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Post by Lilith Nevermore on Oct 17, 2019 23:20:16 GMT -8
Tropical warmth hugged the Southern Islands. ...In the clingy, suffocating way kind of way that left everyone involved sweaty. The salty seabreeze offered some refreshment, but even it couldn’t reach too far. Just another thing on the growing list of things Lilith despised about these backwater forests and worthless villages. At least a touch of frost magic made the weather somewhat bearable. A small salvation in the middle of misfortune. After a humiliating defeat at the hands of a brutish monkey, she had been forced to take shelter in the jungle. Her physical wounds had barely healed. Not to even mention the mental scars...
However, the young noble’s travels hadn’t been completely fruitless. While seeking traces of magic, she had come across a powerful signature. It felt potent, mystical, one of a kind even... After scouring through her family tome, she had come to the conclusion that it could only be... Baba’s Crystal Ball. The fabled artifact was once possessed one of the greatest seers who ever lived. Old records told that it still held traces of her magic. It had taken time to track down the source. And much to her chagrin, it turned out to be some poorly dressed yokel. Typical.
Having learned from the shameful loss, Lilith chose a different approach this time. Instead of confronting the fool in the middle of a populated area, she would wait until he was all alone. Carefully she shadowed him, always few steps or a convenient corner behind his pace. Staying completely inconspicuous. ...Erm, as inconspicuous as a deathly pale girl in dark robes and a wide-brimmed hat could be anyway. Through bustling villages and beaten paths, she had followed the stranger. She wasn’t stalking him and gathering courage, most certainly not. Just... waiting for a good moment... That’s all.
Finally the small witch managed to cross paths with the mysterious stranger. Quite literally. She appeared on his path, wand pointed towards him. “Stop right there.” ...Clearly trying to pretend she hadn’t just stepped out of a bush. Her voice chimed like a silver bell. Calm, refined, yet so very cold. “I am Lady Lilith Nevermore, the heir of the Nevermore clan. And you possess something which I desire.” If you wanted something from someone, it was polite to introduce yourself first. But that's where the politeness ended. “You have the sacred Crystal Ball of Witch Baba, do you not?” Despite being nearly a foot shorter, she tried so very hard to look down on him. “Hmph. It is wasted on an amateur such as you.” Holding out her free hand, she made her demand clear. “Hand it over and I shall spare your life.” Obviously she expected the peasant to obey. It was her birthright to be given everything she desired.
[468/468]
BATTLE TRACKERRolling for turn order: vpJUxnrE1d100 DEFENSE PHASE. Opponent Attack 1: Lilith 70 vs Opponent (Acc) = Result Attack 2: Lilith 70 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 +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.
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: -14 ki
Countermeasures | Gain 2 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 | -14 ki | 1 use per thread.
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: -14 ki
HP: 40/40 | KI: 100/100 PL: 998 (base) FIGHTING ACCURACY: 10 | ENERGY ACCURACY: 25 | DEF: 70 DR: +1 | KI COST: -1
@ 1d100
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Post by Kiryu on Oct 18, 2019 11:23:00 GMT -8
When he had first come to the South Islands, Kiryu had had a clear purpose. People were crying out for help; pirate attacks in the region had increased, there were reports of strange behemoths of the deep being roused from what could have been ancient slumber, and strange fae creatures had worked their magic on unsuspecting, simple villagers.
Some of those problems were already dealt with. Some of those, Kiryu was in the process of dealing with. That, of course, he was used to. Fighting evil, righting wrongs, discovering eldritch secrets… those were all par for the course at the moment.
What he wasn’t used to was the sudden luxury he found himself kept in.
The population of a local island had been filled with gratitude after Kiryu helped defeat a group of pirates that had been preying on their fishing boats. The village had little in the way of liquid wealth and so couldn’t reward him with direct financial assets. They were, however, a bit of a tourist town with a five star resort, and the mayor of the town had decreed that Kiryu could stay there as long as he wanted and receive all the hospitality due to their new hero.
Kiryu wasn’t going to. Really, he wasn’t. But when he saw some of the dining and spa options available…
Kiryu had not grown up impoverished, but his family, and the Path of Joy, were not extravagant. They did not eschew technology or regular society, but they were humble and focused more on spiritual growth than material gains. So Kiryu had never really been on a proper vacation, especially not in a swanky resort like this..
And there had to be some reward for putting his neck out for people all the time, right?
So Kiryu had decided it would do him good to stay for a few days. He could rest, recharge, then figure out exactly what he wanted to do next.
The first day had been magnificent. It had started with a delicious breakfast, where their best chefs offered him any dish he could think of, prepared with the utmost skill and care. Then Kiryu decided to check out the spa, availing himself of a most relaxing deep tissue massage and some time in the sauna. After that, he had decided to simply sit, listen to some music and enjoy some wine.
All in all, it had been an excellent day.
He sent messages to some of the friends and allies he had made along the way, checking in with Caffey and Ahri. He thought about seeing if Bass was in the area… but no. He wasn’t ready to face Bass again. The next time they fought, it would be one on one, and it would be Kiryu’s greatest test. He had to be ready.
On the second day, Kiryu noticed that his robes were getting some odd looks from the other tourists. Desiring some anonymity, Kiryu visited one of the clothes stores at the resort. Even these, the management insisted on comping for Kiryu. The young warrior was quite grateful and did not unduly take advantage of such generosity, but he did purchase clothing that he never would have thought to before; a blue island shirt with vague images of white palm trees, a pair of light cargo shorts, some tan flip flops, and a pair of sunglasses.
So outfitted, and now blending in with the other tourists, Kiryu resumed his impromptu vacation.
It was late afternoon that day when it happened. Kiryu had stopped by a pool bar and had gotten some delicious mixed cocktail that they served in a coconut. Kiryu had decided to wander a bit through the tropical forests near the resort. Often times, they would have safari excursions for tourists, but Kiryu feared no natural animal, and he did not require the safety of a planned excursion.
He had been walking for perhaps fifteen minutes, idly sipping his drink through a large red bendy straw, when, from out of a bush, there stepped…
A tiny witch?
Kiryu’s eyebrows rose in sudden confusion. He had not been expecting to see anyone here, and this tiny Halloween enthusiast had appeared and was pointing some sort of stick at him. She spoke to Kiryu, demanding the crystal ball that he had won. She was so short, though, that Kiryu had to look down at her to look her in the eyes. As he did so, his sunglasses slipped down his nose a bit, revealing his piercing emerald eyes. Kiryu cocked his head to the side as he listened, trying to fight a bemused smile born from the absurdity of his life.
”Well, Madame Nevermore, I am afraid that I am going to have to decline. I won this by risking my own life, you see, and I am not in the habit of giving up items of power that I have won through sweat and fire and blood to random people that I have never met demanding I give them my possessions.
Now, we can do this one of two ways. You can come back to resort with me and have some of this delicious concoction and we can talk about who you are and why you want this…
Or we can to this the hard way.
Your call.”
[WC=893] [ETWC=800] Initiative: gLRDCSk81d100 1d100
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Post by Lilith Nevermore on Oct 18, 2019 23:33:54 GMT -8
Instead of immediately obeying, cowering in fear or any number of things that actually made sense, the stranger instead... refused? Lilith’s stare went from icy to stunned. Disbelief disrupted the cold chime of her voice. “R-random? Do you not know who I am?” Evidently not. If he had, he would have known to show her the respect her bloodline deserved. It didn’t make any sense. She even wore her clan’s crest on her hat and her belt. An illustrious symbol of her power. But... A doubt came creeping. To be fair... It wasn’t unusual that someone hadn’t heard of a clan that didn’t exist anymore...
When the poorly-dressed tourist dared to make what sounded like a threat, the small witch found her chilling glare again. “Insolent mongrel...” Talking to her like she was a mere girl in a costume... She curled her fingers and spoke an incantation. “Awaken, o’ Tome of Nevermore, and share thy wisdom...” Magic sparked at the words and suddenly a pitch-black book appeared in her grasp. Its pages fluttered open as if browsed by invisible hands. Soon a blank opening presented itself and streaks of ink formed writing. As she had suspected, he was a human. Marginally above Saiyans and other beasts parading around as intelligent creatures.
This time, the witch wouldn’t repeat the same mistake as against the previous brute. She needed protection. Another spell left her lips. “From Hell’s heart I summon thee...” Sparks shot from her wand, carving an infernal symbol onto the dirt. “Come forth, armored behemoth, Black Knight.” In a flash of flames, a towering figure appeared by her side. Clad from head to toe in dark armor, it brandished a hefty shield and a massive sword. Behind the visor, where its eyes should have been, red embers burned with eerie light.
With preparations completed, Lilith closed her eyes and gathered her focus. A deep breath... In... And out. Her crimson gaze flashed open, focusing on the mortal before her. “Consider this your final warning, peasant.” As she spoke, arcane energies flared around her. Seven mystical symbols appeared on her robes. They took a simple arrangement, three on each sleeve and one in the center of her chest. She waved her wand in what was supposed to be a threatening motion. “Hand over the sacred Crystal Ball, or I shall make you regret ever being born.” Too bad the difference in size kiiind of deflated her menacing aura.
[415/883]
BATTLE TRACKER DEFENSE PHASE. Kiryu Attack 1: Lilith 70 vs Kiryu (Acc) = Result Attack 2: Lilith 70 vs Kiryu (Acc) = Result Total damage: - 1 =
OFFENSE PHASE.
At-Will: Magic Materialization Tome of Nevermore | Create and equip AI assistant. | -15 ki Gain traits: Encapsulate, Focus and Technique Slots Gain techniques: Feint and Kiai
Bonus Action 1: Paparapapa Infernal Summoning: Black Knight | Summon Sidekick | -14 ki
Standard Action 1: Gain 1 Focus stack
Standard Action 2 -> Bonus Action 2: Countermeasures Mystical Symbols | -14 ki
EFFECTS. Sorcery | AP left: 5 Focus | stacks: 1/2 Sidekick actions | 4 left
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 +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. 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. Technique Slots | Gain 2 additional technique slots (may learn them instantly).
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: -14 ki
Countermeasures | Gain 2 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 | -14 ki | 1 use per thread. Feint (Technique Slots) | Avoid one attack, utility tech or grenade | Standard Action - Reactive | -14 ki | 2 uses per thread. Kiai (Technique Slots) | All attack rolls, utility techs and grenades that roll a natural 50 or lower critically fail. | Standard Action - Reactive | -14 ki | 1 use per thread.
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: -14 ki
HP: 40/40 | KI: 57/100 PL: 998 (base) FIGHTING ACCURACY: 10 | ENERGY ACCURACY: 25 | DEF: 70 DR: +1 | KI COST: -1
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Post by Kiryu on Oct 19, 2019 9:04:06 GMT -8
Kiryu cocked his head to the side, keeping both a sigh and incessant laughter locked within himself. The largest part of him wanted to just burst out laughing at the tiny witch that was threatening him, though some of him was cringing at the fact that she seemed to really be into this whole 'I am a spooky arcane spell caster, fear me lowly mortals'... thing. Still, this was probably more interesting than anything else that would have happened today, so Kiryu figured what the hell, why not lean into it? That, however, in no way meant that he wasn't going to have fun with it. He quickly (and rather expertly) sucked down the remaining bits of his drink until his straw made slurping noises. At that, he pulled off his sunglasses and folded them, tucking them into the pocket of his shirt. He moved his free left hand, passing it over the coconut husk, and applied a bit of will and arcane energy. Where once he had held the husk of his drink, now Baba's Crystal Ball sat in Kiryu's hand, gleaming in the sunlight. "Oh, you mean this old thing?" Kiryu asked, nonchalant. "Pass. Like I said, lady. I won it. Literally fought antediluvian, chthonic monsters for it. So you're going to have to try to take it from this peasant. Fair warning, though, landed gentry aren't really a thing anymore, so I don't feel particularly obligated to make it easy for you. And to answer your question... no. I have no idea who the heck you are. I am, after all, merely a low peasant! Why, I count myself fortunate that I remember how to put my pants on in the morning, my Lady, so low is my birth and so meager my circumstances! How could one as base as I possibly know someone as magnificent as you? Surely the universe forbids such a travesty!"Kiryu very much hoped that his verbal eye roll was readily apparent. Kiryu watched as Lilith utilized magic, calling forth what was apparently a book of spells, and actually speaking specific incantations. Kiryu could feel that the words were laced with arcane power, and he could not deny that they were effective, as she called forth not only some arcane sigils that suffused her robe and were infused with power, but a hulking black knight that towered over Kiryu and bore a large shield and a sharp sword. Kiryu whistled in appreciation, grinning over at Lilith. Summoning items and minions, reinforcing objects and strengthening yourself with magic were no mean feats. Lilith clearly had more than a little skill, and Kiryu, despite his banter, wasn't going to take her lightly. He waved his hand over his crystal ball again, and it disappeared, fading back into the arcane pocket dimension he had created for some of his items. "Neat trick. But two can play at that game, you know!"At that, Kiryu prepared as he normally did. He concentrated, summoning his armor that looked like the same worn by ancient samurai, shimmering and silver around his body. He retrieved the curative that helped ensure his ki reserves did not badly flag. Finally, he summoned his ring of power, it's brilliant platinum gleaming in the sunlight. After he had done all that, Kiryu consciously lowered his power, keeping it just a bit higher than his opponent's. He didn't let enough of his strength out to be overwhelming, but he did keep it just enough above her that if her power was boosted for some reason, she would not suddenly have the advantage over him. Kiryu then crossed his arms and stood confidently in front of Lilith, awaiting her next attack.
[WC=616] [TWC-1,416] Battle TrackerDefense Resolution-
At-Will- Suppress PL to 1,300. Suppress Defense to 100. Suppress Accuracy to 40.
Bonus Action- Ki Construct (Paparapapa, -1 ki)
Standard Action- Dried Senzu Root (+5 HP, +3 ki for 5 turns)
Standard Action- Magic Materialization (Demon Ring, -1 ki)
End of Turn Effects- Dried Senzu Root; +5 HP/+3 ki, turn 1 of 5
Techniques Ki Blocker (Demon Eye Rank 3)- 3/3 Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Gun Type: Energy/Ranged/Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Burn Cost: 15 ki Learn: 2 weeks
Magic Materialization (Rank 3)- 1/2 Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2 ki per 10,000 zeni of the desired item. If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Construct (Paparapapa Rank 3)- 0/1 Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. 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 may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Pressure Point Strikes (Paralyze Rank 3)- 2/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
Wild Sense (Rank 3) You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle. Ranks: Rank 2 lasts for 4 turns. Rank 3 lasts for 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
TRAITS
Instinct (Ability 1) Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
Intimidating Power (Class 1) 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: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Power (AI Assistant) Requirements: Energy Control Skill of 30 Activation: None (Passive) Effect: Your Energy attacks deal +3 bonus damage.
Efficiency (AI Assistant) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Glancing Blow (AI Assistant) Activation: Reactive Bonus Action Effect: Reduce the damage of an attack that hit you by half of your Reflexes skill value. Limit: 2 times per thread, may reduce only up to 20 damage per use.
CLASS ABILITIES
Sorcery - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Shun Goku Satsu (Bane) After repeatedly targeting an opponent's pressure points, Kiryu targets his foe's entire ki network with powerful blows and pinpoint strikes that can badly damage the internal organs of nearly any enemy.
Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on each opponent.
EQUIPPED ITEMS
Baba's Crystal Ball- When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level.
A.I. Assistant- Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Regenerative Infusion- The target of this item restores +5 HP and +3 Ki per turn, at the end of each turn, for 5 of their turns. Activation- Bonus Action
Demon Ring- Duration of Status Effects increased by 1 turn; All status effects deal an additional 1 damage bypassing DR
Expert Training Gear- You gain an additional 50% PL from thread rewards while wearing this outfit.
Lucky Trinket- Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Battle Stats
PL: 12,912
HP: 70/70 | KI: 100/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60, Suppressed to 40 | DEF: 130, Suppressed to 100
DR: +2 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 0/100 Lilith Nevermore
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Post by Lilith Nevermore on Oct 19, 2019 22:29:18 GMT -8
When the peasant got mouthy, the little witch squinted. Call it intuition, but something told her his spiel held hidden thorns. They poked into her already thin patience. Her grip on the wand tightened until it trembled. “Tch, mock me at your own peril, mortal...” If there was one thing she could not stand, it was being looked down upon. Or pitied in any measure. Truly that was worse than any torture. She watched with passive disinterest as the foe displayed his own magic. Hm... Summoning equipment without any verbal components was... mildly impressive... Erm, for an amateur. Yes. Not that she would ever admit that out loud.
Once the peasant dared to strike a confident pose, Lilith shot him a venomous glare. “Enough. I will not be ridiculed by an ill-mannered yokel.” Arcane energies swirled around her, making her long hair dance. Where words failed, violence would have to suffice. She swept her wand towards him in a commanding gesture. “Off with your head.” Right on command, the armored creature took a step forward. It swung the enormous blade in a horizontal motion, clearly meaning to follow through with the execution order. An ordinary human would’ve been in trouble against that speed and strength.
While the knight provided distraction, the caster uttered the words for another spell. With her honed focus, channeling it took little effort. “I call forth the fury of flames...” Between the prongs decorating the tip of her wand, a small spark flared into a flame. “Fiery Hex.” A red bolt shot towards the foe, aiming to nail him in the chest. It carried dangerous heat, enough to scorch the ground and the plant life should it miss. If the foe got unfortunate, he might even burst into flames.
[294/1177]
BATTLE TRACKER DEFENSE PHASE. Kiryu Attack 1: Lilith 70 vs Kiryu (Acc) = Result Attack 2: Lilith 70 vs Kiryu (Acc) = Result Total damage: - 1 =
OFFENSE PHASE.
Bonus Action: Power Up Enough. | +25 ki, +25% PL
At-Will: Sidekick melee attack Accuracy: D2|hMFjl1d100+30 Damage: 1d6
Standard Action 1: Gain 1 Focus stack
At-Will: Spend one Focus stack. Versatile | Change Hex to Searing
Standard Action 2: Fiery Hex | -0 ki (Focus) | Searing 40% Accuracy: 1d100+25 Damage: 3d10 Status: 1d100 (40 or below) Demon Ring: Burn deals 4 dmg per turn on success.
EFFECTS. Sorcery | AP left: 5 Focus | stacks: 1/2 Sidekick actions | 3 left Powered Up | turn 1/2 Power Up ki restored 25/100
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 +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. 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. Technique Slots | Gain 2 additional technique slots (may learn them instantly).
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: -14 ki
Countermeasures | Gain 2 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 | -14 ki | 1 use per thread. Feint (Technique Slots) | Avoid one attack, utility tech or grenade | Standard Action - Reactive | -14 ki | 2 uses per thread. Kiai (Technique Slots) | All attack rolls, utility techs and grenades that roll a natural 50 or lower critically fail. | Standard Action - Reactive | -14 ki | 1 use per thread.
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: -14 ki
HP: 40/40 | KI: 82/100 PL: 998 (base) -> 1247 (Powered Up) FIGHTING ACCURACY: 10 | ENERGY ACCURACY: 25 | DEF: 70 DR: +1 | KI COST: -1 1d100+30·1d6·1d100+25·3d10·1d100
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Post by Kiryu on Oct 21, 2019 12:38:21 GMT -8
Kiryu watched his opponent with interest as she commanded her minion to attack him. His right eyebrow quirked a bit... off with his head, eh? That was valuable information. This was not someone who was merely self serving but wouldn't be a threat to others. This was someone with power who seemed to have no problem killing someone to get what she wanted. Whether that was born of malicious intent, or, as Kiryu more suspected, that her entire worldview was that others should conform to her desires, Kiryu could not say for certain. All he knew was that he would have to be wary of this foe. As the dark knight charged him, swinging it's large, bladed weapon, Kiryu can through a variety of scenarios in his head. He could use his own ki armor to form a blade and parry. He could dodge and stay in close, but if his suspicion was correct, punching the construct itself wouldn't do him much good. And if this Lilith played at all into type, he could expect ranged spells from her as he fought. So it was time to get slippery. As the knight sprinted forward, Kiryu bounded into motion, matching and then exceeding the summoned construct's speed. Kiryu saw the stroke coming; a large, horizontal sweep that would likely have removed his head if it had connected. To Kiryu, however, the attack may as well have been in slow motion. The agile warrior mage slid forward, underneath the savage attack of the night. As he slid, he directed his left hand behind him, then angled it towards the ground. He set out a powerful pulse of energy that flattened the ground in a five foot radius, but provided Kiryu with enough thrust that he sent himself flying through the air. It was lucky he did, for some sort of fire magic had been cast by Lilith, and it impacted the spot that Kiryu had just been propelled from. Kiryu twisted and flipped in the air, landing acrobatically and in a good position to follow up. His eyes were drawn by the result of Lilith's spell; the area where it had impacted had burned the grass to ash so quickly the fire had not even had a chance to spread. Kiryu whistled and rolled his shoulders, glad he had not received that attack. Kiryu focused briefly, summoning two golden orbs of energy over his palms. He turned a quizzical stare towards Lilith. "So, I get using incantations when casting a ritual or something. But does... saying the spell actually help you when you evoking? I never thought to try that. Maybe that's why all the super punchy types seem to like saying the name of their attacks. Maybe it helps focus them or something, kind of like a kiai. Huh. Interesting!"As he spoke, Kiryu struck. He lobbed the ki blasts toward her, but at his mental command, both of them hung in the air. They were a feint within a feint, of course, and Kiryu wanted to see how Lilith responded. While her eyes were hopefully drawn by the ki blasts, Kiryu rushed in, targeting Lilith's chakra centers with a series of quick strikes designed to impede her ability to recover ki. Whether or not she was able to defend against that, Kiryu would dash away before, with a mental command, sending his hovering ki blasts at her. Finally, Kiryu would come forward with his own attack from his ki construct, slashing at Lilith with a summoned katana... though one that still had it's edge blunted. Kiryu was, after all, not a killer.
[WC=602] [ETWC=2,018] Battle TrackerDefense Resolution- All attacks miss!
At-Will- Suppress PL to 1,300. Suppress Defense to 100. Suppress Accuracy to 40.
Bonus Action- Ki Blocker (Demon Eye Rank 3, -1 ki)
Curse/Cripple Inflict Chance 95%: 0zgC61dv1d100
Duration 5 rounds. Each inflicts 1 Damage bypassing DR per round. Each gives a -2 modifier to Damage and DR.
Standard Action- Ki Blast (-1 ki)
Attack: 1d100+40
Damage: 1d12+2
Standard Action- Ki Blast (-1 ki)
Attack: 1d100+40
Damage: 1d12+2
End of Turn Effects- Dried Senzu Root; +5 HP/+3 ki, turn 2 of 5
Techniques Ki Blocker (Demon Eye Rank 3)- 2/3 Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Gun Type: Energy/Ranged/Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Burn Cost: 15 ki Learn: 2 weeks
Magic Materialization (Rank 3)- 1/2 Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2 ki per 10,000 zeni of the desired item. If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Construct (Paparapapa Rank 3)- 0/1 Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. 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 may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Pressure Point Strikes (Paralyze Rank 3)- 2/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
Wild Sense (Rank 3) You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle. Ranks: Rank 2 lasts for 4 turns. Rank 3 lasts for 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
TRAITS
Instinct (Ability 1) Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
Intimidating Power (Class 1) 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: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Power (AI Assistant) Requirements: Energy Control Skill of 30 Activation: None (Passive) Effect: Your Energy attacks deal +3 bonus damage.
Efficiency (AI Assistant) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Glancing Blow (AI Assistant) Activation: Reactive Bonus Action Effect: Reduce the damage of an attack that hit you by half of your Reflexes skill value. Limit: 2 times per thread, may reduce only up to 20 damage per use.
CLASS ABILITIES
Sorcery - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Shun Goku Satsu (Bane) After repeatedly targeting an opponent's pressure points, Kiryu targets his foe's entire ki network with powerful blows and pinpoint strikes that can badly damage the internal organs of nearly any enemy.
Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on each opponent.
EQUIPPED ITEMS
Baba's Crystal Ball- When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level.
A.I. Assistant- Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Regenerative Infusion- The target of this item restores +5 HP and +3 Ki per turn, at the end of each turn, for 5 of their turns. Activation- Bonus Action
Demon Ring- Duration of Status Effects increased by 1 turn; All status effects deal an additional 1 damage bypassing DR
Expert Training Gear- You gain an additional 50% PL from thread rewards while wearing this outfit.
Lucky Trinket- Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Battle Stats
PL: 12,912
HP: 70/70 | KI: 100/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60, Suppressed to 40 | DEF: 130, Suppressed to 100
DR: +2 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 0/100 Lilith Nevermore 1d100·1d100+40·1d12+2·1d100+40·1d12+2
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Post by Lilith Nevermore on Oct 21, 2019 23:59:33 GMT -8
Cold disdain had to make way for sudden surprise. The caster stared at the display of dodges. Avoiding the slow servant was one thing, but flipping over her spell as well? Hmph, no, she was not impressed. She just... had never seen a mage so... mobile. So gracefully agile. ...Well. Not aside from her dear aunt Lydia Nevermore, who had advocated casting through gymnastics, but she had always been something of an eccentric.
Lilith’s line of thought promptly crashed, like a glass vase pushed off a table, when she caught the stranger’s frankly weird question. She stared back blankly. “You... never thought to try...?” Even when she repeated the words, they didn’t make any sense. Countless questions swirled around her head. Only few of them got past her lips. “What...? How...?” The conclusion he seemed to draw from it only deepened her confusion.
However, getting distracted during a fight was dangerous. The young witch snapped out of her daze just in time. Luckily, some spells only needed to hear their name to awaken. “Shroud of Shadows.” Right on cue, wisps of inky darkness burst forth from beneath her robes. They swirled and wrapped protectively around her frame, blocking the strikes and the blasts. All of his attacks landed, but they couldn’t pierce through the protection. Once the immediate threat was over, the shadowy substance retreated back into her clothing.
Finally the young noble gathered her composure enough to put her thoughts into words. “What do you mean you never thought to try it?” The repeated words were dripping with disbelief. She aimed her wand at the man, along with an incredulous stare. “How on earth did you even learn magic without verbal components?” In her family, every single spell began with the words of power. That’s how it had been taught for generations. For him to overlook it entirely... There was one explanation, but... No. She refused to even consider it. There was no possible way a mere peasant was casting magic through willpower alone.
“Explain yourself at once.”
Giving the man a moment to explain himself was partially a ruse. The girl needed time to regain her focus. It was wavering, forcing her to expend more mana than was ideal. Tch, how humiliating... As much as she hated to admit it, this man was... problematic. However, the ruse aside, she was also honestly curious about the magic he wielded. Learning more about arcane secrets had always been her main motivation. Not to mention it would’ve been rude to interrupt. She was a woman of status and would act accordingly. With one more deep breath, her focus returned.
[444/1621]
BATTLE TRACKER DEFENSE PHASE. Kiryu Standard Action 1 - Reactive: Feint Shroud of Shadows | Avoid Ki Blocker | -14 ki Ki Blocker = Miss! Attack 1: Lilith 70 vs Kiryu 126 = Hit! 5 dmg! Attack 2: Lilith 70 vs Kiryu 110 = Hit! 6 dmg! Bonus Action - Reactive: Guard Shroud of Shadows | +10 DR | -9 ki Total damage: 11 - 11 = 0
OFFENSE PHASE.
Standard Action 2: Gain 1 Focus stack
EFFECTS. Sorcery | AP left: 5 Focus | stacks: 2/2 Sidekick actions | 3 left Powered Up | turn 2/2 Power Up ki restored 25/100 Countermeasures stacks | 2 left
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 +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. 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. Technique Slots | Gain 2 additional technique slots (may learn them instantly).
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: -14 ki
Countermeasures | Gain 2 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 | -14 ki | 1 use per thread. Feint (Technique Slots) | Avoid one attack, utility tech or grenade | Standard Action - Reactive | -14 ki | 1 use left. Kiai (Technique Slots) | All attack rolls, utility techs and grenades that roll a natural 50 or lower critically fail. | Standard Action - Reactive | -14 ki | 1 use per thread.
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: -14 ki
HP: 40/40 | KI: 59/100 PL: 998 (base) -> 1247 (Powered Up) FIGHTING ACCURACY: 10 | ENERGY ACCURACY: 25 | DEF: 70 DR: +1 | KI COST: -1
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Post by Kiryu on Oct 23, 2019 11:28:37 GMT -8
Kiryu watched, fascinated as the woman called upon some shadowy cloak to defend herself from his normally impeccable attacks. It seemed as though it was darkness made manifest and it blunted all of Kiryu's attacks. He focused his power, then, calling upon what he had realized was a sort of true seeing, utilizing his arcane abilities to peer beyond what was visible to the naked eye. He saw Lilith's spell, then; saw the energy it was constructed of, saw the will that had forced it into being, saw the words that had given the spell structure and shape. It was beautiful, in it's way. No attacks were forthcoming, so Kiryu stretched, rolling his shoulders as he continued to assess Lilith. "Far be it for me to deny a request from one of my betters," he said ironically. A smirk had been threatening to appear on his face, but as he thought about what he was about to say, Kiryu's grin disappeared and he became thoughtful. "I did not grow up a... practitioner, I guess you would call it? I was a fighter, a martial artist, but I always had an affinity for ki techniques, for utilizing my capabilities in what, I guess, are not standard ways. It wasn't until I recovered the very item you are here to try to take from me that I realized where my power came from. I got so used to seeing people powered by ki running faster than trucks and bench pressing trees that I did not think to look beyond that. Did not think that perhaps the wellspring, for me, was different than merely internal spiritual energy. That I was connected to something else, something that allowed me to reach out and change the fabric of the world as I saw fit.
After I won the Crystal Ball, though... I can not begin to tell you the things I have seen. Sometimes in my dreams... sometimes as a waking vision. Betimes, I even see the future... or at least, a possible future. Sometimes more than one, and I move from moment to moment, guided by what I deem to be the most likely to occur but prepared for so very many eventualities.
For what it's worth, I get it. Why you're like this. That sort of... you came to me and called me an amateur. A mongrel. A peasant. A... what was it? Ah, yes. An ill-mannered yokel. I particularly like that one. And you demanded that I give you something that is, by rights, mine. And my guess is that this is how you move, from moment to moment, from day to day, secure in the knowledge that everyone and everything around you will conform to your desires... because for your entire life, everything has. Because that's what magic has been for you; it is a tool, a means to power.
But it is so much more than that, isn't it? I'm so new that I can barely grasp the edges of it but it is life itself.
Uh... sorry. I think I might have waxed a bit poetical there. To answer your question... well, I'd been using ki my whole life, but the source of that ki was my affinity for magic. I had never needed to use incantations to focus my will when I used ki... so I think all that practice applied to when I started more willfully using magic, too. Sometimes the words can help if I'm trying to do something really complicated or specific. I guess I think the words are more for finesse, and my will is for everything else. Hope that answers your question. Offer is still on the table, by the way. You can stand down and we can have a drink and talk. But I'm not going to assume that that's the case. Instead... let me show you exactly what I mean when I talk about my will. You can surrender whenever you want, but if I knock you out, I'm going to leave you here and hopefully you'll learn a lesson from this."At that, Kiryu commanded his ki armor to fire some beams from where it's eyes were, aimed straight at Lilith. Kiryu followed up by dashing in and utilizing his ki blocking technique once again. After the attacks had been launched, Kiryu sped up his movements, darting around to Lilith's back. He quickly charged and fired his Ki Gun technique. It had become nastier since the last time he had used it, and through his magic, was infused with spells that could slow and hamper any foe that it struck, in addition to the physical harm it would deal. Finally, after expending his energy, Kiryu focused, calling on more arcane energy. The area seemed to grow still and quiet as Kiryu tapped into his deep reserves; it was enough power to daunt most folk.
[WC=814] [ETWC=2,818] Battle TrackerDefense Resolution- No attacks.
At-Will- Suppress PL to 1,300. Suppress Defense to 100. Suppress Accuracy to 40.
At-Will- Ki Construct Eye Beams
Attack Roll: _d1NuTaj1d100+30
Damage: 1d6
Bonus Action- Ki Blocker (Demon Eye Rank 3, -1 ki)
Curse/Cripple Inflict Chance 95%: 1d100
Duration 5 rounds. Each inflicts 1 Damage bypassing DR per round. Each gives a -2 modifier to Damage and DR.
Standard Action- Ki Gun (-8 ki)
Attack: 1d100+40
Damage: 3d10+2
Piercing; ignores 5 points of DR and all temp HP.
Searing chance 50%: 1d100
Cripple chance 30% (Sadist): 1d100
Immobilize chance 30% (Sadist): 1d100
All statuses inflicted by this town inflict 3 rounds of their respective status effect. Each one will deal 1 damage bypassing DR and reduce DR and Damage modifiers by -2 while inflicted.
Standard Action- Power Up (+25% PL, suppressed to 1,300, +25 ki) Intimidating Power applies; -10 accuracy, -1 damage
End of Turn Effects- Dried Senzu Root; +5 HP/+3 ki, turn 3 of 5
Techniques Ki Blocker (Demon Eye Rank 3)- 1/3 Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Gun Type: Energy/Ranged/Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Burn Cost: 15 ki Learn: 2 weeks
Magic Materialization (Rank 3)- 1/2 Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2 ki per 10,000 zeni of the desired item. If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Construct (Paparapapa Rank 3)- 0/1 Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. 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 may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Pressure Point Strikes (Paralyze Rank 3)- 2/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
Wild Sense (Rank 3) You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle. Ranks: Rank 2 lasts for 4 turns. Rank 3 lasts for 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
TRAITS
Instinct (Ability 1) Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
Intimidating Power (Class 1) 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: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Sadist Activation: None (Passive) Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% chance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
Power (AI Assistant) Requirements: Energy Control Skill of 30 Activation: None (Passive) Effect: Your Energy attacks deal +3 bonus damage.
Efficiency (AI Assistant) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Glancing Blow (AI Assistant) Activation: Reactive Bonus Action Effect: Reduce the damage of an attack that hit you by half of your Reflexes skill value. Limit: 2 times per thread, may reduce only up to 20 damage per use.
CLASS ABILITIES
Sorcery - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Shun Goku Satsu (Bane) After repeatedly targeting an opponent's pressure points, Kiryu targets his foe's entire ki network with powerful blows and pinpoint strikes that can badly damage the internal organs of nearly any enemy.
Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on each opponent.
EQUIPPED ITEMS
Baba's Crystal Ball- When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level.
A.I. Assistant- Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Regenerative Infusion- The target of this item restores +5 HP and +3 Ki per turn, at the end of each turn, for 5 of their turns. Activation- Bonus Action
Demon Ring- Duration of Status Effects increased by 1 turn; All status effects deal an additional 1 damage bypassing DR
Expert Training Gear- You gain an additional 50% PL from thread rewards while wearing this outfit.
Lucky Trinket- Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Battle Stats
PL: 12,912
HP: 70/70 | KI: 100/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60, Suppressed to 40 | DEF: 130, Suppressed to 100
DR: +2 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 9/100 Lilith Nevermore 1d6·1d100·1d100+40·3d10+2·1d100·1d100·1d100·1d100
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Post by Lilith Nevermore on Oct 24, 2019 0:28:49 GMT -8
The irony lingering in the statement was willfully ignored. Instead, the young noble liked to pretend the stranger actually meant it. Hearing him admit he was actually a martial artist explained a lot. Her expression immediately soured, like she had bitten into a lemon. Muscle heads like him were the only type of people she bothered to hate beyond her default disdain towards, well, everyone. Even as he described his experiences, her thoughts only grew more toxic. Why had fate brought the sacred Crystal Ball to him of all people? He clearly didn’t appreciate the gift of sight it bestowed upon its wielders. Not the same way she would. Her lips parted. A venomous protest already slithered on her tongue.
But then he claimed to... get it.
Lilith kept quiet. She could no longer hold the eye-contact and instead looked away. The mere reminder about the easy life she had gotten so accustomed to stabbed deep into her chest. Hmph, what a dirty way to use his gift of visions... And it had to be exactly that. She refused to believe he had any actual... compassion.
Distracted by the words, the small witch got caught by the beams. They clashed against the magic of her robes and one actually pierced through, stinging the pale skin beneath. Through gritted teeth she forced out the magic words. “Shroud of Shadows.” A large, arcane symbol flashed across her chest. It fed the protective spell, making it manifest so much quicker. Again the swirling wisps blocked the strikes. Without it, she would’ve surely fallen for the attack. As the man moved, she merely tilted her head to the side. The blast of foul ki whizzed past her ear, scraping against her long hair. Close. Much too close.
Still, Lilith retained her composure. “Hmph... No, you do not get it...” The cold words were quiet beneath her breath. “If you did, then you would understand why I cannot... will not stand down.” It simply wasn’t an option. She shot a judgemental stare towards the man. “Do not presume to lecture me on the wonders of arcane arts, mortal. The difference between you and I goes far beyond formal training. Magic is in my blood. Wielding it is my birthright. You cannot hope to match it with will alone.” For a moment there though, she had found herself agreeing with him. Magic was, indeed, life itself.
The witch waved her wand and spat out a spiteful command. “Black Knight, quit dawdling and attack.” Only upon hearing the last word, the armored creature moved again. It took another swing at the foe, again aiming for his head. Single-minded, wasn’t he? Meanwhile, the caster spoke another spell. “I call forth the enmity of earth...” The flames on her wand fizzled out, leaving behind swirling dust. “Churning Hex.” One of the mystical symbols on her sleeves lit up, fueling the magic further. She shot a brown bolt into the earth at the man’s feet. It grumbled and quivered. Suddenly the soil itself snapped upwards like a massive maw. Sharp stones formed rending teeth. If the foe got caught, he risked heavy injuries.
[528/2149]
BATTLE TRACKER DEFENSE PHASE. Kiryu At-will Reactive: Countermeasures Large Arcane Symbol | Change Feint to Bonus Action. Bonus Action - Reactive: Feint Shroud of Shadows | Avoid Ki Blocker | -14 ki Ki Blocker = Miss! Attack 1: Lilith 70 vs Kiryu 121 = Hit! 2 dmg! Attack 2: Lilith 70 vs Kiryu 51 = Miss! Total damage: 2 - 1 = 1
OFFENSE PHASE.
At-Will: Sidekick melee attack Accuracy: 6OVrn6MA1d100+30 Damage: 1d6
Versatile | Change Hex to Immobilizing. Sorcery: Enchant | Add Wounding 40% to attacks. User 1 Focus stack.
Standard Action 1: Churning Hex | -0 ki (Focus) | Immobilizing & Wounding 40% Accuracy: 1d100+25 Damage: 3d10 Immobilize Status: 1d100 (40 or below) Wound Status: 1d100 (40 or below) Demon Ring: Immobilizing deals 1 dmg per turn on success. Bleeding deals 4 dmg per turn on success.
Standard Action 2: Churning Hex | -14 ki | Immobilizing & Wounding 40% Accuracy: 1d100+25 Damage: 3d10 Immobilize Status: 1d100 (40 or below) Wound Status: 1d100 (40 or below) Demon Ring: Immobilizing deals 1 dmg per turn on success. Bleeding deals 4 dmg per turn on success.
EFFECTS. Sorcery | AP left: 4 Focus | stacks: 1/2 Sidekick actions | 2 left Power Up ki restored 25/100 Countermeasures stacks | 1 left
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 +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. 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. Technique Slots | Gain 2 additional technique slots (may learn them instantly).
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: -14 ki
Countermeasures | Gain 2 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 | -14 ki | 1 use per thread.
Feint (Technique Slots) | Avoid one attack, utility tech or grenade | Standard Action - Reactive | -14 ki | 0 uses left. Kiai (Technique Slots) | All attack rolls, utility techs and grenades that roll a natural 50 or lower critically fail. | Standard Action - Reactive | -14 ki | 1 use per thread.
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: -14 ki
HP: 39/40 | KI: 31/100 PL: 998 (base) FIGHTING ACCURACY: 10 | ENERGY ACCURACY: 25 | DEF: 70 DR: +1 | KI COST: -1 1d100+30·1d6·1d100+25·3d10·1d100·1d100·1d100+25·3d10·1d100·1d100
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Post by Kiryu on Oct 24, 2019 11:31:28 GMT -8
Kiryu sighed. He had not expected Lilith to stand down. Not really. No, Kiryu was far from surprised... but he was still a little disappointed. It was the same way he felt about Bass, in a lot of ways. This woman was exceptional. For all Kiryu's natural gifts, this witch clearly had an exceptional grasp on magic, conjuring spell after spell to keep herself safe and to harass Kiryu. That was more power than most people would ever know what to do with. Kiryu could not understand those who did not use such gifts in the service of others. The desire to conquer, to dominate, did not live within him. To test himself? To prove more powerful, more capable than your contemporaries? That was there, certainly. Kiryu believed in sharing knowledge and teaching, but he had a competitive streak a mile wide, relishing the thrill of honest, earnest contests. When it came down to it, however, he was someone that would always default to using the power he possessed in the service of others before himself. Kiryu noted Lilith's defense once again as his energy disrupting strikes bounced off of the summoned, shadowy mass, marveling at the spell. This time, he knew what to look for as the spell formed, and resolved to copy the technique himself. Kiryu would need time to practice and fine tune the magic to do exactly what he wanted it to; perhaps to make it entropic, to absorb incoming energy rather than simply blunt it? It was a brief thought, but Kiryu did not have time to explore it any further as the battle continued. The summoned knight waded back in, and Kiryu ducked under the blow. It was lucky that he did, and that his legs were already coiled, because the next attack came not directly from Lilith, but from the ground itself, as her spell clearly possessed some sort of geokinetic component that caused the very earth to attempt to swallow him up. Kiryu bounded away, launching into a high flip. As he landed, his ki construct fired another eye beam at Lilith. Kiryu breathed in, considering his words and his next sequence of attacks "Fine. Have it your way."Kiryu moved, then, deciding that this was going to be the final opportunity for Lilith to get out of their confrontation without nursing some injuries. Kiryu dashed forward, utilizing the terrain to keep himself agile and difficult to hit. "If you think that way of me, I will explain everything I'm doing, so that you'll know exactly how much my will can accomplish."As he closed, Kiryu's eyes began to glow silver. "A simple spell, that. It lets me see magical energies... like the energies that flow through your body and fuel your arcane powers. Which makes them easy to target, and disrupt."Kiryu launched his precision attacks again, but this time, his spear hands and thrust kicks targeted areas all over Lilith's body, none with enough force to do much injury on their own... but taken together, they would make it nearly impossible for any energy to be gained or used for attacks. "Fun thing about this is that it's a setup. I used to think it was all pressure point stuff... but I realized that with every strike, I'm leaving some of my magic in my opponent. And if I want to... well. You just launched a couple of hexes at me. Imagine what one could do if they could plant bits of their magic in others, and have the spell be created... right in their own bodies? Tell me, Lady... what do you think that would do to a human body?"Kiryu spun away, then, flinging two ki blasts at Lillith. The golden orbs streaked forward, both targeting Lillith directly. "Those? Those are just little energy blasts. Are they ki? Are they magic? Maybe both? I don't rightly know but I've been able to do that since I was a child, so I'm guessing that whatever the source is, it's pretty deeply in my own blood. And all of this, done with no incantation, nothing but my own will to guide my magic.
So tell me, Lady, once more of your birthright. Tell me, can I not match you? And when you answer, keep this in your thoughts... should you weather this round of attacks, then when next I strike I will no longer restrain myself. You have tested my patience, and rebuked my offers for peace and fellowship when you came to me a thief. You were even willing to kill me for what you wanted.
So ask yourself if I will be merciful, and if you think you can hope to withstand my true strength."It was, mostly, bluff and bluster. Kiryu didn't have it in him to kill someone, but he hoped against hope that Lilith would not realize that. What he said was true, though. This woman was dangerous, and Kiryu had no compunctions about letting forth his real power to stop her if he had to.
[WC=824] [ETWC=3,618] Battle TrackerDefense Resolution- All attacks miss!
At-Will- Suppress PL to 1,300. Suppress Defense to 100. Suppress Accuracy to 40.
At-Will- Ki Construct Eye Beams
Attack Roll: DVxmcAm81d100+30
Damage: 1d6
At-Will- One AP for one Bonus Action for Utility Tech
Bonus Action- Ki Blocker (Demon Eye Rank 3, -1 ki)
Curse/Cripple Inflict Chance 95%: 1d100
Duration 5 rounds. Each inflicts 1 Damage bypassing DR per round. Each gives a -2 modifier to Damage and DR.
Bonus Action- Pressure Point Strikes (Paralyze Rank 3, -1 ki)
Stun Inflict Chance 90%: 1d100
On success; Stun for 5 rounds, 1 damage bypassing DR per round, -2 to Damage/DR
Damage bypassing DR: 1d6
Standard Action- Ki Blast (-1 ki)
Attack: 1d100+40
Damage: 1d12+2
Standard Action- Ki Blast (-1 ki)
Attack: 1d100+40
Damage: 1d12+2
End of Turn Effects- Dried Senzu Root; +5 HP/+3 ki, turn 4 of 5
Techniques Ki Blocker (Demon Eye Rank 3)- 0/3 Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Gun Type: Energy/Ranged/Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Burn Cost: 15 ki Learn: 2 weeks
Magic Materialization (Rank 3)- 1/2 Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2 ki per 10,000 zeni of the desired item. If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Construct (Paparapapa Rank 3)- 0/1 Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. 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 may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Pressure Point Strikes (Paralyze Rank 3)- 1/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
Wild Sense (Rank 3) You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle. Ranks: Rank 2 lasts for 4 turns. Rank 3 lasts for 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
TRAITS
Instinct (Ability 1) Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
Intimidating Power (Class 1) 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: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Sadist Activation: None (Passive) Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% chance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
Power (AI Assistant) Requirements: Energy Control Skill of 30 Activation: None (Passive) Effect: Your Energy attacks deal +3 bonus damage.
Efficiency (AI Assistant) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Glancing Blow (AI Assistant) Activation: Reactive Bonus Action Effect: Reduce the damage of an attack that hit you by half of your Reflexes skill value. Limit: 2 times per thread, may reduce only up to 20 damage per use.
CLASS ABILITIES
Sorcery - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Shun Goku Satsu (Bane) After repeatedly targeting an opponent's pressure points, Kiryu targets his foe's entire ki network with powerful blows and pinpoint strikes that can badly damage the internal organs of nearly any enemy.
Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on each opponent.
EQUIPPED ITEMS
Baba's Crystal Ball- When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level.
A.I. Assistant- Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Regenerative Infusion- The target of this item restores +5 HP and +3 Ki per turn, at the end of each turn, for 5 of their turns. Activation- Bonus Action
Demon Ring- Duration of Status Effects increased by 1 turn; All status effects deal an additional 1 damage bypassing DR
Expert Training Gear- You gain an additional 50% PL from thread rewards while wearing this outfit.
Lucky Trinket- Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Battle Stats
PL: 12,912
HP: 70/70 | KI: 100/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60, Suppressed to 40 | DEF: 130, Suppressed to 100
DR: +2 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 9/100 Lilith Nevermore 1d100+30·1d6·1d100·1d100·1d6·1d100+40·1d12+2·1d100+40·1d12+2
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Post by Lilith Nevermore on Oct 25, 2019 1:30:32 GMT -8
Much to the little lady’s growing frustration, the foe was quick on his feet. The crimson gaze twitched with irritation. She was on the verge of commanding him to sit still. Unfortunately, there was no time to reprimand the man. Rather, she had to focus on defending herself again. Quickly the the words were strung together. “Gather, shadows, and guard thy mistress... Robe of Darkness.” Yet again the inky wisps erupted from the depths of her clothing. However, this time they didn’t remain as a shapeless swirl around her. Instead, as the spell name had revealed, they solidified and clung to her body like a second robe.
And not a moment too soon.
The eye beams clashed against the murky substance, failing to pierce through it. Likewise, the swift combination of strikes was dampened against the dense magic. Half of the invading energy was outright rejected. Reflected like raindrops against a coat. But the other half of it still slipped through... Lilith’s eyes widened. An agonizing surge shot through vein. She coughed, clutching her chest. What was this crippling sensation? A curse? She could feel it eating away at her power. Swaying unsteadily, she avoided one ki blast, but the other crashed against her chest. Her wispy shadow cloak fluttered, barely holding together anymore. As insult to injury, the foe’s words rang through her head. The echo sounded mocking in her mind.
However... Despite the pain and humiliation, the young witch suffered in silence. Her sharp teeth clenched together. With sheer, stubborn willpower, she managed to force coherent words past the pain. “Through knowledge may all curses be cleansed... Absolute Purification.” A flash of white glowed beneath the shady robe. It washed away the hostile effect, eliciting a small, relieved sigh. Healing magic had never been her strong suit, but she could cast it when necessary.
Lilith let go of her chest and straightened her back. Idly she brushed stray strands of hair into place. “So you cast curses by... poking. How quaint.” Her usual haughtiness hadn’t gone anywhere. Why yes, she was absolutely going to pretend that the curse hadn’t almost brought her to her knees. A lady could not show weakness. “Hmph, for all your boasting, you have accomplished exactly nothing.” Which... was also true the other way around... but she was going to conveniently ignore that.
The young noble gathered her focus. While she didn’t realize the stranger was simply bluffing, it didn’t make any difference to her. She shook her head with a scoff. “Merciful? No, of course not. You martial artists are all mindless brutes who only understand violence. Your peace and fellowship are filthy lies.” Just speaking the words left a bitter taste in her mouth. “So by all means... Go ahead and prove me right.” She leveled her wand at the foe. “But know this, brute...” Her clothing started fluttering with a surge of arcane energy. “I do not fear death.” Icy honesty clung to her words like white frost. This was no bluff.
[509/2658]
BATTLE TRACKER DEFENSE PHASE. Kiryu At-will Reactive: Encapsulate Robe of Darkness | +20 Temp HP Attack 1: Lilith 70 vs Kiryu 101 = Hit! 6 dmg! Ki Blocker = Hit! Crippled and Cursed! Standard Action 1 - Reactive: Kiai Robe of Darkness | Avoid Pressure Point Strikes | -14 ki Pressure Point Strikes = Miss! Attack 2: Lilith 70 vs Kiryu 112 = Hit! 8 dmg! Attack 3: Lilith 70 vs Kiryu 54 = Miss! Total damage: 14 + 2 (Demon Ring) - 16 (Temp HP) = 0 -3 ki from Cursed.
OFFENSE PHASE.
At-will: Use 1 Focus stack.
Magic Materialization Absolute Purification | Create and equip Professional Panacea. | -0 ki (Focus) Bonus Action: Professional Panacea Absolute Purification | Remove Crippled (Cursed gets removed as well) and become immune to it for 4 turns.
At-will: Sorcery: Afflict | Gain 1 Bonus action for Utility type techs. Bonus Action (Afflict): Power Up | +25 ki and +25% PL
Standard Action 2: Gain 1 Focus stack
EFFECTS. Sorcery | AP left: 3 Focus | stacks: 1/2 Sidekick actions | 2 left Power Up ki restored 50/100 Powered Up | +25% PL | 1/2 Countermeasures stacks | 1 left Temp HP left | 4 Professional Panacea | Immune to Crippled for 4 turns
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 +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.
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. Technique Slots | Gain 2 additional technique slots (may learn them instantly).
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.
Professional Panacea | Choose any one non-Special Status Effect and remove it. Additionally, May not be afflicted with the chosen Status Effect for 4 turns. | Bonus Action. | 1 use per thread.
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: -14 ki
Countermeasures | Gain 2 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 | -14 ki | 1 use per thread.
Feint (Technique Slots) | Avoid one attack, utility tech or grenade | Standard Action - Reactive | -14 ki | 0 uses left.
Kiai (Technique Slots) | All attack rolls, utility techs and grenades that roll a natural 50 or lower critically fail. | Standard Action - Reactive | -14 ki | 1 use per thread.
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: -14 ki
HP: 39/40 | KI: 39/100 PL: 998 (base) -> 1247 (Powered Up) FIGHTING ACCURACY: 10 | ENERGY ACCURACY: 25 | DEF: 70 DR: +1 | KI COST: -1
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Post by Kiryu on Oct 25, 2019 11:30:40 GMT -8
Initially, Kiryu was nothing but impressed. The Witch had, somehow, yet more spells that blocked his techniques. Even more impressively, she was able to purge herself of what she termed his 'curse'. That was a good bit of information; maybe more traditional witches and wizard categorized the sort of gross evocation that Lilith had been doing as 'hexes', and the more subtle internal stuff were 'curses'. Kiryu was not going to hurt Lilith much. Really, he wasn't. And then, she spoke, and Kiryu was dumbstruck by the things that Lilith dared say to him. Kiryu's face twisted, anger lending him an almost feral mien. Who the fuck did this Witch think she was? To call him a brute? "You know what? I was here, minding my own business, enjoying a vacation when you decided to rob me. When you used a gift that is the light of creation itself and twisted it, dishonoring the gifts you have been given by using them to seek my death when I would not simply hand over what is rightfully mine. And you are the one that has swatted aside every hand that I have tried to extend to you, in peace and in friendship.
And you have the nerve, the complete and utter gall, to call ME a brute? To say that I am the one that only understands violence?
Do you think that because your brand of violence comes from out of a wand, rather than at the end of a punch or a kick, that you are somehow better? That you are more righteous? Because a person won't care if it's a hard kick that snaps their shinbone or the suddenly alive earth catching it in it's maw. Their leg will be damaged either way.
You can take your judgment and you can shove it, 'My Lady,'" and those last two words were filled with every bit of scorn and derision that Kiryu could muster. He stood up, then, and his demeanor changed. His eyes went cold and hard, and when next he spoke, his voice was flat, emotionless, even quiet. It was the soft sound of steel being bared in it's sheath, a whisper that promised nothing but pain. "No matter what happens, I want you to remember... you brought this on yourself."And with that, he opened himself up fully to the wellspring that was his power. As he embraced the magic, and the power suffused him, Kiryu realized how correct he had been... how magic really was life. He could see more vibrant colors than he ever had before... he could smell the sap in the trees around them, hear every minuscule movement of branch and leaf all around them. He could see Lilith's dilated pupils, wide as his own must be from the adrenaline of combat. He could taste... something. Was it fear? That thought made him grin. It was not a kind smile. Kiryu moved, calling upon his magic to lend him speed, strength, precision. His body moved quickly, attacking Lilith's pressure points once again; surely she could not have yet another spell to defend against such an ability. After that, Kiryu wasted no time in continuing his assault; both his right and left index fingers were glowing with energy that he had already gathered for this purpose. On the heels of his soft tissue attacks, Kiryu fired first the left, then the right ki bullets. Either one of them may have possessed sufficient power to bring Lilith down, but just in case, Kiryu added another layer to the attack, some magic that would interfere with Lilith's vision by hiding him from her sight, making him appear as just a part of the environment. Kiryu fully intended to finish the fight with these attacks, but he was not so careless as to think that there was no way that Lilith would able to survive this round of attacks. The witch had proven resourceful before, after all.
[WC=660] [ETWC=4,278] Battle TrackerDefense Resolution- No attacks
At-Will- Kiryu ends suppression; Edge 4.
At-Will- One AP for 40% blind chance on all attacks (increase to 50% via Baba's Crystal Ball)
Bonus Action- Pressure Point Strikes (Paralyze Rank 3, -1 ki)
Stun Inflict Chance 90%: bGLfK16_1d100
On success; Stun for 5 turns, 1 damage bypassing DR per round, -2 to Damage/DR
Damage bypassing DR: 1d6
Standard Action- Ki Gun (-8 ki)
Attack: 1d100+85
Damage: 3d10+10
Piercing; ignores 5 DR and all temp HP
Burn inflict chance 50%: 1d100 On inflict; Burned for 3 turns, additional 1 damage bypassing DR per round, -2 to Damage/DR
Blind inflict chance 50%" 1d100 On inflict; Blinded for 2 turns, additional 1 damage bypassing DR per round, -2 to Damage/DR
Standard Action- Ki Gun (-8 ki)
Attack: 1d100+85
Damage: 3d10+10
Piercing; ignores 5 DR and all temp HP
Burn inflict chance 50%: 1d100 On inflict; Burned for 3 turns, additional 1 damage bypassing DR per round, -2 to Damage/DR
Blind inflict chance 50%" 1d100 On inflict; Blinded for 2 turns, additional 1 damage bypassing DR per round, -2 to Damage/DR
End of Turn Effects- Dried Senzu Root; +5 HP/+3 ki, turn 5 of 5
Techniques Ki Blocker (Demon Eye Rank 3)- 0/3 Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Gun Type: Energy/Ranged/Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Burn Cost: 15 ki Learn: 2 weeks
Magic Materialization (Rank 3)- 1/2 Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2 ki per 10,000 zeni of the desired item. If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Construct (Paparapapa Rank 3)- 0/1 Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. 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 may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Pressure Point Strikes (Paralyze Rank 3)- 0/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
Wild Sense (Rank 3) You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle. Ranks: Rank 2 lasts for 4 turns. Rank 3 lasts for 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
TRAITS
Instinct (Ability 1) Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
Intimidating Power (Class 1) 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: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Sadist Activation: None (Passive) Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% chance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
Power (AI Assistant) Requirements: Energy Control Skill of 30 Activation: None (Passive) Effect: Your Energy attacks deal +3 bonus damage.
Efficiency (AI Assistant) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Glancing Blow (AI Assistant) Activation: Reactive Bonus Action Effect: Reduce the damage of an attack that hit you by half of your Reflexes skill value. Limit: 2 times per thread, may reduce only up to 20 damage per use.
CLASS ABILITIES
Sorcery - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Shun Goku Satsu (Bane) After repeatedly targeting an opponent's pressure points, Kiryu targets his foe's entire ki network with powerful blows and pinpoint strikes that can badly damage the internal organs of nearly any enemy.
Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on each opponent.
EQUIPPED ITEMS
Baba's Crystal Ball- When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level.
A.I. Assistant- Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Regenerative Infusion- The target of this item restores +5 HP and +3 Ki per turn, at the end of each turn, for 5 of their turns. Activation- Bonus Action
Demon Ring- Duration of Status Effects increased by 1 turn; All status effects deal an additional 1 damage bypassing DR
Expert Training Gear- You gain an additional 50% PL from thread rewards while wearing this outfit.
Lucky Trinket- Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Battle Stats
PL: 12,912
HP: 70/70 | KI: 86/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 130
DR: +2 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 9/100 Lilith Nevermore 1d100·1d6·1d100+85·3d10+10·1d100·1d100·1d100+85·3d10+10·1d100·1d100
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Post by Lilith Nevermore on Oct 25, 2019 23:30:54 GMT -8
When the young man’s anger flared, the little lady allowed herself a small, smug smile. “Ah, there it is. Your true face.” The smile vanished and her glare hardened. “How fitting.” She had never expected anything less. His reasons for outrage were disregarded with a haughty scoff. ...Well, aside from the mention of being better. That she just couldn’t resist correcting. “It is merely one of the reasons. My blood alone makes me better than you commoners.” Even when faced with the ominous promise, her attitude didn’t waver.
Sensing the surge of power as danger prickling across her back, the witch glanced at the Black Knight. “Guard me.” She curled her fingers and waved her hand in a sweeping motion. Reminiscent of a marionette yanked by invisible strings, the knight was dragged into harm’s way. It took the pressure point strikes without flinching. The dead felt no pain. However...
The shots pierced clean through.
It was at this moment Lilith realized... she had made a small miscalculation. The energy burned through the cloak of shadows, as well as the cloth beneath it. Dripping red painted the pale skin. Then the searing pain kicked in... Her eyes widened. A scream got stuck in her throat. With the curse coursing through her body, she collapsed. It was like hot shrapnel tearing through her veins. Crimson-colored coughs stained the dirt. First the shadows vanished into the air... Then the summoned servant disappeared in a flash of infernal flames. And finally the mystical symbols faded away. It was over. And she never stood a chance.
Teetering on the edge of darkness, the witch could feel the curse numbing her senses. Her clouded gaze searched for the foe, but failed to find him. Clutching her bleeding side weakly, she curled up into a pitiful ball. Her teeth gritted together. No, she wasn’t crying. She... refused to... Softly the glimmering pearls rolled down her cheeks. Between the suffocated sniffles, she managed to mutter her final barbed words. “I was right... all... along...” These muscle heads were monsters. Every single one of them. Her hatred grew three sizes that day. With that, darkness swallowed her mind.
Lights out.
Goodnight.
[367/3025]
BATTLE TRACKER DEFENSE PHASE. Kiryu Pressure Point Strikes = Hit! Stunned! +1 dmg! Attack 1: Lilith 70 vs Kiryu 146 = Hit! 28 dmg! +Burn and Blind! Attack 2: Lilith 70 vs Kiryu 150 = Hit! 30 dmg! +Burn and Blind! Total damage: 1 + 28 + 30 + 4 (Burn) + 2 (Demon Ring) = 65
Lilith is down and out! Game over!
HP: 0/40 | KI: 39/100 PL: 998 (base) FIGHTING ACCURACY: 10 | ENERGY ACCURACY: 25 | DEF: 70 DR: +1 | KI COST: -1
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Post by Kiryu on Oct 26, 2019 18:11:35 GMT -8
Kiryu watched his foe fall. There was little satisfaction on his face, and indeed, he felt no joy or thrill at this victory.
Just like her, huh?
No. No, she was wrong. He had felt the desire for battle, the thrill of action and the joy of the fight. But he was no conqueror, taking what he wanted because he was strong. No... that was not, nor would it ever be, his way.
Kiryu walked to where Lillith had fallen, unconscious. He had dealt her more harm than she intended, but it would be nothing lasting. Still, Kiryu tended to his fallen foe, though he surely would have not expected such treatment in return. He removed his (admittedly somewhat gaudy) island shirt, tearing strips from it to create makeshift bandages, and wherever he saw an obvious wound, he bound Lilith's injuries. She didn't seem to be bleeding enough to require anything more intense than that.
Kiryu thought to himself the entire time he worked. Who was this person? Why had she done what she had done? Why had she not simply spoken to Kiryu? And why was she so unable to speak as fellows, to offer compromises, to find common ground? It galled Kiryu more deeply than perhaps it should have, and for the space of several long breaths, he grasped for the reason why.
And then it hit him.
He was afraid that Lilith Nevermore was a mirror.
So much power had been at his fingertips when he could simply fight well and use ki. Now that he realized the true source of his power, an entirely new world was open to him. He could do, quite literally, almost anything he could conceive of, and the phrase 'power corrupts' and it's oft cited sibling 'absolute power corrupts absolutely' had become cliches for a reason. Looking down at the unconscious form of Lilith, Kiryu realized that in some ways, some of them ways that truly mattered, he was looking at a potential future version of himself.
Kiryu concentrated for a moment, then, calling upon his immense innate magical gifts, he summoned a few items. A bottle of water. A piece of paper and a pen. He laid the bottle of water next to Lilith, and retrieved some moderately powerful painkillers from one of his capsules; she would not feel great when she woke up.
Using the parchment and the pen, he began to write a message. He did not know if, upon waking, Lilith would read it. But at least he was making an effort. That meant something, didn't it?
Upon completing the impromptu letter, he folded the paper and wrote 'Lady Nevermore' on one of the folds.
He then left the letter next to Lilith's sleeping form. Perhaps when she woke, she would read it. Perhaps she wouldn't.
Either way, one thing was quite clear; Kiryu's vacation was over.
"Lady Nevermore,
I am not quite certain why you insisted on calling me a brute. That implies a lack of intelligence, education, and finesse. Provincial, I would have granted you. Bumpkin and yokel, even, I did not protest.
But I should hope that the fact that you yet remain among the living lays bare that lie. I am no brute, no reaver to impose my will upon others and attempt to take what I want regardless of the consequences. I do not delight in the pain I cause others, or act merely to gain and hoard power and status for myself.
I am a protector. I fight, that others who cannot or will not are safe from those that would attempt to lord over them. No, my Lady, the brute here is not I. Sadly, it seems that that cloth is cut for you. You, who would take what you have not earned. You, who would kill for ill gotten gains. You, who calls me peasant and treats me as though I am to be trod on, ground under your heel, and forgotten.
I do not blame you for this. I do not know what your life was like. Not really. But I can, and will, at least one final time, extend the hand of friendship.
I will be leaving this place in twenty four hours. After a shower and a change of clothing, I will be at the bar in the local resort, doing my best to drink enough to forget some of the feelings are contest aroused in me. If you wish to, you may join me... and we can talk. This need not end in utter enmity. You can still make a better choice.
But do not mistake kindness for weakness. If you attempt violence with me again, I will not hold back my strength. If I find that you have done evil to the innocent, I will find you, and I will stop you. Do not abuse your power and your wondrous gifts, or there will be a reckoning.
I pray you heed this warning, for there will not be another.
I hope that you are well.
~Kiryu Miyazawa"
[WC=843] [ETWC=5,078]
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Post by Lilith Nevermore on Oct 27, 2019 0:24:06 GMT -8
In the darkness, time lost all meaning. Seconds, minutes, hours... They all blended together without beginning or end. Eventually, the crimson eyes barely opened. The addled witch was unsure of what had happened after her collapse or how much time had passed since. All too soon the pain flooded her hazy mind. Each breath radiated agony through her chest. It scraped against her veins and scratched at her throat. If there was any solace in her suffering, it was the fact that her sleep had been without dreams. Or nightmares.
Weakly, carefully, the wounded woman pushed herself upright. Even that felt like a colossal effort right now. Instinctively she searched for her belongings. The wand, the book, they were all there... And her clothes hadn’t been disturbed either. She could tell from the way they still clung to her skin. Her wandering hand tenderly passed by the injuries, finding crude bandages over them. Who...? What...? Upon seeing the gaudy pattern of the torn cloth, her glare narrowed. Anger, confusion and humiliation swirled together like different kinds of poison. The two questions were answered, but a third one took their place.
Why?
Lilith’s suspicious stare passed over the offering of water and dubious capsules. It was the folded paper that demanded her attention. Addressed directly to her... A painful cough interrupted her, splattering more red against the ground. She reached for the water bottle, no longer caring if it was poisoned or not. A greedy gulp washed down the raspy feeling. Mostly. She was in no condition to cast anything right now, so this would have to do. However, the capsules she would not touch. If they were poison, they would prove fatal. ...And if they were medicine, then the sheer shame of receiving help would most definitely kill her.
The young noble opened the parchment with mild curiosity trying to peek from behind the anger. Honestly, she was surprised to find a martial artist who could read and write, let alone eloquently. Line by line, the words echoed in her mind. Even now, she could practically hear his infuriating voice. And yet... She kept reading. Unfortunately, she didn’t find any answers. Only more questions. After reading the letter, she stood up slowly. Her gleaming glare turned towards the town in the distance. The trembling fingers tightened into a fist, scrunching up the parchment. Perhaps she shouldn’t go meet this strange man in whatever seedy drinking hole he frequented.
Or perhaps she should.
[416/3441]
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