Post by Ty on Dec 18, 2019 2:44:00 GMT -8
Tiger Lily gasped when she did not concentrate enough to successfully use her special technique so she pushed herself to try it again. While she repeated the same motion, she held the same grounded stance, she closed her eyes as Ori hit her twice over. Her lip swelled from his punch to her mouth to the point of bleeding, her grounded sneakers on the wooden beams of the dock only pushed her back a few inches from the impact, and she held a look of determination to continue her strategy of lowering his guard. The second strike hit her square on the ribs and winded her as she moaned through gritting teeth from the pain. Tears formed in the corners of her eyes, she still held that stupid grin, and flashed Ori with her concentrated ki again.
The natural ability saiyans possed known as zenkai was now in effect, a golden aura was surrounding her form, and the instinct to survive wiped the smile on her face to a deadpan expression as she was nearing a subconscious state.
[178]
[2,085]
Solar Flare
h|2L0EY31d100
70% Chance
Retina Damage:
1d6
Energy Blast
To Hit
1d100+40
+5 zenkai
Damage:
2d6+4
I forgot it was +4 at some point -shrug-
1d100·1d6·1d100+40·2d6+4
The natural ability saiyans possed known as zenkai was now in effect, a golden aura was surrounding her form, and the instinct to survive wiped the smile on her face to a deadpan expression as she was nearing a subconscious state.
[178]
[2,085]
COUNTERMEASURES
Predicting your enemy's attacks, you ready yourself to respond to incoming attacks.
Type: Defense
Action: Bonus Action
Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure".
Cost: 15 Ki
Limit: Once per thread.
Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Predicting your enemy's attacks, you ready yourself to respond to incoming attacks.
Type: Defense
Action: Bonus Action
Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure".
Cost: 15 Ki
Limit: Once per thread.
Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE (RANK 3)
You use your ki to amplify the light around you into 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.
Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
You use your ki to amplify the light around you into 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.
Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ENERGY BLAST
You fire a crackling bolt of ki that explodes when it makes impact.
Type: Ranged Energy Attack
Action: Standard Action
Damage: 2d6+2
Effects: None
Cost: 2 ki
You fire a crackling bolt of ki that explodes when it makes impact.
Type: Ranged Energy Attack
Action: Standard Action
Damage: 2d6+2
Effects: None
Cost: 2 ki
Solar Flare
h|2L0EY31d100
70% Chance
Retina Damage:
1d6
Energy Blast
To Hit
1d100+40
+5 zenkai
Damage:
2d6+4
I forgot it was +4 at some point -shrug-
{Spoiler}
Attack Phase
Attack I
90 vs 90= Hit!
Incoming Damage= 21 -10 Guard - 1 DR= 10
Attack II
135 vs 90= Hit!
Incoming Damage= 17
Total Damage: 27
[Passive Effect] n/a
[Passive Action] n/a
[At-Will Action] Bend the Limits: Solar Flare, Counter Measures: Guard
[Bonus Action] Counter Measures
[Standard Action] Solar Flare Rank 3
[Standard Action] Energy Blast
Counter Measures: 1/2
Power Level: 6,920 x 1.25= 8,650 for 2/2 rounds
Ki Gained: 3/4
PL required for Edge 1 against Ty: 12,975
Name: Tiger Lily ‘Kuri’ aka Ty Kalabasa
Species: Human Saiyan Hybrid
Age: 16
Gender: Female
Skills & Statistics
Fighting: 30
Energy Control: 30
Reflexes: 40
Resilience: 30
Accuracy: 1d100+30(Fighting) +5 Level 1 Prodigy / 1d100+ 30(Energy Control) + 5 Level 1 Prodigy
Defense: 50+ 40 Reflexes =90
HP: 50+ 30 Resilience= 80 + 5 Level 1 Prodigy= 48-27= 21hp
KI: 51ki -15 counter measures -5 solar flare- 7 guard -2 Energy Blast=22ki
DR: +1 Level 1 Prodigy
DM: +2
Class: Prodigy
Racial Trait:
Zenkai
Requirements: Saiyan
Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits:
Bend the Limits
Activation: Reactive At-Will
Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread.
Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Classes: Mystic, Prodigy, Techie
Class Features:
Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice.
Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Starting Non-Basic Technique Chosen:
SOLAR FLARE (RANK 3)
You use your ki to amplify the light around you into 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.
Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD SENSE
You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks.
Type: Defense
Action: Bonus Action
Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack.
Duration: 3 turns.
Cost: 10 ki.
Limit: Once per battle.
Ranks: Rank 2 lasts for 4 turns. Rank 3 lasts for 5 turns.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Technique Slots: 3/5
Enhanced Technique for unlocking all levels of potential Mastery:
FLIGHT
Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha.
Type: Defensive
Action: Bonus Action - Reaction
Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit.
Out of Battle: This technique may lower travel time/word/EP requirements by 25%.
Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%.
Learn: Automatic at Class Level 1 for Prodigy and Martial Artists.
Prodigy Plus Techniques:
Green Steel Strike | Midorikoudageki
A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies.
Type: Physical Melee Single
Action: Standard Action
Base Damage: 3d10 Base Damage
Major Effect: Fortify
Minor Effect: Crippling
Cost: 15 Ki
Learn: 2 weeks to learn rank 1.
Learned via Cayle Pota.
Prodigy Plus Technique Slots: 1/3
Equipment
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: You gain an additional 50% 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.
Professional Panacea
Once thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger!
Type: Restorative - Cleansing
Zeni Value: 20000
Zeni Cost: 80000
Activation: Bonus Action
Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 4 turns.
Limit: 1 use per thread.
Intermediate Belt
A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school.
Type: Supplementary - Belt
Zeni Value: 20000
Zeni Cost: 80000
Activation: Passive
Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3.
Limit: Only one Belt may be equipped at a time.
Blaster Carbine
Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets.
Type: Weapon - Assault
Zeni Value: 10000
Zeni Cost: 40000
Activation: Bonus Action
Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage.
Limit: 3 uses per thread.
Attack Phase
Attack I
90 vs 90= Hit!
Incoming Damage= 21 -10 Guard - 1 DR= 10
Attack II
135 vs 90= Hit!
Incoming Damage= 17
Total Damage: 27
[Passive Effect] n/a
[Passive Action] n/a
[At-Will Action] Bend the Limits: Solar Flare, Counter Measures: Guard
[Bonus Action] Counter Measures
[Standard Action] Solar Flare Rank 3
[Standard Action] Energy Blast
Counter Measures: 1/2
Power Level: 6,920 x 1.25= 8,650 for 2/2 rounds
Ki Gained: 3/4
PL required for Edge 1 against Ty: 12,975
Name: Tiger Lily ‘Kuri’ aka Ty Kalabasa
Species: Human Saiyan Hybrid
Age: 16
Gender: Female
Skills & Statistics
Fighting: 30
Energy Control: 30
Reflexes: 40
Resilience: 30
Accuracy: 1d100+30(Fighting) +5 Level 1 Prodigy / 1d100+ 30(Energy Control) + 5 Level 1 Prodigy
Defense: 50+ 40 Reflexes =90
HP: 50+ 30 Resilience= 80 + 5 Level 1 Prodigy= 48-27= 21hp
KI: 51ki -15 counter measures -5 solar flare- 7 guard -2 Energy Blast=22ki
DR: +1 Level 1 Prodigy
DM: +2
Class: Prodigy
Racial Trait:
Zenkai
Requirements: Saiyan
Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Traits:
Bend the Limits
Activation: Reactive At-Will
Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread.
Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Classes: Mystic, Prodigy, Techie
Class Features:
Prodigy Plus - Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice.
Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Starting Non-Basic Technique Chosen:
SOLAR FLARE (RANK 3)
You use your ki to amplify the light around you into 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.
Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD SENSE
You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks.
Type: Defense
Action: Bonus Action
Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack.
Duration: 3 turns.
Cost: 10 ki.
Limit: Once per battle.
Ranks: Rank 2 lasts for 4 turns. Rank 3 lasts for 5 turns.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Technique Slots: 3/5
Enhanced Technique for unlocking all levels of potential Mastery:
FLIGHT
Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha.
Type: Defensive
Action: Bonus Action - Reaction
Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit.
Out of Battle: This technique may lower travel time/word/EP requirements by 25%.
Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%.
Learn: Automatic at Class Level 1 for Prodigy and Martial Artists.
Prodigy Plus Techniques:
Green Steel Strike | Midorikoudageki
A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies.
Type: Physical Melee Single
Action: Standard Action
Base Damage: 3d10 Base Damage
Major Effect: Fortify
Minor Effect: Crippling
Cost: 15 Ki
Learn: 2 weeks to learn rank 1.
Learned via Cayle Pota.
Prodigy Plus Technique Slots: 1/3
Equipment
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: You gain an additional 50% 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.
Professional Panacea
Once thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation. This time, just a bit stronger!
Type: Restorative - Cleansing
Zeni Value: 20000
Zeni Cost: 80000
Activation: Bonus Action
Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 4 turns.
Limit: 1 use per thread.
Intermediate Belt
A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school.
Type: Supplementary - Belt
Zeni Value: 20000
Zeni Cost: 80000
Activation: Passive
Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3.
Limit: Only one Belt may be equipped at a time.
Blaster Carbine
Standard issue energy rifle of the Earth Army. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets.
Type: Weapon - Assault
Zeni Value: 10000
Zeni Cost: 40000
Activation: Bonus Action
Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage.
Limit: 3 uses per thread.
1d100·1d6·1d100+40·2d6+4