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Post by darthlunchbox on Nov 6, 2019 7:23:57 GMT -8
Lately the citizens in the southern district of West City have taken to collapsing randomly... not just one or two but by droves. Victims report lethargy, weakness, and loss of motivation. Once they are removed from the area, they seem recover only to sicken again once they are home. No one has died yet, but there have been close calls especially with the young and elderly. The area of the effect seems to be expanding at an alarming rate; more and more streets are becoming unsafe day by day. The Southern District of West City has become a virtual ghost town and the rest of the town is full to the brim from the refugees. The most recent people to flee the district report strange machines with glowing white eyes lurking in the alleyways as well...
West City Blues Official RecruitmentThis is a potentially DEADLY event; the combat should not be too much for the applicants but the dice might not go someone's way. I am looking for 4 players to tell this story with me. I plan to start the event Sunday 11/17 with Recruitment being finalized on 11/15. All players should be able to travel to the Central Lands and be ready to post by this time please. Recruitment will be based on 3 criteria: - Game Balance
- Activity Levels
- Narrative Sense
I won't set a minimum power level for this event, just be aware of the potential dangers you are subjecting your characters to. I am looking forward to experiencing this adventure with you! RECRUITING CLOSED AS OF 11/13/19 at 11:30 EST CONGRATULATIONS to zer0gravitea Moth Violet @null Isaac Grey You have all been selected to participate in the event! Please initiate travel ASAP so we can hopefully get kicked off in time. I look forward to getting started!
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Post by Moth Violet on Nov 6, 2019 7:48:26 GMT -8
I'll be joining the event, lets see what is causing trouble in my hometown!
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Post by Composite Thast on Nov 6, 2019 8:29:57 GMT -8
I would like to join with Thast, once he is approved. He has just woken up from a government experiment and is wandering aimlessly. I feel this will be a great introduction to modern society for him
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Post by zer0gravitea on Nov 6, 2019 10:32:42 GMT -8
Savina can do!
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Post by Isaac Grey on Nov 6, 2019 11:47:17 GMT -8
Isaac would be interested in investigating this phenemoneon in the name of science, and to test the limits of his abilities. Especially since he is currently in West City doing a Capsule Corp internship/worker exchange thing for Gero Industries.
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Post by darthlunchbox on Nov 12, 2019 19:16:17 GMT -8
I am closing recruitment for this tomorrow at 11:30 EST. If no one else signs up these brave 4 will be the crew rolling in. Power levels will be locked at the beginning of the threads.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Nov 13, 2019 5:24:29 GMT -8
Sign me up please!
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Post by Misaki Kazamiya on Jan 27, 2020 13:03:02 GMT -8
I'd be interested!
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Post by Juni on Jan 27, 2020 23:52:38 GMT -8
Juniper and Fenrir are interested just trying to wrap up some threads
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Post by Jade on Jan 28, 2020 3:39:42 GMT -8
I have a thread slot ready, and I'll travel over there in a jiffy.
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Post by Juni on Feb 12, 2020 7:17:53 GMT -8
These are my stats as of January 25th and it does not include the grading I received from Personal Saga: Head in the clouds and Mission: Disbelieving that's the real crime which is after the sign up date. Name: Juniper Tea Species: Demon Beast Hybrid Age:18 Gender: Female
Skills & Statistics Fighting: 25 Energy Control: 50 Reflexes: 40 Resilience: 40 Power Level: 6,763 PL
Accuracy: 1d100+25 (Fighting) / 1d100+ 50(Energy Control) Defense: 50+ 40 Reflexes = 90 -15 Mystic= 75 HP: 50+ 40 Resilience - 20 Mystic= 70hp KI: 100 DR: -4 DM: 0 KRC: -2
Class: Mystic Racial Trait: Canon Descendant of Grand Duke Oolong
Demonic Royalty Requirements: Demon Effect: You gain the technique Giant size for free and it takes up no technique slots. In addition, Companions have your class level plus their rarity more HP where rarity is common 1, rare 2, mythic 3. In addition, they can use the intercept ability twice per battle.
Traits: Surge Requirements: Energy Control Skill of 50 Activation: None (Passive) Effect: Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit.
Rejuvenating Strike Activation: At-Will Effect: On a turn in which you activate Rejuvenating Strike, Strikes you perform do not deal damage but instead heal their targets for the damage that they would have otherwise dealt. You may target allies with Strikes on this turn, but may not target yourself. Limit: Twice per thread. Classes: Martial Artist, Mystic, Techie
Class Features:
Mysticism - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies.
Healer - You begin play with the Utility Technique “Heal” and may use it one additional time per ally. This does not count as your Starting Technique, however it uses a Technique Slot.
Empath - Once per turn, as a Bonus Action, you may remove up to 2 Status Effects from an ally of your choosing and instead apply them to yourself. Transferring Status Effects in this way increases the target ally’s Current Power Level by +10%.
Starting Non-Basic Technique Chosen:
ABSORB You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread. Ranks: Rank 2 can regain 30 ki. Rank 3 can regain 40 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Techniques:
HEAL You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Requirements: Requires an Energy Control skill of 30 or the Mystic class. Effect: You restore 15 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally. Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
PSYCHIC POWERS Rank 2 Using your ki you're able to communicate with other minds telepathically and move objects using telekinesis. Type: Utility Action: -- Prerequisite: Requires an Energy Control skill of 20. Effect: You may perform your Strike and Grapple Basic Techniques as if they were Ranged Physical attacks, using your Energy Control skill to determine their Accuracy. Cost: 1 ki per ranged Strike. 5 ki per ranged Grapple. (Replaces Strike/Grapple’s base costs.) Ranks: Rank 2 increases damage with ranged Strikes by 1d4 and Rank 3 makes attacks with the Projectile effect cost 2 less ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Technique Slots: 3/5
Racial Technique:
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Equipment
Totem A hand-carved totem that's said to ward against certain malicious energies. Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: When you use this item, you gain Immunity to the Freeze, Stun, Burn, Poison, Chill, and Shock status effects for 3 turns. Limit: Once per thread.
Stim Pack Not recommended for daily use, this cocktail of stimulants grants a large and sudden increase in energy levels. Type: Restorative - Stimulant Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread.
COMPANION This person is always at your side. They could be a well-paid mercenary, a student, a pet, a lover, a robotic assistant-- whatever you choose. ZENI VALUE: 40,000 ZENI COST: 120,000 RARITY: MYTHIC -This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and it’s HP is 20. -A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both.
Universal Targe The Universal Targe is a Capsule Corporation production that appears to be only an Iron Bangle- when it is activated by a neural link embedded within its construction, a durable shield of synthetic Katchin expands outward to aid in its user’s defense. Type: Weapon - Shield Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Increase your DR by 10 this turn; additionally, select one non-Special Status Effect. You may not be inflicted with the chosen Status Effect on this turn. Limit: 2 uses per thread.
Unless you want to lock my stats once I roll initiative? Let me know!
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Post by Misaki Kazamiya on Feb 12, 2020 7:40:43 GMT -8
charcter sheet:
Power level: 9,088 natural PL Base PL 13,632
Skills & Statistics
Fighting: 25
Energy Control: 50
Reflexes: 25
Resilience: 40
Accuracy: 1d100+35/ 1d100+60
Defense: 60
HP: 115
KI: 120
DR: +5 Class DR: +3
Total DMG Modifier: +3 Class DMG Modifier: +2
Class: Powerhouse Level 2
Racial Trait: Demonic Royalty - You gain the technique Giant size for free and it takes up no technique slots. In addition, Companions have your class level plus their rarity more HP where rarity is common 1, rare 2, mythic 3. In addition, they can use the intercept ability twice per battle.
Traits: Class Trait - Desperado Activation: At-Will
Effect: When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy.
Limit: 3 times per thread.
Class Trait - Intimidating Power Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Descendant: Dabura (no effect)
Power Requirements: Energy Control Skill of 30 Activation: None (Passive) Effect: Your Energy attacks deal +3 bonus damage.
Class Features:
Power Of Legends - Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural. Powerful Ki - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
Reckoning - Twice per battle, as a Reactive At-Will Action, you gain an additional Standard Action on your turn. If you(and your allies) are outnumbered by opponents in the current thread, this may be used four times per battle instead.
Overflowing Ki - You regain an additional +3 Ki at the beginning of each of your turns, stacking with Powerful Ki.
Techniques:
Solar Axis Misaki utilizes her abilities to absorb energy from the sun and mix it with her own ki, or stored sunlight gained earlier, and blasts it at an attacker Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Charging Minor Effect: Searing Cost: 15 ki Learn: 2 weeks to learn.
CLASH You unleash a vicious counter attack to ensure neither you or your foe gets away unharmed. Type: Defensive Action: 2 Standard Actions - Reactive Effect: When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused. Cost: 20 + (Cost of your Attack) ki Limit: Once per thread. Ranks: Rank 2 reduces the ki cost to 15 + (Cost of your Attack), Rank 3 reduces the ki cost to 10 + (Cost of your Attack) Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Giant form Misaki furls in her parasol and uses the power of photosynthesis to absorb and re-use sunlight, growing into a plant-monster. Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Minor Effect: Searing Cost: 15 ki Limit:Once per Battle Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn:Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP. Demonic Royalty: Doesn't take a slot.
Technique Slots: 3/5
Item Slots:
Item Slot 1: Companion (honor guard) Coral Pov'rel ZENI VALUE: 40,000
ZENI COST: 120,000
RARITY: MYTHIC
-This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and it’s HP is 24.
-A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both. Coral may: -Make a Physical or Energy Attack with an accuracy modifier and damage determined by the rank of the follower used.
-Use a common recovery item or grenade. If this is a recovery item may be used on you or your allies.
-Lend you Ki for a finisher attack. (Reducing the cost by 5 Ki.)
-Go into defensive mode. In defensive mode they may use one of your reactions to take a hit for you. Their HP is dependent on the rank of the Sidekick. IF a sidekick’s HP is brought to negative -5, it is considered dead and may only be brought back with the wish of a Dragon Ball, or a quest to bring them back/heal their body. There may be items to replace a dead Sidekick for free, but that exact sidekick remains dead until you save them/heal them.
Item slot 2: Expert training gear ZENI VALUE: 20,000
ZENI COST: 80,000 Expert training gear - increases power level gains in spars, events, and LoD's by 50%
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