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Post by Sonar Wave on Dec 14, 2019 9:48:52 GMT -8
It has been a tough week for Sonar. He has been to numerous interviews to get a job, and this was the last day. He walked out of the business place with a neutral expression on his face. He inhaled the fresh air, sighed and said "Hopefully that went as I wanted it to."They asked him a few questions which really had him thinking. What triggered him is that they asked about his mom and his dad. Even though, for his dad, he said that he was Nero, his trainer. Because he was the one taking care of Sonar since he was twelve. He looked down the half crowded road and started to walk down the narrow sidewalk. It was pretty cold outside, which is why he wore his black jacket and his hoodie was over his head. He was pretty hungry. There was a restaurant across the street. So he crossed the road and went inside the restaurant to grab a bite. The smell of the lasagna made him even hungrier than he was before. When he bought the lasagna, he sat down in the corner, where he had a good view of the passers-by outside. The lasagna was delicious, according to Sonar. It took about fifteen minutes for him to eat and get out of the restaurant, because he wanted to digest his food. He stood at the restaurant door and called Nero on his cellphone, which he recently got. They mostly talked about Sonar's day and how the interview went. But suddenly, Sonar felt the urge to vomit. At this point he realized that he was allergic to lasagna. This was actually the first time he ate lasagna. Since the restaurant didn't have a bathroom, he had to run to the nearest bathroom, which was just around the corner. He ended up hitting a few people while running. Holding his mouth and his stomach, he ran straight down the road, and as he made a sharp turn, he ran straight into a fairly tall man. Sonar didn't really see who exactly it was. "Sorry, sorry."Sonar ran into the pawn shop, into the bathroom and vomited. It was pretty unpleasant in his perspective, because he ended up messing up his jacket. WC: 375 | 375 Initiative- m9NvCruT1d100BATTLE TRACKER
DEFENSE PHASE Opponent: Bryce Vandross
Sonar's Defense: 70
FIRST ATTACK: Accuracy roll= Damage=
SECOND ATTACK: Accuracy roll= Damage=
TOTAL DAMAGE: 0-1=0
OFFENSE PHASE
At-Will:
Bonus Action:
Standard Action 1:
Standard Action 2:
Effects inflicted on Sonar:
Regen: +3 ki per turn (Kai Robes)
Traits:
EQUIPMENT:
Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None.
DEFENSE/UTILITY TECHS:
TELEPORT You vanish--moving immediately through space and time by some unnatural means. Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
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.
SOLAR FLARE III 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 SHIELD You create a sphere of ki around your body that insulates and protects you from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS:
FIGHTING: 20 | ENERGY CONTROL: 5 | REFLEXES: 20 | RESILIENCE: 10 DR: +1 | DMG MOD: +1 | KI COST: -0 | MELEE ACC: 1d100+20 | ENERGY ACC: 1d100+5 | HP: 60/60 | KI: 135/135 | BASE PL: 107 | CURRENT PL: 107 1d100
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Post by Tolvur-Q12 on Dec 14, 2019 11:22:21 GMT -8
With everything that had been going on Bryce decided that he needed to get a fresh look on things. Like seeing the city! Let those seeds he planted get the time they deserved to grow, while the mandroid would go on to explore this new land he was in. So far, it seemed the same like that city in the southern lands, a bland and boring image of what the world was. The hustle and bustle of people around him, everyone out there unaware of the fact Bryce was able to lash out at any time. No, deserts and forests was what he liked now, because at least those couldn't annoy him. Like this kid he could smell coming from a mile away. He had no idea who it was but this boy seemed to be in a hurry, and due to the bump into him he instinctively lowered the output of power in his body. Bryce didn't lower it all the way, because he felt a slightly higher than average power from this kid. First one in this hole worthy of mention, go figure. He was about to mention something to the boy as he was quickly ignored, followed by the kid running off into a bathroom. The mandroid turned to get a better look and wanted something to be able to tell himself, a reason for this. Well, quickly after that he heard a sound that explained a lot of what was going on. The running, the ignoring, and the smell.. it smelled like dairy. Now, if it wasn't for the metal stomach Bryce had he was sure to join the boy in vomiting, but he kept his composure even as the boy got out and walked back in front of him, no doubt fully prepared to go on his own way. Now he stopped the guy, opening his mouth as he stretched out his hand and hopefully stopped the boy from moving. Bryce cleared his throat and sniffed a bit, noticing a very distinctive stain on the coat of the boy. Ignoring it though, he went on to speak. ''For a day have I been here, and you are the only one worthy of mention so far.'' He said, watching the boy up and down. ============== 23xpjAYp1d100WC: 378 Defensive Phase Bryce is hit 0 time(s) for 0 damage!
Battle effects
Edge
Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will:
BONUS ACTION: STANDARD ACTION 1: STANDARD ACTION 2:
ROLLS
STANDARD ACTION 1: Damage:
STANDARD ACTION 2: Damage:
Stats: Powerlevel: 9,328 [249] Health Points; 90/90 Ki; 100/100 [0/100 regained] Defense; 100 Accuracy melee; 50 Damage modifier melee: 4 Accuracy ranged; 25 [0] Damage modifier ranged: 3 Damage reduction: 3
Techniques
Clash [1/1] -19 ki + cost of attack When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused.
Enhanced Sense ∞ You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. [0/3]
Countermeasures [1/1] -14 ki 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".
Feint [2/2] -14 ki You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Flying Swallow -14 ki Damage: 3d10 Effect: Temper - If this technique is the only Special Technique used on your turn, decrease the cost of the first Special Technique used on your next turn by 5 ki. Effect: Wounding - This technique has a 40% chance to inflict Wound on hit.
Items Flexmetal staff You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. 3 uses per thread [3/3] Bonus action
Champion's gi At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. 1 bonus per turn At-will
AI assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Traits Class Combo attack Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. [+0] Class Solid foundation You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Thrill of the hunt Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Racial Infinite core type You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. Instinct - AI assistant Your Defense is increased by +15. Quick draw - AI assistant You may activate Weapon-type items as At-Will Actions. Blitz - AI assistant When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. N/A
1d100
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Post by Sonar Wave on Dec 14, 2019 14:49:41 GMT -8
It was an unpleasant scene, as Sonar vomited and the sounds from the bathroom showed that. He washed his mouth of the awful taste of the undigested lasagna. He really hoped no one that. He finally came outside of the pawn shop and saw a man standing next to the building. It seemed as if it was the same man that he ran it. Assuming this, he walked up the the man and said "Oh, sorry about that again, uhh, it's just that I ended up eating some lasagna and it kinda got me sick. The restaurant in which I was eating didn't have a bathroom, which is why I had to run to here."Then he realized that he was looking at the little vomit that was on his jacket. "Oh, that's bothering you? Sorry about that."He took of the jacket off and throw it on the bench which was in front on the pawn shop. "I'll wash that soon, don't worry. It's pretty disgusting, I know."Then suddenly, this boy was walking beside of Sonar pushed him and said "Get out the way, idiot." Sonar began to wonder who would dare to do that, because he was in a pretty good mood and then this random guy tries to take set on. He fixed his glasses on his face and said "What did you just say?"The boy, who looked like he was in his 16's, said "I said get out of the damn way! Think I'm scared of you, nerd?" Sonar didn't want to hurt the poor guy, even though he seemed to be apart of some school gang. Sonar light blue aura bursted to life, as he was trying to scare the guy away. "Woah! I'm leaving." He his light blue energy surrounded him for a few seconds and then it dissipated. The man then said something about being here for a few days and that Sonar was the first person that actually talked to him. "Oh, your new here? I could help you to get to know the city a bit. Is there any way I can assist you?"WC: 356 | 731 BATTLE TRACKER
DEFENSE PHASE Opponent: Bryce Vandross
Sonar's Defense: 70
FIRST ATTACK: Accuracy roll= Damage=
SECOND ATTACK: Accuracy roll= Damage=
TOTAL DAMAGE: 0-1=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 Sonar:
Regen: +3 ki per turn (Kai Robes)
Traits:
EQUIPMENT:
Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None.
DEFENSE/UTILITY TECHS:
TELEPORT You vanish--moving immediately through space and time by some unnatural means. Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
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.
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.
ENERGY SHIELD You create a sphere of ki around your body that insulates and protects you from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS:
FIGHTING: 20 | ENERGY CONTROL: 5 | REFLEXES: 20 | RESILIENCE: 10 DR: +1 | DMG MOD: +1 | KI COST: -0 | MELEE ACC: 1d100+20 | ENERGY ACC: 1d100+5 | HP: 60/60 | KI: 135/135 | BASE PL: 107 | CURRENT PL: 133
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Post by Tolvur-Q12 on Dec 15, 2019 5:12:35 GMT -8
Bryce wasn't all too fond of what was happening in front of him since it did quite a bit to trigger his.. rank, he decided to call it. However, what it did succeed in doing was enabling him to catch a glimpse of what this boy with power inside of him could do due to him allowing it to flare up to scare off the other kid. It wasn't all that impressive, but it sure as hell got a rise out of Bryce, maybe he could do something with it, even. The boy then turned back to him, apologized for a whole slew of things, removed his jacket and told the mandroid that he was willing to help him to get to know the city. The city wasn't important to the android, but what got his attention was the fact this boy then offered his assistance in other ways. That offer combined with Bryce having seen some power flowing from him made his other side surface and materialize in a chuckle. A fight was not what Bryce was after, but seeing something like this made it impossible for him to not want one, no matter how low the energy output from the other person was. It seemed this low energy was a point of interest for the mandroid due to him having just learned how to keep his own energy below a certain level. And with that came obvious advantages for the opposing party, because due to lowering your own energy you would feel slower too, more sluggish and less accurate. And in turn that would provide a challenge for the mandroid, one that would have him fight with the odds stacked against him. However, this was him assuming this boy would even agree to a fight, or a spar. Suddenly he remembered Nal, she had started out weak but he helped her get stronger in more than one event. Maybe he could do the same with this boy. ''Yes, you can assist me.'' Bryce replied. ''You can show me spots both in and outside of the city that we can spar in.'' =========== WC: 353 Defensive Phase Bryce is hit 0 time(s) for 0 damage!
Battle effects
Edge
Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will:
BONUS ACTION: STANDARD ACTION 1: STANDARD ACTION 2:
ROLLS
STANDARD ACTION 1: Damage:
STANDARD ACTION 2: Damage:
Stats: Powerlevel: 9,328 [5] Health Points; 90/90 Ki; 100/100 [0/100 regained] Defense; 100 Accuracy melee; 50 Damage modifier melee: 4 Accuracy ranged; 25 [0] Damage modifier ranged: 3 Damage reduction: 3
Techniques
Clash [1/1] -19 ki + cost of attack When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused.
Enhanced Sense ∞ You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. [0/3]
Countermeasures [1/1] -14 ki 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".
Feint [2/2] -14 ki You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Flying Swallow -14 ki Damage: 3d10 Effect: Temper - If this technique is the only Special Technique used on your turn, decrease the cost of the first Special Technique used on your next turn by 5 ki. Effect: Wounding - This technique has a 40% chance to inflict Wound on hit.
Items Flexmetal staff You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. 3 uses per thread [3/3] Bonus action
Champion's gi At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. 1 bonus per turn At-will
AI assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Traits Class Combo attack Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. [+0] Class Solid foundation You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Thrill of the hunt Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Racial Infinite core type You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. Instinct - AI assistant Your Defense is increased by +15. Quick draw - AI assistant You may activate Weapon-type items as At-Will Actions. Blitz - AI assistant When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. N/A
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Post by Sonar Wave on Dec 15, 2019 7:45:42 GMT -8
As Sonar waited for the man's answer, to see if he could want Sonar to show him around. But what happened in the last few moments appealed to him. He then asked him for a spot where a spar could take place. Sonar thought about that question for a bit. Does he want a spar from me. I would give him, especially since I haven't sparred with someone in a while. I think that what just happened with that kid may has……. impressed him.Assuming he wanted to spar with him, he said "Mmph. Let me think.""Well, I've seen people spar in alleyways, I don't know if you would want to. But it's closest thing here right now.""Come on, I'll show you, it's not that bad."Sonar pointed in the direction of where he was going to go, then he started to walk. He looked behind her to see if the man was coming. While walking he said "Hey, you didn't tell me your name. What should I call you if you don't?"He turned and went into the alleyway and said "Well, is this good enough? You can stay up there while I'll stay down here."There wasn't anyone looking at them, while they were passing, Sonar expected that to change, once the spar actually started. "Let's, begin."His father always told him to power up before his spars and fights always started, but he already so when that boy came to disrespect him. He stood there for a few moments in his boxing stance. The spar started with Sonar rushing at Bryce, igniting his light blue aura. He started it of pretty simple, attempting to throw two punches at Bryce. WC: 283 | 1,014 BATTLE INFO - SONAR DEFENSE PHASE.
[Bryce Vandross] Attack #1: [Bryce Vandross] Attack #2: [Bryce Vandross] Attack #3: 0 dmg -(1+5)6 DR =0 dmg.
OFFENSE PHASE.
Bonus Action: Dragon Dash | +3 Damage | -7 ki
Action 1: Strike | -0 ki Atk Bonus: +15 | Dmg Bonus: +3 | Inflict Bonus: +0% u9WKp0yJ1d100+35 for atk. 1d8+9 for dmg. [N/A] for inflict.
Action 2: Strike | -0 ki Atk Bonus: +15 | Dmg Bonus: +3 | Inflict Bonus: +0% 1d100+35 for atk. 1d8+9 for dmg. [N/A] for inflict.
EFFECTS. Sonar has Edge 4 over Bryce: Edge 4: Your PL must be 4x an opponent’s; you gain +15 to the value of your Accuracy dice roll, +5 bonus damage on all attacks, and +5 Damage Reduction. Ki Regenerated: 0/100 | Power Up PL raised by 25% for 2 turns | 1/2
TRAITS.
Class: Martial Artist Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1. Combo Attack - Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target.
ITEMS.
Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None.
DEFENSE/UTILITY TECHS.
TELEPORT I You vanish--moving immediately through space and time by some unnatural means. Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
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.
SOLAR FLARE III 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 SHIELD I You create a sphere of ki around your body that insulates and protects you from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Skills and Statistics FIGHTING: 20 ENERGY CONTROL: 5 REFLEXES: 20 RESILIENCE: 10
BASE PL: 107 | CURRENT PL: 133 HP: 60/60 | KI: 135/135 | DEF: 70 | ENG ATK: (+5+15)20 | PHY ATK: (+20+15)35 | DMG MOD: (+1+5)6 Tag: Tolvur-Q12 1d100+35·1d8+9·1d100+35·1d8+9
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Post by Tolvur-Q12 on Dec 15, 2019 10:28:28 GMT -8
Alleyways. The kid mentioned sparring in an alleyway just because he had seen other people do so. Seemed more like paining a target on your back, since even with suppression there, in the middle of a city there would always be the stray gaze finding its way into a random alleyway. Still, this boy agreed to a spar without him ever being asked to, so mention anything about the venue would be looking a gift horse in the mouth. Bryce followed him and found himself stepping on quite a few dead rats, muck clinging to his boot and dumpsters giving off the smell of rotting eggs after a fire. For someone who just vomited this was a bold choice for sure, and while the mandroid would never in a million years experience that again, he did have to commend the boy for going into something like this willingly. Not to mention the beating he would get by willingly facing Bryce. However, he did limit himself quite a bit and the choice of venue made it hard to do flashy stuff, so maybe this boy had a chance. Also, thinking back to how he handled Zam made him want to hold back a bit, prolong the experience. But on the flipside there was the issue of him not telling Bryce his own name. Now, Bryce never told the boy his own name, but that was because he thought people didn't deserve it until they gave their own. For now, this boy was just a starting fighter waiting for someone to show him what was what. And guess what? Bryce had things to show. The first move was a fist thrown at him, and then another. With Bryce not having had the time to prepare; or simply not taking it, he was quite surprised by this. But not surprised enough to not see it coming, even despite the speed he had yet to see anywhere else in such a young body. But with simple effort he was able too sidestep them both, his hand grazing the second attack as he danced to the side of the boy. When there, he launched just one simple move: an attempted chop at the neck of the boy as he rushed by. ================== WC: 376 EWC: 1107 Defensive Phase Bryce is hit 0 time(s) for 0 damage!
Battle effects
Edge
Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will: Champion's gi: +15 for basics this turn
BONUS ACTION: Rapid Movement -14 ki +25 defense STANDARD ACTION 1: Strike STANDARD ACTION 2:
ROLLS
STANDARD ACTION 1: 2|fnKZVk1d100+65 Damage: 1d8+4 Thrill of the hunt: 1d6
STANDARD ACTION 2: Damage:
Stats: Powerlevel: 9,328 [5] Health Points; 90/90 Ki; 88/100 [0/100 regained] Defense; 100 Accuracy melee; 50 Damage modifier melee: 4 Accuracy ranged; 25 [0] Damage modifier ranged: 3 Damage reduction: 3
Techniques
Clash [1/1] -19 ki + cost of attack When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused.
Enhanced Sense ∞ You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. [1/3]
Countermeasures [1/1] -14 ki 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".
Feint [2/2] -14 ki You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Flying Swallow -14 ki Damage: 3d10 Effect: Temper - If this technique is the only Special Technique used on your turn, decrease the cost of the first Special Technique used on your next turn by 5 ki. Effect: Wounding - This technique has a 40% chance to inflict Wound on hit.
Items Flexmetal staff You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. 3 uses per thread [3/3] Bonus action
Champion's gi At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. 1 bonus per turn At-will
AI assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Traits Class Combo attack Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. [+0] Class Solid foundation You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Thrill of the hunt Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Racial Infinite core type You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. Instinct - AI assistant Your Defense is increased by +15. Quick draw - AI assistant You may activate Weapon-type items as At-Will Actions. Blitz - AI assistant When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. N/A
1d100+65·1d8+4·1d6
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Post by Sonar Wave on Dec 15, 2019 16:36:29 GMT -8
The spar began pretty simple, with Sonar charging at the mandroid, attempting to throw two punches at him. But it seemed as if it was rather expected. The mandroid was pretty quick. To Sonar, it didn't take much for him to dodge, as he simply stepped to the side avoiding both of the punches. Sonar was extremely surprised when he saw the mandroid dodging the punches with ease. What is that speed? No worries, I'll slow him down.Something in his head told him to duck, and he did. Bryce was trying to chop him in the neck. The human didn't get out of that without being hurt, as the hand ended up hitting him in the head. Sonar had to try to atleast keep up with the mandroid, so the moment he went down, after ducking, he dashed backwards to face Bryce. He was planning to get a little distance between them, but make some sort of impact while doing so. While dashing backwards, he laids his index and his middle finger, from both his hands, on his forehead. He closed his eyes and then suddenly, a quick flash of light blue filled the area. He opened his eyes. He wasn't really sure if that impacted him but if it didn't, he throw two ki blast to back it up. WC: 223 | 1,237 BATTLE INFO - SONAR DEFENSE PHASE.
[Bryce Vandross] Attack #1: Hit [Bryce Vandross] Attack #2: [Bryce Vandross] Attack #3: 12 dmg -(1+5)6 DR =6 dmg.
OFFENSE PHASE.
Bonus Action: Solar Flare | 70% Blind | -5 ki i7yHYL531d100 for inflict. (Blind) (If blind is inflicted, you automatically take 1d6 dmg. This bypasses all DR.)
Action 1: Ki Blast | -2 ki Atk Bonus: +15 | Dmg Bonus: +3 | Inflict Bonus: +0% 1d100+20 for atk. 2d6+9 for dmg. [N/A] for inflict.
Action 2: Ki Blast | -2 ki Atk Bonus: +15 | Dmg Bonus: +3 | Inflict Bonus: +0% 1d100+20 for atk. 2d6+9 for dmg. [N/A] for inflict.
EFFECTS. Sonar has Edge 4 over Bryce: Edge 4: Your PL must be 4x an opponent’s; you gain +15 to the value of your Accuracy dice roll, +5 bonus damage on all attacks, and +5 Damage Reduction. Ki Regenerated: 0/100 | Power Up PL raised by 25% for 2 turns | 2/2
TRAITS.
Class: Martial Artist Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1. Combo Attack - Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target.
ITEMS.
Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None.
DEFENSE/UTILITY TECHS.
TELEPORT I You vanish--moving immediately through space and time by some unnatural means. Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
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.
SOLAR FLARE III 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 SHIELD I You create a sphere of ki around your body that insulates and protects you from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Skills and Statistics FIGHTING: 20 ENERGY CONTROL: 5 REFLEXES: 20 RESILIENCE: 10
BASE PL: 107 | CURRENT PL: 133 HP: 54/60 | KI: 131/135 | DEF: 70 | ENG ATK: (+5+15)20 | PHY ATK: (+20+15)35 | DMG MOD: (+1+5)6 Tag: Tolvur-Q12 1d100·1d6·1d100+20·2d6+9·1d100+20·2d6+9
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Post by Tolvur-Q12 on Dec 15, 2019 20:34:46 GMT -8
His attack connected, not that he expected anything else. The speed of this boy, while high was close to what Bryce was able to achieve, but it wasn't enough. With some training he was sure this boy could be a force to be reckoned with. But what he would have to learn was both the simple virtue of simply telling his training partners his name, as well as knowing when not to fight someone. And from one single punch delivered, Bryce had been able to figure out a simple thing; this boy was in over his head, even with the given advantage. Hell, Bryce could hit even with it in place, so there wasn't too much of an advantage given, he supposed. But still the boy came at him, and that level of commitment was respectable, even if he was currently fighting a losing battle. The boy closed his eyes and placed his fingers near his face, and soon there was a light from somewhere that almost blinded the mandroid. But the instant he felt a surge of energy he instinctively closed his eyes to shroud himself in darkness; a darkness still pierced by the light this still unnamed boy produced. He assumed this light was used to keep him from seeing incoming attacks, but what wasn't thought of was the fact that Bryce could sense energy even while being unable to see. So just to give the boy a sense of accomplishment he kept his eyes shut. However, Bryce figured that there were lots of targets beyond the alleyway that were successfully blinded. Suddenly, he felt two energy signatures coming his way and, even with his eyes closed, he jumped to the side. Now, it helped him to avoid the two attacks that were thrown his way, but it also made Bryce slam his shoulder to the side of the alley as he jammed himself against the wall. Looking at the boy before him though as he then cheekily opened his eyes, he noticed quite the distance between them. Was this kid able to utilize energy blasts? That was.. unexpected. However, he didn't just stand there and quickly pushed himself from the wall, moving from side to side while creeping closer to the boy. He ran, and swiftly pushed himself off of the ground, a foot pressed against the wall to push him towards the boy as a single fist crashed down in an attempt to strike him. ===================== WC: 409 EWC: 1516 Defensive Phase Bryce is hit 0 time(s) for 0 damage!
Battle effects
Edge
Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will: Champion's gi: +10 defense this turn
BONUS ACTION: Enhanced sense - +5 accuracy/defense, +1 DR/DMG STANDARD ACTION 1: Strike STANDARD ACTION 2:
ROLLS
STANDARD ACTION 1: j37QH_WS1d100+60 Damage: 1d8+5 Thrill of the hunt: 1d6
STANDARD ACTION 2: Damage:
Stats: Powerlevel: 9,328 [5] Health Points; 90/90 Ki; 90/100 [0/100 regained] Defense; 100 Accuracy melee; 50 Damage modifier melee: 4 Accuracy ranged; 25 [0] Damage modifier ranged: 3 Damage reduction: 3
Techniques
Clash [1/1] -19 ki + cost of attack When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused.
Enhanced Sense ∞ You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. [2/3]
Countermeasures [1/1] -14 ki 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".
Feint [2/2] -14 ki You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Flying Swallow -14 ki Damage: 3d10 Effect: Temper - If this technique is the only Special Technique used on your turn, decrease the cost of the first Special Technique used on your next turn by 5 ki. Effect: Wounding - This technique has a 40% chance to inflict Wound on hit.
Items Flexmetal staff You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. 3 uses per thread [3/3] Bonus action
Champion's gi At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. 1 bonus per turn At-will
AI assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Traits Class Combo attack Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. [+5] Class Solid foundation You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Thrill of the hunt Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Racial Infinite core type You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. Instinct - AI assistant Your Defense is increased by +15. Quick draw - AI assistant You may activate Weapon-type items as At-Will Actions. Blitz - AI assistant When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. N/A
1d100+60·1d8+5·1d6
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Post by Sonar Wave on Dec 16, 2019 6:17:43 GMT -8
It wasn't the type of spar that Sonar had in mind, as the mandroid kept on dodging his attacks. He threw two ki blasts at Bryce, but it seemed as if he sensed them coming at him, and he simply jumped to the side. But yes, since it was an alleyway and it was pretty narrow, he got his shoulder slammed into the wall. Ouch! I think that was a bit too hard.Then he realized that the mandroid was still in able to get around, and wasn't affected by the Solar Flare. God damnit!For some reason he wanted to impress Bryce. He didn't want to look like a weakling towards him. Yes he might have probably sensed that his Power Level is pretty low, but he wanted to show him that he has skill and determination. Bryce rushed at the young man. Using the walls of the alleyway, he pushed himself using his leg and attempted to punch the boy. He was pretty quick, and Sonar ended up taking the blow to the face. "Ugh!"Well, yes knowing Sonar at this point wouldn't tolerate being hit and not hitting. He facial expression showed that he was pretty pissed. No, no, no! I'm no weakling! I'm not weak, I've got to hit him at least once!He didn't plan to try punching him or throwing a ki blast, because he thought that it would be expected so he rushed at the mandroid, grabbed his arm, and attempted to tackle him to the ground. WC: 256 | 1,493 BATTLE INFO - SONAR DEFENSE PHASE.
[Bryce Vandross] Attack #1: Hit [Bryce Vandross] Attack #2: [Bryce Vandross] Attack #3: 14 dmg -(1+5)6 DR =8 dmg.
OFFENSE PHASE.
Bonus Action: Dragon Dash | +3 Attack | -7 ki
Action 1: Grapple | -3 ki Atk Bonus: +15 | Dmg Bonus: +6 | Inflict Bonus: +0% fbLTcUYS1d100+40 for atk. 1d6+12 for dmg. 1d100 for inflict. (Immobilize)
Action 2: Grapple | -3 ki Atk Bonus: +15 | Dmg Bonus: +6 | Inflict Bonus: +0% 1d100+40 for atk. 1d6+12 for dmg. 1d100 for inflict. (Immobilize)
EFFECTS. Sonar has Edge 4 over Bryce: Edge 4: Your PL must be 4x an opponent’s; you gain +15 to the value of your Accuracy dice roll, +5 bonus damage on all attacks, and +5 Damage Reduction. Ki Regenerated: 0/100 | Power Up PL raised by 25% for 2 turns | 2/2
TRAITS.
Class: Martial Artist Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1. Combo Attack - Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target.
ITEMS.
Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None.
DEFENSE/UTILITY TECHS.
TELEPORT I You vanish--moving immediately through space and time by some unnatural means. Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
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.
SOLAR FLARE III 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 SHIELD I You create a sphere of ki around your body that insulates and protects you from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Skills and Statistics FIGHTING: 20 ENERGY CONTROL: 5 REFLEXES: 20 RESILIENCE: 10
BASE PL: 107 | HP: 46/60 | KI: 118/135 | DEF: 70 | ENG ATK: (+5+15+5)25 | PHY ATK: (+20+15+5)40 | DMG MOD: (+1+5)6 Tag: Tolvur-Q12 1d100+40·1d6+12·1d100·1d100+40·1d6+12·1d100
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Post by Tolvur-Q12 on Dec 16, 2019 9:38:41 GMT -8
..and there it was, the tipping point. The moment where a boy training with someone turned into utter frustration. Bryce could see it on his face, and it put a smile on his own. Maybe he should just embrace the fact that something like this could give him so much joy, and just accept the comments that came with it, trying to hold them back maybe took too much energy and maybe it would mean that if he didn't use it to keep himself silent, he would be better in fights. His face twisted quite a bit as the mandroid then realized that the boy was not only frustrated but also.. angry, almost. His face betrayed as much. But to the surprise of the mandroid, it didn't make him wonder about what he did, he was just feeling glad he did. ''You should stop trying to hit me.'' Bryce said, his previous hit a success and adding to his smug posture. But there was a silver lining to the dark cloud that was the cyborg. He did have the urge to help this boy get stronger, because like assumed earlier, this boy could reach great heights with the proper training. Maybe he was already getting it, but there was no rule saying Bryce couldn't try teaching the kid some moves. Soon enough though, there were no more words that could be spoken since the boy in question rushed at Bryce once more, but this time there was intent he hadn't seen before. It looked like he was going for a punch, but his hands were formed like claws and stuck in a grasping motion it seemed. But despite this there was still the issue of not being able to touch the mandroid without him instinctively drawing back in situations like these. As he spun backwards, avoiding being grasped he would extend one of his hands to try and hit the kid across the face while moving back a bit. ''And eventually you might hit me.'' ================= WC: 334 EWC: 1850 Defensive Phase Bryce is hit 0 time(s) for 0 damage!
Battle effects
Edge
Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will: Champion's gi: +15 accuracy with basics this turn
BONUS ACTION: Rapid movement -14 ki - +25 defense STANDARD ACTION 1: Strike STANDARD ACTION 2:
ROLLS
STANDARD ACTION 1: 9jEbci|z1d100+75 Damage: 1d8+4 Thrill of the hunt: 1d6
STANDARD ACTION 2: Damage:
Stats: Powerlevel: 9,328 [5] Health Points; 90/90 Ki; 78/100 [0/100 regained] Defense; 100 Accuracy melee; 50 Damage modifier melee: 4 Accuracy ranged; 25 [0] Damage modifier ranged: 3 Damage reduction: 3
Techniques
Clash [1/1] -19 ki + cost of attack When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused.
Enhanced Sense ∞ You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. [3/4]
Countermeasures [1/1] -14 ki 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".
Feint [2/2] -14 ki You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Flying Swallow -14 ki Damage: 3d10 Effect: Temper - If this technique is the only Special Technique used on your turn, decrease the cost of the first Special Technique used on your next turn by 5 ki. Effect: Wounding - This technique has a 40% chance to inflict Wound on hit.
Items Flexmetal staff You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. 3 uses per thread [3/3] Bonus action
Champion's gi At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. 1 bonus per turn At-will
AI assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Traits Class Combo attack Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. [+10] Class Solid foundation You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Thrill of the hunt Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Racial Infinite core type You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. Instinct - AI assistant Your Defense is increased by +15. Quick draw - AI assistant You may activate Weapon-type items as At-Will Actions. Blitz - AI assistant When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. N/A
1d100+75·1d8+4·1d6
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Post by Sonar Wave on Dec 16, 2019 18:54:05 GMT -8
Yes, Sonar got extremely frustrated because he couldn't land at least one of his attacks. He tried to grab his arm, to be able to tackle him to the ground, but he could even pull that off. The mandroid pulled his arm away pretty quickly and spun around. Something told Sonar to duck, which he did. Having full confidence that he dodged the attack that he knew was coming at him, he was strongly disappointed, as it still ended up slapping him in his head. It was so hard, it threw him to the ground. Bryce said something that puzzled the human. He said that he should stop trying to hit him. Man, I don't know right now. It's like he expects every move, or he is just hell a lot stronger than me and he wants to play with someone. Sonar didn't really think about retaliating because he is beating him because, to be fair, he assumed that he mandroid wanted to spar with him. Finishing his statement he said and that is the only way height actually hit him. If I won't retaliate do that, then I'll have to prove myself to him. I won't be a laughing stock. Let's try this one more time, if this doesn't work….There was a bit of a distance between the two, so Sonar wasted no time, laying his fingers on his forehead, a flash of light blue light up the area a little bit more than it was for a bit. Sonar didn't attempt to stand up, but instead, he tried to sweep the mandroid's feet with his leg. WC: 271 | 1,764 {BATTLE INFO - SONAR}
DEFENSE PHASE.
[Bryce Vandross] Attack #1: Hits for 12 dmg [Bryce Vandross] Attack #2: [Bryce Vandross] Attack #3: 12 dmg -(1+5)6 DR =6 dmg.
OFFENSE PHASE.
Bonus Action: Solar Flare | 70% Blinding | -5 ki Xb3GcrRr1d100 for inflict. If blind is inflicted you will automatically take 1d6 dmg. This bypasses all DR
Action 1: Grapple | -3 ki Atk Bonus: +15 | Dmg Bonus: +6 | Inflict Bonus: +0% 1d100+40 for atk. 1d6+12 for dmg. 1d100 for inflict. (Immobilize)
Action 2: Grapple | -3 ki Atk Bonus: +15 | Dmg Bonus: +6 | Inflict Bonus: +0% 1d100+40 for atk. 1d6+12 for dmg. 1d100 for inflict. (Immobilize)
EFFECTS. Sonar has Edge 4 over Bryce: Edge 4: Your PL must be 4x an opponent’s; you gain +15 to the value of your Accuracy dice roll, +5 bonus damage on all attacks, and +5 Damage Reduction. Ki Regenerated: 0/100 | Power Up PL raised by 25% for 2 turns | 2/2
TRAITS.
Class: Martial Artist Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1. Combo Attack - Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target.
ITEMS.
Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None.
DEFENSE/UTILITY TECHS.
TELEPORT I You vanish--moving immediately through space and time by some unnatural means. Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
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.
SOLAR FLARE III 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 SHIELD I You create a sphere of ki around your body that insulates and protects you from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Skills and Statistics FIGHTING: 20 ENERGY CONTROL: 5 REFLEXES: 20 RESILIENCE: 10
I should regenerate +9 ki because I forgot to in the turns before. Given by Kai Robes.
BASE PL: 107 | HP: 40/60 | KI: 116/135 | DEF: 70 | ENG ATK: (+5+15+5)25 | PHY ATK: (+20+15+5)40 | DMG MOD: (+1+5)6 Tag: Tolvur-Q12 1d100·1d6·1d100+40·1d6+12·1d100·1d100+40·1d6+12·1d100
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Post by Tolvur-Q12 on Dec 16, 2019 20:29:11 GMT -8
Okay this one actually hit. The same technique from before that was very likely to blind everyone who just happened to look at the spar taking place in the alleyway. But instead of Bryce seeing it coming and simply closing his eyes to stop it from actually blinding him, he failed to do anything about it in time and found himself without vision. Despite this he remained calm though, because not being able to see did not mean he was unable to fight, he could still sense where his opponent was, although even that was like watching an illusion. His 'eye' saw two signatures that were exactly the same. Now he could handle both, but obviously one was fake while the other was free to do whatever to the mandroid. Taking a short moment to himself Bryce decided it was time because of this, to try out a new technique he had been working on. Also, he had to remember to thank the kid for pushing him into a corner he hadn't been in before, forcing him to think of new ways to claw himself out. And claw his way out was exactly what he would do. His fist suddenly shook with energy as he saw both signatures coming closer, needing to decide which one he'd try and stop. Now, the first one was easy to dodge by stepping to the side, but he wasn't sure if this was the right one to dodge and it lost him the time he needed to respond to the other in time. However, despite that he was still able to 'claw his way out' as thought of before. His fist almost instantly slammed up, his fingers pointing upwards and his hand in the form of a claw, aiming for the chin of this boy that, if hit would hopefully stop him in his tracks. =================== WC: 311 EWC: 2161 Defensive Phase Bryce is hit 0 time(s) for 0 damage!
Battle effects Blind! -25 defense/accuracy. [1/2]
Edge
Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will: Champion's gi: +15 accuracy with a single special technique this turn
BONUS ACTION: Enhanced sense - +5 defense/accuracy, +2 DR/DMG STANDARD ACTION 1: Clash - Flying Swallow - When the damage roll exceeds that of the opponent, no damage is done to me and no status is inflicted. STANDARD ACTION 2: Clash - Flying Swallow - When the damage roll exceeds that of the opponent, they treat it as a normal attack against them [Aimed at the second grapple, 15 damage]
ROLLS
STANDARD ACTION 1: Zhtrfga21d100+60 Damage: 3d10+18 Thrill of the hunt: 1d6
STANDARD ACTION 2: Damage:
Stats: Powerlevel: 9,328 [5] Health Points; 88/90 Ki; 47/100 [0/100 regained] Defense; 100 Accuracy melee; 50 Damage modifier melee: 4 Accuracy ranged; 25 [0] Damage modifier ranged: 3 Damage reduction: 3
Techniques
Clash [0/1] -19 ki + cost of attack When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused.
Enhanced Sense ∞ You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. [3/4]
Countermeasures [1/1] -14 ki 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".
Feint [2/2] -14 ki You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Flying Swallow -14 ki Damage: 3d10 Effect: Temper - If this technique is the only Special Technique used on your turn, decrease the cost of the first Special Technique used on your next turn by 5 ki. Effect: Wounding - This technique has a 40% chance to inflict Wound on hit.
Items Flexmetal staff You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. 3 uses per thread [3/3] Bonus action
Champion's gi At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. 1 bonus per turn At-will
AI assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Traits Class Combo attack Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. [+15] Class Solid foundation You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Thrill of the hunt Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Racial Infinite core type You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. Instinct - AI assistant Your Defense is increased by +15. Quick draw - AI assistant You may activate Weapon-type items as At-Will Actions. Blitz - AI assistant When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. N/A
1d100+60·3d10+18·1d6
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Post by Sonar Wave on Dec 18, 2019 6:41:31 GMT -8
Yep, that was it for Sonar and his pride. He never actually thought that he would spar with such a strong opponent. It would really hurt him to be sparring with Bryce and his just missed every single punch and ki blast that he threw at him. Sonar had a moral that says When you have friends that are stronger than you, stick with them. They can teach you a lot, and when they do, you will become strong.He thought about implementing that here. Since it would be embarrassing to just be there, trying to hit him and he just simply sidesteps it. What will the passers-by think when they see him, attempting to hit someone and it misses, all the time? They would mock him, and he couldn't afford for that to happen. He attempted to Solar Flare him for the second time, and it actually worked. Finally, now to bring him down.He attempts failed terribly. By the time he was soppused to sweep his leg, he dodged it. The mandroid swung his claws and Sonar was forced to dodge. He rolled over to the wall, where the dead rats were. "Ugh!"He got up quickly and looked at the blind mandroid. He is blind, but not for long, I must take advantage of this.Immediately he charged at his spar partner, attempting to punch him in the stomach. WC: 234 | 1,998 BATTLE INFO - SONAR DEFENSE PHASE.
[Bryce Vandross] Attack #1: Missed (Avoided by Feint) [Bryce Vandross] Attack #2: [Bryce Vandross] Attack #3: 0 dmg -(1+5)6 DR =0 dmg.
OFFENSE PHASE.
Bonus Action: Dragon Dash | +3 Damage | -7 ki
Action 1: Feint | -15 ki Atk Bonus: +0 | Dmg Bonus: +0 | Inflict Bonus: +0% [] for atk. [] for dmg. [] for inflict.
Action 2: Strike | -0 ki Atk Bonus: +5 | Dmg Bonus: +8 | Inflict Bonus: +0% 4Z79zYdX1d100+40 for atk. 1d8+9 for dmg. [N/A] for inflict.
EFFECTS. Sonar has Edge 4 over Bryce: Edge 4: Your PL must be 4x an opponent’s; you gain +15 to the value of your Accuracy dice roll, +5 bonus damage on all attacks, and +5 Damage Reduction. Ki Regenerated: 0/100 | Power Up PL raised by 25% for 2 turns | 2/2
TRAITS.
Class: Martial Artist Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1. Combo Attack - Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target.
ITEMS.
Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None.
DEFENSE/UTILITY TECHS.
TELEPORT I You vanish--moving immediately through space and time by some unnatural means. Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
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.
SOLAR FLARE III 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 SHIELD I You create a sphere of ki around your body that insulates and protects you from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Skills and Statistics FIGHTING: 20 ENERGY CONTROL: 5 REFLEXES: 20 RESILIENCE: 10
BASE PL: 107 | HP: 40/60 | KI: 111/135 | DEF: 70 | ENG ATK: (+5+15)25 | PHY ATK: (+20+15)40 | DMG MOD: (+1+5)6 Tag: Tolvur-Q12 1d100+40·1d8+9
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Post by Tolvur-Q12 on Dec 18, 2019 8:26:28 GMT -8
The lack of chin against his fingers told Bryce that his attack missed, which was the first time this boy dodged anything and deserved praise. Or maybe it wasn't so much praise as just.. the mandroid taunting the boy. It took him blinding the android just to be able to do something worthwhile, so it looked a little.. bleak, honestly put. ''Well done!'' He called out, taking a quick moment to try and force his eyes to open but somehow still not being able to, so he still couldn't see anything. ''This deserv-'' Bryce's sentence was not finished as a fist slammed him in the gut. The air rushed out of his mechanic body as he keeled over, stumbling backwards a bit and allowing himself, if possible, to see the energy permiating from the fist he was just hit by. He was sure he could have dodged it if it was any other moment, but this boy.. just took the advantage he saw, and for that Bryce was.. actually a bit prideful. Angry, but prideful. So he was happy for the boy, but was also ready to end this match right now if he was able to. Trying his best to locate the kid, he charged forward and unleashed a flurry of punches aimed at the signature. ================ WC: 217 EWC: 2378 Defensive Phase Bryce is hit 1 time(s) for 16 damage! 16 - 5 DR = 11 damage!
Battle effects Blind! -25 defense/accuracy. [2/2]
Edge
Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will: Champion's gi: +15 accuracy with a basic attacks this turn At will: Flexmetal staff At will: Blitz
BONUS ACTION: Enhanced sense - +5 defense/accuracy, +2 DR/DMG STANDARD ACTION 1: Strike STANDARD ACTION 2: Strike
ROLLS
STANDARD ACTION 1: e4L9D8eg1d100+45 Damage: 1d8+6 Thrill of the hunt: 1d6
STANDARD ACTION 2: 1d100+45 Damage: 1d8+6 Thrill of the hunt: 1d6
BLITZ: 1d100+45 Damage: 1d8+6 Thrill of the hunt: 1d6
FLEXMETAL STAFF: 1d100+45 Damage: 1d8+6 Thrill of the hunt: 1d6
FLEXMETAL STAFF: 1d100+45 Damage: 1d8+6 Thrill of the hunt: 1d6
FLEXMETAL STAFF: 1d100+45 Damage: 1d8+6 Thrill of the hunt: 1d6
Stats: Powerlevel: 9,328 [5] Health Points; 77/90 Ki; 49/100 [0/100 regained] Defense; 100 Accuracy melee; 50 Damage modifier melee: 4 Accuracy ranged; 25 [0] Damage modifier ranged: 3 Damage reduction: 3
Techniques
Clash [0/1] -19 ki + cost of attack When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused.
Enhanced Sense ∞ You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. [4/6]
Countermeasures [1/1] -14 ki 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".
Feint [2/2] -14 ki You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Flying Swallow -14 ki Damage: 3d10 Effect: Temper - If this technique is the only Special Technique used on your turn, decrease the cost of the first Special Technique used on your next turn by 5 ki. Effect: Wounding - This technique has a 40% chance to inflict Wound on hit.
Items Flexmetal staff You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. 3 uses per thread [2/3] Bonus action
Champion's gi At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. 1 bonus per turn At-will
AI assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Traits Class Combo attack Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. [+0] Class Solid foundation You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Thrill of the hunt Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Racial Infinite core type You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. Instinct - AI assistant Your Defense is increased by +15. Quick draw - AI assistant You may activate Weapon-type items as At-Will Actions. Blitz - AI assistant When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. N/A
1d100+45·1d8+6·1d6·1d100+45·1d8+6·1d6·1d100+45·1d8+6·1d6·1d100+45·1d8+6·1d6·1d100+45·1d8+6·1d6·1d100+45·1d8+6·1d6
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Post by Sonar Wave on Dec 19, 2019 6:54:14 GMT -8
That Solar Flare worked and Sonar wasted no time, to attempt to pinch the mandroid in his gut. It seemed as if Bryce was trying to compliment the boy, but he didn't realized until his fist got smashed into Bryce's stomach. "Wait, what?"It was a punch fueled by the eagerness to punch the man at least once. Sonar was pretty confident that his attacks may actually hit now. The mandroid kneeled over, and stumbled for a while. His eyes were still closed, showing that he was still blind at the moment. He rushed at the human, at an incredible speed, as he attempted to unleash a flurry of blows. Sonar didn't knew what the mandroid was going to do, but he knew it would be something that would seriously hurt, seeing the anger been displayed on his face. I need to do something, and fast.Within no time, the first blow was aimed at his face. At this point, Sonar wouldn't be able to guard or even dodge this punch, so he focus his energy on teleporting. He has done this before, so he knows that it takes a lot of concentration. He closed his eyes in the moment, and an after image was formed, which disappeared moments after. Once he opened his eyes, he was right behind of the mandroid. Here goes…He raised his leg, and attempted to kick him in the back as hard as he could. WC: 243 | 2,241 BATTLE INFO - SONAR DEFENSE PHASE.
[Bryce Vandross] Attack #1: Teleport! [Bryce Vandross] Attack #2: Teleport! [Bryce Vandross] Attack #3: Teleport! [Bryce Vandross] Attack #4: Teleport! [Bryce Vandross] Attack #5: Teleport! 0 dmg -(1+5)6 DR =0 dmg.
OFFENSE PHASE.
Bonus Action: Dragon Dash | +3 Damage | -7 ki
Action 1: Teleport | -25 ki Atk Bonus: +0 | Dmg Bonus: +0 | Inflict Bonus: +0% [] for atk. [] for dmg. [] for inflict.
Action 2: Strike | -0 ki Atk Bonus: +10 | Dmg Bonus: +8 | Inflict Bonus: +0% llJ1r6551d100+45 for atk. 1d8+9 for dmg. [N/A] for inflict.
EFFECTS. Sonar has Edge 4 over Bryce: Edge 4: Your PL must be 4x an opponent’s; you gain +15 to the value of your Accuracy dice roll, +5 bonus damage on all attacks, and +5 Damage Reduction. Ki Regenerated: 0/100 | Power Up
TRAITS.
Class: Martial Artist Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1. Combo Attack - Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target.
ITEMS.
Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None.
DEFENSE/UTILITY TECHS.
TELEPORT I You vanish--moving immediately through space and time by some unnatural means. Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
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.
SOLAR FLARE III 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 SHIELD I You create a sphere of ki around your body that insulates and protects you from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Skills and Statistics FIGHTING: 20 ENERGY CONTROL: 5 REFLEXES: 20 RESILIENCE: 10
BASE PL: 107 | HP: 40/60 | KI: 85/135 | DEF: 70 | ENG ATK: (+5+15)25 | PHY ATK: (+20+15)40 | DMG MOD: (+1+5)6 Tag: @
1d100+45·1d8+9
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