 2, you gain access to 1 Class Trait chosen when you purchase respective ranks of Class Mastery (found on the Traits page). Class Trait choices are restricted to your chosen class. Additionally, each level of Class Mastery grants you one additional Class Feature based on your class, as seen in the Classes page. Level 1: Last Stand, Flurry of Blows
Ability Mastery- Every level of Ability Mastery grants you a single General or Skill Trait of your choice. You do not have to spend any additional MP to gain these Traits, as they are simply chosen and added to your sheet at the time you purchase a level of Ability Mastery. You may not use Ability Mastery to learn Class Traits or Racial Traits. Level 1: -5MP: Used to get trait, Regeneration.
Traits: Zenkai (Racial Trait) Requirements: Saiyan Effect: You gain an additional 1 PL per 10 words in Life and Death Battles. In addition, when in a life or death battle and below 50% HP, increase your Fighting by 5.
Flurry of Blows Activation: 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: -- Classes: Martial Artist, Protector, Techie
Regeneration Requirements: Resilience Skill of 40 Activation: None/Automatic Effect: When you use the 'Power Up' technique, you do not gain Ki, instead gaining the same amount back in Health Points. Limit:
Class: Protector Class Features: Tank- You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Bristling Defenses- Whenever a combatant deals damage to you with an attack, the receive damage equal to your class damage modifier; this bypasses Temporary HP and DR.
Last Stand- If an attack would reduce you to 0HP (or lower), you are instead reduced to 1HP and 20Ki (even if you had less than 20Ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread. -Advanced Battle Armor (+20 HP, +2 DR) -Bio Suit (+3 HP Regen) -AI Assistant (+Might, Haste, Indomitable) -Professional Panacea PL: 5194 (4154×1.25) = Edge 4 = 5 DR, +15 to hit on attacks, +5 Damage on all attacks. 22 Incoming Damage -21 DR (Natural+Edge+Fortifyx2)=1 Damage At-Will Action 1: SENSEYou 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. Bonus Action 1 Flurry of Blows - Strike To Hit E9jE1je71d100+55Damage 3d4+10Action 1 STRIKEYou 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 To Hit 1d100+55Damage 1d8+10Action 2 STRIKEYou 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 To Hit 1d100+55Damage 1d8+101d100+55·3d4+10·1d100+55·1d8+10·1d100+55·1d8+10
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