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Post by Nal on Jan 25, 2020 11:55:24 GMT -8
"Hey, now!" - the majin scowled, as she saw the doctor bolt suddenly, almost distracted by the many robots... almost. The side effect of that tracking spell was a minor fixation with the doctor, which she intended to use to it's fullest. For now, the majin looked around, seeing many robots between her and her quarry. Frowning plenty, as not only this happened, but there was also talk about self-destruction now - and that was never good, never in any way fun. Even if something needed blowing up, it was more fun to be the one doing it. "You haven't answered my question! I'm learning to do this hero thing and I want to know if I'm doing well!" - the little majin shouted after the fleeing doctor, spreading her hands in a combat stance. Powering up and focusing that power on the doctor - preparing to charge at her, above the robots and all that stuff, but for now, just preparing. Having her energy rise, but in a slow, controlled manner rather a random, chaotic spew. She was a sophisticated majin, with a positively adorable hair. This called for some restraint, right? That, and the power seemed to prefer to be all mystical and smooth. She followed it's whims as much as it followed hers. It felt odd, but worked. [217|2439] BATTLE TRACKER{Click Here For Numbers!}DEFENSE PHASE: Attack 1: Nal 70 vs Enemy (roll) = result Attack 2: Nal 70 vs Enemy (roll) = result Damage: result - 14 = damage
OFFENSE PHASE:
At-Will: - Bonus Action: Power Up
Standard Action 1: Standard Action 2:
EFFECTS: - Power Up obtained.
ABILITIES: Rejuvenating Strike: Strikes heal instead of doing damage, does not work on self. | At-will | 2 uses per thread (2/2) Willpower:Take zero damage this turn. 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. Blitz: Do an extra Strike as at-will after using a standard Strike (1/turn)
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 Flexmetal Staff: Perform extra Strike (as at-will) per each Strike used this turn | 3 times per thread (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. (1/1)
HEAL Action: Bonus Action Effect: Heal 20 HP to willing ally or self Cost: 9 ki. Limit: Twice per ally. (1/1 self, 2/2 Kiryu)
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. (2/2)
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: 85/85 | KI: 100/100 | PL: 15 085(base) > 18 856 (powered up) | | FIGHTING ACCURACY: 55 | ENERGY ACCURACY: 30 | DEF: 70 | | DR: +14 | DMG MODIFIER: +5 | KI COST: -1 |
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Post by Kiryu on Jan 26, 2020 0:06:48 GMT -8
Kiryu smiled over at Nal. She just wanted to do a goob job. There was something sort of pure in the simplicity of it all, and it did nothing but draw Kiryu closer to the odd, but kind Majin. Kiryu sobered quickly from his elevated mood, turning his gaze to the Professor, who was now attempting to flee. He raised an eyebrow, then spoke, voice flat. "Guilty people don't run," he said, voice nearly devoid of emotion. He remembered his friends in the desert, the ones that had nearly been killed by a hoard of bandits. He remembered the attacks on innocent people, and it was hard to keep his cool. Still, Kiryu reined himself in, speaking with more tension than he normally displayed. "Fine. If this is the way it has to be, then I'll play along. I asked you to come along peaceably. You could have told your side of the story. I might even have helped you. I'm not unreasonable.
But you have chosen a different Path. I can respect that, in a way, but I can't let it slide.
So I guess we're doing this."Kiryu breathed in deeply, steeling himself. And then, he began to truly prepare. As fast as thought, Kiryu summoned his Susanoo around him, the silver samurai armor flaring to life. He focused as he did so; he was assuming this professor would have some spicy tricks up her sleeve, and he didn't want to be caught unawares, so he honed his senses, readying himself for anything. Under his energy armor, constructed of mana and ki, Kiryu cast another spell, forming a lattice of crystallized magic over his skin. It was harder than stone, and afforded him yet another degree of protection, but it was lighter than the clothes he was wearing, and felt as natural as hisown skin. Finally, Kiryu cast a regenerative spell on himself, then summoned his platinum ring of power from it's extradimensional resting space. After all that, Kiryu pulled the energy katana formed by his magical construct from it's sheathe, then allowed magic to flow into his eyes, increasing his visual acuity and giving them an unearthly red sheen. Kiryu was ready.
[WC=365] [TWC= Battle TrackerDefense Resolution-
At-Will- Afflict (1 AP): Gain Bonus Action for Utility Tech
At-Will- Haste: Gain Bonus Action
At-WIll- Instinctual Defense, -3 ki, 8 Instinct Generated
Bonus Action- Ki Construct (Paparapapa Rank 3), -1 ki
Bonus Action- Susanoo (Energy Constructs Rank 3), -10 ki
Bonus Action- Recovery Package (+6 HP/+4 ki for 5 Turns)
Standard Action- Magic Materialization (Rank 3), Demon Ring, -3 ki
Standard Action- Dermal Armor (Barrier Rank 3), -10 ki
Arcane Points- 4/4
Energy Constructs: 6/6
Paparapapa Sidekick Uses: 4/4
Instinct: 8
HP/Ki Regeen: +6/+4, turn 1 of 5 Techniques
Dermal Armor (Barrier Rank 3) 0/1 Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration. Until temp HP is gone. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Evade (Feint Rank 3) 2/2 Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack 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.
Instinctual Defense (Rank 3) 0/1 Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Blocker (Demon Eye Rank 3)- 3/3 Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Construct (Paparapapa Rank 3)- 0/1 Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. As an At-Will Action your sidekick can take one action listed below:
Make a melee or energy attack with a +30 modifier that deals 1d6 damage.
Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an “Equipped” item.)
Increase the damage of 1 Special Technique used on this turn by +1d6.
As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage.
Limit: One sidekick may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Gun Type: Energy/Ranged/Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Burn Cost: 15 ki Learn: 2 weeks
Magic Materialization (Rank 3)- 1/2 Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2 ki per 10,000 zeni of the desired item. If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Pressure Point Strikes (Paralyze Rank 3)- 2/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
Seikuken (Sonic Sway Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
Solar Flare (Rank 3) 2/2 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.
Sonic Sway (Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to learn. Additional ranks do not take time but cost 2 MP.
Susanoo (Energy Constructs Rank 3) 0/1 Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below. You may use at-wills from this technique more than once in a given turn. --Give +10 to a single Accuracy roll on your turn. One per attack. --Gain +2 bonus damage for a single attack you make. Two per attack max. --Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack. --As a reaction you gain +5 Defense against all attacks. One per turn. --As a reaction you gain 2 DR against all attacks during turn. One per turn. Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP.
Teleport (Rank 3) 1/1 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.
The Snap Type: Ranged Energy Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Immobilizing Cost: 35 ki Learn: 2 weeks Traits
Instinct (Ability 1) Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
Intimidating Power (Class 1) Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Sadist (Class 2) Activation: Passive Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% cance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
Technique Slots (Ability 2)
Efficiency (Ability 3) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Haste (Ability 4) Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Class Abilities
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Shun Goku Satsu (Bane) After repeatedly targeting an opponent's pressure points, Kiryu targets his foe's entire ki network with powerful blows and pinpoint strikes that can badly damage the internal organs of nearly any enemy.
Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on each opponent. Equipped Items
Baba's Crystal Ball- When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level.
Guardian Staff Activation- Bonus Action- Reactive Effect- Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit- 3 uses per thread
Recovery Package- The target of this item restores +6 HP and +4 Ki per turn, at the end of each turn, for 5 of their turns. Activation- Bonus Action
Expert Training Gear- You gain an additional 50% PL from thread rewards while wearing this outfit.
Lucky Trinket- Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.)
Battle Stats
Natural PL: 24,782
Base PL: 27,360
HP: 70/70 | Temp HP: 25/25 KI: 76/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 120
DR: +4 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 0/100
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Post by Melody on Jan 28, 2020 18:52:02 GMT -8
It was strange to witness the grey woman who called herself Nal restyle the tendrils that represented her hairstyle, even stranger still when she finally spoke up, and sounded like a child; she made the mistake of assuming Nal was an adult it seemed. In a moment of distress she recollected what everyone had said, she was caught by surprise of their arrival, she relied on instinct, and her mad genius intellect to take the defensive. Recalling the email Rango had sent her on his Tuffle tech expedition, Kiryu was one of the fighters that was hired to fend off pirates, and it was fate that she met with the same person her colleague was involved with. “Heroes? There is no such thing. A hero could never solve the world’s problems. Especially not mine.” Pepper answered Nal as she took the time to slip the small silver key into a pocket, the small robots were surrounding her were now taking a defensive position, and she continued walking backwards towards a door that led to a set of stairs to the hangar bay below.
Her dark grey eyes narrowed as Kiryu kept on defending his next course of action and blaming her for not being compliant from the beginning. “Only the guilty run away? You’re just a teenage boy, what do you know? Unless you have the power to reverse Capsule Corps’ influence of acquiring the land deeds of laboratories and keep them from buying out shareholders stakes on the latest scientific research projects, you have no power to fix this, and I am not going anywhere with you. You should both leave if you know what’s good for you.”
The Professor lowered her scouter attached to her headset to detect their power levels, while they were impressive, she was not going to give them a chance at capturing her, and she warned them to get away as she set the entire place to blow up. The metal door of the control room was opened, Pepper sat on the handrail and slid down the metal staircase that descended to the hangar platform. A few robots followed her and the others remained working together to fire a white epileptic flashes from their tiny cannons mounted on their shoulders, the neuron intensive light would temporarily affect them greatly if it interfered with their visual cortex, which would grant her advantage of their movements if she dialed in the right sequence when she programmed them in.
[412]
Warning Shot: 5j5Ujopf1d100+30Base^ +5 Edge 2 on Nal- Defense Reduction: 2d6+2Base ^ +6 Damage Mod + 2 Edge 1 on Kiryu = 8 +6 Damage Mod +3 Edge 2 on Nal= 9{Action Phase} [Passive Effect] [Passive Action] Warning Shot - Reduce Defenses by [ -16 ] for 3 Rounds
[At-Will Action]
[Bonus Action] Hidden Weapon - Reduces Enemy Reflexes to 0
[Standard Action]
[Standard Action]
Power Level 42,000 41,040 Required to retain natural Edge 1 on Kiryu 37,712 Required to retain natural Edge 2 on Nal
0/4 Power up ki boost
{Statistics}
Professor Poblano, Pepper Gender: Female Race: Saiyan Racial Trait: Zenkai
Fighting 25+15=40 Energy Control 25+5=30 Reflexes 25+15 = 40 +5 =45 Resilience 25+15 = 40
Power Level: 42,000
HP: 115/115 HP With Armor: 145/145 DR: +8 DR With Armor: +11 Damage Modifier: +5 Accuracy: Fighting (1d100+40) / Energy Control (1d100+30) Defense: 85 Health Regen Per Turn: 3
Tech Slots Filled: 4/5 Inventory Slots: 9/9
Inventory: Blaster Pistol (1), Hidden Weapon (1), Katchin Armor, Deston Gas (1), Pulse Grenade, Grav Bomb, Bio Suit, AI Assistant
Blaster Pistol Standard issue energy pistol of the Earth Army. This is a small weapon that fires a sizzling bolt of energy capable of piercing flesh. Type: Weapon - Sidearm Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: You may perform one additional Energy Blast on this turn as an At-Will Action. This Energy Blast receives only half of your Accuracy and Damage modifiers. Limit: 3 uses per thread.
Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. 1/2
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.
COMPANION (x2) This person is always at your side. They could be a well-paid mercenary, a student, a pet, a lover, a robotic assistant-- whatever you choose. ZENI VALUE: 40,000 ZENI COST: 120,000 RARITY: MYTHIC -This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and it’s HP is 20. -A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both.
Grav Bomb Upon successfully affecting a target, a Grav Bomb dramatically increases the relative weight of its intended victim- making even the most mundane tasks take excessive amounts of energy. Type: Grenade Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 60% chance to be afflicted by the Special Status Effect “Heavy” for two (2) turns. While afflicted with “Heavy”, increase the cost of all actions by 5 Ki, even if that action would not normally cost Ki. Limit: Twice per thread.
Destron Gas While it’s unknown how this substance came to exist on Earth, Destron Gas is a highly potent gas that severely hinders all affected by it. Type: Grenade Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 35% chance to be afflicted by Stun, Freeze, and Poison(each rolled separately.) If even a single Status Effect is successfully inflicted by Destron Gas, reduce that opponent’s Base Power Level by 15% for the remainder of the thread. Limit: Twice per thread; a character’s Base PL Loss is capped at 50%.
Bio-suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: --
AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: --
Traits Chosen with AI Assistant: Snapshot, Warning Shot
Snapshot Activation: Passive Effect: On in a turn in which you use both a melee Strike and a ranged Energy Blast, your ranged Energy Blast basic technique gains +10 Accuracy and deals +2 damage. Limit: --
Warning Shot Activation: Passive Effect: You may perform 1 ranged attack on your first turn of combat. It deals no damage, but reduces its target’s Defense by an amount equal to the damage it would have dealt for 3 turns if it “hits”. Limit: --
Traits from Ability Mastery: Haste, Quickdraw
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
Class: Techie Level 3
Class Level 0 Features:
Armory - You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item.
Master Craft- Your Grenades have an additional +20% to afflict their respective Status Effects.
Class Level 1 Features:
Outsourcing - You may equip and use 1 additional Sidekick item; this does not increase your maximum number of item slots.
Class Level 1 Trait:
Desperado Activation: At-Will Effect: When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. Limit: 3 times per thread. Classes: Bandit, Powerhouse, Techie
Class 2 Features:
Grenaider- Grenades you use deal 4 damage and bypass all of their target’s DR, but gain no damage modifiers from other effects. You may use equipped Grenade-type items 1 additional time per battle.
Class Level 2 Trait:
Flurry of Blows Activation: Passive Effect: You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn. Limit: -- Classes: Martial Artist, Protector, Techie
Class 3 Features:
Chain Detonation- When using your Strike and/or Energy Blast Basic Techniques, and Special Techniques, you may choose to consume 1 use of an equipped Grenade to add that Grenade’s effects to the Technique being used.
Non-Basic Techniques: Pepper Gas (Demon Eye), Pepper Bang (Solar Flare), Stun Gun (Paralyze), Analytics (Divination)
DEMON EYE (Rank 3) Using magic you hurl tiny beads of cursed ki at your opponent and it sticks to them, wracking them with pain. Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. "Cursed" possesses the same duration as Cripple inflicted by Demon Eye and may not stack with itself; while "Cursed", the target loses 3 ki at the beginning of their turn. 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.
PARALYZE (Rank 3) You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION (RANK 3) Whether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. 1d100+30·2d6+2
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Post by Kiryu on Feb 21, 2020 15:47:28 GMT -8
Kiryu sighed. He had not really expected the clearly unbalanced woman to surrender peacefully, but he was still disappointed that apparently, violence was going to be necessary. Kiryu's eyes widened as the woman attacked quickly. He was taken off guard, and though the attack did not impact him directly, the speed and savagery gave Kiryu pause. He would have to be on the lookout for more swift attacks from the woman and her apparent army of robotic servitors. "I'm afraid I can't do that," Kiryu said calmly. "Your actions have hurt some people I care about, and caused a lot of damage otherwise. Two wrong don't make a right, so I'm going to have to do my best to bring you in. I won't hurt you more than I have to... but I've got the feeling that you're a little too dangerous to take lightly. So I'm sorry, but this probably isn't going to be feeling great."At that, Kiryu waved his hand, non verbally casting a complicated sequence of spells at the professor. His magic was aimed to, at once, interfere with her ability to restore energy and health, drain her energy, and make any damaging techniques or technology be more taxing on her resources. At the same time, light from the ground, matching the color of his Susanoo, coalesced, attempting to wrap around the professor and restrict her movements. He then gathered his power, readying himself for the conflict.
[WC=241] [TWC=2,899] Battle TrackerDefense Resolution- WARNING SHOT- Kiryu's defense is reduced by 8; Turn 1 of 3.
At-Will- Susanoo uses Capture Net from Kiryu's inventory. Immobilize Inflict chance 60%: U4E92n_V1d100 On Inflict: IMMOBILIZE for 3 Turns. In addition to the normal effects, Immobilize deals 1 damage bypassing DR every turn while inflicted, and reduces Damage and DR by -2 while inflicted
Bonus Action- Ki Blocker (Demon Eye Rank 3), -1 ki Inflict Chance 95%: 1d100 On Inflict: CRIPPLE/CURSE for 5 Turns. In addition to the normal effects,Cripple and Curse each deal 1 damage bypassing DR every turn while inflicted, and each reduces Damage and DR by -2 while inflicted
Standard Action- Pressure Point Strikes (Paralyze Rank 3), -1 ki Paralyze Inflict Chance 90%: 1d100 On Inflict: STUN for 4 Turns. In addition to the normal effects, Paralyze deals 1 damage bypassing DR every turn while inflicted, and reduces Damage and DR by -2 while inflicted Damage bypassing DR: 1d6
Standard Action- Power Up (+25 ki, +25% PL/2 turns)
Arcane Points- 3/4
Energy Constructs: 6/6
Paparapapa Sidekick Uses: 3/4
Instinct: 8
HP/Ki Regen: +6/+4, turn 2 of 5 Techniques
Dermal Armor (Barrier Rank 3) 0/1 Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration. Until temp HP is gone. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Evade (Feint Rank 3) 2/2 Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack 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.
Instinctual Defense (Rank 3) 0/1 Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Blocker (Demon Eye Rank 3)- 3/3 Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Construct (Paparapapa Rank 3)- 0/1 Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. As an At-Will Action your sidekick can take one action listed below:
Make a melee or energy attack with a +30 modifier that deals 1d6 damage.
Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an “Equipped” item.)
Increase the damage of 1 Special Technique used on this turn by +1d6.
As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage.
Limit: One sidekick may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Gun Type: Energy/Ranged/Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Burn Cost: 15 ki Learn: 2 weeks
Magic Materialization (Rank 3)- 1/2 Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2 ki per 10,000 zeni of the desired item. If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Pressure Point Strikes (Paralyze Rank 3)- 2/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
Seikuken (Sonic Sway Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
Solar Flare (Rank 3) 2/2 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.
Sonic Sway (Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to learn. Additional ranks do not take time but cost 2 MP.
Susanoo (Energy Constructs Rank 3) 0/1 Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below. You may use at-wills from this technique more than once in a given turn. --Give +10 to a single Accuracy roll on your turn. One per attack. --Gain +2 bonus damage for a single attack you make. Two per attack max. --Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack. --As a reaction you gain +5 Defense against all attacks. One per turn. --As a reaction you gain 2 DR against all attacks during turn. One per turn. Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP.
Teleport (Rank 3) 1/1 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.
The Snap Type: Ranged Energy Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Immobilizing Cost: 35 ki Learn: 2 weeks Traits
Instinct (Ability 1) Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
Intimidating Power (Class 1) Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Sadist (Class 2) Activation: Passive Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% cance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
Technique Slots (Ability 2)
Efficiency (Ability 3) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Haste (Ability 4) Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Class Abilities
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Shun Goku Satsu (Bane) After repeatedly targeting an opponent's pressure points, Kiryu targets his foe's entire ki network with powerful blows and pinpoint strikes that can badly damage the internal organs of nearly any enemy.
Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on each opponent. Equipped Items
Baba's Crystal Ball- When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level.
Guardian Staff Activation- Bonus Action- Reactive Effect- Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit- 3 uses per thread
Recovery Package- The target of this item restores +6 HP and +4 Ki per turn, at the end of each turn, for 5 of their turns. Activation- Bonus Action
Expert Training Gear- You gain an additional 50% PL from thread rewards while wearing this outfit.
Lucky Trinket- Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.)
Battle Stats
Natural PL: 24,782
Base PL: 27,360>34,200
HP: 70/70 | Temp HP: 25/25 KI: 100/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 120
DR: +4 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 25/100 1d100·1d100·1d100·1d6
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Post by Melody on Mar 2, 2020 19:23:25 GMT -8
“Sometimes violence is the answer. Isn’t that what you are doing right now?” Pepper bit her bottom lip nervously as Kiryu still followed her out of the control room and stood above the metal staircase that led down the hangar. A sheer net was intercepted by one of the robots that flew out of the control room but she still was tangled up on it. The remaining of his non verbal spells tugged at certain pressure points, that slowed her down at the bottom of the stairs, she tumbled on the metal grate. Her creations responded by attacking immediately after he invisibly injured her, they would have attacked had she commanded it, but she did not. The professor had hoped that her warning would make him leave but he intended to capture her for zeni. After withstanding his assault, he was more than capable of doing anything to generate zeni, and yet he resorted to bounty hunting.
The tiny robots army fired their laser cannons while others immediately attempted to climb the magus and use their tiny drilling arms sharp enough to cut through metal. In that time the dark maroon haired saiyan stood up, feeling the effects of his magic in her body, making her double over as she hugged her own waist from the writhing pain, she felt like she was on fire from the inside. After regaining her balance she limped down the remaining flight of stairs as her robotic companions continued to add pressure for her to escape.
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Post by Melody on Mar 2, 2020 19:24:37 GMT -8
{Action Phase} At-Will Action 1: Sidekick #1
Poblano is inflicted with Crippled, Cursed, and Stunned, and immobilized.
At-Will Action 2: Sidekick #2 attacks Kiryu with an energy blast.
Damage 9aKIXlGn2d6
To-Hit 1d100+40
At-Will Action 3: Activate Hidden Weapon with Quick-Draw Use 2/2. @kiryu
-50 Reflexes to Kiryu – Kiryu's defense is now considered to be 70.
At-Will Action 4: Activate Blaster Pistol with Quick-Draw.
At-Will Action 5: Energy Blast with Blaster Pistol Use 1/3 of Blaster Pistol @kiryu
Damage 2d6+9
To-Hit 1d100+30
Standard Action 1: Strike 1
DAMAGE 1d8+5
To-Hit 1d100+40
Standard Action 2: Strike 2
DAMAGE 1d8+5
To-Hit 1d100+40
Standard Action 3: (Desperado)
Damage 2d6+7
To-Hit 1d100+30 Standard Action 4: (Desperado)
Damage 2d6+7
To-Hit 1d100+30
Bonus Action 1: Use – Grav Bomb @kiryu – Remaining uses 2 out of 3.
80% Status Effect chance. 1d100
Bonus Action 2: Use – Destron Gas @kiryu – Remaining uses 2 out of 3.
Stun 55% chance. 1d100
Freeze 55% Chance. 1d100
Poison 55% chance. 1d100
{Statistics}
Professor Poblano, Pepper Gender: Female Race: Saiyan Racial Trait: Zenkai
Fighting 25+15=40 Energy Control 25+5=30 Reflexes 25+15 = 40 +5 =45 Resilience 25+15 = 40
Power Level: 42,000
HP: 115/115 HP With Armor: 145/145 DR: +8 DR With Armor: +11 Damage Modifier: +5 Accuracy: Fighting (1d100+40) / Energy Control (1d100+30) Defense: 85 Health Regen Per Turn: 3
Tech Slots Filled: 4/5 Inventory Slots: 9/9
Inventory: Blaster Pistol (1), Hidden Weapon (1), Katchin Armor, Deston Gas (1), Pulse Grenade, Grav Bomb, Bio Suit, AI Assistant
Blaster Pistol Standard issue energy pistol of the Earth Army. This is a small weapon that fires a sizzling bolt of energy capable of piercing flesh. Type: Weapon - Sidearm Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: You may perform one additional Energy Blast on this turn as an At-Will Action. This Energy Blast receives only half of your Accuracy and Damage modifiers. Limit: 3 uses per thread.
Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. 1/2
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.
COMPANION (x2) This person is always at your side. They could be a well-paid mercenary, a student, a pet, a lover, a robotic assistant-- whatever you choose. ZENI VALUE: 40,000 ZENI COST: 120,000 RARITY: MYTHIC -This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and it’s HP is 20. -A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both.
Grav Bomb Upon successfully affecting a target, a Grav Bomb dramatically increases the relative weight of its intended victim- making even the most mundane tasks take excessive amounts of energy. Type: Grenade Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 60% chance to be afflicted by the Special Status Effect “Heavy” for two (2) turns. While afflicted with “Heavy”, increase the cost of all actions by 5 Ki, even if that action would not normally cost Ki. Limit: Twice per thread.
Destron Gas While it’s unknown how this substance came to exist on Earth, Destron Gas is a highly potent gas that severely hinders all affected by it. Type: Grenade Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 35% chance to be afflicted by Stun, Freeze, and Poison(each rolled separately.) If even a single Status Effect is successfully inflicted by Destron Gas, reduce that opponent’s Base Power Level by 15% for the remainder of the thread. Limit: Twice per thread; a character’s Base PL Loss is capped at 50%.
Bio-suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: --
AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: --
Traits Chosen with AI Assistant: Snapshot, Warning Shot
Snapshot Activation: Passive Effect: On in a turn in which you use both a melee Strike and a ranged Energy Blast, your ranged Energy Blast basic technique gains +10 Accuracy and deals +2 damage. Limit: --
Warning Shot Activation: Passive Effect: You may perform 1 ranged attack on your first turn of combat. It deals no damage, but reduces its target’s Defense by an amount equal to the damage it would have dealt for 3 turns if it “hits”. Limit: --
Traits from Ability Mastery: Haste, Quickdraw
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
Class: Techie Level 3
Class Level 0 Features:
Armory - You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item.
Master Craft- Your Grenades have an additional +20% to afflict their respective Status Effects.
Class Level 1 Features:
Outsourcing - You may equip and use 1 additional Sidekick item; this does not increase your maximum number of item slots.
Class Level 1 Trait:
Desperado Activation: At-Will Effect: When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. Limit: 3 times per thread. Classes: Bandit, Powerhouse, Techie
Class 2 Features:
Grenaider- Grenades you use deal 4 damage and bypass all of their target’s DR, but gain no damage modifiers from other effects. You may use equipped Grenade-type items 1 additional time per battle.
Class Level 2 Trait:
Flurry of Blows Activation: Passive Effect: You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn. Limit: -- Classes: Martial Artist, Protector, Techie
Class 3 Features:
Chain Detonation- When using your Strike and/or Energy Blast Basic Techniques, and Special Techniques, you may choose to consume 1 use of an equipped Grenade to add that Grenade’s effects to the Technique being used.
Non-Basic Techniques: Pepper Gas (Demon Eye), Pepper Bang (Solar Flare), Stun Gun (Paralyze), Analytics (Divination)
DEMON EYE (Rank 3) Using magic you hurl tiny beads of cursed ki at your opponent and it sticks to them, wracking them with pain. Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. "Cursed" possesses the same duration as Cripple inflicted by Demon Eye and may not stack with itself; while "Cursed", the target loses 3 ki at the beginning of their turn. 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.
PARALYZE (Rank 3) You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION (RANK 3) Whether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. 2d6+2·1d100+40·2d6+9·1d100+30·1d8+5·1d100+40·1d8+5·1d100+40·2d6+7·1d100+30·2d6+7·1d100+30·1d100·1d100·1d100·1d100
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Post by Melody on Mar 3, 2020 15:29:36 GMT -8
Side Kick #1
Damage: f_gEbtY32d6
To Hit:
1d100+402d6·1d100+40
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Post by Nal on Jul 26, 2020 22:39:37 GMT -8
The Majin got distracted for a moment, wincing as she staggered - the tracking spell having a strange effect she didn't really like, on top of that blast hitting close enough to unnerve the girl, setting her off balance. When she came to, the two already dashed off into the wild blue yonder - or, in this case, the corridor ahead. She's heard attacks zipping about, accusations, words, but it all was far, far away. That wouldn't do. It was an embarassing display for one fancying herself to be a hero someday. Focusing her power again, the gray majin burst up into the air, her gray-green aura flaring up as she dashed after her friend and their foe. Seeing some robots unleashing an impressive amount of mayhem upon her companion, Nal scowled. On one hand, it was her time to shine, on the other, her friend was hurting. And felt... weird. Heavier, as if there was something pressing on him, trying to flatten the man into the ground. It was surprising to Nal that she could even see it, but then again - she's seen auras and all manners of strange effects on them for quite a while, it just never occured to her that made the auras... unhealthy, in a way. And fortunately, she was a healer. Swiftly, she landed right next to Kiryu, her eyes flashing green and the aura snapping forth, chasing away the weird heaviness that afflicted her friend's body. While it instinctively did that, Nal rested her hand on the man to add some more of her healing power, undoing whatever injuries the robotic onslaught have done to him - well, as much as she could anyway. It wouldn't cure everything, however, the act of healing seemed to have strengthened that instinctive power, the majin felt it clearly - what was expended, almost immediately returned to her. This was something to note for later. "Come on, we have this!" she said with a grin, before dashing off once more, planning to burst through the stampede of robots, to land in front of the hurt doctor. Powered up to the best of her strength, but not actually doing anything to damage her. At least, for the time being. "So..." she started, head canting slightly, like a curious bird's. "Why do you do that thing that you do? The hurting others thing. You say a lot of things about injustices and wrongs and you being treated wrong, but you never actually said what happened. Come on, tell us. It's good to know that stuff, because I don't want to hurt good people, you know? And I don't know if you are good or not good. For now you're not, beacuse you attacked my friend. But I think there is more there that I don't know and it bothers me."
[467|2906] BATTLE TRACKER{Click Here For Numbers!}DEFENSE PHASE: Attack 1: Nal 70 vs Enemy (roll) = result Attack 2: Nal 70 vs Enemy (roll) = result Damage: result - 14 = damage
OFFENSE PHASE:
At-Will: Cleanse (Kiryu, Heavy effect from the incoming Grav Bomb) Bonus Action: Power Up Bonus Action 2: Heal (Kiryu, +20 HP)
Standard Action 1 sacrificed for bonus action. Standard Action 2: -
EFFECTS: - Power Up tier 2 obtained. - Arcane Mastery restored 1 Arcane point.
ABILITIES: Rejuvenating Strike: Strikes heal instead of doing damage, does not work on self. | At-will | 2 uses per thread (2/2) Willpower:Take zero damage this turn. 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 6 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. Blitz: Do an extra Strike as at-will after using a standard Strike (1/turn)
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 Flexmetal Staff: Perform extra Strike (as at-will) per each Strike used this turn | 3 times per thread (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. (1/1)
HEAL Action: Bonus Action Effect: Heal 20 HP to willing ally or self Cost: 9 ki. Limit: Twice per ally, once for self. (1/1 self, 1/2 Kiryu)
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. (2/2)
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: 85/85 | KI: 91/100 | PL: 15 085(base) > 22,567 (powered up) | | FIGHTING ACCURACY: 55 | ENERGY ACCURACY: 30 | DEF: 70 | | DR: +14 | DMG MODIFIER: +5 | KI COST: -1 |
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Post by Kiryu on Aug 7, 2020 15:30:04 GMT -8
The young woman had no quit in her. That, at least was admirable, and many of the things she was saying were things that Kiryu could conditionally agree with. They were, of course, incomplete half truths and skewed views of reality, but there was at least a grain of truth in her exclamations. At the end of the day, though... this person had hurt people. And that had to be accounted for. Kiryu acted much as he always did, and it had it's normal effect. The attacks the woman made were not nearly as powerful as they would otherwise be. That said, she was clearly brilliant and a skilled manipulator of technology, and some of her attacks were so foreign to Kiryu that he had difficulty reading them. Kiryu was struck by a barrage of attacks, sustaining some damage, and some devices were causing adverse effects. At that very moment, however, Nal flexed her own magical might, curing Kiryu of much of the damage he had caused and the worst of the effects. Kiryu saw the last grenade coming his way and cleverly parried, swatting it away to explode where it couldn't do any more harm. The time for talk had passed. Kiryu focused, reaching out with his senses and detecting more of those implements. Deciding he didn't want to be attacked by the one he had just swatted away, he placed a barrier around it, which would cause it to be unusable for a time. Snapping his fingers, Kiryu summoned noxious vapors that swiftly swirled around the woman, hoping to leave her debilitated from their fumes. He followed up by conjuring a light grenade, lobbing it at the woman and watching as it exploded in front of her face, hopefully leaving her without sight for a time. Kiryu decided he may as well lash out with one of his Ki Gun attacks as well, and sent the blast careening for the woman's center mass, hoping that the amount of damage he was inflicting would be enough to dissuade her from further combat.
[WC=343] [TWC=3,242] Battle TrackerDamage Report- DAMAGE REPORT: From Professor Poblano's last turn, she should have taken 4 Damage ignoring DR from the status effects she suffered. She also should have taken 4 damage ignoring DR from Paralyze. She should also have lost 3 ki at the beginning of her turn from "Cursed". She should have -10 to accuracy and -1 to damage from Kiryu's "Intimidating Power" trait as Power Up reduces her natural Edge. All of her attacks should also have had -8 damage due to "Hexcraft". Poblano should have -8 DR currently due to "Hexcraft. I will factor those in to the rolls in Defense Resolution.
Defense Resolution- WARNING SHOT- Kiryu's defense is reduced by 8; Turn 2 of 3. HIDDEN WEAPON: Kiryu's Defense is reduced by 50 this turn. Kiryu's natural DR reduced to 2. ATTACKS: Sidekick Energy Blast, HIT! Reduced to 1 damage via DR, taken on temp HP. Quick Draw Blaster Pistol: HIT! 16 damage-9 from Hexcraft and Intimidating Power-2 DR= 5 Damage. Taken on temp HP. Strike 1: HIT! Reduced to 0 damage. Strike 2: MISS! Desperado 1: MISS! Desperado 2: MISS!
Grav Bomb- SUCCESS! Cleansed by Nal!
Destron Gas- First Status HITS! Kiryu uses EVADE (Feint Rank 3) to avoid the hit.
Standard Action (Reactive)- Evade (Feint Rank 3), -1 ki Avoids Destron Gas
At-Will- Utilize Arcane Point to TRANSMUTE Destron Gas
At-Will- Utilize Energy Construct for +10 to single attack.
At-Will- Susanoo uses Poison Bomb from Kiryu's inventory. Poison Inflict chance 60%: 0Uc8hnXZ1d100 On Inflict: POISON for 3 Turns. In addition to the normal effects, Immobilize deals 1 damage bypassing DR every turn while inflicted, and reduces Damage and DR by -2 while inflicted
Bonus Action- Solar Flare Rank 3, -1 ki Inflict Chance 80%: 1d100 On Inflict: BLIND for 4 Turns. In addition to the normal effects,Cripple and Curse each deal 1 damage bypassing DR every turn while inflicted, and each reduces Damage and DR by -2 while inflicted. Damage bypassing DR: 1d6
Standard Action- Ki Gun, -8 ki Attack Roll: 1d100+70 Damage: 3d10+2 PIERCING: Ignores 5 points of DR Burn Inflict Chance 40%: 1d100 On Inflict: BURN for 3 turns. In addition to the normal effects,Cripple and Curse each deal 1 damage bypassing DR every turn while inflicted, and each reduces Damage and DR by -2 while inflicted. Sadist Cripple Chance 30%: 1d100 On Inflict, increase CRIPPLE duration by 3 turns. Sadist Immobilize Inflict Chance 30%: 1d100 On inflict, increase IMMOBILIZE duration by 3 turns
Arcane Points- 2/4
Energy Constructs: 5/6
Paparapapa Sidekick Uses: 2/4
Instinct: 8
HP/Ki Regen: +6/+4, turn 3 of 5 Techniques
Dermal Armor (Barrier Rank 3) 0/1 Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration. Until temp HP is gone. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Evade (Feint Rank 3) 1/2 Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack 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.
Instinctual Defense (Rank 3) 0/1 Type: Utility Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per battle. Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Blocker (Demon Eye Rank 3)- 3/3 Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Construct (Paparapapa Rank 3)- 0/1 Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. As an At-Will Action your sidekick can take one action listed below:
Make a melee or energy attack with a +30 modifier that deals 1d6 damage.
Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an “Equipped” item.)
Increase the damage of 1 Special Technique used on this turn by +1d6.
As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage.
Limit: One sidekick may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Gun Type: Energy/Ranged/Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Burn Cost: 15 ki Learn: 2 weeks
Magic Materialization (Rank 3)- 1/2 Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2 ki per 10,000 zeni of the desired item. If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Pressure Point Strikes (Paralyze Rank 3)- 2/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
Seikuken (Sonic Sway Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
Solar Flare (Rank 3) 2/2 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.
Sonic Sway (Rank 3) 1/1 Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to learn. Additional ranks do not take time but cost 2 MP.
Susanoo (Energy Constructs Rank 3) 0/1 Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below. You may use at-wills from this technique more than once in a given turn. --Give +10 to a single Accuracy roll on your turn. One per attack. --Gain +2 bonus damage for a single attack you make. Two per attack max. --Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack. --As a reaction you gain +5 Defense against all attacks. One per turn. --As a reaction you gain 2 DR against all attacks during turn. One per turn. Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP.
Teleport (Rank 3) 1/1 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.
The Snap Type: Ranged Energy Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Immobilizing Cost: 35 ki Learn: 2 weeks Traits
Instinct (Ability 1) Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
Intimidating Power (Class 1) Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Sadist (Class 2) Activation: Passive Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% cance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
Technique Slots (Ability 2)
Efficiency (Ability 3) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Haste (Ability 4) Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Class Abilities
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Shun Goku Satsu (Bane) After repeatedly targeting an opponent's pressure points, Kiryu targets his foe's entire ki network with powerful blows and pinpoint strikes that can badly damage the internal organs of nearly any enemy.
Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on each opponent. Equipped Items
Baba's Crystal Ball- When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level.
Guardian Staff Activation- Bonus Action- Reactive Effect- Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit- 3 uses per thread
Recovery Package- The target of this item restores +6 HP and +4 Ki per turn, at the end of each turn, for 5 of their turns. Activation- Bonus Action
Expert Training Gear- You gain an additional 50% PL from thread rewards while wearing this outfit.
Lucky Trinket- Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.)
Battle Stats
Natural PL: 24,782
Base PL: 27,360>34,200
HP: 70/70 | Temp HP: 19/25 KI: 94/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 120
DR: +4 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 25/100 1d100·1d100·1d6·1d100+60·3d10+2·1d100·1d100·1d100
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Post by Melody on Aug 21, 2020 7:02:46 GMT -8
{Actions} Status Effects: Poblano is inflicted with: Crippled 2/5 Cursed 2/5 Stunned 2/4 Immobilized. 2/5 Poisoned 1/3
-5 Damage for every round of status effects.
-4 from previous round
HP: 145 -9 Status Effects= 136
Solar Flare: Miss! Ki Gun: 83 vs 85 Pepper= Miss!
At-Will Action: Escape 75% oEvoYaYp1d100
Bonus Action: Escape 75% 1d100
Standard Action 1: Escape 75% 1d100
Standard Action 2: Escape 75% 1d100
{Statistics}
Professor Poblano, Pepper Gender: Female Race: Saiyan Racial Trait: Zenkai
Fighting 25+15=40 Energy Control 25+5=30 Reflexes 25+15 = 40 +5 =45 Resilience 25+15 = 40
Power Level: 42,000
HP: 115/115 HP With Armor: 136/145 DR: +8 DR With Armor: +11 Damage Modifier: +5 Accuracy: Fighting (1d100+40) / Energy Control (1d100+30) Defense: 85 Health Regen Per Turn: 3
Tech Slots Filled: 4/5 Inventory Slots: 9/9
Inventory: Blaster Pistol (1), Hidden Weapon (1), Katchin Armor, Deston Gas (1), Pulse Grenade, Grav Bomb, Bio Suit, AI Assistant
Blaster Pistol Standard issue energy pistol of the Earth Army. This is a small weapon that fires a sizzling bolt of energy capable of piercing flesh. Type: Weapon - Sidearm Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: You may perform one additional Energy Blast on this turn as an At-Will Action. This Energy Blast receives only half of your Accuracy and Damage modifiers. Limit: 3 uses per thread.
Hidden Weapon Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed. Type: Weapon - Hidden Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. Limit: 2 uses per thread. 1/2
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.
COMPANION (x2) This person is always at your side. They could be a well-paid mercenary, a student, a pet, a lover, a robotic assistant-- whatever you choose. ZENI VALUE: 40,000 ZENI COST: 120,000 RARITY: MYTHIC -This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and it’s HP is 20. -A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both.
Grav Bomb Upon successfully affecting a target, a Grav Bomb dramatically increases the relative weight of its intended victim- making even the most mundane tasks take excessive amounts of energy. Type: Grenade Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 60% chance to be afflicted by the Special Status Effect “Heavy” for two (2) turns. While afflicted with “Heavy”, increase the cost of all actions by 5 Ki, even if that action would not normally cost Ki. Limit: Twice per thread.
Destron Gas While it’s unknown how this substance came to exist on Earth, Destron Gas is a highly potent gas that severely hinders all affected by it. Type: Grenade Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 35% chance to be afflicted by Stun, Freeze, and Poison(each rolled separately.) If even a single Status Effect is successfully inflicted by Destron Gas, reduce that opponent’s Base Power Level by 15% for the remainder of the thread. Limit: Twice per thread; a character’s Base PL Loss is capped at 50%.
Bio-suit Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly. Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: --
AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: --
Traits Chosen with AI Assistant: Snapshot, Warning Shot
Snapshot Activation: Passive Effect: On in a turn in which you use both a melee Strike and a ranged Energy Blast, your ranged Energy Blast basic technique gains +10 Accuracy and deals +2 damage. Limit: --
Warning Shot Activation: Passive Effect: You may perform 1 ranged attack on your first turn of combat. It deals no damage, but reduces its target’s Defense by an amount equal to the damage it would have dealt for 3 turns if it “hits”. Limit: --
Traits from Ability Mastery: Haste, Quickdraw
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
Class: Techie Level 3
Class Level 0 Features:
Armory - You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item.
Master Craft- Your Grenades have an additional +20% to afflict their respective Status Effects.
Class Level 1 Features:
Outsourcing - You may equip and use 1 additional Sidekick item; this does not increase your maximum number of item slots.
Class Level 1 Trait:
Desperado Activation: At-Will Effect: When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. Limit: 3 times per thread. Classes: Bandit, Powerhouse, Techie
Class 2 Features:
Grenaider- Grenades you use deal 4 damage and bypass all of their target’s DR, but gain no damage modifiers from other effects. You may use equipped Grenade-type items 1 additional time per battle.
Class Level 2 Trait:
Flurry of Blows Activation: Passive Effect: You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn. Limit: -- Classes: Martial Artist, Protector, Techie
Class 3 Features:
Chain Detonation- When using your Strike and/or Energy Blast Basic Techniques, and Special Techniques, you may choose to consume 1 use of an equipped Grenade to add that Grenade’s effects to the Technique being used.
Non-Basic Techniques: Pepper Gas (Demon Eye), Pepper Bang (Solar Flare), Stun Gun (Paralyze), Analytics (Divination)
DEMON EYE (Rank 3) Using magic you hurl tiny beads of cursed ki at your opponent and it sticks to them, wracking them with pain. Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. "Cursed" possesses the same duration as Cripple inflicted by Demon Eye and may not stack with itself; while "Cursed", the target loses 3 ki at the beginning of their turn. 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.
PARALYZE (Rank 3) You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION (RANK 3) Whether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. “I don’t have to explain anything. I am not going anywhere with you two.” Pepper managed to say, getting hit by more of Kiryu’s magic, tumbling over, she fell down the metal staircase reaching the bottom level of the hangar in a daze. To make matters worse, as soon as she opened her grey eyes, she was flashed with a blinding light, and she managed to close her eyes again for the full affect. While her small one foot tall robots aided her in attacking, it was not enough to even scratch the teenager, and Nal healed whatever condition the robots managed to land.
Being outnumbered, she had no choice, she had to escape in order to avoid being locked up in a cell forever. Pepper lost part of herself in the devastation of losing all of her life’s work, she felt insignificant in her findings, and blowing up her own laboratory was a crime because Capsule Corp had enough money to buy the property from the landlord; so it was suddenly their laboratory just because they recently purchased it from her investors along with the formula she had been working so hard on.
The maroon haired saiyan stood up, she scrapped both her knees in the fall, and rolled up her hunter green sleeve to reveal her wrist. A purple bangle with a green gem, one Kiryu had seen before on Captain Jewel, but it was not the same one exactly. Pepper turned the gem with her free hand, in an attempt to teleport herself to the submarine, the influx of centralized power began to cause the lights in the hangar to dim and brighten, it was an unstable teleporter that she managed to hack. In the process the submarine that was in the water also flickered with the light, it was a hologram, much like the rock that hid the telporter Nal stepped on. In their exchange the submarine had long past submerged into the depths of the ocean, leaving behind a hologram to keep the intruders unaware that her method of escape was elsewhere from their current location.
[351]
The power went out and Professor Poblano successfully escaped without a trace. Without the power the control bridge remained in tact without the self destruct sequence going off.
[27]
1d100·1d100·1d100·1d100
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Post by Nal on Aug 23, 2020 21:28:59 GMT -8
The Majin frowned. She was saddened by this, because if someone refuses to explain, that usually means they have nothing to explain at all - and they are just as bad as they say. That, or they just aren't ready to tell anything yet, so Nal was ready to actually fight... and then, the power went out. Confused, the Majin frowned, focusing her power to have it flare up again, illuminating the room as much as the grayish-green aura could. Unfortunately, with other flashing lights and the strange submarine flickering, it didn't help at all. Nal was just as confused as before the lights went out, if not more. Actually, a lot more.
Seeing as there was nobody else here to fight or capture, the girl let go of her power, allowing it to drop to her usual level. Turning to Kiryu, checking if he was alright. He seemed alright. No weird aura flickers and his own magic powers seemed good enough at fixing whatever nasty gas was lobbed at him. "So... who was that and why are we chasing her?" - the majin asked. Too little too late, but it's better to ask at some point rather than blindly follow, right?
[200|3106]
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Post by Nal on Aug 22, 2021 23:29:49 GMT -8
She couldn't remember the answer. Many, many days later, Majin Nal had an Idea in her head, one of those with a capital I and... she couldn't recall why they were chasing the woman. But, the doctor herself definitely got stuck in Nal's memory, and right now, she had need of her abilities. Or, she thought she did - the woman was a techdoctor, those knew how to make cool things, right? And Nal, with a twinkle in her eye, had that Big, Wonderful, Amazing idea for a very, VERY cool item to be made...
[94|3200]
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