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Post by Hebihime on Nov 11, 2019 23:43:20 GMT -8
Deep beneath the ocean's surface something moved, a massive dark shape pressing through the waters in a steady rhythm beneath calm seas. Far larger than a whale, the vast creature was a sea serpent, though one hardly from the sea. Violet eyes shone bright as lighthouse beacons in the shadowy depths, as Hebihime Manda traversed the ocean floor headed towards the Southern Islands. The Princess of Snake Way had felt a presence, a force, the thrum of arcane power pouring from a wellspring she had not felt in centuries. It had to be one thing, for this magic was witch's magic, and she knew it well from her time in Hell. Uranai Baba's crystal ball had been uncovered, the old hag's mystic relic activated once more. There were few things the serpent hungered for more than artifacts of great power. Hebihime surfaced only occasionally to breath, a sight that would surely leave any sailor who saw her serpentine snout with a story that none of his drinking buddies would ever believe. For the serpent, this was her fastest means of travel. It allowed her to move about in her true form, and as a snake her agility underwater was almost as good as on land. So she powered forward, drawing closer to the shores with every thrust of her tail. Her pace quickened as the ocean floor grew closer, the waters growing shallow as land neared. Hebihime was closing in on her destination, the call of the magic growing stronger in her mind's eye. She could feel it, like a sixth sense. Not all beings were in tune with the arcane, but sorcery and magic were rare on Earth... and deities rarer still. Soon she told herself, soon. When she came close to the shore, Hebihime summoned her own magic, cloaking her body in a powerful spell that suppressed her power and sealed her titanic body away in a much more versatile form. Scales and fangs replaced by fair skin and feminine curves. Horns replaced by hair, and a figure hugging bathing suit completed the illusion as the woman swam the rest of the way to the shore. She emerged on a beach, looking quite the part of a ravishing beach beauty. Though she had little time for sunbathing and surfing. Hebihime moved to find a restroom, once more changing her guise into her more preferred attire. When next she emerged she'd donned her usual outfit, skirt, leggings, jacket, and tie. All with a large wide brimmed hat in the shape of a purple cobra's hood. Only her tail betrayed her true nature, twice the length of her body and thick as her waist as the base. It swished behind her with every step. "It's close." Hebihime said to herself, looking up at the towering skyscrapers of South City. The bustling coastal port was a center of trade, commerce, and tourism. A city of wealth, pleasure, and excess. All things the serpent reveled in. Perhaps once this task was done she would indulge in her more base desires. But for now, there was an arcane relic to find, and with any luck claim for herself. So as inconspicuously as she could, Hebihime took off down the nearest street. Walking bristly as she homed in on the magic pulse of the Fortuneteller's crystal ball. Hebihime always stood out among a crowd, though most didn't think her too strange. This planet had changed a lot in the centuries she'd been trapped here. The aliens, Namekians and Saiyans, had grown more common with time. Beastmen of all shapes and sizes coexisted with humans. Normally she could pass herself off as a hybrid of the latter too. Though in truth, she had yet to find a snakeman-human hybrid that looked quite like her. Most had scaled skin, a feature she deigned to include in her guise. No matter, so long as no one bothered her she could continue to her destination unopposed.
Word Count: 860 | Kiryu
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Post by Kiryu on Nov 13, 2019 12:29:38 GMT -8
"ATTENTION!"
Stellios' voice cracked like a whip, and young Calaxitus snapped to attention immediately. He and the other recruits had been running through their drills under the watchful eye of Battlemaster Stellios, perfecting their form and technique in preparation for the day they would face the Sacred Band in battle. Stellios was a bear of a man, with long hair and a great beard streaked with gray. He had an eye patch where his left eye had been taken by an enemy's blade ten years ago. After that injury, Stellios, already a skilled veteran, was somewhat forcibly retired by his superiors, removed from active duty and placed into the role of battle master. The man had found purpose in it, though, and had become the best instructor that the Black Griffin Company had ever had. His fellows and his subordinates respected and trusted him without question.
As the recruits all swiftly fell into rows, Stellios cleared his voice.
"We have an observer today. She is with the Academy, and will be looking to contract our services. To get a sense for how we conduct ourselves, she is being allowed to watch our training. Now, I know what some of you are thinking. 'We're the bloody Black Griffin Company! We broke the siege of Iron Gorge. We threw down the demon cultist Amaranth and the foul hellspawn he summoned into this world. We marched on the stronghold of Nakmir, the Reaver of Dreams himself, one of the Death Kings of old, and we destroyed his undead abominations, ripped apart his magical defenses and mounted his head on a pike. Isn't that enough?'"
Calaxitus suppressed a smirk. That little speech had not been for his benefit, or any of the other recruits. They had all been freshly graduated from the Company's robust training program, and were yet to have their first assignment, but they were already fully prepared to jump wherever their Battlemaster told them to. No, that had been the man's way of letting this observer know, 'Yes, I know you are just throwing your weight around, and no, I am not amused. You know who we are. The whole world does so I will play your game but we both know that this is a waste of time, or at best, a paltry negotiation tactic.' Before Calaxitus could think more on it, Stellios continued.
"So conduct yourselves accordingly. Now, allow me to introduce Althea. She might ask some of you some questions, but otherwise she's just part of the scenery."
A woman walked out of the command tent. She was clad in a purple robe trimmed with gold, and her skin was adorned with fine jewelry. That skin, however, commanded far more attention, for it was a gray blue color and lightly scaled. Looking at her face, Calaxitus saw ophidian eyes staring directly at him, and something in him quailed, knowing that, somehow, this woman was inextricably linked to his destiny... and perhaps his doom.
Kiryu's eyes snapped open, and he drew in a shuddering breath. Immediately, he opened himself up to the flow of his magic. It may have been a bit paranoid, but he tended only to have visions that intense when magical disturbances were occurring near him, and he had been ambushed before. It's not paranoia if they're really out to get you, right?
Kiryu was a bit dismayed to find out that, yes, there was something out there. Something old, by the feel of it. Something alien, other in a way he had never really experienced before. It made his blood run a bit cold. The only saving grace was that he didn't also sense any massive power level attached to it. That didn't necessarily mean anything, of course. It could be someone excellent at concealing their energy signature. He himself was quite good at it, and beyond that, he had been able to compete with beings far more powerful than he was due to his skill and technique. Still, it gave him a bit of a boost to think that even if it was something evil, he could handle it power for power. Kiryu, after all, had never lacked for confidence in his skills.
Checking his equipment, Kiryu headed out to the city streets. He allowed his power to flare up from time to time. Not all of it... not even close. About one percent, if he was estimating properly. Just enough to get someone on the prowl interested, but not so much to seem overwhelming. As he did so, Kiryu made his way to the outskirts of the town, where concrete and steel gave way to a lush landscape. He sped up his movements then, going deeper into the forest and allowing his power to flare up a bit more often. Hopefully, he would be followed here by whatever the thing he sensed was, and he could deal with it away from any innocent bystanders.
[WC=822] [EWC=800]
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Post by Hebihime on Nov 13, 2019 14:27:08 GMT -8
To her dismay, Hebihime felt the source of the magic begin to move further away. Not unnaturally fast, it wasn't on a plane or a car, but it was moving. The relic's owner must have sensed her presence, which meant they could detect power levels as she could. The serpent cursed silently under her breath, dipping down her hood to conceal her eyes as she sped up her brisk walk. The magic at least didn't grow any stronger, so whoever it was they were not actively using it to scry on her. All the while the woman swiftly through the crowd, doing her best to keep a steady pace while not drawing attention to herself. She blended in well with the hustle and bustle of the busy city dwellers. Blocks passed by, as she moved towards her destination. Irritation painted clearly across her fair face. The winding streets and towering buildings giving way to smaller, more residential dwellings until she came to the city's outskirts. South City was situated right on the coast of Amenbo Island, deep in the heart of the Southern Sea. Beyond the city proper lay a lush and mostly untamed jungle. Home to exotic plants an animals, dotted with small villages of island natives living among the jungle rivers and streams. Hebihime sped up her pace as she left the city behind, running along the ground at high speeds as she bounded over fallen logs and rocks alike. Moving deeper into the jungles in pursuit of her prize. She sensed a Power Level now, far stronger than a common Earthling but not so strong she considered it a threat. The serpent was ever weary though. Many powerful beings had learned to suppress their full strength, or like her, could achieve suppressed states that hid their true power. One did not survive for centuries upon centuries by being reckless and arrogant. Hebihime was a snake in the grass, always studying her foes waiting to see if there was a moment to strike. As any true predator, more often than not she gave up the chase. Better to live to fight another day. Dying was for proud Saiyans that clung to their 'honor.' Eventually Hebihime came to a clearing, landing from her latest leaping bound on top of a large boulder with the sun at her back. Arms crossed beneath her bust, her violet gaze met that of the being she had been pursuing. A tall man stood before her at the far end of the grove. With a muscular build, a fair complexion, and a clean shaven face. From his loose fit garb she assumed him a martial artist of some description, which explained his apparent strength and his ability to sense and try her approach. He was actually rather handsome at a glance, usually warriors had brutish surely appearances... like most of the battle hardened Saiyans. This man was young though, barely past the cusp of manhood for a human. At least, she assumed he was human at a glance. He lacked a visible Saiyan tail and he was quite clearly not Namekian. "Hello, Stranger." Hebihime said, giving a quick curtsy with her skirt as she remained atop her rock. "Allow me to introduce myself. I am Hebihime Manda, the Serpent Sorceress. And you have something I'd very much like to possess." She said in a haughty, playful tone, standing back upright as her tail swished behind her. "I can see by your outfit you're a warrior of sorts, and I can sense from the crystal ball on your personage you're a treasure hunter as well." She added as the woman hopped down the rock, walking towards the strange young man in a slow tantalizing sashay. Hips moving in rhythmic motion as her tail swung the opposite way to and fro. "I was expecting someone older, to be honest. Some big hulking brute who plunders caves and tombs for long lost relics. Most grave robbers aren't nearly as... handsome as you." She added with a teasing wink, placing one hand on her hip as she stood before the man. "How about you tell me your name stranger, so we're properly antiquated with one another." The serpent woman asked sweetly, her grin revealing her gleaming fangs beneath plump lips. "That crystal ball of yours, it once belonged to a powerful witch that lived centuries ago. I'd love to have it for my personal collection, though I must say I have no desire to purchase it from you." Hebihime spoke as her tail moved to touch the tip of her chin, as if it were a hand and she was pondering a thought. "Though, I would be willing to trade, or make a friendly wager, or even a game of chance if that's what you truly prefer." The woman said, her grin widening and her eyes shimmering with devilish intent. As she spoke, Hebihime radiated a lingering aura of dark and sinister ki. It had a malevolent feel to it, the kind of energy given off only demons, evil beings, and those corrupted by dark magics. In her case, she was the summation of all three.
Word Count: 865 | Total Word Count: 1,725 | Kiryu
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Post by Kiryu on Nov 13, 2019 22:46:39 GMT -8
Kiryu was lucky. His plan worked, and he was approached by a snake woman, naming herself Hebihime Manda. She was absolutely one of the most beautiful, exotic beings that Kiryu had ever seen, and in most other situations, Kiryu may have been awestruck by her appearance. Even as keyed as he was, there was a moment of that, but then, Kiryu realized that he could feel her, could feel her ki...
And to Kiryu, it was like a greasy oil slick somehow mixed up with crystal clear water. It was aberrant, and in some ways, abhorrent.
Kiryu smirked.
"Well, that is a rather generous offer," Kiryu began. A small, somewhat playful smile worked it's way on to his face. He spread his hands open, shrugging, a gormless expression manifesting, complimenting his charming grin. "You know, you're not the first sorceress to come hunting for this thing. I am starting to think that it just might be more trouble than it is worth! And would you believe, I hadn't even cast a spell until like a month ago? Crazy, right? Then again..."
At that moment, Kiryu's demeanor changed. His stance shifted. He straightened his back and set his shoulders, and a stoic resolve hardened his emerald eyes. "I have dedicated my life to keeping power of the hands out of beings with ki like yours. I don't really think gorgeous eyes and my surprising and frankly slightly unsettling fascination with that tail of yours are enough to make me throw away everything I have spent my life working towards.
You didn't really think that would work, did you? Go all doe eyed and suggest an 'arrangement' and all of a sudden I trip over myself to hand over a magical artifact to you?
You call me a treasure hunter. I suppose there's a truth to that, but I didn't stumble across this. I won it. You are quite correct, it is a prize, and by my blood and pain and will I have won this prize. I know just how powerful it is, and I will not idly surrender it to those that could do evil with it."
As Kiryu spoke, he was aware that his method of speech was shifting. It was becoming markedly less modern... potentially, it could be linked to the vision he had experienced just before meeting this person. It was possible that some of that experience was bleeding over into his awareness now, altering his speech patterns without Kiryu even noticing. He filed that information away, intending to decode it later. He wanted to dissect the experience and understand it more completely. Now, however, his focus was on the being in front of him.
"I will be honest with you, though; I don't hate your idea. I enjoy a spot of gambling from time to time, so why don't we make a little wager? If you can take the Ball from me, it's yours. But if you can't... well, I won't injure you badly, but when I win, you will tell me who you really are."
Kiryu let his unspoken question dangle. It was not that he thought that the Serpent Sorceress had lied to him... but her ki had been utterly unlike anything Kiryu had ever felt. It had left him almost physically ill. Hebihime Manda was markedly different from any Beastperson that Kiryu had ever seen, and she did not match the description of any Namekian mutant offshoot or Saiyan hybrid that he had ever heard about. There was something deeper to here, something below the surface, and Kiryu wanted to know what it was. Either way, Kiryu tilted his head right, then left, popping it loudly. He shifted his stance slightly, not quite adopting a fighting stance, but altering his balance so that he was ready to move at a moment's notice in case Manda decided to attempt an attack while Kiryu was unprepared.
Initiative: d_GsboK61d100 [WC=651] [EWC=1.451]1d100
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Post by Hebihime on Nov 14, 2019 0:08:17 GMT -8
Hebihime could sense the hesitation from the man, her gaze narrowed. He could sense her ki after all. She silently cursed under her breath and exhaled sharply through her nose. That complicated things. Her illusion magic could mask her physical form, but it could not hide the spirit. Her spirit and her soul were as black as ever, and she relied heavily on most of the planet being utterly ignorant of both magic and energy in order to maintain her secrecy. The man smirked, Hebihime smirked back, flickering out her forked tongue playfully. In truth, she was smelling the air with it. Tasting it for fear, courage, or anything in between. Humans and Saiyans tended to reek of their emotions. "All of my offers are generous, otherwise no one would consider them." A straight faced lie, her offers had never once been anything but skewed in her favor. It was in her nature, serpents were nothing if not sinister. "Oh? I'm not the first?" Hebihime said, she actually sounded a bit hurt. She disliked that other powerful magic users prowled around this planet trying to undermine her efforts with their own plans. Were it within her power she'd smite them all and dominate this planet's magic undisturbed. "Well.. if that's the case. I should certainly hope I'm the most beautiful... and the most powerful." The serpent woman said in a flirtatious tone, throwing back her hair as a hand wandered down the length of her hip. Her expression hardened, a severe look in her eyes. "They hound you for the same reason I do. The magic calls to us, we can sense it the way you can see or smell. Those in tune to magic are drawn to it the way a fish is drawn to water." Magic coveted magic above all else. History was filled with those who grew lustful of arcane power. Often they delved too greedily, consulting with dark powers far beyond their control. Earth's population of vampires and the undead was a testament to that. Hebihime crossed her arms beneath her bust as the martial artist adopted a more rigid stance. She smirked, lifting one hand to her mouth as she let out a haughty laugh. "Ohohoho, so you admire my tail darling? It is rather lovely isn't it?" Her long appendage coiled around her body several times, and she pet the tip lovingly like a pet in her arms. "I could easily wrap you up in it, if you preferred." She sighed, her tail uncoiling and slamming against the ground hard enough to splinter the ground in a small crater. "I did, in fact. Normally men like you are so much more malleable. They bend head over heels, and I can just wrap them around my fingers. Brains, brawn, and heart, aren't you to full package?" She'd met men like this before. Most people on Earth called them 'Heroes'. She considered them inconveniences. When the man implied Hebihime would do evil with the relic, she scoffed and put a hand to her chest as if she were offended. "Me? Evil? Is that what you think darling? I'm hurt, truly I thought we had something special." She shook her head, shrugging her shoulders at his harsh words. "Good and evil are black and white, when the world is nothing more than shades of grey. I see only the selfless, and the selfish. I seek power, and you seek to keep it from me. That sounds rather selfish of you, now doesn't it?" She ignored the fact her own motives were just as if not more selfish. "Would it be evil if I stole that crystal from you and used it to say, wipe out a castle full of hideous undead and their wretched vampire masters? Or expel a troublesome demon I have a long and bitter rival with. Or hunt down the assassins who killed my lover? Would that not bring 'good' to the world, and you simply are denying that?" None of these scenarios had, or would happen. Hebihime simply lied to listen to herself talk. The serpent sorceress leapt back, landing atop her boulder once more. "So be it, I accept your preposition. The terms are fair, and the stage is set." Hebihime loved the spotlight, even if this duel had but one member of the audience, her partner in the grand dance of battle. She clenched her fists, violet light emanating from her eyes. "And in turn, don't expect me to be some delicate waif you can just knock aside like the rest." There was a brief flash of purple light, and when it dissipated Hebihime's entire outfit had changed. Gone was her skirt, leggings, and jacket. Instead she now wore a dark purple gi with a black undershirt, a crimson sash tied firm around her waist. On her back was a white circle with a black outline, emblazoned with 蛇 kanji for 'Snake'. She smirked as she finished, adopting her own fighting stance. Her sinuous, fluid motions mimicking those of a snake preparing to strike. "Go on then Darling, age before beauty."
Word Count: 860 | Total Word Count: 2,585 | Kiryu Initiative: IxwCjZxv1d1001d100
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Post by Kiryu on Nov 14, 2019 21:11:27 GMT -8
"Trust me, I know all about shades of gray. I have little doubt that you trend towards the darker parts of that spectrum, sorceress." Perhaps it was not the most polite accusation, but Kiryu had no doubts about what he had said. Still, he had more than a few tricks up his sleeve, and he was willing to bet he would be able to deal with whatever Manda could throw at him. Despite that certainty, Kiryu was not one to take any opponent lightly. She could be hiding her true strength as surely as she was hiding her true intentions. So Kiryu was ready to make the same thorough preparations he made every time he marched into battle. It would not have been prudent otherwise. First, Kiryu concentrated, calling upon the well of power that was becoming easier and easier for the nascent magic user to tap into. As he began to concentrate, a circle of eldritch energy appeared around him, etched with arcane sigils and glowing silver and blue, thrumming with power. Kiryu began simply, casting a regenerative spell that would mimic the effects of one of his favorite items, a curative that restored his stamina and vitality over time. As quickly as he willed, it Kiryu fell into his next spell; a simple one, summoning his platinum ring of power to his right index finger. Those actions, Kiryu was able to perform swiftly and efficiently. He then began to summon his armor, as he often did, but this time, it was different. Rather than merely use ki to create a construct, Kiryu had formulated a spell, combining his ki construct with potent magical energies to create a far more powerful suit of armor, one that was almost sentient. Unlike Lilith Nevermore, the witch that Kiryu had dueled, he used no verbal component for his magic. Instead it was all his sheer will directing the flows of mana to work to his design, and before long, a brilliant set of intricate samurai armor coalesced from the ether, flowing around Kiryu like a second skin, enveloping him. The armor came complete with a katana, made out of the same blend of magic and ki that the armor was constructed from, but Kiryu left that in it's sheath for the time being. Kiryu's face was covered by a battle mask with an extended nose and two eyes glowing with a verdant luminescence. He crossed his arms and peered at Hebihime, wondering what preparations she might make.
[WC=415] [TEWC=1,866] Battle TrackerDefense Resolution- No Attacks
At-Will- Suppress PL to 100.
At-Will- Afflict (1 Arcane Point): You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques.
Bonus Action- Regeneration Spell (Use Regenerative Infusion)
Bonus Action- Magic Materialization- Demon Ring, -1 ki
Standard Action- Susanoo (Energy Constructs Rank 3), -10 ki
Standard Action- Ki Construct (Paparapapa Rank 3), -1 ki
Arcane Points: 4/5 Energy Constructs: 6/6 Regenerative Infusion: +5 HP/+3 ki, turn 1/5
TechniquesKi 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 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.
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)- 0/2 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.
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
Solar Flare (Rank 3)- 1/1 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Susanoo (Energy Constructs Rank 3)- 0/1 Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below.You may use at-wills from this technique more than once in a given turn.
Give +10 to a single Accuracy roll on your turn. One per attack.
Gain +2 bonus damage for a single attack you make. Two per attack max.
Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack.
As a reaction you gain +10 Defense against all attacks. One per turn.
As a reaction you gain 4 DR against all attacks during turn. One per turn. Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP.
The Snap Type: Ranged Energy Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Immobilizing Cost: 35 ki Learn: 2 weeks
Wild Sense (Rank 3) 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. TraitsInstinct (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
Technique Slots (Ability 2)
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 AbilitiesSorcery - 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 ItemsBaba'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
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: 16,475 > Suppressed to 100
HP: 65/65 | KI: 91/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 130
DR: +4 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 0/100
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Post by Hebihime on Nov 14, 2019 22:26:44 GMT -8
Hebihime scoffed, rolling her eyes at the man's comment. "I have heard worse insults from better people; it's not my fault I look so good dressed in sable." She informed her opponent in a dejected tone. She watched as he performed his magics, summoning his battle apparel with his own magics. He was well seasoned in the implementation of his magic, it required no visible verbal or somatic component. The former was common with most spells, incantations, and hexes. Witches on Earth used them frequently, particularly for curses. Somatic components were common in more Other Worldly magics, often involving specific gestures with the hands or in some fringe cases battle dances. This one though could seemingly will the magic into his desired forms simply with mental focus alone. It unnerved the serpent slightly, as even she could not do that with all her spells. "Impressive display." She admitted begrudgingly, growing more irritated by this magic show by the moment. Hebihime had come to fight, not watch conjuration spells from a Human. Her stance tightened, as her focus intensified. She had no similar displays she felt the need to invoke, not for this opponent. She had expected him to strike her already, and her patience was growing thin. "Enough of your theatrics then, you were the one that challenged me to this contest. You make the first move, or I will for you." Hebihime said with a venomous hiss, forked tongue flickering out her mouth as she remained poised to defend against her opponent's strike.
Word Count: 265 | Total Word Count: 2,850 | Kiryu Battle Tracker:Defense Resolution: No Attacks
At-Will: Nothing
Bonus Action: Nothing
Standard Action: Nothing Techniques:Special TechniquesHellfang Frenzy Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Embolden - After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: Immobilizing - This technique has a 40% chance to inflict Immobilize on hit. Cost: 15 Ki
Jörmungandr Rush Type: Physical Melee Finisher Action: Standard Action Base Damage: 5d8+10 Minor Effect: Charging - Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy. Minor Effect: Crippling - This technique has a 40% chance to inflict Cripple on hit, Physical Attacks only. Cost: 35 Ki Limit: 1/1 Utility TechniquesGiant Form - Rank I 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: 1/1 Defensive TechniquesClash - Rank I 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 Attack) ki Limit: 1/1
Deflect - Rank I Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: 1/1 Class Features:Martial Mastery: You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Combo Attack: - Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target. Traits:Demonic Royalty Requirements: Demon Race 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.
Canon Descendant: King Yemma/God of Snake Way Requirements: Approval Effect: Hebihime Manda is the estranged daughter of King Yemma and the God of Snake Way. In spite of this she has never met her father and was banished by her mother. She has 25% reduction of the time needed to learn their respective special techniques. Equipped ItemsNone Battle Stats
PL: 173
HP: 50/50 | KI: 100/100
FIGHTING: 25 | ENERGY CONTROL: 0 | REFLEXES: 5 | RESILIENCE: 0
MELEE ACCURACY: 25 | ENERGY ACCURACY: 0 | DEFENSE: 60
DR: +1 | DMG MODIFIER: +2 | KI COST: -0 | POWER UP KI: 0/100
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Post by Kiryu on Nov 18, 2019 12:24:16 GMT -8
Kiryu's opponent did not perform any techniques similar to Kiryu's. Given what he could sense of her aura, that led Kiryu to believe that Hebihime was either playing at some deep game that he was entirely unaware of, or she was not as experienced a combatant as she was trying to lead him to believe. Either way, Kiryu decided that he would play this cautiously. He would start with a few basic attacks and see how she responded. Kiryu mentally forced himself to slow down a bit, clamping down on his power and matching the output he sensed from Hebihime. This had the natural side effect of slowing his movements and lessening the force of his blows, which was exactly as he intended. Still, Kiryu dashed forward with alacrity, slashing as quickly as he could while so suppressed. He made himself ready to draw the magically manifested katana from it's sheathe. Any strikes suffered would lead to searing pain, but Kiryu had not willed the blade to be solid enough to cut flesh. Kiryu darted forward, and in one smooth, fluid motion learned from practicing iaijutsu, he drew and slashed at Hebihime, blade flashing out diagonally up and right. Kiryu followed the momentum, left hand grasping the hilt and flicking the sword back across in a horizontal slash to the left, aimed at Hebihime's chest. That was when he got tricky. Kiryu concentrated and with his will commanded his magically constructed armor to move on it's own while altering the material of the construct, making it's shell permeable in certain areas. As it spun the katana around, whipping it over it's head for a diagonal slash downward, Kiryu took that opportunity to make his own attack. He enhanced his vision with magical energy, as he had so many times before, and the flow of energy in Hebihime's form was revealed to him. He lashed out, aiming to make it more difficult for Hebihime to summon energy for powerful attacks. Folded knuckles and spear hand strikes snapped out, seeking the Serpent Sorceress's pressure points. Kiryu could feel that there were some oddities in her form, so he had no idea how successful his attacks were going to be. Kiryu finished his assault by dashing backwards, as quickly as he had come in, and he enveloped himself in his magical armor once again, bouncing lightly on the balls of his feet as he awaited Hebihime's counter.
[WC=404] [TEWC=2,270] Battle TrackerDefense Resolution- No Attacks
At-Will- Suppress PL to 100. Suppress Defense to 100. Suppress Fighting/EC Accuracy to +30.
At-Will- Susanoo Sword Slash (Paparapapa Attack)
Attack: 7KbscgZD1d100+30
Damage: 1d6
Bonus Action- Pressure Point Strikes (Paralyze Rank 3), -1 ki
Inflict Chance 90%: 1d100
On Inflict: STUN for 4 turns. While under the effects of Stun; 1 Damage ignoring DR every turn, -2 Damage, -2 DR
Damage: 1d6
Standard Action- Sword Slash (Strike)
Attack: 1d100+30
Damage: 1d8+2
Standard Action- Sword Slash (Strike)
Attack: 1d100+30
Damage: 1d8+2
Arcane Points: 4/5 Energy Constructs: 6/6 Regenerative Infusion: +5 HP/+3 ki, turn 2/5
TechniquesKi 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 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.
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)- 0/2 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.
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
Solar Flare (Rank 3)- 1/1 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Susanoo (Energy Constructs Rank 3)- 0/1 Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below.You may use at-wills from this technique more than once in a given turn.
Give +10 to a single Accuracy roll on your turn. One per attack.
Gain +2 bonus damage for a single attack you make. Two per attack max.
Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack.
As a reaction you gain +10 Defense against all attacks. One per turn.
As a reaction you gain 4 DR against all attacks during turn. One per turn. Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP.
The Snap Type: Ranged Energy Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Immobilizing Cost: 35 ki Learn: 2 weeks
Wild Sense (Rank 3) 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. TraitsInstinct (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
Technique Slots (Ability 2)
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 AbilitiesSorcery - 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 ItemsBaba'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
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: 16,475 > Suppressed to 100
HP: 65/65 | KI: 92/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 130 > Suppressed to 100
DR: +4 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 0/100 1d100+30·1d6·1d100·1d6·1d100+30·1d8+2·1d100+30·1d8+2
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Post by Hebihime on Nov 18, 2019 14:04:11 GMT -8
Her opponent finally rushed her, clad in his arcane armor with blade in hand. She could feel he had reduced his Power Level to match that of her disguised form. How noble of him, her gaze only hardened in response. When the blademaster drew close, Hebihime was ready for his offensive. Raising her arms in a cross pattern she was able to guard against his initial attacks well enough, they left only stinging pain where blade bit flesh. He was not fighting anywhere close to his full strength, and it showed in his attacks. Minor scuffs could easily have been greater wounds... though she too was hardly giving this her all. Hebihime's defense was basic at best, simply using her own speed and reaction times to mitigate as much of the offensive as possible. Her foe did however, manage to catch her off guard when his armor acted on its own accord. As it swung overhead, she quickly moved to avoid the blow, in turn being struck by his pressure point strike. The woman grunted in pain, feeling the sting as the flow of her ki was hampered by his pinpoint strike. 'I should have seen that coming.' She told herself, angered more at herself than at her opponent. Hebihime lashed out with her long tail, swinging it horizontally aiming to smash her limb into the warrior's chest. As she did so she used the opening to create space between them, leaping backwards and landing on soft grass. 'He mixes swordsmanship, magic, and martial arts.' She mused to herself, touching a hand to her injuries feeling the bit of his pressure point strike. 'He aims to wear down his opponents, keeping them on the defensive while he bides his time.' Clever, he had skill and stratagem. It was no surprise in her mind now how he had managed to procure that artifact in his clutches.
Word Count: 325 | Total Word Count: 3,175 | Kiryu Battle Tracker:Defense Resolution: Hebihime uses Rapid Movement, raising her Defense from 60 to 85 this turn.
Hebihime uses Guard, raising her DR by +10 this turn.
Susanoo Sword Slash misses, 73 Accuracy < 85 Defense.
Sword Strike 1 & 2 hit. 112/99 Accuracy > 85 Defense. Deal 7 & 4 Damage.
Pressure Point Strikes deals 2 Damage, and inflicts Paralyze.
9 DR reduces incoming Damage to 2. Hexcraft deals 1 Damage.
At-Will: Nothing
Bonus Action 1: Rapid Movement. -15 ki
Bonus Action 2: Guard. -10 ki
Standard Action: Tail Whip (Strike)
Attack: s_nj|5La1d100+25
Damage: 1d8 Modifiers:Stun: Special Techniques cost an additional 10 ki to use. (4/4) Hexcraft: 1 Damage ignoring DR every turn, -2 Damage, -2 DR. (4/4) Techniques:Special TechniquesHellfang Frenzy Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Embolden - After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: Immobilizing - This technique has a 40% chance to inflict Immobilize on hit. Cost: 15 Ki
Jörmungandr Rush Type: Physical Melee Finisher Action: Standard Action Base Damage: 5d8+10 Minor Effect: Charging - Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy. Minor Effect: Crippling - This technique has a 40% chance to inflict Cripple on hit, Physical Attacks only. Cost: 35 Ki Limit: 1/1 Utility TechniquesGiant Form - Rank I 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: 1/1 Defensive TechniquesClash - Rank I 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 Attack) ki Limit: 1/1
Deflect - Rank I Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: 1/1 Class Features:Martial Mastery: You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Combo Attack: - Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target. Traits:Demonic Royalty Requirements: Demon Race 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.
Canon Descendant: King Yemma/God of Snake Way Requirements: Approval Effect: Hebihime Manda is the estranged daughter of King Yemma and the God of Snake Way. In spite of this she has never met her father and was banished by her mother. She has 25% reduction of the time needed to learn their respective special techniques. Equipped ItemsNone Battle Stats
PL: 173
HP: 45/50 | KI: 75/100
FIGHTING: 25 | ENERGY CONTROL: 0 | REFLEXES: 5 | RESILIENCE: 0
MELEE ACCURACY: 25 | ENERGY ACCURACY: 0 | DEFENSE: 60
DR: -1 (+1) | DMG MODIFIER: +0 (+2) | KI COST: +10 -0 | POWER UP KI: 0/100 1d100+25·1d8
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Post by Kiryu on Nov 18, 2019 23:41:40 GMT -8
The first salvo revealed much to Kiryu. While Hebihime Manda was clearly no stranger to combat, if this was all the power she possessed, she would prove little threat to Kiryu. That said, the young spell caster was not interested in simply unchaining his considerable power and knocking her out with a few swift attacks. Instead, Kiryu was hoping that he could extend the conflict as long as possible. Perhaps the stress of a combat that was as much an endurance test as a chess match could draw some of the information Kiryu desired from the forked tongue of the Serpent Sorceress. She proved able to avoid and mitigate much of his assault, but the effort cost her. She utilized her tail, attempting to strike Kiryu with it. Summoning just a bit of power, Kiryu jumped laterally, flipping in an aerial maneuver as he did so. Clearing the attack, Kiryu attacked with his energy blade, slicing at the flexible appendage in midair. Kiryu landed in a crouch, legs wide, and he skidded a bit on the ground from the force of his landing. He skidded even further when he held his hand up, firing a quick ki blast towards Hebihime. "So, when the fight is on, not as much of a talker, eh?" Kiryu asked when his momentum was arrested. "That's okay. Now, me? Usually I can't shut up. I think it's just how I handle the adrenaline, you know? Not a bad attack there, but I'm afraid you're going to have to dig a bit deeper if you want me to trot out my A game."Kiryu followed his words with more action. Calling upon his magically constructed armor's unique properties, Kiryu sent a beam of glowing white beam of energy from the construct's eyes straight towards Hebihime. He followed that assault by circling his opponent, moving his magically constructed sword into a high guard position. Kiryu maneuvered warily, keeping his eyes trained on Hebihime, senses alert.
[WC=330] [TEWC=2,600] Battle TrackerDefense Resolution- Hebihime's Attack Misses
At-Will- Suppress PL to 100. Suppress Defense to 100. Suppress Fighting/EC Accuracy to +30.
At-Will- Susanoo Eye Beam (Paparapapa Attack)
Attack: hKxsn1SQ1d100+30
Damage: 1d6
Bonus Action- Sense; +5 Attack/Defense
Standard Action- Sword Slash (Strike)
Attack: 1d100+35
Damage: 1d8+2
Standard Action- Energy Blast (-1 ki)
Attack: 1d100+35
Damage: 2d6+4
Arcane Points: 4/5 Energy Constructs: 6/6 Regenerative Infusion: +5 HP/+3 ki, turn 2/5
TechniquesKi 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 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.
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)- 0/2 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.
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
Solar Flare (Rank 3)- 1/1 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Susanoo (Energy Constructs Rank 3)- 0/1 Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below.You may use at-wills from this technique more than once in a given turn.
Give +10 to a single Accuracy roll on your turn. One per attack.
Gain +2 bonus damage for a single attack you make. Two per attack max.
Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack.
As a reaction you gain +10 Defense against all attacks. One per turn.
As a reaction you gain 4 DR against all attacks during turn. One per turn. Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP.
The Snap Type: Ranged Energy Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Immobilizing Cost: 35 ki Learn: 2 weeks
Wild Sense (Rank 3) 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. TraitsInstinct (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
Technique Slots (Ability 2)
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 AbilitiesSorcery - 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 ItemsBaba'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
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: 16,475 > Suppressed to 100
HP: 65/65 | KI: 94/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 130 > Suppressed to 90
DR: +4 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 0/100 1d100+30·1d6·1d100+35·1d8+2·1d100+35·2d6+4
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Post by Hebihime on Nov 21, 2019 11:23:00 GMT -8
Hebihime watched as her opponent deftly avoided her attack, a grimace on her face. This human was fast, as agile as he was trained in martial arts and magic. Worse, this her disguised form was much to suppressed a state to handle dealing with this one without reveal too much of her true nature. Between the warrior's crippling strike on her pressure points, and her own self imposed handicaps, Hebihime knew she had precious few tools at her actual disposal. All the same, she had made a declaration and she was compelled by her own twisted sense of honor to stand by it. "Words are for those who've earned them." She spat back through clenched teeth, watching as the mage formed a simple ki blast and launched it at Hebihime after his acrobatic display. Her image flickered, and the energy blast phased through her after image and detonated on the ground where she'd been. The serpent woman appeared several meters away, having used her own speed to avoid the attack. Her eyes briefly glanced over, looking at the smoldering crater where the earth had been turned to rubble. Such a simple attack, packing that much strength? It would have hurt severely had it managed to hit her, and worse, it betrayed just how strong this warrior was when he wasn't obviously holding back. Hebihime's scowl only furthered, and she turned her attention back to her foe. Dodging his initial assault had left Hebihime exposed, and she quickly felt the sting of the man's armor as it fired beams of energy from its eyes. She didn't have time to avoid the following swings of his ki blade, forced to hopelessly try to block them and taking the full brunt of the hit in doing so. "You're skilled beyond your years." She hissed back, throwing out a series of her own strikes. Less intended to connect and hoping to at least distract her opponent as well as buy more time. "I'm curious who trained you. Surely not the Turtle School. This fighting style is unlike them. Crane? Wolf? I doubt you're from the Ox..." His fighting style did not clearly match the doctrines of any of the major martial arts schools. Hebihime wished to know who his master was, as she doubted anyone so well versed in both magic and martial arts was a completely self taught prodigy. Her question finished, she hoped her foe would be off guard. Her tail jabbed into the ground as she'd spoken, and emerged behind her opponent with unnatural length. A Mystic Attack, her now elongated tail quickly moving to try and coil around the warrior's legs, hopefully constricting his movement and make fighting him more manageable in this form.
Word Count: 465 | Total Word Count: 3,640 | Kiryu Battle Tracker:Defense Resolution: Hebihime uses Rapid Movement, raising her Defense from 60 to 85 this turn.
Susanoo Sword Slash hits. 100 Accuracy > 85 Defense. Deals 1 Damage.
Sword Slash hits. 126 Accuracy > 85 Defense. Deal 5 Damage.
Energy Blast misses. 76 Accuracy < 85 Defense.
Hexcraft deals 1 Damage.
At-Will: Nothing
Bonus Action: Rapid Movement. -15 ki
Standard Action: 1 Feign (Strike)
Attack: 5N6nsFWT1d100+25
Damage: 1d8
Standard Action: 2 Constrict (Grapple)
Attack: 1d100+25
Damage: 1d6
Status: 1d100 Modifiers:Rapid Movement: Gain +25 Defense for this turn. (1/1) Stun: Special Techniques cost an additional 10 ki to use. (3/4) Hexcraft: 1 Damage ignoring DR every turn, -2 Damage, -2 DR. (3/4) Techniques:Special TechniquesHellfang Frenzy Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Embolden - After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself. Minor Effect: Immobilizing - This technique has a 40% chance to inflict Immobilize on hit. Cost: 15 Ki
Jörmungandr Rush Type: Physical Melee Finisher Action: Standard Action Base Damage: 5d8+10 Minor Effect: Charging - Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy. Minor Effect: Crippling - This technique has a 40% chance to inflict Cripple on hit, Physical Attacks only. Cost: 35 Ki Limit: 1/1 Utility TechniquesGiant Form - Rank I 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: 1/1 Defensive TechniquesClash - Rank I 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 Attack) ki Limit: 1/1
Deflect - Rank I Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: 1/1 Class Features:Martial Mastery: You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Combo Attack: - Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target. Traits:Demonic Royalty Requirements: Demon Race 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.
Canon Descendant: King Yemma/God of Snake Way Requirements: Approval Effect: Hebihime Manda is the estranged daughter of King Yemma and the God of Snake Way. In spite of this she has never met her father and was banished by her mother. She has 25% reduction of the time needed to learn their respective special techniques. Equipped ItemsNone Battle Stats
PL: 173
HP: 38/50 | KI: 60/100
FIGHTING: 25 | ENERGY CONTROL: 0 | REFLEXES: 5 | RESILIENCE: 0
MELEE ACCURACY: 25 | ENERGY ACCURACY: 0 | DEFENSE: 60
DR: -1 (+1) | DMG MODIFIER: +0 (+2) | KI COST: +10 -0 | POWER UP KI: 0/100 1d100+25·1d8·1d100+25·1d6·1d100
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Post by Kiryu on Nov 21, 2019 12:50:04 GMT -8
Kiryu had to give Hebihime Manda this much... she was no quitter. Kiryu had her outmatched, that much was clear, but she fought on, driven to strive against Kiryu. It was admirable, and in fact was a trait that Kiryu shared. He did not have an ounce of quit in him, either. As the Serpent Sorceress inquired as to his training, Kiryu cocked his head, thinking about how to reply. If she truly was what Kiryu feared, then any information he offered might come back to haunt him. Beings with magical inclination could do all sorts of things given the barest hints... but Kiryu's parents were powerful in their own right, and he was looking after them, so he felt secure in offering at least a little information about himself. "No, none of those dojos," Kiryu said, "Though I learned a bit about them growing up. I was trained by my father, mostly. I am an adherent of the Path of Joy. It's a philosophy, a belief system, but my family have been defenders of it's adherents for century. We're small, too small to do anything like form a martial arts school, but our techniques are... well, they are most definitely effective."As he answered, Hebihime proved her cunning, sending her tail in a deceptive, accurate attack towards Kiryu. Luckily, he was still sensing his surroundings and was able to gauge the angle the attack would come from. Even so, hampered as he was from suppressing his strength, he had to pull himself forward quickly, utilizing magic to telekinetically move himself out of the line of the attack. "Not bad!"At that, Kiryu sheathed, for the moment, his magically constructed sword. Twin orbs of golden light appeared over his outstretched hands, and he smirked a bit. "Think you can be quite as slippery as I can?"Taking a note from Hebihime, at his last word, Kiryu attacked. Rather than use either of the ki orbs, a beam of energy shout out from the mouth of his armor just as Kiryu uttered the last consonant in his sentence. Without waiting to see if his sneak attack struck, he threw both of his ki blasts towards where he believed Hebihime to be. They packed quite a lot more oomph than his attacks with the blunted magical blade he had summoned. Still, Kiryu knew that Hebihime had, in that brief exchange, shown herself to be someone that Kiryu would have to keep an eye on, or he might get hurt.
[WC=417] [ETWC=3,017] Battle TrackerDefense Resolution- Hebihime's Attack - 100. Kiryu's Defense - 105. Attack misses!
At-Will- One use of Energy Construct for +10 Defense.
Bonus Action- Sense; +5 Attack/Defense
At-Will- Suppress PL to 180.
At-Will- Susanoo Mouth Beam (Paparapapa Attack)
Attack: o2teB2Am1d100+30
Damage: 1d6
Standard Action- Energy Blast (-1 ki) - CRIT due to Lucky Trinket
Attack: 1d100+35
Damage: 2d6+4 + 5 Damage
Standard Action- Energy Blast (-1 ki)
Attack: 1d100+35
Damage: 2d6+4
Arcane Points: 4/5 Energy Constructs: 5/6 Regenerative Infusion: +5 HP/+3 ki, turn 3/5
TechniquesKi 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 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.
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)- 0/2 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.
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
Solar Flare (Rank 3)- 1/1 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Susanoo (Energy Constructs Rank 3)- 0/1 Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below.You may use at-wills from this technique more than once in a given turn.
Give +10 to a single Accuracy roll on your turn. One per attack.
Gain +2 bonus damage for a single attack you make. Two per attack max.
Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack.
As a reaction you gain +10 Defense against all attacks. One per turn.
As a reaction you gain 4 DR against all attacks during turn. One per turn. Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP.
The Snap Type: Ranged Energy Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Immobilizing Cost: 35 ki Learn: 2 weeks
Wild Sense (Rank 3) 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. TraitsInstinct (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
Technique Slots (Ability 2)
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 AbilitiesSorcery - 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 ItemsBaba'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
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: 16,475 > Suppressed to 180
HP: 65/65 | KI: 95/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 130 > Suppressed to 90
DR: +4 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 0/100 1d100+30·1d6·1d100+35·2d6+4·1d100+35·2d6+4
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