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Post by darthlunchbox on Dec 16, 2019 18:43:33 GMT -8
Cade felt a bit frustrated as his attacks were absorbed so easily by Ahri. This fight was classic strength against speed; Ahri was fast but leaned much more to muscle. Cade had strength but had focused on honing his speed. The result was a grueling battle of attrition with no clear winner in sight. Which, he considered, was honestly a win in his books. It wasn't all that long ago that Ahri would have crushed him like a bug on the floor. The mere fact that he had stood toe to toe with the woman this long was a testament to his efforts. Ahri seemed to be feeling the pressure of wanting to win, she charged in almost recklessly, shoving a double fist so fast it was almost a blur. With no time to spare, he activated a boost to his speed utilizing some of the ki he had held in reserve. The world seemed to slow down as he stayed the same speed. He stepped out of line of the double fists and then saw the headbutt coming for his nose. Even with his speed he was barely fast enough to leap back from the vicious strike. As he came down from his boost, he leaped in at her and threw a wild flurry of punches at her face before he darted back. Sometimes the only way to chop someone down was to keep swinging and see what stuck. BATTLE TRACKER{Battle Actions}Turns Suppressed: 2
DEFENSE PHASE.
Opponent
Attack 1: Cade (120) vs A.I. (138) = Miss due to Sonic Sway Attack 2: Cade (120) vs A.I. (151) = Miss due to Sonic Sway
Damage -2 dr = 0 damage (2 damage due to Bristling defenses)
OFFENSE PHASE.
At-Will:
Bonus Action:
Standard Action 1: Strike (crit on 92 and up due to lucky trinket)
DsEqCDZn1d100+45
1d8+2
Standard Action 2: - Sonic Sway -14 ki
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 - Used this turn 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 Used 1/1
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: 35/65 | TEMP HP: 0/0 | KI: 41/100 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: [240/3900] 1d100+45·1d8+2
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Post by A.I. on Dec 16, 2019 22:27:55 GMT -8
Ahri seemed to draw some sort of strength from her thoughts, attacking more brutally and more ferociously than she did before. Although, as she followed through with her attacks, it seemed as if Cade had yet another trick of his sleeve. She had been watching him more closely and carefully since she discovered his tactic, and noticed that he looked as if he was under the effects of an immense speed boost, narrowly dodging the two attacks that Ahri made. It was truly astounding and amazing that Cade had managed to come this far, as they both seemed to be on their last leg of offense. Slowly but surely, she was wearing him down, and if she played her cards right, she could still win this. Although, the same was true for the martial artist. Cade attacked swiftly yet again, unleashing a barrage of fists aimed at her head. She crossed her arms in front of her face, being forced on the defensive. The attacks were a bit weak, but were also numerous, and he dashed back away from her once he was done. Ahri gathered her strength again, and let her power loose like before. Her very own aura burst around her before disappearing without a trace as she attacked Cade again, almost gliding across the floor as she attempted to ram a palm roughly into his chest. Immediately after her initial palm strike, she leapt upwards suddenly, performing yet another backflip. Her legs flew upwards as she jumped back, threatening to make harsh contact with the man's lower chin.
Word Count: 261/4689 darthlunchbox Battle Tracker
Defense Phase
Attack 1: A.I. 90 Def vs 91 Acc. Hit for 9 dmg. Attack 2: A.I. 90 Def vs Acc.
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: g9xgzDf01d100+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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Post by darthlunchbox on Dec 17, 2019 12:38:06 GMT -8
Cade's attacks once more proved to be ineffective. He tried not to chafe at the waiting... but he knew it was almost time to cut loose again. He just had to last a bit longer... Ahri seemed to be getting impatient as well as she burst forth with her aura again, focusing her power. She slammed a palm strike towards his chest which he simply avoided by leaning to the side. She followed it with a backwards flip that tried to connect to his chin... he bobbed back and avoided it and smiled at her, "That is probably much like the kick I tried ealrier, eh? Good for onc, maybe twice in a battle? Always good to have in your back pocket anyway."
Cade did not glide, or approach cautiously this time. He charge in with reckless abandon, jumping and kicking down at Ahri's thigh, then using it as leverage to kick off for his own attempt at a back flip aimed at her chin. As he landed, he almost stumbled, but caught himself and slid back into his stance. "Hope you don;t mind, they say imitation is the most sincere form of flattery, so perhaps you can consider yourself flattered?" BATTLE TRACKER{Battle Actions}Turns Suppressed: 3
DEFENSE PHASE.
Opponent
Attack 1: Cade (120) vs A.I. (89) = Miss Attack 2: Cade (120) vs A.I. (86) = Miss
Damage -2 dr = 0 damage (2 damage due to Bristling defenses)
OFFENSE PHASE.
At-Will:
Bonus Action:
Standard Action 1: Strike (crit on 92 and up due to lucky trinket)
nchDFKit1d100+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 - Used 1/1 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 Used 1/1
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: 35/65 | TEMP HP: 0/0 | KI: 41/100 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: [202/4102] 1d100+45·1d8+2·1d100+45·1d8+2
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Post by A.I. on Dec 18, 2019 8:10:15 GMT -8
Cade easily avoided her attacks once more, sidestepping her charging palm, and darting backwards in a single swift movement to evade her backflip kick. Ahri smiled back at him, knowing that she had forgotten about his unique kick earlier in the bout. Cade rushed forward to attack much more aggressively than he had throughout the sparring match, opening up with a kick that crashed down towards her tough thigh. She took a little step backwards, narrowly avoiding impact with his foot, and completely leapt back to avoid his backflip. After mirroring her former action, he made a comment that might've made Ahri chuckle a little. "Ha, maybe."She kept her grin as she released her power once again, charging forward while leaving a trail of white energy just as recklessly as Cade just did mere moments ago. She threw a heavy punch towards Cade's face for the umpteenth time, and using her momentum to her advantage, she lunged below, trying to strike Cade with a sweeping kick, swiping her left leg across the floor. At this point, she would have to continue to attack Cade at every angle she could think of, hoping to catch him off guard on at least one of her blunt strikes.
Word Count: 206/4895 darthlunchbox Battle Tracker
Defense Phase
Attack 1: A.I. 90 Def vs 71 Acc. Miss. Attack 2: A.I. 90 Def vs 70 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: Strike | -0 ki
Accuracy: nqJO7_5A1d100+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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Post by darthlunchbox on Dec 18, 2019 12:23:57 GMT -8
Cade once again felt his strikes rebound off of Ahri's guard. What happens when an unstoppable defense meets a persistent offense? he wondered as he listened to Ahri laugh at his words. She immediately followed up with her normal punching charge but switched it up with a sweeping kick that caught him slightly off guard. He fell to the mat and wormed and twisted and blocked his way out of all her blunt strikes before rolling away from her and clambering to his feet, panting a bit. He called out a bit shakily, "Good one!" If he hadn't managed to worm his way out of that she would have smashed him pretty good, he knew. It was getting down to the wire in truth. Soon they would be reduced to standing toe to toe and just duking it out til one of them fell. Though he did have one more ace up his sleeve... but he had to wait one more sequence to really make it count, he thought. He moved in, swaying a bit as he entered punching range and threw one stiff jab towards Ahri's nose and immediately followed it with a spinning kick aimed at her jaw. This time he didn't retreat. The time for that was passed. He was going to stick close and try to fight her face to face, it might put her off balance. He raised his arms up in a high guard and prepared to weather to worst for one more round... BATTLE TRACKER{Battle Actions}Turns Suppressed: 4
DEFENSE PHASE.
Opponent
Attack 1: Cade (120) vs A.I. (85) = Miss Attack 2: Cade (120) vs A.I. (132) = Hit
12 Damage -12 dr = 0 damage (0 damage due to Bristling defenses)
OFFENSE PHASE.
At-Will:
Bonus Action: Guard -10 Ki
Standard Action 1: Strike (crit on 92 and up due to lucky trinket)
bjTg3YSj1d100+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 - Used 1/1 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 Used 1/1
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: 35/65 | TEMP HP: 0/0 | KI: 31/100 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: [250/4352] 1d100+45·1d8+2·1d100+45·1d8+2
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Post by A.I. on Dec 18, 2019 14:44:50 GMT -8
Ahri's sweep kick had finally managed to stumble her opponent even if it was a just tiny bit. Her attack must have been unexpected, as Cade seemed to have his flow interrupted abruptly by the sudden twist in her offense. She knew that she was being far too open and blunt with all of her attacks, and at this point of the fight, she was becoming more and more predictable. Idly, the girl wondered just how much longer it would be until he cut his power loose again. Well, whenever he did, she would have to be prepared for it if she still wanted to have a shot at ending up the victor. Cade commended her for her change in attack plan while she steeled herself, observing his every movement carefully. He lunged forward with his now expected aggressiveness, with his initial action being thrusting a straight fist towards Ahri's face. She raised two arms defensively, allowing the fist to slam against her forearms harmlessly. He then unleashed a terrific spinning kick at her, which she avoided by a hairsbreadth by ducking beneath the soaring leg. Although, this time, he was bold enough to stay within her striking distance. It disrupted her rhythm, as she had quickly gotten used to their mutual way of fighting. She released a concussive burst of energy from her form with a rather loud shout, attempting to knock him away from her position. She then charged towards him, wherever he may be, and tried to shove a hard fist in his stomach.
Word Count: 257/5152 darthlunchbox Battle Tracker
Defense Phase
Attack 1: A.I. 90 Def vs 133 Acc. Hit for 7 dmg. Attack 2: A.I. 90 Def vs 74 Acc. Miss.
Total dmg: 7-13= 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: LSo9gWiU1d100+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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Post by darthlunchbox on Dec 18, 2019 18:55:59 GMT -8
Cade's instincts had served him well; staying in close had indeed thrown the bigger fighter for a loop. She seemed mildly confused as to why he would do such a thing; she burst into light again and let out a concussive shout in what might have been surprise. The concussion of the shout actually knocked him back a few steps, where she was soon back up close with him. She moved in a less rhythmic way as she closed in and as a consequence her first attack was easily evaded. She came back at him with a fist headed for his center mass, which was harder to dodge so he simply moved out of the way and stepped back in close to her. As he moved in, he let his power loose and felt it suffuse his body in a thrilling pulse. He leaped up and sent a twisting elbow at Ahri's jaw, feeling his power drive him forward with more speed and power than he had previously displayed. After he landed, hit or miss, he immediately burst into blue light as he called in the last of the ki his body could hold and flickered out of sight. He flickering into sight throwing an uppercut with an explosive burst of ki, then flitted about a few more times... Flicker.. Boom! Flicker.. Boom! Flicker.. Boom! He came back to himself, standing before Ahri and took a few shaky steps back. He was starting to feel the effects of ki use on his body... but he wasn't quite out of the fight yet. BATTLE TRACKER{Battle Actions}Turns Suppressed: 5 RELEASING
DEFENSE PHASE.
Opponent
Attack 1: Cade (120) vs A.I. (67) = Miss Attack 2: Cade (120) vs A.I. (113) = Miss
0 Damage -2 dr = 0 damage (2 damage due to Bristling defenses)
OFFENSE PHASE.
At-Will: RELEASE SUPPRESSION: 5 Turns
Bonus Action: Power Up +25 ki and +25% PL
Standard Action 1: Strike (crit on 92 and up due to lucky trinket)
Iz1nqzVn1d100+45
1d8+2
Sneak Attack Damage
5d6
Standard Action 2: - Jaga Burst (crit on 72 and up due to lucky trinket +9 damage if it crits)
1d100+45
4d6+6
Blind on 30 or below 1d100
Sneak Attack Damage 5d6 EFFECTS. Power up 0/2 100/100 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 - Used 1/1 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 Used 1/1
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 --> 6032 HP: 33/65 | TEMP HP: 0/0 | KI: 37/100 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: [262/4614] 1d100+45·1d8+2·5d6·1d100+45·4d6+6·1d100·5d6
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Post by A.I. on Dec 19, 2019 6:22:22 GMT -8
The two fighters moved quickly and erratically, as they both tried to gain the upper hand in the bout. Ahri's charging fist missed Cade by a mere margin, and Cade immediately countered. The tempo of the fight was at its height in those few moments, as an elbow flew above the woman's head. After she ducked low, she took one quick step back, only having moments to realize her opponent's power spiking once again. His offense was powerful, and Ahri couldn't do much other than defend against it openly. Once again, the alarmingly bright bursts of light forced her to shut one of her eyes tightly, to avoid retina damage. Needless to say, his strikes were mighty, and hurt her even through her arms. Involuntarily, she released a scream during the onslaught, and once it was over, she retreated by about five steps. The girl panted heavily as she stood a little ways from Cade with her hands on her knees, although he looked just as tired as she did. They were both pushing themselves to their limits, maybe even beyond as they tested one another's strength. This was the way they helped each other, exploiting weaknesses and exploring their own fighting style. She forced a smile at him as she stood upright, refusing to go down, for now. "Well, we might've reached a stalemate. But eventually, I'm sure one of us will go down, and I don't intend for it to be me."Her power dropped slowly as she spoke, clarifying her current fatigue. She launched herself towards him, attempting to strike him with a flying kick to his chest.
Word Count: 271/5423 darthlunchbox Battle Tracker
Defense Phase
Attack 1: A.I. 90+5 Def vs 90 Acc. Miss. Attack 2: A.I. 90+5 Def vs 74 Acc. CRITICAL HIT! Hit for 39 dmg.
Total dmg: 39-11-10(Guard)= 28
2 dmg to Cade due to 'Bristling Defences'.
Offense Phase
Edge 2 established over Cade. +5 Acc, +3 Damage and +3 DR.
Moxy activates. +5 Acc, +5 Def, +2 Damage, +1 DR.
At-Will:
Bonus Action: Sense | Reactive | +5 Def & +5 Acc
Standard Action 1(Sacrificed for Bonus Action): Guard | Reactive | -10 ki | +10 DR
Standard Action 2: Strike | -0 ki
Accuracy: DlG1Aid91d100+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) Moxy. +5 Def, +5 Acc, +2 Damage, +1 DR.
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/+5; Moxy) Energy Accuracy: 1d100+20(+5; Edge 2/+5; Moxy) Defense: 90(+5; Moxy) Damage Reduction: -8(+3; Edge 2/+1; Moxy) Damage Modifier: +2(+3; Edge 2/+2; Moxy) HP: 60/125 Temporary HP: 0 KI: 20/100 Natural PL: 8,140 Base PL: 12,210(Sacred Water Of Korin) Current PL: 15,262(Power Up) 1d100+55·1d8+7
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Post by darthlunchbox on Dec 19, 2019 8:14:48 GMT -8
Cade felt a rising sense of pride as he managed to strike Ahri. She declared her intention to be the one who was standing after their stalemate... a sentiment he could appreciate. She took two quick steps forward and as he prepared himself to dodge her signature leading punch, she jumped into the air and her foot slammed into his chest. He absorbed some of the damage by rolling backwards to alleviate the impact, but it still knocked the air out of him a little bit. He rolled back and jumped back onto his feet wheezing a little as he tried to catch his breath. He gave her a silent salute, not wanting to speak and waste his air as he started to slowly circle around her. He was no longer seeking to win, just to make his mark and delay the inevitable. She was simply too tough for him to take down at this point; he didn't have the striking power yet. Still, it was a monument to his progress that he had managed to stand against her this long. He wasn't going to give up, he was going to go down striking... but he had the feeling it was he who was going to go down at this point. He hardened his resolve as he took a deep breath and waded into melee range to throw a fierce kick at her thigh level before hopping to the other leg and kicking at her ribs. Her core was one of her strong points... butif you were going to chop a fighter like AI down, you had to attack it and weaken it if possible. BATTLE TRACKER{Battle Actions}Turns Suppressed: 0
DEFENSE PHASE.
Opponent
Attack 1: Cade (120) vs A.I. (155) = Hit, Crit! Attack 2: Cade (120) vs A.I. (0) = Miss
16 Damage -2 dr-10 guard = 4 damage (2 damage due to Bristling defenses)
OFFENSE PHASE.
At-Will:
Bonus Action: Guard -10 ki
Standard Action 1: Strike (crit on 92 and up due to lucky trinket)
Sxd4Y5471d100+45
1d8+2
Standard Action 2: -Strike (crit on 92 and up due to lucky trinket)
1d100+45
1d8+2 EFFECTS. Power up 1/2 100/100 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 - Used 1/1 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 Used 1/1
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 --> 6032 HP: 27/65 | TEMP HP: 0/0 | KI: 27/100 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: [275/4889] 1d100+45·1d8+2·1d100+45·1d8+2
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Post by A.I. on Dec 19, 2019 9:37:14 GMT -8
It seemed as if Ahri's unique attacks were having a significant effect on the battle. Her kick slammed into Cade's chest, who still showcased his nimbleness as he turned his fall into a roll backwards. There was a mutual feeling of respect between the two fighters, as they continued to impress one another, time and time again. Ahri felt as if she put on a poor showing, even if she was to win in the end. Perhaps she still had done Cade a disservice with her performance. Either way, it all meant that after this fight, she would have to get even stronger, and even better. She still felt like a novice fighter, even though she was the one who was supposed to be giving Cade some pointers. He waded forward, sending a kick flying directly towards Ahri's thigh. The foot connected cleanly, and Ahri lost her footing for a brief moment. Within a mere second, another kick was launched at her, although this one didn't hit its desired target. The tall woman had leapt high into the air, performing a front flip that landed her behind of Cade. As soon as she hit the floor, she sent an elbow towards her opponent's midsection, then attempted to send a straight jab at his head.
Word Count: 214/5637 darthlunchbox Battle Tracker
Defense Phase
Attack 1: A.I. 95 Def vs 143 Acc. CRITICAL HIT! Hit for 12 dmg. Attack 2: A.I. 95 Def vs 70 Acc. Miss.
Total dmg: 12-12= 0
2 dmg to Cade due to 'Bristling Defences'.
Offense Phase
Edge 2 established over Cade. +5 Acc, +3 Damage and +3 DR.
Moxy is active. +5 Acc, +5 Def, +2 Damage, +1 DR.
At-Will:
Bonus Action: Power Up | +0 ki(100/100) | +25% PL
Standard Action 1: Strike | -0 ki
Accuracy: 8qpYVfCu1d100+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. (1/2) Moxy. +5 Def, +5 Acc, +2 Damage, +1 DR.
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/+5; Moxy) Energy Accuracy: 1d100+20(+5; Edge 2/+5; Moxy) Defense: 90(+5; Moxy) Damage Reduction: -8(+3; Edge 2/+1; Moxy) Damage Modifier: +2(+3; Edge 2/+2; Moxy) HP: 60/125 Temporary HP: 0 KI: 20/100 Natural PL: 8,140 Base PL: 12,210(Sacred Water Of Korin) Current PL: 15,262(Power Up) 1d100+50·1d8+7·1d100+50·1d8+7
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Post by darthlunchbox on Dec 19, 2019 12:06:51 GMT -8
Once again, his attacks were met by Ahri's defensive prowess. He didn't know if he had it in him to try again... but he reached down inside of himself and managed to suppress his power once more. He didn't think he was going to be able to hold it as long this time... but he had to try. He had promised himself he would give it his all, and he intended to. He read her movements well enough to see the elbow coming and evade it, leaning back out of the way. Whether it was because he was tired or she was doing a better job at putting snap in her punches, her follow up jab caught him right in the nose before he could do more than move his head back slightly. His nose felt like fire and his eyes watered for a moment, but he quickly blinked to clear them and tried not to think about it. He'd had worse... but he hadn't been so tired then. He ran up to Ahri and launched himself into a helicopter kick aimed at her head level. After landing, he followed it up with a shoulder charge and tried to throw her to the mat. Someone like Ahri likely had wrestling experience... but she might not expect him to try something like that. If he succeeded in throwing her to the mat, he would follow her down to grapple. If not, he would take a single step back and stay in her face, ready to take whatever she could dish out. BATTLE TRACKER{Battle Actions}Turns Suppressed: 0
DEFENSE PHASE.
Opponent
Attack 1: Cade (120) vs A.I. (71) = Miss Attack 2: Cade (120) vs A.I. (134) = Hit
8 Damage -2 dr = 6 damage (2 damage due to Bristling defenses)
OFFENSE PHASE.
At-Will: Suppress
Bonus Action:
Standard Action 1: Strike (crit on 92 and up due to lucky trinket)
7z2luZ5E1d100+45
1d8+2
Standard Action 2: - Grapple (crit on 92 and up due to lucky trinket) -2 ki
1d100+45
1d6+2 Immobilize on 40 or below 1d100 EFFECTS. Power up 0/2 100/100 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 - Used 1/1 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 Used 1/1
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: 19/65 | TEMP HP: 0/0 | KI: 25/100 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: [260/5149] 1d100+45·1d8+2·1d100+45·1d6+2·1d100
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Post by A.I. on Dec 19, 2019 18:21:08 GMT -8
It looked like Ahri's strikes were becoming more and more effective. Maybe Cade was finally starting to wear out, or maybe her new perspective had given her a slight edge. Either way, she continued to slowly take him down with carefully placed strikes, hopefully wearing him out before she finally collapses due to the sheer amount of fatigue and pain she felt at the moment. Her whole body felt weak and shakey, and even so, she forced another smile as her fist hit her opponent directly in the nose. Cade sprung into action after recoiling, attempting to strike Ahri in the face with a crazily powerful and unique helicopter kick. She reflexively raised an arm to soften the harsh impact, and as soon as Cade landed on the floor of the mat, he threw Ahri down with a tackle, and they both ended up grappling with one another. The woman had her teeth grit as they both attempted to gain the upper hand. She attempted to send a rather random punch at Cade's face as they tasseled with one another, then continued to throw more and more punches at him, at least until she was finally free from the disadvantageous position she had been forcefully placed in.
Word Count: 207/5844 darthlunchbox Battle Tracker
Defense Phase
Attack 1: A.I. 95+5 Def vs 139 Acc. CRITICAL HIT! Hit for 10 dmg. Attack 2: A.I. 95+5 Def vs 117 Acc. Hit for 3 dmg.
Total dmg: 13-14= 0
4 dmg to Cade due to 'Bristling Defences'.
Offense Phase
Edge 4 established over Cade. +15 Acc, +5 Damage and +5 DR.
Moxy is active. +5 Acc, +5 Def, +2 Damage, +1 DR.
At-Will:
Bonus Action: Sense | Reactive | +5 Def & +5 Acc.
Standard Action 1: Strike | -0 ki
Accuracy: bZHM_H_41d100+65
Damage: 1d8+9
Standard Action 2: Strike | -0 ki
Accuracy: 1d100+65
Damage: 1d8+9 Battle InfoSkills
Fighting: 35 Energy Control: 15 Reflexes: 45 Resilience: 15 50(Sacred Water Of Korin)
Status Effects
Power Up. +25% PL. (2/2) Moxy. +5 Def, +5 Acc, +2 Damage, +1 DR.
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/+5; Moxy) Energy Accuracy: 1d100+20(+15; Edge 4/+5; Moxy) Defense: 90(+5; Moxy) Damage Reduction: -8(+5; Edge 4/+1; Moxy) Damage Modifier: +2(+5; Edge 4/+2; Moxy) HP: 60/125 Temporary HP: 0 KI: 20/100 Natural PL: 8,140 Base PL: 12,210(Sacred Water Of Korin) Current PL: 15,262(Power Up) 1d100+65·1d8+9·1d100+65·1d8+9
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Post by darthlunchbox on Dec 20, 2019 9:33:09 GMT -8
Again his strikes struck home to be met with her guard, and again no effect. He managed to take her to the mat, but was unable to do much of anything to gain an advantage. It was, frankly, disheartening. His muscles were starting to ache just a bit from all the punishment and exertion... this was a hell of a workout. Ahri started raining punches at his noggin and he was able to slip the first attempts or smack them away without too much effort. She took her time a bit more and forced him to raise his hands to guard himself, softening the blow but knocking him out of position and down onto the mat. He barely hesitated a moment, blood pounding in his ears the only sound he could hear as he rolled back over and sent a strike at her belly and tried to put her back into an arm bar. He didn't even know if he could hold an arm bar on someone as freakishly strong as Ahri... but this was his chance to find out. He attempted to grab her wrist and flip over to apply the pressure that would stick the hold in place... BATTLE TRACKER{Battle Actions}Turns Suppressed: 1
DEFENSE PHASE.
Opponent
Attack 1: Cade (120) vs A.I. (69) = Miss Attack 2: Cade (120) vs A.I. (150) = Hit
14 Damage -2 dr-10 guard = 2 damage (4 damage due to Bristling defenses)
OFFENSE PHASE.
At-Will:
Bonus Action: Guard -9 ki
Standard Action 1: Strike (crit on 92 and up due to lucky trinket)
oD6|Umvd1d100+45
1d8+2
Standard Action 2: - Grapple (crit on 92 and up due to lucky trinket)
1d100+45
1d6+2 Immobilize on 40 or less 1d100
EFFECTS. Power up 0/2 100/100 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 - Used 1/1 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 Used 1/1
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: 13/65 | TEMP HP: 0/0 | KI: 14/100 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: [200/5349] 1d100+45·1d8+2·1d100+45·1d6+2·1d100
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Post by A.I. on Dec 20, 2019 17:43:26 GMT -8
Back on her feet, and on the offensive once more, it seemed as if the she had a slight advantage. She had managed to knock Cade down onto the mat, despite her ever increasing fatigue and tiredness. Although, her opponent's movements were also affected by his lack of fighting energy. He threw a fist at her again, and Ahri instantly noticed just how much slower and more sluggish his attacks had gotten. They were both tired, yes, but her current level of power still trumped his. Finally, she pushed the mere thought of losing outside of her thoughts. She hopped backwards to avoid his first punch, and hopped again as he attempted to get a hold of her wrist. It really did look as if he had slowed down by quite a bit. Although, Ahri herself felt laggard and torpid. She crouched slightly as she landed softly, and a colorless aura burst from her form once more. She thrust her two fists forward recklessly, and not caring whether she striked her target or not, she leapt high into the air, raised both her arms above her head, and placed one fist into her palm. She brought her arms down violently as she began to fall back down to the mat, attempting to strike Cade's head with a double axe handle.
Word Count: 220/6064 darthlunchbox Battle Tracker
Defense Phase
Attack 1: A.I. 95 Def vs 79 Acc. Miss. Attack 2: A.I. 95 Def vs 66 Acc. Miss.
Total dmg: 0
Offense Phase
Edge 4 established over Cade. +15 Acc, +5 Damage and +5 DR.
Moxy is active. +5 Acc, +5 Def, +2 Damage, +1 DR.
At-Will:
Bonus Action: Power Up | +0 ki(100/100) | +25% PL
Standard Action 1: Strike | -0 ki
Accuracy: t1k3w29Z1d100+60
Damage: 1d8+9
Standard Action 2: Strike | -0 ki
Accuracy: 1d100+60
Damage: 1d8+9 Battle InfoSkills
Fighting: 35 Energy Control: 15 Reflexes: 45 Resilience: 15 50(Sacred Water Of Korin)
Status Effects
Power Up. +25% PL. (1/2) Moxy. +5 Def, +5 Acc, +2 Damage, +1 DR.
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/+5; Moxy) Energy Accuracy: 1d100+20(+15; Edge 4/+5; Moxy) Defense: 90(+5; Moxy) Damage Reduction: -8(+5; Edge 4/+1; Moxy) Damage Modifier: +2(+5; Edge 4/+2; Moxy) HP: 60/125 Temporary HP: 0 KI: 20/100 Natural PL: 8,140 Base PL: 12,210(Sacred Water Of Korin) Current PL: 15,262(Power Up) 1d100+60·1d8+9·1d100+60·1d8+9
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Post by darthlunchbox on Dec 21, 2019 5:00:07 GMT -8
His attacks were worse than ineffective; they had become sloppy. His Granpa Morite would have slapped him upside the back of the head for that last sequence at home. He tried to harden his focus and resolve mentally so he could give it his all. Ahri moved towards him throwing punches that were pretty clumsy as well... he wasn't the only one on the edge of exhaustion. He easily evaded them and rolled out of the way of the axe handle Ahri was dropping towards his head. He felt the impact even though he had moved a small distance away... that move might have knocked him out. Cade decided he didn't have time to wait any longer... it was time to attack again and see what happened. Roll the dice, leave it up to fate, flip the coin, however it needed to be said, it was about to be done. He released his power and used it to suffuse he body's aching muscles with ki to enhance his attack... pushing himself off of the mat, he forced his rebellious muscles into submission and did a flying somersault heel kick aimed at Ahri's midsection. Then as he landed, hit or not he would throw an elbow right at her nose before he disengaged and got to his feet. After that... he was feeling like a nice steak dinner and a nap to be honest. But... first there was this to finish. BATTLE TRACKER{Battle Actions}Turns Suppressed: 2 releasing
DEFENSE PHASE.
Opponent
Attack 1: Cade (120) vs A.I. (98) = Miss Attack 2: Cade (120) vs A.I. (62) = Miss
0 Damage -2 dr- = 0 damage (0 damage due to Bristling defenses)
OFFENSE PHASE.
At-Will: Release Suppression
Bonus Action: Dragon Dash -7 ki
Standard Action 1: Strike (crit on 92 and up due to lucky trinket)
AdAXIMvZ1d100+45
1d8+5
Sneak Attack Damage 2d6
Standard Action 2: - Strike (crit on 92 and up due to lucky trinket)
1d100+45
1d8+5
Sneak Attack Damage
2d6
EFFECTS. Power up 0/2 100/100 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 - Used 1/1 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 Used 1/1
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: 13/65 | TEMP HP: 0/0 | KI: 14/100 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: [240/5589] 1d100+45·1d8+5·2d6·1d100+45·1d8+5·2d6
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