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Post by A.I. on Dec 9, 2019 0:44:25 GMT -8
It really did feel like it was near impossible to hit him, as he flawlessly avoided each and every one of Ahri's quick blows. What kind of training did he go through?It was as if no attack that Ahri used against him would actually strike him, as there was only one attack that was used that managed to hit him. It was... slightly frustrating, she would admit that, but she felt happy that Cade was now a lot more powerful than he had been when they first met. She thought that maybe the two of them should start doing this more often, and help each other become stronger by doing so. Cade's counterattack was unexpected, as he leaped into the air only to drop down on the floor and perform a sweep kick. Ahri jumped over the sliding leg, and instantly, as her feet returned to the ground, a vicious uppercut was attempted. She dashed backwards, both avoiding the attack and creating a bit of distance between the two fighters. Her aura burst again, and only now did she feel incredibly fatigued. She was wasting too much energy trying to hit Cade; this would have to be addressed in her following actions. She transferred the holy white energy surrounding her to her clenched right fist, and charged forward. She thrust her fist forward, attempting to punch Cade directly in the chest.
Word Count: 232/2538 darthlunchbox Battle Tracker
Defense Phase
Attack 1: A.I. 90+25 Def vs 96 Acc. Miss. Attack 2: A.I. 90+25 Def vs 95 Acc. Miss.
Total dmg: 0
Offense Phase
Edge 4 established over Cade. +15 Acc, +5 Damage and +5 DR.
At-Will:
Bonus Action: Rapid Movement | Reactive | -15 ki | +25 Def
Standard Action 1(Sacrificed for Bonus Action): Power Up | +25 ki(100/100) | +25% PL
Standard Action 2: Shattering Blow | -0 ki(Auxiliary Core-1/2) | Piercing | Wounding
Accuracy: XNFrykmQ1d100+55
Damage: 3d10+7
Wound(40 or lower): 1d100 If inflicted, Cade also takes 1 extra DR and Temp HP bypassing damage every turn that he has this status effect due to 'Demon Ring'. Battle InfoSkills
Fighting: 35 Energy Control: 15 Reflexes: 45 Resilience: 15 50(Sacred Water Of Korin)
Status Effects
Power Up. +25% PL. (2/2) Power Up. +25% PL. (1/2)
Techniques
SHATTERING BLOW Ahri charges ki into her hands for a short amount of time, until finally delivering a powerful, charged punch to the opponent's body, breaking through any defense they may have prepared. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Wound Cost: 15 ki
BITCH SLAP Ahri's holy white aura bursts to life as she charges towards her unfortunate foe, delivering a humiliating, energy charged, slap so powerful, that it can provide even the toughest warriors with a permanent concussion. If you ever get the slap from Ahri, you must've pissed her off. Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Blinding Cost: 35 ki
BLINDING AURA(SOLAR FLARE) Ahri uses her ki to amplify the light around her in a blinding flash. 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.
BUFF FORM I Ahri takes an even more muscular form. She uses her superior size and strength to attack her opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Cost: 15 ki. Limit: Once per battle.
ENERGY SHIELD I Ahri creates a sphere of ki around her body that insulates and protects her from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: -15 ki
Traits
Quick Learner: You automatically subtract one week from every technique you study’s learning time.
Encapsulate(AI Assistant): As a Reactive At-Will action, you gain 20 Temporary HP; this stacks with all other sources of Temporary HP. May only be used once per thread.
Moxy(AI Assistant): When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1.
Instinct(AI Assistant): Your Defense is increased by +15.
Class Traits
Tank: You begin each battle with Temp. HP equal to 15% of your HP. This stacks with other sources of Temp. HP. Your 'Intercept' tech no longer has a battle usage limit.
Bristling Defences: Whenever a combantant deals damage to you with an attack, they receive damage equal to your Damage Modifier. This bypasses all DR and Temp. HP.
Last Stand: If an attack would reduce you to 0 HP(or lower), you are instead reduced to 1 HP and 20 Ki(even if you had less than 20 ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread.
Inventory
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time.
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase the amount of PL earned per post by +50% while wearing this outfit. Limit: None.
AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: 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.
Demon Ring An onyx ring etched with demonic runes- this was commonly worn by nobility in the Demon Kingdoms to show status and subjugate their lessers. Type: Supplementary - Magic Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR.
Sacred Water Of Korin Gathered from a secret fountain, or perhaps the precipitation of the clouds itself, this mystical item is a small bottle of sacred water, as bottled by Korin himself. It has the symbol for Kami upon it, and is said to provide a great amount of power to the user. Type: Lost Artifact - Supplementary Zeni Value: 600000 Zeni Cost: 120000 Activation: Bonus Action Effect: Choose one of your skills, and increase its value to 50 until the end of that thread. As an item of great power simply possessing the Sacred Water of Korin generates an increase of 50% to the user's base power level. Limit: One use per thread. Melee Accuracy: 1d100+40(+15; Edge 4) Energy Accuracy: 1d100+20(+15; Edge 4) Defense: 90 Damage Reduction: -8(+5; Edge 4) Damage Modifier: +2(+5; Edge 4) HP: 125/125 Temporary HP: 8 KI: 65/100 Natural PL: 8,140 Base PL: 13,024(Auxiliary Core & Sacred Water Of Korin) Current PL: 19,536(Power Up) 1d100+55·3d10+7·1d100
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Post by darthlunchbox on Dec 9, 2019 4:53:14 GMT -8
It was Cade's turn to feel a little frustration as Ahri took a page from his own book and dodged his attacks; he had maybe tried to get a little to fancy with his moves. A canny fighter like Ahri had likely seen something similar before. His grandfather had always drilled into him, Inspiration and tricks are nice, but few things beat solid techniques performed quickly and well. He could almost hear the old man's voice as his mind chanted the saying back at him. Ahri flowed forth and launched a devastating punch towards his chest; instead of hopping back he took half a step to the left and quickly leaned around the punch while simultaneously throwing a vicious left hook at her ribs.
He then hopped back and started circling Ahri... she didn't really seem to have any lacking area in her defenses at all. It seemed his best bet was just to keep swinging and see what he could get to pop through and chip away at her. Having made that decision, Cade charged at the larger fighter and threw a flurry of punches at her rock hard gut left, right, left... Maybe I'll get lucky and knock the wind out of her... yeah right... Before back flipping away to create a little defensive distance.BATTLE TRACKER{Battle Actions}Turns Suppressed: 2
DEFENSE PHASE.
Opponent
Attack 1: Cade (120) vs A.I. (60) = Miss Attack 2: Cade (120) vs A.I. (0) = Miss
0 Damage -2 dr = 0 damage
OFFENSE PHASE.
At-Will:
Bonus Action: Burgle: Accuracy - Steal 5 accuracy from your opponent with each damage dealing tech that hits for 1 turn
Standard Action 1: Strike _hjZAuGI1d100+45
1d8+2
Standard Action 2: - Strike
1d100+45
1d8+2
EFFECTS.
{Cade's Info} Cade Kendrick Bandit Level 1 Racial Trait: 9001 Lives
Techniques Jaga Burst
Cade screams and then explodes into blue light; he soon reappears near his opponent and flickers around them, delivering a flurry of punches that explode in small novas of light as he delivers them
Type: Physical/Melee/Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing Minor Effect: Blinding Cost: 20 Ki Learn: 2 Weeks
SONIC SWAY You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
WILD SENSE
You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks.
Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle. Ranks: Rank 2 lasts for 4 turns. Rank 3 lasts for 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Traits/Class traits
Dynamic Entry Activation: Passive Effect: You may perform 1 Attack on your first combat turn of a thread. Limit: --
Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
Inventory
Training Gear Designed with a small volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike.
Type: Outfit - Training Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: You gain an additional 30% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reaosn.
Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: 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.) Limit: Only one Lucky Trinket may be equipped at a time. TotemA hand-carved totem that's said to ward against certain malicious energies.Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: When you use this item, you gain Immunity to the Freeze, Stun, Burn, Poison, Chill, and Shock status effects for 3 turns. Limit: Once per thread. PL: 4826 --> 2413 HP: 54/65 | TEMP HP: 0/0 | KI: 45/100 FIGHTING: 40 | ENERGY CONTROL: 30 | REFLEXES: 40 | RESILIENCE: 30 MELEE ACCURACY: +45 | ENERGY ACCURACY: +35 | DEF: 120 DR: -2 | DMG MODIFIER: +2 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [217/2258] 1d100+45·1d8+2·1d100+45·1d8+2
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Post by A.I. on Dec 9, 2019 18:05:45 GMT -8
Cade was putting up a surprising amount of resistance against her countless attacks. He would almost always avoid or block them, impressing Ahri more and more with his graceful and fluid movements. The same was true in the current situation, as Ahri's fist struck air. Cade had sidestepped the quick jab, completely dodging yet another one of the young woman's attacks, and fired a punch of his own at her. Using her left free hand, she guarded against the quick jab, nullifying any power it may have has in it. He then proceeded to keep his distance, circling around the brawler for a few moments, seemingly thinking about his next plan of attack. Obviously, Ahri herself didn't have much of a fleshed out plan herself, and hastily attempted to construct one in her mind in the few moments she had. Cade had charged forward, and once again, unleashed a powerful barrage of punches aimed at her exposed midriff. She calmed herself, and seemingly on instinct, she softly blocked the punches sent her way using both of her hands. They went right, left, right and left again, as she quickly moved her palms in front of Cade's fists. As expected, he backflipped away, and Ahri ran forwards before sending a quick right jab then performing a sliding tackle, attempting to knock the martial artist off his feet. She'd shoot up from the ground immediately, and readied herself for the next salvo of attacks.
Word Count: 242/2780 darthlunchbox Battle Tracker
Defense Phase
Attack 1: A.I. 90 Def vs 99 Acc. Hit for 5 dmg. -5 Acc due to 'Burgle'. Attack 2: A.I. 90 Def vs 65 Acc. Miss.
Total dmg: 5-13= 0
2 dmg to Cade due to 'Bristling Defences'.
Offense Phase
Edge 4 established over Cade. +15 Acc, +5 Damage and +5 DR.
At-Will:
Bonus Action: Power Up | +0 ki(100/100) | +25% PL
Standard Action 1: Strike | -0 ki
Accuracy: K|ohsJ2j1d100+50
Damage: 1d8+7
Standard Action 2: Strike | -0 ki
Accuracy: 1d100+50
Damage: 1d8+7 Battle InfoSkills
Fighting: 35 Energy Control: 15 Reflexes: 45 Resilience: 15 50(Sacred Water Of Korin)
Status Effects
Burgle. -5 Acc. (1/1) Power Up. +25% PL. (2/2) Power Up. +25% PL. (1/2)
Techniques
SHATTERING BLOW Ahri charges ki into her hands for a short amount of time, until finally delivering a powerful, charged punch to the opponent's body, breaking through any defense they may have prepared. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Wound Cost: 15 ki
BITCH SLAP Ahri's holy white aura bursts to life as she charges towards her unfortunate foe, delivering a humiliating, energy charged, slap so powerful, that it can provide even the toughest warriors with a permanent concussion. If you ever get the slap from Ahri, you must've pissed her off. Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Blinding Cost: 35 ki
BLINDING AURA(SOLAR FLARE) Ahri uses her ki to amplify the light around her in a blinding flash. 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.
BUFF FORM I Ahri takes an even more muscular form. She uses her superior size and strength to attack her opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Cost: 15 ki. Limit: Once per battle.
ENERGY SHIELD I Ahri creates a sphere of ki around her body that insulates and protects her from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: -15 ki
Traits
Quick Learner: You automatically subtract one week from every technique you study’s learning time.
Encapsulate(AI Assistant): As a Reactive At-Will action, you gain 20 Temporary HP; this stacks with all other sources of Temporary HP. May only be used once per thread.
Moxy(AI Assistant): When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1.
Instinct(AI Assistant): Your Defense is increased by +15.
Class Traits
Tank: You begin each battle with Temp. HP equal to 15% of your HP. This stacks with other sources of Temp. HP. Your 'Intercept' tech no longer has a battle usage limit.
Bristling Defences: Whenever a combantant deals damage to you with an attack, they receive damage equal to your Damage Modifier. This bypasses all DR and Temp. HP.
Last Stand: If an attack would reduce you to 0 HP(or lower), you are instead reduced to 1 HP and 20 Ki(even if you had less than 20 ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread.
Inventory
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time.
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase the amount of PL earned per post by +50% while wearing this outfit. Limit: None.
AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: 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.
Demon Ring An onyx ring etched with demonic runes- this was commonly worn by nobility in the Demon Kingdoms to show status and subjugate their lessers. Type: Supplementary - Magic Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR.
Sacred Water Of Korin Gathered from a secret fountain, or perhaps the precipitation of the clouds itself, this mystical item is a small bottle of sacred water, as bottled by Korin himself. It has the symbol for Kami upon it, and is said to provide a great amount of power to the user. Type: Lost Artifact - Supplementary Zeni Value: 600000 Zeni Cost: 120000 Activation: Bonus Action Effect: Choose one of your skills, and increase its value to 50 until the end of that thread. As an item of great power simply possessing the Sacred Water of Korin generates an increase of 50% to the user's base power level. Limit: One use per thread. Melee Accuracy: 1d100+40(+15; Edge 4) Energy Accuracy: 1d100+20(+15; Edge 4) Defense: 90 Damage Reduction: -8(+5; Edge 4) Damage Modifier: +2(+5; Edge 4) HP: 125/125 Temporary HP: 8 KI: 65/100 Natural PL: 8,140 Base PL: 13,024(Auxiliary Core & Sacred Water Of Korin) Current PL: 19,536(Power Up) 1d100+50·1d8+7·1d100+50·1d8+7
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Post by darthlunchbox on Dec 9, 2019 19:29:21 GMT -8
As he suspected Ahri met all of his attacks easily. That was all right though; sometimes in a battle like this it all came down to who made the glaring misstep first. He didn't intend for it to be him, but that wasn't always up to a fighter. As he back flipped away from her, Ahri immediately moved to close the distance. He called upon a little extra ki to speed his movements... and he was able to land and go into splits to dodge the punch and rolled away as he saw her lowering her shoulder to try to take him down to the mat. He came out of his roll and popped up to his feet as Ahri turned back to face him. He raised his fist in salute and came straight in at Ahri this time. Nothing overly fancy or complex for his initial attack; a flurry of punches, two to the face, two to the gut. Cade then leaned down like he was going to touch his toes and hopped up to stand on his hands with his legs cocked... which he then let loose in a crashing kick coming up at Ahri's chin. Immediately after, Cade rolled back from Ahri into a standing position and assumed a defensive stance. He shrugged and said, "Little something I dreamed up I wasn't sure would work, decided to try it here where it wasn't life or death."BATTLE TRACKER{Battle Actions}Turns Suppressed: 3
DEFENSE PHASE.
Opponent
Attack 1: Cade (145) vs A.I. (96) = Miss Attack 2: Cade (145) vs A.I. (142) = Miss
0 Damage -2 dr = 0 damage
OFFENSE PHASE.
At-Will:
Bonus Action: Rapid Movement -9 ki
Standard Action 1: Strike F0kO_Xxg1d100+45
1d8+2
Standard Action 2: - Strike
1d100+45
1d8+2
EFFECTS.
{Cade's Info} Cade Kendrick Bandit Level 1 Racial Trait: 9001 Lives
Techniques Jaga Burst
Cade screams and then explodes into blue light; he soon reappears near his opponent and flickers around them, delivering a flurry of punches that explode in small novas of light as he delivers them
Type: Physical/Melee/Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing Minor Effect: Blinding Cost: 20 Ki Learn: 2 Weeks
SONIC SWAY You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
WILD SENSE
You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks.
Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle. Ranks: Rank 2 lasts for 4 turns. Rank 3 lasts for 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Traits/Class traits
Dynamic Entry Activation: Passive Effect: You may perform 1 Attack on your first combat turn of a thread. Limit: --
Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
Inventory
Training Gear Designed with a small volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike.
Type: Outfit - Training Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: You gain an additional 30% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reaosn.
Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: 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.) Limit: Only one Lucky Trinket may be equipped at a time. TotemA hand-carved totem that's said to ward against certain malicious energies.Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: When you use this item, you gain Immunity to the Freeze, Stun, Burn, Poison, Chill, and Shock status effects for 3 turns. Limit: Once per thread. PL: 4826 --> 2413 HP: 54/65 | TEMP HP: 0/0 | KI: 36/100 FIGHTING: 40 | ENERGY CONTROL: 30 | REFLEXES: 40 | RESILIENCE: 30 MELEE ACCURACY: +45 | ENERGY ACCURACY: +35 | DEF: 120 DR: -2 | DMG MODIFIER: +2 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [239/2497] 1d100+45·1d8+2·1d100+45·1d8+2
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Post by A.I. on Dec 11, 2019 5:04:04 GMT -8
As the spar continued, Cade continued to be evasive, and Ahri continued to miss every single one of her strikes. They were both skillful, powerful and seemingly evenly matched. Ahri's eyebrows furrowed as she shot back up from the ground after a failed tackle. Cade still couldn't duck and dodge forever, and she hasn't sustained any injuries that might hinder her in any way. It seemed as if the spar was not going to be about getting powerful hits in, and rather about wearing each other down. Eventually, one of them was going to run out of tricks, and Ahri didn't intend for it to be her. Once again, Cade rushed in with a barrage of punches, and much like what had happened mere moments ago, Ahri's hands moved quickly and efficiently. Blocking all four of the quickstep blows. Although, after that, he himself decided to do something unorthodox. He stood on his hands in a half cartwheel, and sent a powerful kick towards his opponent's chin. Two arms shot up immediately, and formed an 'X' formation. The kick slammed into them, and Ahri was knocked back slightly. She looked at Cade with an eyebrow raised, and responded to his explanation. "It was certainly surprising, but I wouldn't suggest you do that more than once in a real fight. No good fighter will allow themselves fall victim to it a second time."Ahri ignited her aura once again, and leapt forwards, flying in the air for a few brief moments towards Cade. The energy around her dissipated, and as she began to curve downwards, threw a clenched fist at the man's face. Whether the punch hit its mark or not, she fired a second punch, aiming for the man's gut.
Word Count: 290/3070 darthlunchbox Battle Tracker
Defense Phase
Attack 1: A.I. 90 Def vs 112 Acc. Hit for 6 dmg. Attack 2: A.I. 90 Def vs 90 Acc. Hit for 3 dmg.
Total dmg: 6+3-13= 0
4 dmg to Cade due to 'Bristling Defences'.
Offense Phase
Edge 4 established over Cade. +15 Acc, +5 Damage and +5 DR.
At-Will:
Bonus Action: Power Up | +0 ki(100/100) | +25% PL
Standard Action 1: Strike | -0 ki
Accuracy: TNhgzMSu1d100+50
Damage: 1d8+7
Standard Action 2: Strike | -0 ki
Accuracy: 1d100+50
Damage: 1d8+7 Battle InfoSkills
Fighting: 35 Energy Control: 15 Reflexes: 45 Resilience: 15 50(Sacred Water Of Korin)
Status Effects
Power Up. +25% PL. (2/2) Power Up. +25% PL. (1/2)
Techniques
SHATTERING BLOW Ahri charges ki into her hands for a short amount of time, until finally delivering a powerful, charged punch to the opponent's body, breaking through any defense they may have prepared. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Wound Cost: 15 ki
BITCH SLAP Ahri's holy white aura bursts to life as she charges towards her unfortunate foe, delivering a humiliating, energy charged, slap so powerful, that it can provide even the toughest warriors with a permanent concussion. If you ever get the slap from Ahri, you must've pissed her off. Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Blinding Cost: 35 ki
BLINDING AURA(SOLAR FLARE) Ahri uses her ki to amplify the light around her in a blinding flash. 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.
BUFF FORM I Ahri takes an even more muscular form. She uses her superior size and strength to attack her opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Cost: 15 ki. Limit: Once per battle.
ENERGY SHIELD I Ahri creates a sphere of ki around her body that insulates and protects her from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: -15 ki
Traits
Quick Learner: You automatically subtract one week from every technique you study’s learning time.
Encapsulate(AI Assistant): As a Reactive At-Will action, you gain 20 Temporary HP; this stacks with all other sources of Temporary HP. May only be used once per thread.
Moxy(AI Assistant): When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1.
Instinct(AI Assistant): Your Defense is increased by +15.
Class Traits
Tank: You begin each battle with Temp. HP equal to 15% of your HP. This stacks with other sources of Temp. HP. Your 'Intercept' tech no longer has a battle usage limit.
Bristling Defences: Whenever a combantant deals damage to you with an attack, they receive damage equal to your Damage Modifier. This bypasses all DR and Temp. HP.
Last Stand: If an attack would reduce you to 0 HP(or lower), you are instead reduced to 1 HP and 20 Ki(even if you had less than 20 ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread.
Inventory
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time.
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase the amount of PL earned per post by +50% while wearing this outfit. Limit: None.
AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: 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.
Demon Ring An onyx ring etched with demonic runes- this was commonly worn by nobility in the Demon Kingdoms to show status and subjugate their lessers. Type: Supplementary - Magic Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR.
Sacred Water Of Korin Gathered from a secret fountain, or perhaps the precipitation of the clouds itself, this mystical item is a small bottle of sacred water, as bottled by Korin himself. It has the symbol for Kami upon it, and is said to provide a great amount of power to the user. Type: Lost Artifact - Supplementary Zeni Value: 600000 Zeni Cost: 120000 Activation: Bonus Action Effect: Choose one of your skills, and increase its value to 50 until the end of that thread. As an item of great power simply possessing the Sacred Water of Korin generates an increase of 50% to the user's base power level. Limit: One use per thread. Melee Accuracy: 1d100+40(+15; Edge 4) Energy Accuracy: 1d100+20(+15; Edge 4) Defense: 90 Damage Reduction: -8(+5; Edge 4) Damage Modifier: +2(+5; Edge 4) HP: 125/125 Temporary HP: 8 KI: 65/100 Natural PL: 8,140 Base PL: 13,024(Auxiliary Core & Sacred Water Of Korin) Current PL: 19,536(Power Up) 1d100+50·1d8+7·1d100+50·1d8+7
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Post by darthlunchbox on Dec 11, 2019 13:37:26 GMT -8
He nodded and grinned as Ahri addresses the issue of his kick, glad it had been surprising and effective even against her. If nothing else it could be pulled out of his back pocket as something to try and hit someone with something they had never seen before. He readied himself as Ahri leaped towards him, her colorless aura flaring around her as she wound up tu punch him. he pushed some of his ki into his limbs and blurred to the side, avoiding the leaping punch, and then hopping back to avoid her follow up punch towards his gut. As he reached the apex of his jump, he reached down inside of himself and let go of the blockage on his power... and it flared forth in a blue white aura around him as he reached inside of himself and twisted his ki a certain way through his body... Cade flickered forth as soon as he landed, letting out a wordless roar as he felt his ki rip him towards Ahri... Flicker, Boom! Flicker, Boom! Flicker, Boom! Flicker, Boom! He came back to his original spot, sweat pouring down his face but not even pausing and he charged in and leaped at Ahri, legs pumping out 6 kicks at her midsection as he went into a bicycle kick. As soon as he landed, he rolled back and popped up to his feet... he wasn't sure how much he had left in him, but no one could say he didn't give his all. BATTLE TRACKER{Battle Actions}
Turns Suppressed: 4
DEFENSE PHASE.
Opponent
Attack 1: Cade (145) vs A.I. (132) = Miss Attack 2: Cade (145) vs A.I. (115) = Miss
0 Damage -2 dr = 0 damage (4 damage from Bristling Defenses)
OFFENSE PHASE.
At-Will: RELEASE SUPPRESSION
Bonus Action: Rapid Movement -9 ki
Standard Action 1: Jaga Burst -19 ki (Crit on 72 and up: Slashing and Lucky Trinket)
iWVqzdNp1d100+45
4d6+6
Sneak Attack Damage 4d6
Blind on 30 or below 1d100
Standard Action 2: - Strike
1d100+45
1d8+5
Sneak Attack Damage
4d6
EFFECTS.
{Cade's Info} Cade Kendrick Bandit Level 1 Racial Trait: 9001 Lives
Techniques Jaga Burst
Cade screams and then explodes into blue light; he soon reappears near his opponent and flickers around them, delivering a flurry of punches that explode in small novas of light as he delivers them
Type: Physical/Melee/Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing Minor Effect: Blinding Cost: 20 Ki Learn: 2 Weeks
SONIC SWAY You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
WILD SENSE
You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks.
Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle. Ranks: Rank 2 lasts for 4 turns. Rank 3 lasts for 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Traits/Class traits
Dynamic Entry Activation: Passive Effect: You may perform 1 Attack on your first combat turn of a thread. Limit: --
Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
Inventory
Training Gear Designed with a small volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike.
Type: Outfit - Training Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: You gain an additional 30% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reaosn.
Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: 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.) Limit: Only one Lucky Trinket may be equipped at a time. TotemA hand-carved totem that's said to ward against certain malicious energies.Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: When you use this item, you gain Immunity to the Freeze, Stun, Burn, Poison, Chill, and Shock status effects for 3 turns. Limit: Once per thread. PL: 4826 --> 2413 HP: 50/65 | TEMP HP: 0/0 | KI: 8/100 FIGHTING: 40 | ENERGY CONTROL: 30 | REFLEXES: 40 | RESILIENCE: 30 MELEE ACCURACY: +45 | ENERGY ACCURACY: +35 | DEF: 120 DR: -2 | DMG MODIFIER: +2 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [253/2750] 1d100+45·4d6+6·4d6·1d100·1d100+45·1d8+5·4d6
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Post by A.I. on Dec 12, 2019 13:43:23 GMT -8
Once again, Ahri attacks struck air with the usual relentlessness and ferocity they had, but Cade continued to evade and avoid everything that was thrown at him. She was wondering just how much longer he could keep that up, as none of them were showing signs of fatigue, but that didn't mean that they weren't suffering from it. Ahri was breathing more heavily than she was at the beginning of the bout, and she couldn't tell if Cade was tiring or not. But that could always be her rather unreliable judgement. She readied herself for Cade's onslaught, as he ignited an electric blue aura; his power doubled in size, and he charged ferociously towards Ahri. Energy poured out of his strikes as he forced his opponent on the defensive, with bright bursts a light erupting with every punch. The woman kept her teeth tightly grit as she endured the powerful blows. She shut her eyes as Cade unleashed his energy in the form of offense, and was impressed with the sheer strength of his blows. They hurt more than any of his other attacks had since they began sparring, and she didn't think that he could even dream of dishing out this much damage to her. Eventually, the attacks subsided, and the martial artist dashed backwards and immediately charged forward again, unleashing a barrage of kicks that Ahri also hunkered down against. She grit her teeth as she jumped back, recollecting her remaining energy. She dashed forward, and her fist began to glow a with colorless light as she thrust it towards Cade's head.
Word Count: 263/3333 darthlunchbox Battle Tracker
Defense Phase
Attack 1: A.I. 90 Def vs 123 Acc. Hit for 48 dmg. Attack 2: A.I. 90 Def vs 95 Acc. Hit for 22 dmg.
Total dmg: 48+22-10(Guard)-13= 47
4 dmg to Cade due to 'Bristling Defences'.
Offense Phase
Edge 3 established over Cade. +10 Acc, +4 Damage and +4 DR.
At-Will:
Bonus Action: Guard | Reactive | -10 ki | +10 DR
Standard Action 1(Sacrificed for Bonus Action): Power Up | +0 ki(100/100) | +25% PL
Standard Action 2: Shattering Blow | -0 ki(Auxiliary Core - 2/2) | Piercing | Wound
Accuracy: 4av6ZypI1d100+50
Damage(This attack treats your DR as if it was 5 points lower): 3d10+6
Wound(40 or lower): 1-100 If inflicted, Cade takes 1 extra damage every turn that he has this status effect due to 'Demon Ring'. Battle InfoSkills
Fighting: 35 Energy Control: 15 Reflexes: 45 Resilience: 15 50(Sacred Water Of Korin)
Status Effects
Power Up. +25% PL. (2/2) Power Up. +25% PL. (1/2)
Techniques
SHATTERING BLOW Ahri charges ki into her hands for a short amount of time, until finally delivering a powerful, charged punch to the opponent's body, breaking through any defense they may have prepared. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Wound Cost: 15 ki
BITCH SLAP Ahri's holy white aura bursts to life as she charges towards her unfortunate foe, delivering a humiliating, energy charged, slap so powerful, that it can provide even the toughest warriors with a permanent concussion. If you ever get the slap from Ahri, you must've pissed her off. Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Blinding Cost: 35 ki
BLINDING AURA(SOLAR FLARE) Ahri uses her ki to amplify the light around her in a blinding flash. 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.
BUFF FORM I Ahri takes an even more muscular form. She uses her superior size and strength to attack her opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Cost: 15 ki. Limit: Once per battle.
ENERGY SHIELD I Ahri creates a sphere of ki around her body that insulates and protects her from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: -15 ki
Traits
Quick Learner: You automatically subtract one week from every technique you study’s learning time.
Encapsulate(AI Assistant): As a Reactive At-Will action, you gain 20 Temporary HP; this stacks with all other sources of Temporary HP. May only be used once per thread.
Moxy(AI Assistant): When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1.
Instinct(AI Assistant): Your Defense is increased by +15.
Class Traits
Tank: You begin each battle with Temp. HP equal to 15% of your HP. This stacks with other sources of Temp. HP. Your 'Intercept' tech no longer has a battle usage limit.
Bristling Defences: Whenever a combantant deals damage to you with an attack, they receive damage equal to your Damage Modifier. This bypasses all DR and Temp. HP.
Last Stand: If an attack would reduce you to 0 HP(or lower), you are instead reduced to 1 HP and 20 Ki(even if you had less than 20 ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread.
Inventory
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time.
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase the amount of PL earned per post by +50% while wearing this outfit. Limit: None.
AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: 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.
Demon Ring An onyx ring etched with demonic runes- this was commonly worn by nobility in the Demon Kingdoms to show status and subjugate their lessers. Type: Supplementary - Magic Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR.
Sacred Water Of Korin Gathered from a secret fountain, or perhaps the precipitation of the clouds itself, this mystical item is a small bottle of sacred water, as bottled by Korin himself. It has the symbol for Kami upon it, and is said to provide a great amount of power to the user. Type: Lost Artifact - Supplementary Zeni Value: 600000 Zeni Cost: 120000 Activation: Bonus Action Effect: Choose one of your skills, and increase its value to 50 until the end of that thread. As an item of great power simply possessing the Sacred Water of Korin generates an increase of 50% to the user's base power level. Limit: One use per thread. Melee Accuracy: 1d100+40(+15; Edge 4) Energy Accuracy: 1d100+20(+15; Edge 4) Defense: 90 Damage Reduction: -8(+5; Edge 4) Damage Modifier: +2(+5; Edge 4) HP: 86/125 Temporary HP: 0 KI: 55/100 Natural PL: 8,140 Base PL: 12,210(Sacred Water Of Korin) Current PL: 18,315(Power Up) 1d100+50·3d10+6·1-100
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Post by darthlunchbox on Dec 12, 2019 19:50:49 GMT -8
Hitting Ahri was almost like just going out and finding and ol' hickory tree and just wailing on it over and over. Still... this time he could tell he had finally broke through her defenses a bit and got into actually hit her a few times. She was starting to tire and slow down a bit... Cade wasn't too far from starting to slow down his self but right now... he had a spar to finish. Ahri Burst out in that colorless light of her aura again and Cade called in his own Blue White power to match it. She charged forth and launched a punch at his head, leaving a glowing trail behind it as it whipped towards him. He leaned to the right and threw a hook just below her ribs and then launched a knee up into her stomach before he danced back. Ahri was a monument of toughness in Cade's mind. Just the face that he had been able to last this long and do this well against her made all the training, sweat, blood and tears seem worth it. He was incredibly grateful to the stoic woman for her assistance. He had already learned a bit that he would need to think on and incorporate into his training... but for now he should probably get his head back in the match before Ahri buried her fist in his face. He ran the back of his hand against his forehead and dashed the sweat away before resuming a defensive stance. He was ready to go to the end. BATTLE TRACKER{Battle Actions} Turns Suppressed: 0
DEFENSE PHASE.
Opponent
Attack 1: Cade (145) vs A.I. (70) = Miss Attack 2: Cade (145) vs A.I. (0) = Miss
0 Damage -2 dr = 0 damage (4 damage from Bristling Defenses)
OFFENSE PHASE.
At-Will:
Bonus Action: Power up! +25 ki +25% PL
Standard Action 1: Strike (crit on 92 and up due to lucky trinket)
yZDo9dx11d100+45
1d8+5
Standard Action 2: - Strike (crit on 92 and up due to lucky trinket)
1d100+45
1d8+5
EFFECTS. Power up 1/2 50/100 ki recovered
{Cade's Info} Cade Kendrick Bandit Level 1 Racial Trait: 9001 Lives
Techniques Jaga Burst
Cade screams and then explodes into blue light; he soon reappears near his opponent and flickers around them, delivering a flurry of punches that explode in small novas of light as he delivers them
Type: Physical/Melee/Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing Minor Effect: Blinding Cost: 20 Ki Learn: 2 Weeks
SONIC SWAY You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
WILD SENSE
You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks.
Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle. Ranks: Rank 2 lasts for 4 turns. Rank 3 lasts for 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Traits/Class traits
Dynamic Entry Activation: Passive Effect: You may perform 1 Attack on your first combat turn of a thread. Limit: --
Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
Inventory
Training Gear Designed with a small volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike.
Type: Outfit - Training Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: You gain an additional 30% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reaosn.
Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: 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.) Limit: Only one Lucky Trinket may be equipped at a time. TotemA hand-carved totem that's said to ward against certain malicious energies.Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: When you use this item, you gain Immunity to the Freeze, Stun, Burn, Poison, Chill, and Shock status effects for 3 turns. Limit: Once per thread. PL: 4826 --> 6033 HP: 46/65 | TEMP HP: 0/0 | KI: 33/100 FIGHTING: 40 | ENERGY CONTROL: 30 | REFLEXES: 40 | RESILIENCE: 30 MELEE ACCURACY: +45 | ENERGY ACCURACY: +35 | DEF: 120 DR: -2 | DMG MODIFIER: +2 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [262/3012] 1d100+45·1d8+5·1d100+45·1d8+5
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Post by A.I. on Dec 13, 2019 12:33:58 GMT -8
Doing something as simple as making contact with the martial artist was becoming increasingly difficult as Ahri's energy continued to slowly deplete. She did finally notice that Cade was suffering from the wear and tear of the fight as well, so at least she wasn't the only one being weakened. Deeply, she felt upset with herself, or perhaps disappointed. The sheer difference in power between the two was... colossal... yet still, Cade had managed to avoid any notable injury throughout almost the whole spar. Sure, she was happy that Cade was getting stronger, but him beating her? That would not be satisfying at all, for she was supposed to be the one with the advantage. And she threw it away. Her fist struck air as Cade ducked low, landing two glaring blows to the stomach, earning a small grunt from the lady. She assumed an offensive stance again as her foe retreated. Her aura burst with light once more, but it faded away almost as quick as it came. She brimmed with frustration, but spoke calmly to Cade. "Why can't I hit you? I'm not sure what kind of training you've been doing, but it's clearly working for you."Her first sentence was a genuine question. While she packed a lot more power than Cade did, he was much more nimble and agile when compared to her. She exhaled, before leaping towards the man, launching a straight left fist at his noggin, then a right hook at his jaw.
Word Count: 249/3582 darthlunchbox Battle Tracker
Defense Phase
Attack 1: A.I. 90 Def vs 138 Acc. CRITICAL HIT! Hit for 13 dmg. Attack 2: A.I. 90 Def vs 138 Acc. CRITICAL HIT! Hit for 18 dmg.
Total dmg: 13+18-10(Guard)-13= 8
4 dmg to Cade due to 'Bristling Defences'.
Offense Phase
Edge 3 established over Cade. +10 Acc, +4 Damage and +4 DR.
At-Will:
Bonus Action: Guard | Reactive | -10 ki | +10 DR
Standard Action 1: Strike | -0 ki
Accuracy: zFt|lu9z1d100+50
Damage: 1d8+6
Standard Action 2: Strike | -0 ki
Accuracy: 1d100+50
Damage: 1d8+6
Battle InfoSkills
Fighting: 35 Energy Control: 15 Reflexes: 45 Resilience: 15 50(Sacred Water Of Korin)
Status Effects
Power Up. +25% PL. (2/2) Power Up. +25% PL. (1/2)
Techniques
SHATTERING BLOW Ahri charges ki into her hands for a short amount of time, until finally delivering a powerful, charged punch to the opponent's body, breaking through any defense they may have prepared. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Wound Cost: 15 ki
BITCH SLAP Ahri's holy white aura bursts to life as she charges towards her unfortunate foe, delivering a humiliating, energy charged, slap so powerful, that it can provide even the toughest warriors with a permanent concussion. If you ever get the slap from Ahri, you must've pissed her off. Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Blinding Cost: 35 ki
BLINDING AURA(SOLAR FLARE) Ahri uses her ki to amplify the light around her in a blinding flash. 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.
BUFF FORM I Ahri takes an even more muscular form. She uses her superior size and strength to attack her opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Cost: 15 ki. Limit: Once per battle.
ENERGY SHIELD I Ahri creates a sphere of ki around her body that insulates and protects her from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: -15 ki
Traits
Quick Learner: You automatically subtract one week from every technique you study’s learning time.
Encapsulate(AI Assistant): As a Reactive At-Will action, you gain 20 Temporary HP; this stacks with all other sources of Temporary HP. May only be used once per thread.
Moxy(AI Assistant): When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1.
Instinct(AI Assistant): Your Defense is increased by +15.
Class Traits
Tank: You begin each battle with Temp. HP equal to 15% of your HP. This stacks with other sources of Temp. HP. Your 'Intercept' tech no longer has a battle usage limit.
Bristling Defences: Whenever a combantant deals damage to you with an attack, they receive damage equal to your Damage Modifier. This bypasses all DR and Temp. HP.
Last Stand: If an attack would reduce you to 0 HP(or lower), you are instead reduced to 1 HP and 20 Ki(even if you had less than 20 ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread.
Inventory
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time.
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase the amount of PL earned per post by +50% while wearing this outfit. Limit: None.
AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: 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.
Demon Ring An onyx ring etched with demonic runes- this was commonly worn by nobility in the Demon Kingdoms to show status and subjugate their lessers. Type: Supplementary - Magic Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR.
Sacred Water Of Korin Gathered from a secret fountain, or perhaps the precipitation of the clouds itself, this mystical item is a small bottle of sacred water, as bottled by Korin himself. It has the symbol for Kami upon it, and is said to provide a great amount of power to the user. Type: Lost Artifact - Supplementary Zeni Value: 600000 Zeni Cost: 120000 Activation: Bonus Action Effect: Choose one of your skills, and increase its value to 50 until the end of that thread. As an item of great power simply possessing the Sacred Water of Korin generates an increase of 50% to the user's base power level. Limit: One use per thread. Melee Accuracy: 1d100+40(+10; Edge 3) Energy Accuracy: 1d100+20(+10; Edge 3) Defense: 90 Damage Reduction: -8(+4; Edge 3) Damage Modifier: +2(+4; Edge 3) HP: 78/125 Temporary HP: 0 KI: 45/100 Natural PL: 8,140 Base PL: 12,210(Sacred Water Of Korin) Current PL: 18,315(Power Up) 1d100+50·1d8+6·1d100+50·1d8+6
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Post by darthlunchbox on Dec 13, 2019 13:50:15 GMT -8
Cade shrugged, "Well... I fought a giant dinosaur with some fellers... that was a learning experience. I've found the Fist of the South Star, and been fighting all the strongest people I can find. I can tell now, in this practice, that it is really starting to pay off. I also eat a lot of fresh produce and work on farms a lot, that might help." He barely noticed the fist coming in time to brace himself a little... the punch popped his head back and his vision darkened for a second as his thoughts tried to slow down... It was a solid punch but he managed to keep his cool and duck under the followup hook as it stirred the air above his head.
He popped back up to his full height and leaped into the air, launching a spinning kick at Ahri's head and then landing gracefully before continuing the spin to launch an elbow at her stomach. See how she likes an elbow to the stomach... he thought remembering the blow from earlier in the fight. Either way he would step back and raise his hands back up, "You might not land as many hits... but when you do they hurt I can assure you. How did you learn to strike so well?" BATTLE TRACKER{Battle Actions}Turns Suppressed: 0
DEFENSE PHASE.
Opponent
Attack 1: Cade (120) vs A.I. (140) = Hit! Attack 2: Cade (120) vs A.I. (86) = Miss
7 Damage -2 dr = 5 damage (4 damage from Bristling Defenses)
OFFENSE PHASE.
At-Will:
Bonus Action: Power up! +25 ki +25% PL
Standard Action 1: Strike (crit on 92 and up due to lucky trinket)
Q0f1QJ6P1d100+45
1d8+5
Standard Action 2: - Strike (crit on 92 and up due to lucky trinket)
1d100+45
1d8+5
EFFECTS. Power up 2/2 75/100 ki recovered
{Cade's Info} Cade Kendrick Bandit Level 1 Racial Trait: 9001 Lives
Techniques Jaga Burst
Cade screams and then explodes into blue light; he soon reappears near his opponent and flickers around them, delivering a flurry of punches that explode in small novas of light as he delivers them
Type: Physical/Melee/Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing Minor Effect: Blinding Cost: 20 Ki Learn: 2 Weeks
SONIC SWAY You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
WILD SENSE
You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks.
Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle. Ranks: Rank 2 lasts for 4 turns. Rank 3 lasts for 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Traits/Class traits
Dynamic Entry Activation: Passive Effect: You may perform 1 Attack on your first combat turn of a thread. Limit: --
Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
Inventory
Training Gear Designed with a small volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike.
Type: Outfit - Training Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: You gain an additional 30% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reaosn.
Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: 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.) Limit: Only one Lucky Trinket may be equipped at a time. TotemA hand-carved totem that's said to ward against certain malicious energies.Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: When you use this item, you gain Immunity to the Freeze, Stun, Burn, Poison, Chill, and Shock status effects for 3 turns. Limit: Once per thread. PL: 4826 --> 7239 HP: 37/65 | TEMP HP: 0/0 | KI: 55/100 FIGHTING: 40 | ENERGY CONTROL: 30 | REFLEXES: 40 | RESILIENCE: 30 MELEE ACCURACY: +45 | ENERGY ACCURACY: +35 | DEF: 120 DR: -2 | DMG MODIFIER: +2 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [216/3228] 1d100+45·1d8+5·1d100+45·1d8+5
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Post by A.I. on Dec 14, 2019 2:34:51 GMT -8
A feeling of relief overtook Ahri as her left fist found its mark. Ugh, finally. Impressive, Cade. Impressive.After he ducked beneath her right hook, he wasted no time as he attempted to strike her with a spinning kick. She lowered her head quickly, only narrowly avoiding harsh impact with the attack. Even after missing, he continued his spin to shove a sharp elbow towards her stomach. She jumped back, twice, creating a bit of space between the two of them. Ahri only now took the time to notice the way his movements flowed into each other, allowing him to waste little to no time between actions. As expected of a martial artist. Cade shrugged before answering her question. Perhaps he himself did not know how exactly how his fighting style ended up being the way it is, or it was simply a tough question to answer. He told Ahri about the different things he'd done rather recently, talking of a dinosaur, the Fist of the South Star, and well, farming. It sounded a bit weird, yes, but people can turn almost anything into training. He returned a question to her, and Ahri placed both hands on her hips before speaking. "Everyday, I try to perfect my fighting style and form at the personal gym I have at the moment. Every week, I head to remote areas, places where I can unleash as much power as I want without destroying any of my stuff. More often than not, I end up encountering some strong people, and we end up fighting each other just as you and I are doing right now. I guess it's true that you learn something from every fight, and fighters like us get stronger, better and smarter with every fight. Now then, I guess we're done talking, so allow me to try to punch you again."Immediately after she finished her dialogue, she charged towards Cade, unleashing a barrage of punches, aiming at various points of his upper body.
Word Count: 333/3915 darthlunchbox Battle Tracker
Defense Phase
Attack 1: A.I. 90 Def vs 69 Acc. Miss. Attack 2: A.I. 90 Def vs 68 Acc. Miss.
Total dmg: 0
Offense Phase
Edge 2 established over Cade. +5 Acc, +3 Damage and +3 DR.
At-Will:
Bonus Action: Power Up | +0 ki(100/100) | +25% PL
Standard Action 1: Strike | -0 ki
Accuracy: Q0nLMGgp1d100+45
Damage: 1d8+5
Standard Action 2: Strike | -0 ki
Accuracy: 1d100+45
Damage: 1d8+5
Battle InfoSkills
Fighting: 35 Energy Control: 15 Reflexes: 45 Resilience: 15 50(Sacred Water Of Korin)
Status Effects
Power Up. +25% PL. (2/2) Power Up. +25% PL. (1/2)
Techniques
SHATTERING BLOW Ahri charges ki into her hands for a short amount of time, until finally delivering a powerful, charged punch to the opponent's body, breaking through any defense they may have prepared. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Wound Cost: 15 ki
BITCH SLAP Ahri's holy white aura bursts to life as she charges towards her unfortunate foe, delivering a humiliating, energy charged, slap so powerful, that it can provide even the toughest warriors with a permanent concussion. If you ever get the slap from Ahri, you must've pissed her off. Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Blinding Cost: 35 ki
BLINDING AURA(SOLAR FLARE) Ahri uses her ki to amplify the light around her in a blinding flash. 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.
BUFF FORM I Ahri takes an even more muscular form. She uses her superior size and strength to attack her opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Cost: 15 ki. Limit: Once per battle.
ENERGY SHIELD I Ahri creates a sphere of ki around her body that insulates and protects her from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: -15 ki
Traits
Quick Learner: You automatically subtract one week from every technique you study’s learning time.
Encapsulate(AI Assistant): As a Reactive At-Will action, you gain 20 Temporary HP; this stacks with all other sources of Temporary HP. May only be used once per thread.
Moxy(AI Assistant): When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1.
Instinct(AI Assistant): Your Defense is increased by +15.
Class Traits
Tank: You begin each battle with Temp. HP equal to 15% of your HP. This stacks with other sources of Temp. HP. Your 'Intercept' tech no longer has a battle usage limit.
Bristling Defences: Whenever a combantant deals damage to you with an attack, they receive damage equal to your Damage Modifier. This bypasses all DR and Temp. HP.
Last Stand: If an attack would reduce you to 0 HP(or lower), you are instead reduced to 1 HP and 20 Ki(even if you had less than 20 ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread.
Inventory
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time.
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase the amount of PL earned per post by +50% while wearing this outfit. Limit: None.
AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: 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.
Demon Ring An onyx ring etched with demonic runes- this was commonly worn by nobility in the Demon Kingdoms to show status and subjugate their lessers. Type: Supplementary - Magic Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR.
Sacred Water Of Korin Gathered from a secret fountain, or perhaps the precipitation of the clouds itself, this mystical item is a small bottle of sacred water, as bottled by Korin himself. It has the symbol for Kami upon it, and is said to provide a great amount of power to the user. Type: Lost Artifact - Supplementary Zeni Value: 600000 Zeni Cost: 120000 Activation: Bonus Action Effect: Choose one of your skills, and increase its value to 50 until the end of that thread. As an item of great power simply possessing the Sacred Water of Korin generates an increase of 50% to the user's base power level. Limit: One use per thread. Melee Accuracy: 1d100+40(+5; Edge 2) Energy Accuracy: 1d100+20(+5; Edge 2) Defense: 90 Damage Reduction: -8(+3; Edge 2) Damage Modifier: +2(+3; Edge 2) HP: 78/125 Temporary HP: 0 KI: 45/100 Natural PL: 8,140 Base PL: 12,210(Sacred Water Of Korin) Current PL: 18,315(Power Up) 1d100+45·1d8+5·1d100+45·1d8+5
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Post by darthlunchbox on Dec 14, 2019 5:36:46 GMT -8
Cade's blows both only served to move the air of the dojo about as he missed Ahri by a long shot. She paused afterwards and told him of her training - long hours in the dojo followed by going out and applying her power in different ways. He nodded at Ahri's words - it sounded like at least part of their training was similar, so he must be on the right track. When she called the match back into action, she immediately went back on the offensive with a series of punches all across his torso and head. He managed to dip and slide around most, only having to redirect a few here and there as they got a little too close. He hopped back as her attack wound down, reaching inside of himself and pulling his power into a small ball again... maybe if he could last a little longer he could win this thing. He went up on the balls of his feet and started rocking back and forth for a few moments before he took two steps forward and launched himself at Ahri as he threw a jumping haymaker at her nose. As he landed he turned sideways and threw a simple side kick at her gut and took a step back. Only a little bit longer... I can do this... BATTLE TRACKER{Battle Actions}Turns Suppressed: 0 suppressing this turn
DEFENSE PHASE.
Opponent
Attack 1: Cade (120) vs A.I. (60) = Miss Attack 2: Cade (120) vs A.I. (53) = Miss
Damage -2 dr = 0 damage
OFFENSE PHASE.
At-Will: Suppress
Bonus Action:
Standard Action 1: Strike (crit on 92 and up due to lucky trinket)
kw1z5f951d100+45
1d8+2
Standard Action 2: - Strike (crit on 92 and up due to lucky trinket)
1d100+45
1d8+2
EFFECTS. Power up 2/2 75/100 ki recovered
{Cade's Info} Cade Kendrick Bandit Level 1 Racial Trait: 9001 Lives
Techniques Jaga Burst
Cade screams and then explodes into blue light; he soon reappears near his opponent and flickers around them, delivering a flurry of punches that explode in small novas of light as he delivers them
Type: Physical/Melee/Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing Minor Effect: Blinding Cost: 20 Ki Learn: 2 Weeks
SONIC SWAY You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
WILD SENSE
You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks.
Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle. Ranks: Rank 2 lasts for 4 turns. Rank 3 lasts for 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Traits/Class traits
Dynamic Entry Activation: Passive Effect: You may perform 1 Attack on your first combat turn of a thread. Limit: --
Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
Inventory
Training Gear Designed with a small volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike.
Type: Outfit - Training Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: You gain an additional 30% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reaosn.
Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: 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.) Limit: Only one Lucky Trinket may be equipped at a time. TotemA hand-carved totem that's said to ward against certain malicious energies.Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: When you use this item, you gain Immunity to the Freeze, Stun, Burn, Poison, Chill, and Shock status effects for 3 turns. Limit: Once per thread. PL: 4826 --> 2413 HP: 37/65 | TEMP HP: 0/0 | KI: 55/100 FIGHTING: 40 | ENERGY CONTROL: 30 | REFLEXES: 40 | RESILIENCE: 30 MELEE ACCURACY: +45 | ENERGY ACCURACY: +35 | DEF: 120 DR: -2 | DMG MODIFIER: +2 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [222/3450] 1d100+45·1d8+2·1d100+45·1d8+2
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Post by A.I. on Dec 14, 2019 12:30:12 GMT -8
Ahri's first punch completely missed Cade, striking nothing but the light air. Her second punch produced the same result. And the third, and the fourth punch, and so on so on. The man continued to move and respond to her barrage of supposedly erratic strikes and punches, dodging and blocking all of the attacks. Eventually, she ceased her offensive, and Cade took the opportunity to gather himself, making a bit of needed space between the two of them. He charged forth with an attack of his own ready, and Ahri prepared herself for it. His initial attack passed just above her head as she ducked down quickly. His following kick made clear contact with her toughened forearm, as she made the motion to block it. She grinned as he stepped back, noticing the massive drop in his power level. I see... It took me way too long to figure that out.It was about time she realized. Cade continously suppressed his power, releasing it moments before his more powerful attacks. She guessed the strategy was meant to catch foes off guard, striking sneakily and powerfully. Knowingly, she lunged forward dangerously, attempting to smash a quick right uppercut into his chin. If successful, she would try to send her raised right elbow crashing down into his skull. If she failed her initial attack, she would most likely attempt to hit him with a sharp side kick of sorts.
Word Count: 237/4152 darthlunchbox Battle Tracker
Defense Phase
Attack 1: A.I. 90 Def vs 65 Acc. Miss. Attack 2: A.I. 90 Def vs 76 Acc. Miss.
Total dmg: 0
Offense Phase
Edge 4 established over Cade. +15 Acc, +5 Damage and +5 DR.
At-Will:
Bonus Action: Power Up | +0 ki(100/100) | +25% PL
Standard Action 1: Shattering Blow | -15 ki | Piercing | Wounding
Accuracy(Treats DR as if 5 points lower): KaJKTg2i1d100+55
Damage: 3d10+7
Wound(40 or lower): 1d100 If inflicted, Cade will take 1 additional DR bypassing damage for every turn that he has this status effect.
Standard Action 2: Strike | -0 ki
Accuracy: 1d100+55
Damage: 1d8+7 Battle InfoSkills
Fighting: 35 Energy Control: 15 Reflexes: 45 Resilience: 15 50(Sacred Water Of Korin)
Status Effects
Power Up. +25% PL. (2/2) Power Up. +25% PL. (1/2)
Techniques
SHATTERING BLOW Ahri charges ki into her hands for a short amount of time, until finally delivering a powerful, charged punch to the opponent's body, breaking through any defense they may have prepared. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Wound Cost: 15 ki
BITCH SLAP Ahri's holy white aura bursts to life as she charges towards her unfortunate foe, delivering a humiliating, energy charged, slap so powerful, that it can provide even the toughest warriors with a permanent concussion. If you ever get the slap from Ahri, you must've pissed her off. Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Blinding Cost: 35 ki
BLINDING AURA(SOLAR FLARE) Ahri uses her ki to amplify the light around her in a blinding flash. 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.
BUFF FORM I Ahri takes an even more muscular form. She uses her superior size and strength to attack her opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Cost: 15 ki. Limit: Once per battle.
ENERGY SHIELD I Ahri creates a sphere of ki around her body that insulates and protects her from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: -15 ki
Traits
Quick Learner: You automatically subtract one week from every technique you study’s learning time.
Encapsulate(AI Assistant): As a Reactive At-Will action, you gain 20 Temporary HP; this stacks with all other sources of Temporary HP. May only be used once per thread.
Moxy(AI Assistant): When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1.
Instinct(AI Assistant): Your Defense is increased by +15.
Class Traits
Tank: You begin each battle with Temp. HP equal to 15% of your HP. This stacks with other sources of Temp. HP. Your 'Intercept' tech no longer has a battle usage limit.
Bristling Defences: Whenever a combantant deals damage to you with an attack, they receive damage equal to your Damage Modifier. This bypasses all DR and Temp. HP.
Last Stand: If an attack would reduce you to 0 HP(or lower), you are instead reduced to 1 HP and 20 Ki(even if you had less than 20 ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread.
Inventory
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time.
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase the amount of PL earned per post by +50% while wearing this outfit. Limit: None.
AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: 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.
Demon Ring An onyx ring etched with demonic runes- this was commonly worn by nobility in the Demon Kingdoms to show status and subjugate their lessers. Type: Supplementary - Magic Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR.
Sacred Water Of Korin Gathered from a secret fountain, or perhaps the precipitation of the clouds itself, this mystical item is a small bottle of sacred water, as bottled by Korin himself. It has the symbol for Kami upon it, and is said to provide a great amount of power to the user. Type: Lost Artifact - Supplementary Zeni Value: 600000 Zeni Cost: 120000 Activation: Bonus Action Effect: Choose one of your skills, and increase its value to 50 until the end of that thread. As an item of great power simply possessing the Sacred Water of Korin generates an increase of 50% to the user's base power level. Limit: One use per thread. Melee Accuracy: 1d100+40(+15; Edge 4) Energy Accuracy: 1d100+20(+15; Edge 4) Defense: 90 Damage Reduction: -8(+5; Edge 4) Damage Modifier: +2(+5; Edge 4) HP: 78/125 Temporary HP: 0 KI: 30/100 Natural PL: 8,140 Base PL: 12,210(Sacred Water Of Korin) Current PL: 18,315(Power Up) 1d100+55·3d10+7·1d100·1d100+55·1d8+7
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Post by darthlunchbox on Dec 16, 2019 14:37:01 GMT -8
Cade saw something that looked alarmingly like a spark of understanding come across Ahri's face... just before she charged in like a graceful rhino and launched a fierce uppercut right at his chin. He spun to the right and evaded it, but almost got caught by the vicious side kick coming towards his ribs. He was forced to drop into the splits and duck his head, letting the kick pass harmlessly over him. He rolled backwards and back up to his feet and then dropped back into a fighting stance. He worried for a moment about that look of realization in her eyes. What did she figure out... or what does she think she's figured out? Whelp, there wasn't much time for pondering on it right now. The best thing he could do was just keep on fighting and try to see what it was later. He quickly darted back into range and threw a simple forward kick with his left leg followed by a leaing spin kick with his right leg at her head. As he landed he poised himself for counter attack and tried to figure out what angle she was going to take. Had she seen a hole in his defenses? Time would only tell he guessed...BATTLE TRACKER{Battle Actions}Turns Suppressed: 1
DEFENSE PHASE.
Opponent
Attack 1: Cade (120) vs A.I. (79) = Miss Attack 2: Cade (120) vs A.I. (116) = Miss
Damage -2 dr = 0 damage
OFFENSE PHASE.
At-Will:
Bonus Action:
Standard Action 1: Strike (crit on 92 and up due to lucky trinket)
_lz7bpKG1d100+45
1d8+2
Standard Action 2: - Strike (crit on 92 and up due to lucky trinket)
1d100+45
1d8+2
EFFECTS. Power up 0/2 75/100 ki recovered
{Cade's Info} Cade Kendrick Bandit Level 1 Racial Trait: 9001 Lives
Techniques Jaga Burst
Cade screams and then explodes into blue light; he soon reappears near his opponent and flickers around them, delivering a flurry of punches that explode in small novas of light as he delivers them
Type: Physical/Melee/Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing Minor Effect: Blinding Cost: 20 Ki Learn: 2 Weeks
SONIC SWAY You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
WILD SENSE
You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks.
Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle. Ranks: Rank 2 lasts for 4 turns. Rank 3 lasts for 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Traits/Class traits
Dynamic Entry Activation: Passive Effect: You may perform 1 Attack on your first combat turn of a thread. Limit: --
Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
Inventory
Training Gear Designed with a small volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike.
Type: Outfit - Training Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: You gain an additional 30% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reaosn.
Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: 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.) Limit: Only one Lucky Trinket may be equipped at a time. TotemA hand-carved totem that's said to ward against certain malicious energies.Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: When you use this item, you gain Immunity to the Freeze, Stun, Burn, Poison, Chill, and Shock status effects for 3 turns. Limit: Once per thread. PL: 4826 --> 2413 HP: 37/65 | TEMP HP: 0/0 | KI: 55/100 FIGHTING: 40 | ENERGY CONTROL: 30 | REFLEXES: 40 | RESILIENCE: 30 MELEE ACCURACY: +45 | ENERGY ACCURACY: +35 | DEF: 120 DR: -2 | DMG MODIFIER: +2 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [210/3660] 1d100+45·1d8+2·1d100+45·1d8+2
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Post by A.I. on Dec 16, 2019 17:05:11 GMT -8
Even as Ahri threw several attacks at Cade, she continued to be amazed at the show he put on for her. His fighting style, strategy and nimbleness were all impressively one of a kind indeed. Yet still, she felt that feeling of dissatisfaction creep into her thoughts again. She went all out, placing power into her uppercut, and missing her target. The fight began to get increasingly routine and repetitive as Ahri remained on the attack. All she did was send strikes his way, only for him to evade them with ease. It began to get boring and upsetting, but it's not like she could do anything else at the moment. She was nearly completely drained of energy, while Cade was holding up decently fine. She had no reliable strategy, and that could cost her the fight. The woman well knew that they were just participating in a friendly spar, looking to better each other as they threw fists and kicks at one another, but both of them most likely expected Ahri to emerge victorious. She felt competitive, and felt a dire need to prove to Cade and herself that she was the stronger of the two. As the man lunged forward, the tall woman immediately raised both arms defensively, blocking his left kick with her right arm. His dynamic follow up was avoided completely as Ahri performed a backflip. In the same moment that her feet roughly met the ground, she leapt towards Cade, thrusting two fists forward at the same time once in range. After, she lunged forward recklessly, attempting to smash the fighter's forehead with her own, performing a classic and unreliable headbutt.
Word Count: 276/4428 darthlunchbox Battle Tracker
Defense Phase
Attack 1: A.I. 90 Def vs 131 Acc. Hit for 9 dmg. Attack 2: A.I. 90 Def vs 76 Acc. Miss.
Total dmg: 9-13= 0
2 dmg to Cade due to 'Bristling Defences'.
Offense Phase
Edge 4 established over Cade. +15 Acc, +5 Damage and +5 DR.
At-Will:
Bonus Action: Power Up | +0 ki(100/100) | +25% PL
Standard Action 1: Strike | -0 ki
Accuracy: G08AyJNq1d100+55
Damage: 1d8+7
Standard Action 2: Strike | -0 ki
Accuracy: 1d100+55
Damage: 1d8+7 Battle InfoSkills
Fighting: 35 Energy Control: 15 Reflexes: 45 Resilience: 15 50(Sacred Water Of Korin)
Status Effects
Power Up. +25% PL. (2/2) Power Up. +25% PL. (1/2)
Techniques
SHATTERING BLOW Ahri charges ki into her hands for a short amount of time, until finally delivering a powerful, charged punch to the opponent's body, breaking through any defense they may have prepared. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Wound Cost: 15 ki
BITCH SLAP Ahri's holy white aura bursts to life as she charges towards her unfortunate foe, delivering a humiliating, energy charged, slap so powerful, that it can provide even the toughest warriors with a permanent concussion. If you ever get the slap from Ahri, you must've pissed her off. Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Blinding Cost: 35 ki
BLINDING AURA(SOLAR FLARE) Ahri uses her ki to amplify the light around her in a blinding flash. 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.
BUFF FORM I Ahri takes an even more muscular form. She uses her superior size and strength to attack her opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Cost: 15 ki. Limit: Once per battle.
ENERGY SHIELD I Ahri creates a sphere of ki around her body that insulates and protects her from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: -15 ki
Traits
Quick Learner: You automatically subtract one week from every technique you study’s learning time.
Encapsulate(AI Assistant): As a Reactive At-Will action, you gain 20 Temporary HP; this stacks with all other sources of Temporary HP. May only be used once per thread.
Moxy(AI Assistant): When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1.
Instinct(AI Assistant): Your Defense is increased by +15.
Class Traits
Tank: You begin each battle with Temp. HP equal to 15% of your HP. This stacks with other sources of Temp. HP. Your 'Intercept' tech no longer has a battle usage limit.
Bristling Defences: Whenever a combantant deals damage to you with an attack, they receive damage equal to your Damage Modifier. This bypasses all DR and Temp. HP.
Last Stand: If an attack would reduce you to 0 HP(or lower), you are instead reduced to 1 HP and 20 Ki(even if you had less than 20 ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread.
Inventory
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time.
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase the amount of PL earned per post by +50% while wearing this outfit. Limit: None.
AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: 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.
Demon Ring An onyx ring etched with demonic runes- this was commonly worn by nobility in the Demon Kingdoms to show status and subjugate their lessers. Type: Supplementary - Magic Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Your Status Effects now also deal 1 damage per turn that they are inflicted. In the case of an effect that already deals damage, increase that amount by 1. This damage bypasses DR.
Sacred Water Of Korin Gathered from a secret fountain, or perhaps the precipitation of the clouds itself, this mystical item is a small bottle of sacred water, as bottled by Korin himself. It has the symbol for Kami upon it, and is said to provide a great amount of power to the user. Type: Lost Artifact - Supplementary Zeni Value: 600000 Zeni Cost: 120000 Activation: Bonus Action Effect: Choose one of your skills, and increase its value to 50 until the end of that thread. As an item of great power simply possessing the Sacred Water of Korin generates an increase of 50% to the user's base power level. Limit: One use per thread. Melee Accuracy: 1d100+40(+15; Edge 4) Energy Accuracy: 1d100+20(+15; Edge 4) Defense: 90 Damage Reduction: -8(+5; Edge 4) Damage Modifier: +2(+5; Edge 4) HP: 78/125 Temporary HP: 0 KI: 30/100 Natural PL: 8,140 Base PL: 12,210(Sacred Water Of Korin) Current PL: 18,315(Power Up) 1d100+55·1d8+7·1d100+55·1d8+7
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