Celerai
Prospect
Hey, wanna spar?
Posts: 303
|
Post by Celerai on Dec 14, 2019 6:59:25 GMT -8
It was in the afternoon, when Celerai was at work and it was his lunch time. At this time, he would normally go to the bathroom and change into his fighting gi so that he could train for the one hour he has. Today was no exception. He rushed into the bathroom and changed his work attire to his fighting attire. It was his normal white baggy pants with his black undershirt with his green and black overshirt. Not forgetting his black fingerless gloves with his green and white shoes. He didn't normally let anyone see him, except for the lady at the front desk, Mrs. Hella. She promised that she wouldn't tell anyone about his training secret and always say that he went to a restaurant or something like that. They both said waved at each other when he sneaked out of the workplace, not wanting to be seen by others. Once he stepped out. He sighed and said "Yep, another day, another training session." He started his session with jogging. He was heading to where he normally goes, the hotdog vendor. Hotdogs were one of his favourite things to eat. In a few minutes, he got there and to order his lunch. "Good Afternoon, the usual please?""Coming right up."The vendor laid the usual Mayonnaise, Ketchup and Cheese on the sausage of the hotdog. Celerai gave him the 15 zeni, which is the price of the hotdog, and the vendor handed the hotdog to him. The Saiyan sat on the bench near where he stood before and started to eat his hotdog. It was not long until he finished it. He asked someone for that was passing by and then Celerai realized that he had fifty three minutes left. "Mmph, there is a lot of time left."Suddenly a bright flash of green went streaming down the road, which had a few shades of gray. It seemed to be someone flying, but Celerai couldn't really tell who or what it was. "Huh?"What was that, I have to find out. I've still got a lot of time left.Celerai started to jump up and down lightly and did a few stretches. After which he started to run as fast as he could, using his ki to propel him a little, igniting his neon green aura. He chased the unknown being that was obviously flying without a reason. It didn't seem to be chasing anyone or anything. Celerai wasn't far behind of the flying figure, but it had an amazing speed. WC: 423 | 423 Initiative- jO34ZNNF1d100BATTLE TRACKER
DEFENSE PHASE
Opponent: Majin Nal
Celerai’s Defense: 75
FIRST ATTACK: Accuracy roll= Damage=
SECOND ATTACK: Accuracy roll= Damage=
TOTAL DAMAGE: 0-4=0
OFFENSE PHASE
At-Will:
Bonus Action:
Standard Action 1:
Standard Action 2:
Effects inflicted on Celerai:
Traits:
EQUIPMENT:
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
DEFENSE/UTILITY TECHS:
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS:
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki
KI BLADE Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FIGHTING: 25 | ENERGY CONTROL: 10 | REFLEXES: 25 | RESILIENCE: 20 DR: -4 | DMG MOD: 1 | KI COST: -0 | MELEE ACC: 1d100+35 | ENERGY ACC: 1d100+15 HP: 100/100 | KI: 100/100 | BASE PL: 1,856 | CURRENT PL: 1,856
1d100
|
|
|
Post by Nal on Dec 14, 2019 11:32:01 GMT -8
Everything was a blur as the majin dashed through the sky, trying to remember just how in the world did she slow down. Spreading her arms helped a little, but only a little, flipping in the air didn't do much - now she just flew with her legs first, though it definitely was slower... Nal had two ideas and unable to decide on the spot which is better, she did both. Step one: put her feet on the road. Friction would slow her down, even if it would come at the cost of her boots. Two: fly in the opposite direction - the speed should be lost as she begins to rush the other way. There were more ideas, but these two were the best and easiest to implement at this very moment. And so, she did this - immediately the boots worn on her feet began to smoke, then dissolve as the ludicrous speed ground them against the road, leaving behind a trail of smoke and actual rubber of the boot soles disintegrating as the speedy majin slowed down on the streets. Eventually coming to a stop, as the small, gray girl stumbled a few times. Looking down at her boots - the white footwear almost lacking any underside. Grumbling annoyedly, Nal kicked them off - she liked those... but will now need a new pair. Ah well. Immediately upon disposing of her ruined footwear somewhere on the roadside, the majin raised her longer tendril and began to sense. Kiryu, Kiryu, where are you? - she thought, checking everything, everywhere. That definitely was his power somewhere out there, but there was another one rushing over to her, which kinda ruined any sort of concentration the majin might have. Even an apple gum cube didn't help this time! With an annoyed grunt, she crosed her arms - and turned, ready to face the interloper and tell him off for disorienting poor majins that try to sense their friends! [321] Initiative: 3OGM4Lp81d100BATTLE TRACKER{Click Here For Numbers!}DEFENSE PHASE: Attack 1: Nal 60 vs Celerai (score) = result Attack 2: Nal 60 vs Celerai (score) = result Total damage: (score) - 14 = result
OFFENSE PHASE:
At-Will: - Bonus Action: -
Standard Action 1: - Accuracy: Damage: Standard Action 2: Accuracy: Damage:
EFFECTS: -
ABILITIES: Rejuvenating Strike: Strikes heal instead of doing damage, does not work on self. | At-will | 2 uses per thread (2/2) Pilfer: Drain 2 ki per hit, restoring 2 ki to self next turn. | Passive | limit 30 ki per opponent (0/30 stolen) Supporter: Give the effect of utility technique to an ally instead of self | 2 uses per thread Healer: Can use Heal one extra time per ally Mysticism: Gain 5 arcane points, spendable on mystic abilities (6/6) Mysticism abilities: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies. Bend the Limits: Give one additional use to another trait, item or technique that had reached it's per-thread limit. Arcane Mastery: Gain addidional Arcane point. Using Heal on other people than self grants an Arcane point.
EQUIPMENT:
Flashbang Grenade: 50% chance of Blind | Bonus action | 2 uses per thread (2/2) OTC Stim: Restore 30 Ki to target next turn or immediately to self | 1 use per thread (1/1) Expert Training Gear: 50% extra PL for thread rewards Star Sword: +10 crit range, +4 crit damage and 50% chance of Wound per strike this turn | 3 uses per battle (3/3)
DEFENSE/UTILITY TECHNIQUES: GIANT FORM Action: Bonus Action Effect: +35 Temp HP, -15 defense, +1d4 damage per strike. Can target multiple opponents for additional 5 ki per strike. Duration: Until Temporary HP is depleted. Cost: 14 ki Limit: Once per battle.
HEAL Action: Bonus Action Effect: Heal 20 HP to willing ally or self Cost: 9 ki. Limit: Twice per ally.
DEFLECT Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 14 ki Limit: Once per thread.
EIGHT ARMS Action: At-Will Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 ki Limit: Twice per thread.
OFFENSIVE TECHNIQUES: FIENDISH FISTS OF FURY Type: Physical, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Fortify Minor Effect: Immobilizing Cost: 19 ki
| HP: 75/75 | KI: 100/100 | PL: 8638 (base) | | FIGHTING ACCURACY: 50 | ENERGY ACCURACY: 25 | DEF: 60 | | DR: +14 | DMG MODIFIER: +2 | KI COST: -1 | 1d100
|
|
Celerai
Prospect
Hey, wanna spar?
Posts: 303
|
Post by Celerai on Dec 14, 2019 12:43:34 GMT -8
The Saiyan was a bit too slow for the figure, flying through road. But suddenly, the Majin attempted to stop by using her boots and it caused smoke to appear from them. Is that smoke? Man, I need to know what is that thing.Using his ki, he propelled himself to move a little faster and upon reaching a few metres, he stopped in his tracks. What is that thing?He saw a grey, slender figure standing up and looking at its shoe. The figure resembled more of the feminine type than the masculine type, so Celerai established it as a female. Her shoes were pretty burnt out, since it got destroyed while landing. It seems as if she was practicing her flying skills, but now her shoes got ruined.Celerai didn't really want to gain her attention. At least, not yet. To Celerai, since she had the ability to fly, she would be pretty strong and Celerai just has a thing for fighting strong opponents. She threw her shoes on the road to the corner. After which, she raised one of its tendrils in the air and it stood there for a while. What should I do? She looks like a really good opponent to spar with but I just have a feeling this won't go as I want it to.Celerai wanted to get her attention, so he proceeded to power up. Igniting his neon green aura, people looked at him like he was giving some form of entertainment. He stopped after a while and then approach the figure. He finally realized, it was some sort of Majin. Crap! What have I gotten myself into. Majins are normally extremely violent, according to my father. Oh well, I've already gotten close enough to her. She has probably picked up that I'm here already.Once he was in front of her, he took out some money from his pockets. He wanted to help the majin because her shoes got destroyed. He took a deep breath and said "Hey, uhh, here is some cash to buy a pair of new shoes. If you take it, I wouldn't have a problem."
WC: 360 | 783 NalBATTLE TRACKER
DEFENSE PHASE
Opponent: Majin Nal
Celerai’s Defense: 75
FIRST ATTACK: Accuracy roll= Damage=
SECOND ATTACK: Accuracy roll= 0 Damage= 0
TOTAL DAMAGE: 0-4=0
OFFENSE PHASE
At-Will:
Bonus Action:
POWER UP Your aura bursts around you as your power increases and you draw out your ki. Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored. Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
Standard Action 1:
Standard Action 2:
Effects inflicted on Celerai:
Traits:
EQUIPMENT:
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
DEFENSE/UTILITY TECHS:
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS:
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki
KI BLADE Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FIGHTING: 25 | ENERGY CONTROL: 10 | REFLEXES: 25 | RESILIENCE: 20 DR: -4 | DMG MOD: 1 | KI COST: -0 | MELEE ACC: 1d100+35 | ENERGY ACC: 1d100+15 HP: 100/100 | KI: 100/100 | BASE PL: 1,856 | CURRENT PL: 2,320
|
|
|
Post by Nal on Dec 14, 2019 14:27:20 GMT -8
And there was the man... with money in hand, apparently. Nal looked over at Celerai as if he had two heads. Money? For her? Why? Actually, that was a good question. "- Money for me? But why? I didn't even do anything yet! Am I a famous hero already?" - she asked, then frowned, head shaking. "No, probably not. I haven't done anything awesome enough to be known that far away yet. So why are you giving me all that? These things are useful for getting stuff, you know. You shouldn't just give them away like that" - the lecture continued, followed by a sagely nod. And a grin - as the tendril rested behind the woman's head, the rest of her hairtacles (the term still amused the majin!) taking a different shape, coiling and twisting until they mimicked a sharpened hairstyle that some of the people in the desert had - but one of her own: mostly high at the front, with the back and sides of her head left almost bare. "You know, you're not weak, actually. Are you a local hero? I'm looking for someone, you know. Name's Kiryu and he helped me, like, a lot of time ago. Maybe you can help me find him, did you hear of that man? If not, that's fine, I'll find him eventually, but I kinda want to try your power out now, too. Wanna see how strong people in here are and you, well, are here and already talking to me, so I'm gonna punch you a bit and let you punch me a bit too. And then I'll go find him. Okay? Good!" - she grinned, kinda volunteering this strange new man for a fight already. Sensing his power... then deciding to adjust hers to fit the enemy she was going to fight. It's no fun to fight someone untouchable, she knew that far too well. [312|633] BATTLE TRACKER{Click Here For Numbers!}DEFENSE PHASE: Attack 1: Nal 60 vs Celerai (score) = result Attack 2: Nal 60 vs Celerai (score) = result Total damage: (score) - 7 = result
OFFENSE PHASE:
At-Will: Suppression Bonus Action: -
Standard Action 1: - Accuracy: Damage: Standard Action 2: Accuracy: Damage:
EFFECTS: -
ABILITIES: Rejuvenating Strike: Strikes heal instead of doing damage, does not work on self. | At-will | 2 uses per thread (2/2) Pilfer: Drain 2 ki per hit, restoring 2 ki to self next turn. | Passive | limit 30 ki per opponent (0/30 stolen) Supporter: Give the effect of utility technique to an ally instead of self | 2 uses per thread Healer: Can use Heal one extra time per ally Mysticism: Gain 5 arcane points, spendable on mystic abilities (6/6) Mysticism abilities: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies. Bend the Limits: Give one additional use to another trait, item or technique that had reached it's per-thread limit. Arcane Mastery: Gain addidional Arcane point. Using Heal on other people than self grants an Arcane point.
EQUIPMENT:
Flashbang Grenade: 50% chance of Blind | Bonus action | 2 uses per thread (2/2) OTC Stim: Restore 30 Ki to target next turn or immediately to self | 1 use per thread (1/1) Expert Training Gear: 50% extra PL for thread rewards Star Sword: +10 crit range, +4 crit damage and 50% chance of Wound per strike this turn | 3 uses per battle (3/3)
DEFENSE/UTILITY TECHNIQUES: GIANT FORM Action: Bonus Action Effect: +35 Temp HP, -15 defense, +1d4 damage per strike. Can target multiple opponents for additional 5 ki per strike. Duration: Until Temporary HP is depleted. Cost: 14 ki Limit: Once per battle.
HEAL Action: Bonus Action Effect: Heal 20 HP to willing ally or self Cost: 9 ki. Limit: Twice per ally.
DEFLECT Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 14 ki Limit: Once per thread.
EIGHT ARMS Action: At-Will Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 ki Limit: Twice per thread.
OFFENSIVE TECHNIQUES: FIENDISH FISTS OF FURY Type: Physical, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Fortify Minor Effect: Immobilizing Cost: 19 ki
| HP: 75/75 | KI: 100/100 | PL: 8638 (base) > 2000 (Suppressed)| | FIGHTING ACCURACY: 50 | ENERGY ACCURACY: 25 | DEF: 60 | | DR: +7 | DMG MODIFIER: +2 | KI COST: -1 | 1d100PZrdQjrY
|
|
Celerai
Prospect
Hey, wanna spar?
Posts: 303
|
Post by Celerai on Dec 14, 2019 17:49:27 GMT -8
Celerai more or so expected that she would be pretty violent but instead, she was more of a 'friendly majin'. When he offered to give her the money, she was rather surprised. She was asking why he was giving her money, and that if she that famous already and also said that he shouldn't give away money like that because it can be used to buy stuff. "Come on, can't I give someone some money? And plus, I'm giving you because you need it more than I do."
She was looking for someone this whole time, Kiryu. Celerai heard of a Kiryu guy once. Some people were talking about him as one of the strongest guys around. Nal was pretty much flying around, searching for him. Nail was wondering if the Saiyan knew the guy and wanted to help her find him. "Well, to be fair, I've heard of him, but I don't know where he is. Sorry about that.She complimented Celerai about his strength, saying that he wasn't weak at all and she would like to test his power "Sure thing. But if you call it 'me punching you for a bit' and 'you punching me for a bit' then okay."
Celerai started to admire the zeal that Nal has to fight. It really made Celerai think of Nal as a friend. He went into his fighting stance, with his right arm accompanied by his right leg in front and his left arm accompanied by his left leg behind. Everyone that were going passing these two fighters were now creating a crowd. They all looked from across the road, because they didn't want to stay too close. This is because they might get hurt. "You ready?"He stood there for about five seconds. The Saiyan made his first move. He started out with a ki blast, firing it right at the majin. The crowd around them got pretty excited as they watched the spar. Hoping it would distract her, he proceeded to charge towards Nal, igniting his neon green aura, attempting to get behind her. Upon doing this, he attempted to punch her in the back twice. WC: 359 | 1,142 Nal BATTLE TRACKER
DEFENSE PHASE
Opponent: Majin Nal
Celerai’s Defense: 75
FIRST ATTACK: Accuracy roll= 0 Damage= 0
SECOND ATTACK: Accuracy roll= 0 Damage= 0
TOTAL DAMAGE: 0-4=0
OFFENSE PHASE
At-Will:
Bonus Action:
POWER UP | 1/2
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 Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
ACC=71ovzCDS1d100+15
DMG=2d6+3
Standard Action 1:
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki
ACC=1d100+35
DMG=3d10+1
Crippling=1d100
Standard Action 2:
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki
ACC=1d100+35
DMG=3d10+1
Crippling=1d100
Effects inflicted on Celerai:
Traits:
EQUIPMENT:
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
DEFENSE/UTILITY TECHS:
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS:
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki
KI BLADE Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FIGHTING: 25 | ENERGY CONTROL: 10 | REFLEXES: 25 | RESILIENCE: 20 DR: -4 | DMG MOD: 1 | KI COST: -0 | MELEE ACC: 1d100+35 | ENERGY ACC: 1d100+15 HP: 100/100 | KI: 68/100 | BASE PL: 1,856 | CURRENT PL: 2,320
1d100+15·2d6+3·1d100+35·3d10+1·1d100·1d100+35·3d10+1·1d100
|
|
|
Post by Nal on Dec 15, 2019 2:07:09 GMT -8
The majin grinned. See? This was the thing. Show up in a new place, get offered money for new boots (Which the majin took, since the man seemed well aware what those are and what they do! Gifts were nice, after all) and then an offer to fight accepted. Naturally, this was going to be just a welcoming fight, so no need to go all out, yeah? She would come to regret that decision soon. It was sensible to lower her ludicrous resilience a little so that the guy could do some damage, but what she didn't expect was that the first ki blast almost staggered her already, then followed by two swift jabs to her back. While the first she did dodge, the second connected, sending the majin flat onto her face, with a significant amount of hurt. Ow. "Well alright then." - she muttered, springing up to her feet. Well if he started it big, she'd start it... well maybe not as big, but definitely with a proper snap to it. Wondering just how much of a punch to pack was difficult, but the majin decided to not worry about it all that much. If things go too bad, she can always undo some of the hurt! And thus, after springing back up, she rushed forth. Deciding to go easy for now, the majin focused, green aura focusing around her fists - not as neon, but a deep, more emerald green that a sour apple gum cube would have. Rushing forth, she threw two hits in with a "ha!", punching so fast her fists became a blur. One strike, two strikes... then instead of a third, there were a dozen, multiple green images of Majin Nal striking at her sparring partner simultaneously. Boom! She grinned, even if that would get dodged, it would at least be impressive to the crowd, right? [311|944] BATTLE TRACKER{Click Here For Numbers!}DEFENSE PHASE: Attack 1: Nal 60 vs Celerai 69 = Hit! Attack 2: Nal 60 vs Celerai 56 = Miss Attack 3: Nal 60 vs Celerai 99 = Hit! Total damage: 25 - 7 = 18
OFFENSE PHASE:
At-Will: Eight Arms Bonus Action: Strike Accuracy: mb5mnxnFd100+50 Damage: 2d4+2
Standard Action 1: Strike Accuracy: 1d100+50 Damage: 2d4+2 Standard Action 2: Fiendish Fists of Fury Accuracy: 1d100+50 Damage: 4d6+6 Status roll - Immobilize: 1d100
EFFECTS: -
ABILITIES: Rejuvenating Strike: Strikes heal instead of doing damage, does not work on self. | At-will | 2 uses per thread (2/2) Pilfer: Drain 2 ki per hit, restoring 2 ki to self next turn. | Passive | limit 30 ki per opponent (0/30 stolen) Supporter: Give the effect of utility technique to an ally instead of self | 2 uses per thread Healer: Can use Heal one extra time per ally Mysticism: Gain 5 arcane points, spendable on mystic abilities (6/6) Mysticism abilities: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies. Bend the Limits: Give one additional use to another trait, item or technique that had reached it's per-thread limit. Arcane Mastery: Gain addidional Arcane point. Using Heal on other people than self grants an Arcane point.
EQUIPMENT:
Flashbang Grenade: 50% chance of Blind | Bonus action | 2 uses per thread (2/2) OTC Stim: Restore 30 Ki to target next turn or immediately to self | 1 use per thread (1/1) Expert Training Gear: 50% extra PL for thread rewards Star Sword: +10 crit range, +4 crit damage and 50% chance of Wound per strike this turn | 3 uses per battle (3/3)
DEFENSE/UTILITY TECHNIQUES: GIANT FORM Action: Bonus Action Effect: +35 Temp HP, -15 defense, +1d4 damage per strike. Can target multiple opponents for additional 5 ki per strike. Duration: Until Temporary HP is depleted. Cost: 14 ki Limit: Once per battle.
HEAL Action: Bonus Action Effect: Heal 20 HP to willing ally or self Cost: 9 ki. Limit: Twice per ally.
DEFLECT Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 14 ki Limit: Once per thread.
EIGHT ARMS Action: At-Will Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 9 ki Limit: Twice per thread.
OFFENSIVE TECHNIQUES: FIENDISH FISTS OF FURY Type: Physical, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Fortify Minor Effect: Immobilizing Cost: 19 ki
| HP: 57/75 | KI: 72/100 | PL: 8638 (base) > 2000 (Suppressed) | | FIGHTING ACCURACY: 50 | ENERGY ACCURACY: 25 | DEF: 60 | | DR: +7 | DMG MODIFIER: +2 | KI COST: -1 | d100+50·2d4+2·1d100+50·2d4+2·1d100+50·4d6+6·1d100
|
|
Celerai
Prospect
Hey, wanna spar?
Posts: 303
|
Post by Celerai on Dec 15, 2019 5:48:19 GMT -8
The spar began with a simple ki blast from the Saiyan. When he dashed towards her, he looked at NAL for a second, and realized based on her facial expression, that the ki blast was unexpected. Once he got behind the majin, he immediately attempted to throw two punches at her back. She managed to dodge the first punch, but totally blew it for the second. His second attempt connected and sent her straight to the ground. That must've hurt at least, even though the majin sprung back up. Immediately, Nal rushed at the Saiyan, at an incredible speed, launching two punches at a normal rate. Celerai dodged those pretty easily, but after those two, it was a barrage of punches going his way. It was extremely quick, but not surprising, seeing as how he saw the majin moving at lighting speed when she was flying. He somehow managed to dodge all of them, with some barely grazing his skin, of course. The crowd shouted in excitement seeing the majin throw some fast punches and the Saiyan dodging them as fast as those punches, or even faster. She stopped and yes, Celerai took the advantage. He threw punches at her himself. It might not have been as fast as hers was, but he sure wanted it to make some sort of impact. WC: 220 | 1,362 BATTLE INFO - CELERAI DEFENSE PHASE.
[Majin Nal] Attack #1: Missed [Majin Nal] Attack #2: Missed [Majin Nal] Attack #3: Missed 0 dmg - 4 DR = 0 dmg.
OFFENSE PHASE.
Bonus Action: Rapid Movement | +25 Defense | -15 ki
Action 1: Strike | -0 ki Atk Bonus: +0 | Dmg Bonus: +0 | Inflict Bonus: +0% t_OkUU5B1d100+35 for atk. 1d12+1 for dmg. [N/A] for inflict.
Action 2: Strike | -0 ki Atk Bonus: +0 | Dmg Bonus: +0 | Inflict Bonus: +0% 1d100+35 for atk. 1d12+1 for dmg. [N/A] for inflict.
EFFECTS. Ki Regenerated: 0/100 | Power Up PL raised by 25% for 2 turns | 2/2 +25 Defense for 1 turn
TRAITS.
Class: Prodigy Unrivalled Potential- You begin play with all enhanced basic techs Genius- Your stats are no longer restricted by the natural 50 cap.
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.
ITEMS.
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
DEFENSE/UTILITY TECHS.
FEINT I You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki
KI BLADE I Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Skills and Statistics FIGHTING: 25 ENERGY CONTROL: 10 REFLEXES: 25 RESILIENCE: 20
BASE PL: 1,856 | CURRENT PL: 2,320 HP: 100/100 | KI: 53/100 | DEF: 75+25=100 | ENG ATK: +15 | PHY ATK: +35 | DMG MOD: +1 Tag: Nal 1d100+35·1d12+1·1d100+35·1d12+1
|
|
|
Post by Nal on Dec 15, 2019 6:44:28 GMT -8
She was sure the strikes hit, all three of them. Until they didn't. Annoyance flickered in her eyes, until the majin remembered this was the very same thing she did during that fight with Bryce, if one could call it that - Nal really didn't stand a chance there at all. But this time, it wasn't quite the same - she knew she could last a while longer and even do some damage back this time, there was power in her that now could be controlled. And control it she would, to a great effect- BAM. Suddenly, a hit, and then another. She really needed to stop distracting herself during these fights. Shaking her head comically, the majin decided that holding back her toughness wasn't actually good - these hits hurt, a lot. Like with Koma, the fact this one's powerlevel was lower didn't mean she could go easy, because he hit much harder than she'd expect. And with that in mind, she exhaled, green aura covered some of her injuries and faded them away, reducing the hurt inflicted upon the gray girl - after consideration, she decided to toss in some additional healing from her conscious powers, restoring her to almost perfection! With a little bruise on the back, where her top didn't quite reach. "I know all manner of fun tricks, too. Wanna see?" - she asked, but for now, decided to simply go with some show-offy attack. That being leaping up the air - and sending both her heels down at the man's head, one after the other. With a "Ha!" sound to boot - and a grin on her face. Fancy fighting is best fighting. [272|1216] BATTLE TRACKER{Click Here For Numbers!}DEFENSE PHASE: Attack 1: Nal 60 vs Celerai 129 = Hit! Attack 2: Nal 60 vs Celerai 90 = Hit! Total damage: 24 - 7 = 17
OFFENSE PHASE:
At-Will: Restoration (+10 health) Bonus Action: Heal (+20 health)
Standard Action 1: Heel kick Accuracy: NjUk2kkR1d100+50 Damage: 1d8+2 Standard Action 2: Heel kick 2 Accuracy: 1d100+50 Damage: 1d8+2
EFFECTS: -
ABILITIES: Rejuvenating Strike: Strikes heal instead of doing damage, does not work on self. | At-will | 2 uses per thread (2/2) Pilfer: Drain 2 ki per hit, restoring 2 ki to self next turn. | Passive | limit 30 ki per opponent (0/30 stolen) Supporter: Give the effect of utility technique to an ally instead of self | 2 uses per thread Healer: Can use Heal one extra time per ally Mysticism: Gain 5 arcane points, spendable on mystic abilities (5/6) Mysticism abilities: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies. Bend the Limits: Give one additional use to another trait, item or technique that had reached it's per-thread limit. Arcane Mastery: Gain addidional Arcane point. Using Heal on other people than self grants an Arcane point.
EQUIPMENT:
Flashbang Grenade: 50% chance of Blind | Bonus action | 2 uses per thread (2/2) OTC Stim: Restore 30 Ki to target next turn or immediately to self | 1 use per thread (1/1) Expert Training Gear: 50% extra PL for thread rewards Star Sword: +10 crit range, +4 crit damage and 50% chance of Wound per strike this turn | 3 uses per battle (3/3)
DEFENSE/UTILITY TECHNIQUES: GIANT FORM Action: Bonus Action Effect: +35 Temp HP, -15 defense, +1d4 damage per strike. Can target multiple opponents for additional 5 ki per strike. Duration: Until Temporary HP is depleted. Cost: 14 ki Limit: Once per battle.
HEAL Action: Bonus Action Effect: Heal 20 HP to willing ally or self Cost: 9 ki. Limit: Twice per ally. (0/1 self)
DEFLECT Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 14 ki Limit: Once per thread.
EIGHT ARMS Action: At-Will Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 9 ki Limit: Twice per thread.
OFFENSIVE TECHNIQUES: FIENDISH FISTS OF FURY Type: Physical, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Fortify Minor Effect: Immobilizing Cost: 19 ki
| HP: 70/75 | KI: 63/100 | PL: 8638 (base) > 2000 (Suppressed) | | FIGHTING ACCURACY: 50 | ENERGY ACCURACY: 25 | DEF: 60 | | DR: +14 | DMG MODIFIER: +2 | KI COST: -1 | 1d100+50·1d8+2·1d100+50·1d8+2
|
|
Celerai
Prospect
Hey, wanna spar?
Posts: 303
|
Post by Celerai on Dec 15, 2019 16:33:37 GMT -8
Yet again, the Saiyan landed his attack, as he threw two punches at Nal. Celerai was pretty confident after hitting her, four times in a row and dodging her attacks. Celerai thought that if he hit her again, he would be pretty selfish, so he stepped back a little to give her space. Suddenly you could see some emerald green energy coating her bruises and when it dissipated, the bruises were gone. "Wow, you've got to teach me that."She started to talk about how she knew some pretty good tricks and asked if the Saiyan wanted to see them. "Ok, let me see, let me see. But wait… you haven't even told me your name yet. I'm Celerai."She immediately leaped into the air and her heels were aimed right at the Saiyan's head. But again, the Saiyan quickly dodged the devasting attack which was aimed at him. Celerai wondered for a while. Is her full strength or is she holding back?"Come on, this isn't fun. Make me guard."She landed behind of the Saiyan, and Celerai wasted no time. He quickly turned around and and attempted to grab her by the arm, after which, he would've tackled her to the ground. WC: 206 | 1,568 BATTLE INFO - CELERAI DEFENSE PHASE.
[Majin Nal] Attack #1: Missed [Majin Nal] Attack #2: Missed [Majin Nal] Attack #3: 0 dmg -(4+1)5 DR = 0 dmg.
OFFENSE PHASE.
Bonus Action: Sense | +5 Defense, +5 Accuracy, +1 DR, +1 Damage | 0 ki
Action 1: Grapple | -3 ki Atk Bonus: +5 | Dmg Bonus: +1 | Inflict Bonus: +0% SZCHmg4F1d100+40 for atk. 1d6+2 for dmg. 1d100 for inflict. (Immobilize)
Action 2: Grapple | -3 ki Atk Bonus: +5 | Dmg Bonus: +1 | Inflict Bonus: +0% 1d100+40 for atk. 1d6+2 for dmg. 1d100 for inflict. (Immobilize)
EFFECTS. Ki Regenerated: 0/100 | Power Up +5 Defense, +5 Accuracy, +1 DR, +1 Damage
TRAITS.
Class: Prodigy Unrivalled Potential- You begin play with all enhanced basic techs Genius- Your stats are no longer restricted by the natural 50 cap.
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.
ITEMS.
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
DEFENSE/UTILITY TECHS.
FEINT I You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki
KI BLADE I Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Skills and Statistics FIGHTING: 25 ENERGY CONTROL: 10 REFLEXES: 25 RESILIENCE: 20
BASE PL: 1,856 | CURRENT PL: 2,320 HP: 100/100 | KI: 47/100 | DEF: (75+5)80 | ENG ATK: (+15+5)20 | PHY ATK: (+35+5)40 | DMG MOD: (+1+1)2 Tag: Nal 1d100+40·1d6+2·1d100·1d100+40·1d6+2·1d100
|
|
|
Post by Nal on Dec 16, 2019 3:32:41 GMT -8
The majin flinched. Not fun? He wasn't much enjoying not putting up a fight at all it seemed, which was exactly what Nal has been doing until now. Just kinda missing and getting hit a lot. She considered a few things - did he expect her to go all out on this? Should she? There was a lot she held back, like her toughness, the lots of power and all that. If she just let go of it all, he could barely hurt her at all which would be just the opposite of fun. But then she'd actually be able to hit and maybe hold back a little more then? Hmm. So many thoughts and so little time, as the opponent just went and grappled the majin gal, pushing her into the ground! Well, alright. She'd give it her all - hopefully having a bit of a success there, even though her powers really weren't meant for pure combat like that. Then again... maybe that was actually it. Overwhelming someone with power (if available) would be the little edge she needed to fight on par. That would mean she probably would never be able to fight stronger peoples alone, but that... Hm, that was a good idea actually. She needed a friend to fight at the side of. And there was a reliable one (she hoped) around this area! She'd just have to finish this and go find him. On that note, the grappled majin grew. Becoming twice as tall as before and a lot more broad, a wide mass of muscles where there was a wispy gray frame just a moment ago, the gray flesh rippling as it increased in size. "Okay! I'll give it my all best." - she said, then - her power was not only unleashed, but focused, the green aura flaring up massively, with a "Haaaa!" sound she's heard other friends make before. It was customary! And with the power unleashed, the majin reached behind herself, with the ridiculously elastic arms, to try slamming both her elbows into the sides of Celerai's head. "I am Nal, by the way!"[350|1566] BATTLE TRACKER{Click Here For Numbers!}DEFENSE PHASE: Attack 1: Nal 60 vs Celerai 96 = Hit! Attack 2: Nal 60 vs Celerai 133 = Hit! Total damage: 14 - 14 = No damage!
OFFENSE PHASE:
At-Will: - Bonus Action: Giant Form Bonus Action 2: Power Up
Standard Action 1: Strike (Stereo Elbow Smash) Accuracy: wXI1hGur1d100+65 Damage: 1d8+7 + 1d4 Standard Action 2 sacrificed for a bonus action.
EFFECTS: - Edge 4 obtained: +15 accuracy, +5 DMG, +5 DR - Giant Form obtained (35/35 health)
ABILITIES: Rejuvenating Strike: Strikes heal instead of doing damage, does not work on self. | At-will | 2 uses per thread (2/2) Pilfer: Drain 2 ki per hit, restoring 2 ki to self next turn. | Passive | limit 30 ki per opponent (0/30 stolen) Supporter: Give the effect of utility technique to an ally instead of self | 2 uses per thread Healer: Can use Heal one extra time per ally Mysticism: Gain 5 arcane points, spendable on mystic abilities (5/6) Mysticism abilities: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies. Bend the Limits: Give one additional use to another trait, item or technique that had reached it's per-thread limit. Arcane Mastery: Gain addidional Arcane point. Using Heal on other people than self grants an Arcane point.
EQUIPMENT:
Flashbang Grenade: 50% chance of Blind | Bonus action | 2 uses per thread (2/2) OTC Stim: Restore 30 Ki to target next turn or immediately to self | 1 use per thread (1/1) Expert Training Gear: 50% extra PL for thread rewards Star Sword: +10 crit range, +4 crit damage and 50% chance of Wound per strike this turn | 3 uses per battle (3/3)
DEFENSE/UTILITY TECHNIQUES: GIANT FORM Action: Bonus Action Effect: +35 Temp HP, -15 defense, +1d4 damage per strike. Can target multiple opponents for additional 5 ki per strike. Duration: Until Temporary HP is depleted. Cost: 14 ki Limit: Once per battle. (0/1)
HEAL Action: Bonus Action Effect: Heal 20 HP to willing ally or self Cost: 9 ki. Limit: Twice per ally. (0/1 self)
DEFLECT Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 14 ki Limit: Once per thread.
EIGHT ARMS Action: At-Will Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 9 ki Limit: Twice per thread. (1/2)
OFFENSIVE TECHNIQUES: FIENDISH FISTS OF FURY Type: Physical, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Fortify Minor Effect: Immobilizing Cost: 19 ki
| HP: 70/75 | KI: 74/100 | PL: 8638 (base) > 10 460 (powered up) | | FIGHTING ACCURACY: 65 | ENERGY ACCURACY: 40 | DEF: 45 | | DR: +14 | DMG MODIFIER: +7 | KI COST: -1 | 1d100+65·1d8+7·1d4
|
|
Celerai
Prospect
Hey, wanna spar?
Posts: 303
|
Post by Celerai on Dec 16, 2019 5:51:23 GMT -8
Celerai wasn't really impressed with what Nal was putting on. He really didn't want the crowd to think that she is weak, so he told her to make him guard. Celerai thinks of himself as a person who likes to see people who are strong and doesn't limit themselves. It's just like in his first spar with Shinryu. He wasn't really making any impacts with his attacks and Celerai studied him and say that he cares about his pride. So Celerai had to 'trash talk' to get him to put on a show. Yes, and what he said to her made an impact. Her figure changed from a slender majin to a huge muscular giant, that towered the Saiyan. She stated that she will give it her best shot. "Yes, do it"As she powered the shout of 'haaaa!' was left in the air. Her emerald green aura flared up, and her muscles became even bigger that before. She used her elastical like arms to smack her elbows in the sides of Celerai's head. Celerai wasn't really paying any attention to the spar, but he did to her new form and her massive power boost. So this is what she was hiding. Wait, what, huh?He realized that her elbows were coming straight at him and he attempted to duck. He did, but he ended up getting hit in the head. She told him her name. "Nice one, Nal. Now I need to test this 'new form' that you have."He dashed away from her to prevent her from hitting him again, and he rushed towards her back. Upon reaching a perfect distance away from her, he swung his leg, aiming for her back. He landed and then attempted to jam his elbow into her back. He likes when fighters give him a challenge, and he takes Nal as one at the moment. WC: 314 | 1,882 BATTLE INFO - CELERAI DEFENSE PHASE.
[Majin Nal] Attack #1: Hit [Majin Nal] Attack #2: [Majin Nal] Attack #3: 17 dmg -(4+2)6 DR = 11 dmg.
OFFENSE PHASE.
Bonus Action: Sense | +5 Defense, +5 Accuracy, +2 DR, +2 Damage | 0 ki
Action 2: Cutting Edge | -15 ki Atk Bonus: +5 | Dmg Bonus: +2 | Inflict Bonus: +0% AGHdiZJJ1d100+40 for atk. (Crits on +85) 3d10+3 for dmg. 1d100 for inflict. (Immobilize)
Action 2: Cutting Edge | -15 ki Atk Bonus: +5 | Dmg Bonus: +2 | Inflict Bonus: +0% 1d100+40 for atk. (Crits on +85) 3d10+3 for dmg. 1d100 for inflict. (Immobilize)
EFFECTS. Ki Regenerated: 0/100 | Power Up +5 Defense, +5 Accuracy, +2 DR, +2 Damage
TRAITS.
Class: Prodigy Unrivalled Potential- You begin play with all enhanced basic techs Genius- Your stats are no longer restricted by the natural 50 cap.
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.
ITEMS.
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
DEFENSE/UTILITY TECHS.
FEINT I You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki
KI BLADE I Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Skills and Statistics FIGHTING: 25 ENERGY CONTROL: 10 REFLEXES: 25 RESILIENCE: 20
BASE PL: 1,856 | CURRENT PL: 2,320 HP: 89/100 | KI: 17/100 | DEF: (75+5)80 | ENG ATK: (+15+5)20 | PHY ATK: (+35+5)40 | DMG MOD: (+1+2)3 Tag: Nal 1d100+40·3d10+3·1d100·1d100+40·3d10+3·1d100
|
|
|
Post by Nal on Dec 16, 2019 8:16:25 GMT -8
Well, apparently this was better. Nal grinned, knowing she can't hold this technique for long, but deciding to use it to the power's best potential. A plan began forming in the majin's head, though she began to feel rather heavy, hardly able to dodge at all - frowning at that. Naturally, the strikes of the green-clad man hit, because this huge body really wasn't made for avoiding anything, but this was different. As if the force from those attacks weighted her down or something. Maybe it did! Hers had the same effect on people - she's tested. So that would explain that. Alright, slight alteration to the plan - rather than defending, she'd go straight into the offensive. Maybe she could actually win one of these, for once! Not that it mattered, there was learning even in defeat. She knew that well - she's gotten a lot stronger getting beaten up by people all over. Koma, Bryce, Zam...hm, was there someone else? Probably not. Also, thoughts for later. It's punching time. One kick sent her stumbling, the elbow to the spine made the majin stagger, but during her fall, she twisted and turned like a strange, gray tornado, the malleable body deforming in odd ways until she stood perfectly stable, even though still feeling that heaviness. "Alright then!" she grinned, rushing forth with multiple swings against her new sparring friend. One was a straight jab to the face, followed by a strike to the ribs, both so swift as if they were one hit - and anyone not used to fighting at this speed would, indeed, only see one strike hitting twice. But she wasn't yet done - a third strike was an uppercut, with enough force to send a grown man flying. Probably not a fighter like Celerai was, but still - if it connected, it'd hurt. A lot. [304|1870] BATTLE TRACKER{Click Here For Numbers!}DEFENSE PHASE: Attack 1: Nal 60 vs Celerai 92 = Hit! Attack 2: Nal 60 vs Celerai 53 = Hit! Total damage: 30 - 14 = 16 damage
OFFENSE PHASE:
At-Will: Eight Arms Bonus Action: Strike (Face Jab) Accuracy: 2muEWtQY1d100+65 Damage: 2d4+5+1d4
Standard Action 1: Strike (Rib Smash) Accuracy: 1d100+65 Damage: 2d4+5 + 1d4 Standard Action 2: Strike (Shoryuken!) Accuracy: 1d100+65 Damage: 2d4+5 + 1d4
EFFECTS: - Edge 4 obtained: +15 accuracy, +5 DMG, +5 DR - Giant Form (19/35 health)
ABILITIES: Rejuvenating Strike: Strikes heal instead of doing damage, does not work on self. | At-will | 2 uses per thread (2/2) Pilfer: Drain 2 ki per hit, restoring 2 ki to self next turn. | Passive | limit 30 ki per opponent (2/30 stolen) Supporter: Give the effect of utility technique to an ally instead of self | 2 uses per thread Healer: Can use Heal one extra time per ally Mysticism: Gain 5 arcane points, spendable on mystic abilities (5/6) Mysticism abilities: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies. Bend the Limits: Give one additional use to another trait, item or technique that had reached it's per-thread limit. Arcane Mastery: Gain addidional Arcane point. Using Heal on other people than self grants an Arcane point.
EQUIPMENT:
Flashbang Grenade: 50% chance of Blind | Bonus action | 2 uses per thread (2/2) OTC Stim: Restore 30 Ki to target next turn or immediately to self | 1 use per thread (1/1) Expert Training Gear: 50% extra PL for thread rewards Star Sword: +10 crit range, +4 crit damage and 50% chance of Wound per strike this turn | 3 uses per battle (3/3)
DEFENSE/UTILITY TECHNIQUES: GIANT FORM Action: Bonus Action Effect: +35 Temp HP, -15 defense, +1d4 damage per strike. Can target multiple opponents for additional 5 ki per strike. Duration: Until Temporary HP is depleted. Cost: 14 ki Limit: Once per battle. (0/1)
HEAL Action: Bonus Action Effect: Heal 20 HP to willing ally or self Cost: 9 ki. Limit: Twice per ally. (0/1 self)
DEFLECT Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 14 ki Limit: Once per thread.
EIGHT ARMS Action: At-Will Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 9 ki Limit: Twice per thread. (0/2)
OFFENSIVE TECHNIQUES: FIENDISH FISTS OF FURY Type: Physical, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Fortify Minor Effect: Immobilizing Cost: 19 ki
| HP: 70/75 | KI: 67/100 | PL: 8638 (base) > 10 460 (powered up) | | FIGHTING ACCURACY: 65 | ENERGY ACCURACY: 40 | DEF: 45 | | DR: +14 | DMG MODIFIER: +5 | KI COST: -1 | 1d100+65·2d4+5·1d4·1d100+65·2d4+5·1d4·1d100+65·2d4+5·1d4
|
|
Celerai
Prospect
Hey, wanna spar?
Posts: 303
|
Post by Celerai on Dec 16, 2019 11:45:15 GMT -8
Yes, Celerai was excited about fighting Nal in her new form. His first attempt of testing it was to strike her in the back and it surely made some sort of impact. She was pretty slow in this form though. The kick that he aimed at her back made her stagger for a little bit, and the elbow threw her to the ground, but before she fell, she twisted herself. It looked a bit deformed for a second but then she refined herself into her usual state. Immediately after, she came at him, throwing a straight jab, which was aimed at his face. The Saiyan quickly moved his head to avoid the devastating punch. It threw him off for a second, which is why the punch to the ribs connected. The other one was a powerful uppercut, which missed because the punch to the ribs threw him a few metres away. He stood there, panting and looking at the majin. "That was a nice one, but you still ended up missing two of the three. Let me show you what I can do now.""HAAAA!"
The area became a little windy, as the saiyan's neon green aura bursted to life. It flared up like a burning flame that couldn't be extinguished. The crowd was extremely excited about the spar now, seeing Celerai powering up. Once he stopped, the neoa green energy was still lingering around the Saiyan. "Let's turn this up a notch."Immediately, he pushed himself off the ground and charged towards Nal, attempting to get behind her. Doing this, he didn't turn his head, but instead, pushed himself off again, attempting to jam his elbow in Nal's back WC: 282 | 2,164 BATTLE INFO - CELERAI DEFENSE PHASE.
[Majin Nal] Attack #1: Missed [Majin Nal] Attack #2: Hit for 11 [Majin Nal] Attack #3: Missed 11 dmg -4 DR = 7 dmg.
OFFENSE PHASE.
Bonus Action 1: Rapid Movement | +25 Defense | 15 ki
Bonus Action 2: Power Up | +50 Ki | 0 ki
Action 1: Cutting Edge | -15 ki Atk Bonus: +5 | Dmg Bonus: +2 | Inflict Bonus: +0% LsDXWyBV1d100+35 for atk. (Crits on +85) 3d10+1 for dmg. 1d100 for inflict. (Immobilize)
Action 2: Sacrificed for Bonus Action | -0 ki Atk Bonus: +0 | Dmg Bonus: +0 | Inflict Bonus: +0% [] for atk. [] for dmg. [] for inflict.
EFFECTS. Ki Regenerated: 0/100 | Power Up +25 Defense PL raised by 25% for 2 turns | 1/2
TRAITS.
Class: Prodigy Unrivalled Potential- You begin play with all enhanced basic techs Genius- Your stats are no longer restricted by the natural 50 cap.
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.
ITEMS.
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
DEFENSE/UTILITY TECHS.
FEINT I You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki
KI BLADE I Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Skills and Statistics FIGHTING: 25 ENERGY CONTROL: 10 REFLEXES: 25 RESILIENCE: 20
BASE PL: 1,856 | CURRENT PL: 2,320 HP: 82/100 | KI: 37/100 | DEF: (75+25)100 | ENG ATK: +15 | PHY ATK: +35 | DMG MOD: +1 Tag: Nal 1d100+35·3d10+1·1d100···
|
|
|
Post by Nal on Dec 17, 2019 2:17:26 GMT -8
And still, that heaviness. This attack he did was really potent - strong, thanks to her resilience, she could withstand it, but - then he barely did any hits to her now. Perhaps it was time to give in a little? Not turn it entirely into an one sided battle... perhaps, yes. But still, there was a fight to have. Focusing her strenght once more, Nal decided to keep up her current level of might. Grinning widely - she still was strong, stronger than she did let on. While this huge form of hers packed quite a punch, it wasn't the only trick in the book. Though one of the few offensive ones. The other... well, she already did show once, but it didn't hit. Time to maybe try and change that a little bit, yes? With another elbow in her back, the inflated form rippled a little, losing consistency and slowly returning to the usual, lithe form of the majin. That didn't stop her from retaliating, focusing her green power again, the girl turned, hopping off of her feet to rush back at the man, though instead of run - she flew at him, fist raised - aiming to slam it into the opponent's head, with the green aura from it suddenly expanding - and once more causing a dozen echoing strikes all over, trying to have at least some of them hit. Whether that strike hit or not, she twisted in the air - and sent a foot flying towards Celerai's side, with a bunch of hazy images of the aura-green majins doing the exact same thing. Her power, used in combat - convinced, perhaps, that self-defense is enough of an excuse to be used offensively. That, or the majin's power took more from her than it seemed at first, really wanting to show off as well. Who knows? [303|2173] BATTLE TRACKER{Click Here For Numbers!}DEFENSE PHASE: Attack 1: Nal 60 vs Celerai 97 = Hit! Total damage: 17 - 7 = 10 damage
OFFENSE PHASE:
At-Will: - Bonus Action: Power Up (50/100 ki restored)
Standard Action 1: Fiendish Fists of Fury (Temple Slam) Accuracy: QWLbQtjY1d100+65 Damage: 4d6+9 + 1d4 Status chance (Immobilize): d100 Standard Action 2: Fiendish Fists of Fury (Side Kick) Accuracy: 1d100+65 Damage: 4d6+9 + 1d4 Status chance (Immobilize): d100
EFFECTS: - Edge 4 obtained: +15 accuracy, +5 DMG, +5 DR - Giant Form (9/35 health)
ABILITIES: Rejuvenating Strike: Strikes heal instead of doing damage, does not work on self. | At-will | 2 uses per thread (2/2) Pilfer: Drain 2 ki per hit, restoring 2 ki to self next turn. | Passive | limit 30 ki per opponent (2/30 stolen) Supporter: Give the effect of utility technique to an ally instead of self | 2 uses per thread Healer: Can use Heal one extra time per ally Mysticism: Gain 5 arcane points, spendable on mystic abilities (5/6) Mysticism abilities: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies. Bend the Limits: Give one additional use to another trait, item or technique that had reached it's per-thread limit. Arcane Mastery: Gain addidional Arcane point. Using Heal on other people than self grants an Arcane point.
EQUIPMENT:
Flashbang Grenade: 50% chance of Blind | Bonus action | 2 uses per thread (2/2) OTC Stim: Restore 30 Ki to target next turn or immediately to self | 1 use per thread (1/1) Expert Training Gear: 50% extra PL for thread rewards Star Sword: +10 crit range, +4 crit damage and 50% chance of Wound per strike this turn | 3 uses per battle (3/3)
DEFENSE/UTILITY TECHNIQUES: GIANT FORM Action: Bonus Action Effect: +35 Temp HP, -15 defense, +1d4 damage per strike. Can target multiple opponents for additional 5 ki per strike. Duration: Until Temporary HP is depleted. Cost: 14 ki Limit: Once per battle. (0/1)
HEAL Action: Bonus Action Effect: Heal 20 HP to willing ally or self Cost: 9 ki. Limit: Twice per ally. (0/1 self)
DEFLECT Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 14 ki Limit: Once per thread.
EIGHT ARMS Action: At-Will Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 9 ki Limit: Twice per thread. (0/2)
OFFENSIVE TECHNIQUES: FIENDISH FISTS OF FURY Type: Physical, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Fortify Minor Effect: Immobilizing Cost: 19 ki
| HP: 70/75 | KI: 54/100 | PL: 8638 (base) > 10 460 (powered up) | | FIGHTING ACCURACY: 65 | ENERGY ACCURACY: 40 | DEF: 45 | | DR: +7 | DMG MODIFIER: +5 | KI COST: -1 | 1d100+65·4d6+9·1d4·d100·1d100+65·4d6+9·1d4·d100
|
|
Celerai
Prospect
Hey, wanna spar?
Posts: 303
|
Post by Celerai on Dec 17, 2019 3:48:56 GMT -8
And success, the one might strike in which Celerai gave Nal to the back made her 'deflate' and now she is back to her normal slender like figure. But, she got back up pretty quickly. She flew towards the Saiyan, with her fist raised, attempting to punch him. Well, not only once. Dozens and dozens of punches came at the Saiyan. He studied how she threw her punches before, so it was pretty easy for him to dodge them. Not that some of them barely grazed his skin. One was so close to his ear, he could be deaf by the sound. Suddenly she went up in the air, and when Celerai looked up, that was her foot. Some other small majins which she created also mimicked what she did. He slapped away all of them, leaving Nal herself. He sidestepped her devastating kick at the perfect time. She was right behind him at this point. "Woah."He dashed forward, in order to get away from her. He turned to the majin and said "That form was pretty effective in terms of strength, but that isn't your problem. Remember Nal, speed."
He then proceeded to charge a ki blast in his right palm. He squashed it and it left the neon green energy around his fist. Immediately, he charged at Nal, with his imbued fist. Upon having a decent amount of distance away from her, he leaped into the air and pulled back his fist. Once he launched his fist, he aimed it at the majin's face. Looking at this, you can say it is the 'Superman Punch'. WC: 270 | 2,434 {BATTLE INFO - CELERAI}
DEFENSE PHASE.
[Majin Nal] Attack #1: Missed [Majin Nal] Attack #2: Missed [Majin Nal] Attack #3: 0 dmg -(4+1)5 DR = 0 dmg.
OFFENSE PHASE.
Bonus Action 1: Rapid Movement | +25 Defense | 15 ki
Bonus Action 2: Sense | +5 Accuracy, +5 Defense, +1 Damage, +1 DR | 0 ki
Action 1: Ki Blade | -2 ki Atk Bonus: +5 | Dmg Bonus: +1 | Inflict Bonus: +0% feYB8ddC1d100+40 for atk. 2d6+4 for dmg. [N/A] for inflict.
Action 2: Sacrificed for Bonus Action | -0 ki Atk Bonus: +0 | Dmg Bonus: +0 | Inflict Bonus: +0% [] for atk. [] for dmg. [] for inflict.
EFFECTS. Ki Regenerated: 0/100 | Power Up +25 Defense PL raised by 25% for 2 turns | 2/2 +5 Accuracy, +30 Defense, +1 Damage, +1 DR
TRAITS.
Class: Prodigy Unrivalled Potential- You begin play with all enhanced basic techs Genius- Your stats are no longer restricted by the natural 50 cap.
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.
ITEMS.
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
DEFENSE/UTILITY TECHS.
FEINT I You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki
KI BLADE I Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Skills and Statistics FIGHTING: 25 ENERGY CONTROL: 10 REFLEXES: 25 RESILIENCE: 20
BASE PL: 1,856 | CURRENT PL: 2,320 HP: 82/100 | KI: 20/100 | DEF: (75+25+5)105 | ENG ATK: +15 | PHY ATK: +35 | DMG MOD: (+1+1)2 Tag: Nal 1d100+40·2d6+4
|
|