Post by Cayle Pota on Dec 1, 2019 21:08:38 GMT -8
Distorted vision and full blindness were entirely different things, and this was even more true when one considered the nature of a martial artist's ability to sense another person's spiritual energy. As such, when the cheeky young man known as Achido Nakamura thought he was pulling the wool over the icy blue eyes of the Saiyan peasant from the line of Pota the Proud, he was not doing such a thing. Cayle could feel the closeness between Tiger Lily and Achido, the movement, and he could see the posturing. While not enough to see the actual connection of skin to skin by their lips, it was a close enough of a moment for the intelligent Saiyan to be able to reasonably decipher what had just happened.
The realization that this young human had just stolen a kiss from Tiger Lily, and her words confirming it in all but actuality, combined with the way that Tiger Lily had made him feel about their first, accidental kiss and her thoughts on kissing entirely, brought up a well of rage from the son of Pota Potaset which was unlike anything he had actually felt before. This was not the cold, vengeance he felt towards the Tuffles, but as if this person he considered a potential friend had just walked by him only to slam a dagger into his back. Rage, seething white hot rage boiled up in the Saiyan Peasant's chest.
He cracked his knuckles, letting the second of the wild energy blasts slam into him without hesitation, and not even trying to block when Tiger Lily launched his own attack at him, giving him warning by the distinct sound of ozone burning as she rushed forward to strike him. The movements that he made were automatic and on his rage towards Achido kept him from instinctively counterattacking Tiger Lily, that and his own affection for the girl, which kept him in the mindset of training and not down-and-out fighting, at least when it came to her. Even as she was hurt by his innate defensive movements and the lightning aura he conjured, he did not strike back at the girl, but instead focus his direction on the treacherous youth who had stolen a kiss from the daughter of Koba Kalabasa.
“I won't apologize later for what I am about to do, Achido. You teach someone a lesson wholeheartedly or you don't teach them at all.”
Then he rushed forward, ignoring Tiger Lily entirely to strike at the blonde Earthling boy with a flurry of strikes. That would rain blood down from his scuffed, scratched, and bloodied forearms.
[436]
[3269]
Natural Power Level: 10,265 PL
Base Power Level: 12,831 PL
Current Power Level: 12,831 PL
Current Edge: Edge 4 vs Achido, Edge 4 vs Tiger Lily (+15 to Hit, +5 DR, +5 Damage)
Note:
Bonus Action: Strike 1 @ Achido
To-Hit (1d100+40(Fighting Skill of 40)+15(Edge 4)+5(Class)+15(Intrepid Advance)-20 (Blind)
iwUmCBgx1d100+55
Damage
3d4+12
Bonus Action: Strike 2 @ Achido
To-Hit (1d100+40(Fighting Skill of 40)+15(Edge 4)+5(Class)+15(Intrepid Advance)-20 (Blind)
1d100+55
Damage
3d4+12
Action 1: Green Steel Strike 1 @ Achido
Green Steel Strike | Midorikoudageki
A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies.
Type: Physical Melee Single
Action: Standard Action
Base Damage: 3d10 Base Damage
Major Effect: Fortify
Minor Effect: Crippling
Cost: 15 Ki
Learn: 2 weeks to learn rank 1.
To-Hit: To-Hit (1d100+40(Fighting Skill of 40)+5(Class)+15(Edge 4)+15(Intrepid Advance)-20 (Blind)
1d100+55
Damage:
3d10+12
Crippling Chance: (1-40 on a d100 aka 40%)
1d100
Action 2: Green Steel Strike 2 @ Achido
Green Steel Strike | Midorikoudageki
A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies.
Type: Physical Melee Single
Action: Standard Action
Base Damage: 3d10 Base Damage
Major Effect: Fortify
Minor Effect: Crippling
Cost: 15 Ki
Learn: 2 weeks to learn rank 1.
To-Hit: To-Hit (1d100+40(Fighting Skill of 40)+5(Class)+15(Edge 4)+15(Intrepid Advance)-20 (Blind)
1d100+55
Damage:
3d10+12
Crippling Chance: (1-40 on a d100 aka 40%)
1d100
Skills and Statistics
Fighting: 40
Energy Control: 30
Reflexes: 40
Resilience: 40
Fighting Accuracy: 1d100+45(Fighting+Class)
Energy Control Accuracy: 1d100+35 (Energy Control+class)
Defense: 75
HP: 113/120
Temp HP: 00/18
KI: 40/100
KI Restored with Power Up: 15/100 – 85 KI Able to still be restored
Fighting Damage Modifier: +2
Energy Control Damage Modifier: +2
Ki Reduction Per Attack: -1
Class Damage Modifier: +2
DR: 10
Masteries: Potential Mastery- Each Level of Potential Mastery Increases all of your skills by +5. Afer purchasing all 5 levels of potential mastery, your skills should be increased by +25. When respeccing your character, MP spent on Potential Mastery is never refunded. Rank 5.(-30MP)
Focus Mastery- Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25. Rank 4. (10 MP) Rank 1, and 2 to fighting. Rank 3 and 4 to Reflexes.
Class Mastery- Every level of Class Mastery increases your Class Level by 1; at level 1 and 2, you gain access to 1 Class Trait chosen when you purchase respective ranks of Class Mastery (found on the Traits page). Class Trait choices are restricted to your chosen class. Additionally, each level of Class Mastery grants you one additional Class Feature based on your class, as seen in the Classes page.
Level 1: Last Stand, Flurry of Blows
Level 2: Intrepid Advance, Trample
Technique Mastery- Each level of Technique Mastery unlocks a new Technique Slot. When you purchase a level of Technique Mastery, you are not required to fill that technique slot immediately, but we do recommend making a decision as quickly as you can given that each technique still has learning time attached to it. (Rank 2/5: -10 MP)
Traits: Zenkai (Racial Trait)
Requirements: Saiyan
Effect: You gain an additional 1 PL per 10 words in Life and Death Battles. In addition, when in a life or death battle and below 50% HP, increase your Fighting by 5.
Flurry of Blows
Activation: Passive
Effect: You may use your Bonus Action to perform a Strike basic technique; this strike's base damage is dealt as xd4 damage, wherein X is equal to the number of other melee attacks you perform on this turn.
Limit: --
Classes: Martial Artist, Protector, Techie
Trample
Activation: At-Will
Effect: If an attack you make on this turn would deal more damage than its target has in Temp HP, your attack bypasses their Temp HP and treats their DR as though it were reduced by half, rounded up to the nearest whole number. This has no effect on targets that have no Temp HP.
Limit: 2 times per thread.
Classes: Powerhouse, Protector, Ravager
Class: Protector
Class Features: Tank- You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Bristling Defenses- Whenever a combatant deals damage to you with an attack, the receive damage equal to your class damage modifier; this bypasses Temporary HP and DR.
Last Stand- If an attack would reduce you to 0HP (or lower), you are instead reduced to 1HP and 20Ki (even if you had less than 20Ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread.
Intrepid Advance- Whenever you receive damage from an opponent’s attacks, increase your Accuracy modifier (with all attacks) by +15 on the turn you received damage; this may be triggered only once per turn.
1d100+55·3d4+12·1d100+55·3d4+12·1d100+55·3d10+12·1d100·1d100+55·3d10+12·1d100
The realization that this young human had just stolen a kiss from Tiger Lily, and her words confirming it in all but actuality, combined with the way that Tiger Lily had made him feel about their first, accidental kiss and her thoughts on kissing entirely, brought up a well of rage from the son of Pota Potaset which was unlike anything he had actually felt before. This was not the cold, vengeance he felt towards the Tuffles, but as if this person he considered a potential friend had just walked by him only to slam a dagger into his back. Rage, seething white hot rage boiled up in the Saiyan Peasant's chest.
He cracked his knuckles, letting the second of the wild energy blasts slam into him without hesitation, and not even trying to block when Tiger Lily launched his own attack at him, giving him warning by the distinct sound of ozone burning as she rushed forward to strike him. The movements that he made were automatic and on his rage towards Achido kept him from instinctively counterattacking Tiger Lily, that and his own affection for the girl, which kept him in the mindset of training and not down-and-out fighting, at least when it came to her. Even as she was hurt by his innate defensive movements and the lightning aura he conjured, he did not strike back at the girl, but instead focus his direction on the treacherous youth who had stolen a kiss from the daughter of Koba Kalabasa.
“I won't apologize later for what I am about to do, Achido. You teach someone a lesson wholeheartedly or you don't teach them at all.”
Then he rushed forward, ignoring Tiger Lily entirely to strike at the blonde Earthling boy with a flurry of strikes. That would rain blood down from his scuffed, scratched, and bloodied forearms.
[436]
[3269]
Natural Power Level: 10,265 PL
Base Power Level: 12,831 PL
Current Power Level: 12,831 PL
Current Edge: Edge 4 vs Achido, Edge 4 vs Tiger Lily (+15 to Hit, +5 DR, +5 Damage)
Note:
Bonus Action: Strike 1 @ Achido
To-Hit (1d100+40(Fighting Skill of 40)+15(Edge 4)+5(Class)+15(Intrepid Advance)-20 (Blind)
iwUmCBgx1d100+55
Damage
3d4+12
Bonus Action: Strike 2 @ Achido
To-Hit (1d100+40(Fighting Skill of 40)+15(Edge 4)+5(Class)+15(Intrepid Advance)-20 (Blind)
1d100+55
Damage
3d4+12
Action 1: Green Steel Strike 1 @ Achido
Green Steel Strike | Midorikoudageki
A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies.
Type: Physical Melee Single
Action: Standard Action
Base Damage: 3d10 Base Damage
Major Effect: Fortify
Minor Effect: Crippling
Cost: 15 Ki
Learn: 2 weeks to learn rank 1.
To-Hit: To-Hit (1d100+40(Fighting Skill of 40)+5(Class)+15(Edge 4)+15(Intrepid Advance)-20 (Blind)
1d100+55
Damage:
3d10+12
Crippling Chance: (1-40 on a d100 aka 40%)
1d100
Action 2: Green Steel Strike 2 @ Achido
Green Steel Strike | Midorikoudageki
A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies.
Type: Physical Melee Single
Action: Standard Action
Base Damage: 3d10 Base Damage
Major Effect: Fortify
Minor Effect: Crippling
Cost: 15 Ki
Learn: 2 weeks to learn rank 1.
To-Hit: To-Hit (1d100+40(Fighting Skill of 40)+5(Class)+15(Edge 4)+15(Intrepid Advance)-20 (Blind)
1d100+55
Damage:
3d10+12
Crippling Chance: (1-40 on a d100 aka 40%)
1d100
Skills and Statistics
Fighting: 40
Energy Control: 30
Reflexes: 40
Resilience: 40
Fighting Accuracy: 1d100+45(Fighting+Class)
Energy Control Accuracy: 1d100+35 (Energy Control+class)
Defense: 75
HP: 113/120
Temp HP: 00/18
KI: 40/100
KI Restored with Power Up: 15/100 – 85 KI Able to still be restored
Fighting Damage Modifier: +2
Energy Control Damage Modifier: +2
Ki Reduction Per Attack: -1
Class Damage Modifier: +2
DR: 10
Masteries: Potential Mastery- Each Level of Potential Mastery Increases all of your skills by +5. Afer purchasing all 5 levels of potential mastery, your skills should be increased by +25. When respeccing your character, MP spent on Potential Mastery is never refunded. Rank 5.(-30MP)
Focus Mastery- Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25. Rank 4. (10 MP) Rank 1, and 2 to fighting. Rank 3 and 4 to Reflexes.
Class Mastery- Every level of Class Mastery increases your Class Level by 1; at level 1 and 2, you gain access to 1 Class Trait chosen when you purchase respective ranks of Class Mastery (found on the Traits page). Class Trait choices are restricted to your chosen class. Additionally, each level of Class Mastery grants you one additional Class Feature based on your class, as seen in the Classes page.
Level 1: Last Stand, Flurry of Blows
Level 2: Intrepid Advance, Trample
Technique Mastery- Each level of Technique Mastery unlocks a new Technique Slot. When you purchase a level of Technique Mastery, you are not required to fill that technique slot immediately, but we do recommend making a decision as quickly as you can given that each technique still has learning time attached to it. (Rank 2/5: -10 MP)
Traits: Zenkai (Racial Trait)
Requirements: Saiyan
Effect: You gain an additional 1 PL per 10 words in Life and Death Battles. In addition, when in a life or death battle and below 50% HP, increase your Fighting by 5.
Flurry of Blows
Activation: Passive
Effect: You may use your Bonus Action to perform a Strike basic technique; this strike's base damage is dealt as xd4 damage, wherein X is equal to the number of other melee attacks you perform on this turn.
Limit: --
Classes: Martial Artist, Protector, Techie
Trample
Activation: At-Will
Effect: If an attack you make on this turn would deal more damage than its target has in Temp HP, your attack bypasses their Temp HP and treats their DR as though it were reduced by half, rounded up to the nearest whole number. This has no effect on targets that have no Temp HP.
Limit: 2 times per thread.
Classes: Powerhouse, Protector, Ravager
Class: Protector
Class Features: Tank- You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Bristling Defenses- Whenever a combatant deals damage to you with an attack, the receive damage equal to your class damage modifier; this bypasses Temporary HP and DR.
Last Stand- If an attack would reduce you to 0HP (or lower), you are instead reduced to 1HP and 20Ki (even if you had less than 20Ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread.
Intrepid Advance- Whenever you receive damage from an opponent’s attacks, increase your Accuracy modifier (with all attacks) by +15 on the turn you received damage; this may be triggered only once per turn.
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.
LIGHTNING AURA
A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you
Type: Utility
Action: Bonus Action
Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR.
Duration: 3 turns.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
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.
COLCANNON | KANREIHOU
A technique that resembles its creator in more ways than one, the user builds up spiritual energy in their hands, before picking up a boulder or large rock and crushing it to dust- then letting the energy go and forming what amounts to a rudimentary rail gun out of the process. This dastardly attack sends hundreds if not thousands of small jagged rocks forth on the push of the energy pushing it as it is thrown..
Type: Physical, Ranged, Finisher
Action: Standard Action
Base Damage: 5d8+10
Major Effect: Bashing
Minor Effect: Projectile, Wounding
Cost: 37 Ki
Learn: 2 weeks for Rank 1.
Green Steel Strike | Midorikoudageki
A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies.
Type: Physical Melee Single
Action: Standard Action
Base Damage: 3d10 Base Damage
Major Effect: Fortify
Minor Effect: Crippling
Cost: 15 Ki
Learn: 2 weeks to learn rank 1.
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.
LIGHTNING AURA
A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you
Type: Utility
Action: Bonus Action
Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR.
Duration: 3 turns.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
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.
COLCANNON | KANREIHOU
A technique that resembles its creator in more ways than one, the user builds up spiritual energy in their hands, before picking up a boulder or large rock and crushing it to dust- then letting the energy go and forming what amounts to a rudimentary rail gun out of the process. This dastardly attack sends hundreds if not thousands of small jagged rocks forth on the push of the energy pushing it as it is thrown..
Type: Physical, Ranged, Finisher
Action: Standard Action
Base Damage: 5d8+10
Major Effect: Bashing
Minor Effect: Projectile, Wounding
Cost: 37 Ki
Learn: 2 weeks for Rank 1.
Green Steel Strike | Midorikoudageki
A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies.
Type: Physical Melee Single
Action: Standard Action
Base Damage: 3d10 Base Damage
Major Effect: Fortify
Minor Effect: Crippling
Cost: 15 Ki
Learn: 2 weeks to learn rank 1.
1d100+55·3d4+12·1d100+55·3d4+12·1d100+55·3d10+12·1d100·1d100+55·3d10+12·1d100