Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Jan 7, 2020 14:26:22 GMT -8
Celerai wasn't quick enough to hit the cat. Once he got behind of the, the car dashed to the side but Shinryu managed to get him in a suplex, and smashed the cat's head into the ground. "Nice teamwork, Shin."
Once Will popped his head out of the ground, he shaked his head, getting the dirt off his fur. He then stated that a suplex wasn't really apart of martial arts, it might be mixed martial arts though. But he was still impressed. Celerai realized something though.. he hasn't really gotten any hits on Master Wisp, but Shinryu got most of his attempts hitting. "I see you have been training, Shin."Suddenly, Will fired a beam of energy at the two Saiyans, after which, he bent them into the air and they splitted into multiple ki blast, which went down at the two Saiyans like rain. This was rather a suprise attack, in Celerai's opinion, which he why he got hit from every single one of the energy balls. Once the attack was finished, Celerai wasted no time. He charged at Master Wisp, igniting his neon green aura, and attempted to get behind him yet again. Once he did so,he swung his leg, aiming it at the cat's back. WC: 210 | 1773 {BATTLE INFO - CELERAI}
DEFENSE PHASE.
[Will O. Wisp] Attack #1: Hit for 13 dmg [Will O. Wisp] Attack #2: 13 dmg -5 DR = 8 dmg.
OFFENSE PHASE.
Bonus Action 1: Dragon Dash | +10 Atk, +5 Dmg | -7 ki
Bonus Action 2: Dragon Dash | +3 Dmg | -7 ki
Action 1: Cutting Edge | -15 ki Atk Bonus: +10 | Dmg Bonus: +8 | Inflict Bonus: +0% (Slashing- Crits on 75 or higher and deals +4 to the regular Crit Hit [9]) x3LML44t1d100+45 for atk. 3d10+10 for dmg. 1d100 for inflict. (Immobilizing | 40%)
Action 2: Sacrificed for Bonus Action | -0 ki Atk Bonus: +0 | Dmg Bonus: +0 | Inflict Bonus: +0% [] for atk. [] for dmg. [] for inflict.
EFFECTS.
TRAITS.
Class: Prodigy Unrivalled Potential- You begin play with all enhanced basic techs Genius- Your stats are no longer restricted by the natural 50 cap. Skillful - Mastery Level 1 now instead increases your chosen skill by +10.
Class Traits:
Flawless Counter Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
Race: Saiyan Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
General Traits:
Luchador Activation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: --
Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
ITEMS.
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
DEFENSE/UTILITY TECHS.
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki
PUNISHMENT OF A THOUSAND BLOWS Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face. Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5 HP Learn: 2 weeks
KI BLADE Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Skills and Statistics FIGHTING: 30 ENERGY CONTROL: 10 REFLEXES: 30 RESILIENCE: 20
BASE PL: 5435 | CURRENT PL: 5435 HP: 81/100 | KI: 12/100 | DEF: 100 | ENG ATK: +15 | PHY ATK: +35 | DR: 5 | DMG MOD: +2 | POWER UP KI REGEN: 0/100 Tag: Will O. Wisp, Kinryu "The Shinryu" Kyto 1d100+45·3d10+10·1d100
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Post by Kinryu "The Shinryu" Kyto on Jan 8, 2020 23:24:34 GMT -8
Seeing that his attempt to slam Master Will O-Wisp into the ground, proved successful. Left Kinryu Kyto feeling very emboldened to push himself further in this spar as he heard Celerai compliment him for taking advantage of the opportunity that Celerai had given him. kinryu brushed sweat off his lips as he sneeringly chuckled as he said back to the Saiyan warrior. "Of course after all I still plan on kicking your ass later."When the Cat Master finally managed to free himself up from the sand and called what he had just done not true martial arts. Kinryu Kyto felt insulted mildly because of his unusual technique proving successful. However, Kinryu Kyto realized that Master Will O-Wisp was likely saying that in embarrassment and snarkly said. "Yeah, I learned to take advantage when possible."Kinryu Kyto was surprised by Master Will O-Wisp launch of this legendary Ki blast. which bent up into the sky oddly away from both of them only to reveal itself an inescapable rain of small blasts battering his body. As the sand knocked into the air from the bombardment cleared up Kinryu Kyto stood on one knee with a crooked smile and laughed as he said. "Yes you truly are a master of the Kame School. My master had shown me and one other student how to do that maneuver. Before I left Orange Star City.""But please let me show you now a technique my father taught me." Kinryu Kyto stood up fully on to both of his legs and began focusing his Ki energy into Both his fists at his side. The blue flaming aura took the shape of the great dragon Shenron's head over both hands. Which seemed to be roaring as Kinryu swung them as he came charging at Master Will O-Wisp. Attempting to Strike the Cat. Tag: Celerai , Will O. Wisp Starting PL: 2028 WC: 306 TWC: 1516 BATTLE TRACKER{ SHINRYU KYTO - BATTLE TRACKER}
DEFENSE PHASE
Reactive-Bonus Action: SENSE | +5 Def, +5 Acc, +2 DR, +2 Dmg | -0 ki
Attack 1: Shinryu Kyto 65(95) vs Will O-Wisp(85) = 14
Attack 2: Shinryu Kyto 65(95) vs Will O-Wisp() = N/A
Total damage: = 0
OFFENSE PHASE.
At-Will: Suppress 50% to 1014 PL
Bonus Action: Focus | +15 Acc & +15% Special Effect | cost 10 Ki
Standard Action 1:
DRAGON CLAWS Cost 22 Ki | Slashing Critical at 75
Accuracy Roll = DX9GdnQC1d100+55
Damage (Base 4d6+4 | Thrill of the Hunt 1d6 | Sense +2) = 5d6+6
SHOCKING 1d100 55% STUN Chance
Standard Action 2:
Sacrificed for Bonus Action
Regen: 3 Ki
EFFECTS:
Wild Sense - Turn 4/5 |+10 Def & +10 Acc next turn| On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack.
TRAITS. |*A.I. Assistant granted Traits*|
Canon Descendant: Son Gohan
|*1| Luchador Activation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: --
|*2| Moxy Activation: Passive Effect: When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1. Limit: --
|*3| Thrill of the Hunt Activation: Passive Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Limit: --
EQUIPMENT.
Weapon: Bo Staff Donated to Staff Long wood staves like this are commonly used by Martial Artists as training weapons and nonlethal means to subdue opponents. Type: Weapon - Staff Activation: Bonus Action Effect: Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. Limit: 3 uses per thread. 3 Remaining
Supplementary: 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: --
DEFENSE/UTILITY TECHS.
SONIC SWAY - RANK 1 You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
WILD SENSE - RANK 1 You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle.
ATTACK TECHS.
DRAGON CLAWS This secret technique of the Okatera Clan causes the user to focus so much of their Ki around their hands triggering the shroud of aura to take shape of a pair of dragon heads. Type: Energy, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing : This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Minor Effect: Imbued ; Shocking Cost: 22 Ki Learn: 2 weeks
STATIC PULSE This secret technique of the Okatera Clan is a derivation of the Turtle School legendary Thundershock Surprise. After charging a large amount of lightning elemental chakra into a orb akin to a Kamehameha it is thrust down by a single hand into the ground shocking everyone around the user weakening their defense. Type: Energy, Ranged, Area Action: Standard Action, +15 Accuracy Base Damage: 10 Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself.
Minor Effect: Immobilize 40% chance Cost: 25 Ki Learn: 2 weeks
FIGHTING: 15 | ENERGY CONTROL: 10 | REFLEXES: 15 | RESILIENCE: 10 DR: (2) | DMG MOD: (2) | KI COST: 0 | MELEE ACC: 1d100+20(40) | ENERGY ACC: 1d100+15(35) HP: 40/65 | KI: 57/100 | BASE PL: 2028 | CURRENT PL: 1014 1d100+40·4d6+2·1d100·1d100+40·4d6+2·1d100
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Post by Will O. Wisp on Jan 9, 2020 16:07:53 GMT -8
Even if Celerai managed to get behind Will with a burst of speed, as soon as his ears picked up the young Martial artist's foot stepping on the sandy ground. He manages to flip in the air and proceeds to flip back more to get away from Celerai. Unfortunately for him, he managed to get too close to Kinryu. Who is a powerful technique taught by his father that caught Will's eye. As Kinryu came at will with devastating Ki infused punches with dragon head-shaped auras surrounding their fists. There was no time to dodge, the only Will could do was guard most of the strikes, however many went through Will's defenses and strike him square in the face with great force as he was he forced backward many feet away near the edge of a beach. He then gives a smile, not a smug or confident smile, but of proudness. "Nya haha, that was some technique your father made! You two are just extraordinary individuals, I seemed to have underestimated you two. Granted it has been a long time since I faced multiple people at once, so I am probably just rusty with being able to hand two opponents at the same time, or it could be your teamwork that is pulling through. Nothing wrong with that though, a victory made as part of a group is just as much as one done by a single unit. Whatever the reason you two have definitely impressed me enough and shown your potential, but that doesn't mean we have to stop sparring just yet. Wouldn't hurt to try to push you, two boys, even further," Will said. Will then proceeded to release two homing energy blasts, each one would be homing in on them, the Double Tsubikidan. Let's see if they can be able to figure out how to counter these two attacks. Word Count: 312 Total Word Count: 1340 Tags: Celerai , Kinryu "The Shinryu" Kyto BATTLE TRACKER SUMMARY 28 damage taken from critical Grapple. 28 - 13 DR = 15.
Bonus Action 1: Guard - You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) |-16 Ki
Standard Action 1: Double Tsubikidan (Energy Blast) @celerai | -1 Ki
Accuracy: 9Tq4BZ6V1d100+50 (Dojo Gi)
Damage: 2d6+6
At-Will:
Standard Action 2: Scatter Bullet (Energy Blast) @kinryu | -1 Ki
Accuracy: 1d100+50 (Dojo Gi)
Damage: 2d6+6
Status
Wild Sense - (+25/+25 Acc. and Def.) 0/3 turns
Powered Up - 1/2 Turns
Immobilized - 1/2 Turns
CLASS FEATURES Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Flexible Technician - Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS Canon Descendant (Korin)
Flurry of Blows - 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.
ITEMS
Dojo Gi
Scrying Staff
Field Responder Kit 1/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 1/2 uses
Kiai 1/1 use
Wild Sense 0/1 use
Enhanced Focus Energy
Sonic Sway 1/1 use
Clash 1/1 use
Base PL: 5436 | Current PL:5436 | CURRENT Edge: 0 HP: 52/85 | Ki: 56/100 | DEF: 90 | DR: +3 | Melee Accuracy: d100+40 | Ranged Accuracy: d100+40 Damage: +4 | Ki Cost: -2 Ki | Bonus Acc: +5
1d100+50·2d6+6·1d100+50·2d6+6
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Jan 11, 2020 8:17:14 GMT -8
Yet again, Celerai attempted to get behind of Master Wisp. But by the time Celerai was about to hit him on the back, he back flipper and again.. Shinryu got the chance to hit him and he took it, and used it wisely. Celerai complimented his Saiyan friend about this and he replied saying something about 'kicking his ass'. Now that.. was joke. Celerai has been training his ass off and now, Shinryu feels as if he could and would defeat Celerai. Celerai wasn't offended at all though. He just thought that he was just overreacting, and assumed that he felt his power already. If he didn't.. then here it is. "Kick my ass, huh. Mmph."Celerai smiled at Shinryu and continued. "Not after I kick yours, and plus.. this is what you are going up against. HAAAA!"Celerai was pretty drained from all of those attempts to try to hit Master Wisp, so he took the opportunity to recharge his batteries and to show Shinryu his power. His neon green aura flared up around him and it danced around him violently. Once stopped, he looked at Shinryu and said "I wouldn't go all out on you anyways, because your my best friend. You're not as strong as me right now, but I'm sure that Master Wisp and I could make it happen. How do you say we meet at my workplace, and we have a little training session? I normally train when my work is finished."After which, Shinryu attacked the cat, throwing to ki infused punches at him. It was somewhat close to Celerai's ki infused punch, but instead, it was in the form of a dragon, Shenron. This was the second time that Celerai has seen his friend using that, and the first time he saw him doing it, Celerai couldn't have performed his ki infused punches. As always, Will complimented Shinryu and Celerai about their performance, and finally decided that they would officially be his students, as they both impressed him. "Great!"
And Will attacked the two saiyans, throwing two ki blast at them. Celerai, being unable to dodge this, took the blast to his chest, and it caused a slight tear on his gi. Celerai took the opportunity to talk to Shin once more. "I can do that to you know, I'm sure you saw me using before in the spar."Celerai proceeded to charge up two ki blast, and squashed both of them, leaving the neon green energy lingering around his fist. He then proceeded to lay his left hand over his right hand, pulling it and forming what is called a 'ki blade'. He then rushed at Master Wisp, igniting his neon green aura, attempting to strike him on the arm with his ki blade. WC: 462 | 2235 {BATTLE INFO - CELERAI}
DEFENSE PHASE.
[Will O. Wisp] Attack #1: Hit for 9 damage [Will O. Wisp] Attack #2: 9 dmg -5 DR = 4 dmg.
OFFENSE PHASE.
Bonus Action 1: Dragon Dash | +10 Atk, +5 Dmg | -7 ki
Bonus Action 1: Power Up | +25 Ki | -0 ki
Action 1: Ki Blade | -2 ki Atk Bonus: +10 | Dmg Bonus: +5 | Inflict Bonus: +0% 7ei8y7Ug1d100+45 for atk. 2d6+9 for dmg. [] for inflict.
Action 2: [Sacrificed for Bonus Action/i] | -0 ki Atk Bonus: +0 | Dmg Bonus: +0| Inflict Bonus: +0% [] for atk. [] for dmg. [] for inflict.
EFFECTS. PL raised by 25% for 2 turns | 1/2
TRAITS.
Class: Prodigy Unrivalled Potential- You begin play with all enhanced basic techs Genius- Your stats are no longer restricted by the natural 50 cap. Skillful - Mastery Level 1 now instead increases your chosen skill by +10.
Class Traits:
Flawless Counter Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
Race: Saiyan Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
General Traits:
Luchador Activation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: --
Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
ITEMS.
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
DEFENSE/UTILITY TECHS.
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki
PUNISHMENT OF A THOUSAND BLOWS Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face. Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5 HP Learn: 2 weeks
KI BLADE Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Skills and Statistics FIGHTING: 30 ENERGY CONTROL: 10 REFLEXES: 30 RESILIENCE: 20
BASE PL: 5435 | CURRENT PL: 5435 HP: 77/100 | KI: 53/100 | DEF: 100 | ENG ATK: +15 | PHY ATK: +35 | DR: 5 | DMG MOD: +2 | POWER UP KI REGEN: 50/100 Tag: Kinryu "The Shinryu" Kyto , Will O. Wisp 1d100+45·2d6+9
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Post by Kinryu "The Shinryu" Kyto on Jan 12, 2020 23:05:56 GMT -8
"Besties? Please." Kinryu Kyto snarkly said as he chuckled as his fists were still glowing as he maintained his focus on the Dragon Claw technique. "Yeah you may be able to do something similar." Though Kinryu Kyto was pleased a moment upon hearing the Kame Turtle School Master's use of his proper name as he spoke a compliment to his paternal ancestors devastating technique. However Kinryu quickly realized that though Will O-Wisp may have been saying that earnestly but that it is also a good distraction tactic. Kinryu Kyto did not show fear as he saw Master Will O-Wisp drawing both of his hands to his sides to prepare the Double Tsuibikidan. When this technique was released Kinryu quickly managed to dodge out of its initial path and as it bent around to come back after him he made use of dodging out of the way so that it would explode upon impact with a boulder resting on the wayside. "Nice one Master Will O-Wisp. Here is a little something for you I think you should be able to make as well." Kinryu Kyto said as he landed closer to the edge of forest. Kinryu grasped his left hand with his right hand as he channelled his blue flaming Ki and compacting it into a small orb. Finally when it was revealed to be bound tightly as it sparkles Kinryu released his left hand and waved his right index and middle fingers towards the Cat. The kigan orb seemed to be virtually directed by Kinryu's hand motion as it circled around attempting to strike Master Will O-Wisp. Tag: Celerai , Will O. Wisp Starting PL: 2028 WC: 266 TWC: 1276 BATTLE TRACKER{ SHINRYU KYTO - BATTLE TRACKER}
DEFENSE PHASE
Reactive-Bonus Action: SENSE +5 DEF | +5 ACC | +3 DR | +3 DMG
Attack 1: Shinryu Kyto 65(90) vs Will O-Wisp(89) = Missed
Attack 2: Shinryu Kyto 65(90) vs Will O-Wisp() = N/A
Total damage: = 0
OFFENSE PHASE.
At-Will: Suppress 50% to 1014 PL
Bonus Action:
Standard Action 1:
Kigan(Enhanced Basic Energy Blast) Cost 2 Ki |
Accuracy Roll = iPhVJb6Y1d100+45
Damage (Base 2d6| Thrill of the Hunt 1d6 | Sense +3) = 3d6+3
Standard Action 2:
Kigan(Enhanced Basic Energy Blast) Cost 2 Ki |
Accuracy Roll = 1d100+45
Damage (Base 2d6| Thrill of the Hunt 1d6 | Sense +3) = 3d6+3
Regen: 3 Ki
EFFECTS:
Wild Sense - Turn 5/5 |+20 Def & +20 Acc next turn| On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack.
TRAITS. |*A.I. Assistant granted Traits*|
Canon Descendant: Son Gohan
|*1| Luchador Activation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: --
|*2| Moxy Activation: Passive Effect: When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1. Limit: --
|*3| Thrill of the Hunt Activation: Passive Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Limit: --
EQUIPMENT.
Weapon: Bo Staff Donated to Staff Long wood staves like this are commonly used by Martial Artists as training weapons and nonlethal means to subdue opponents. Type: Weapon - Staff Activation: Bonus Action Effect: Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. Limit: 3 uses per thread. 3 Remaining
Supplementary: 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: --
DEFENSE/UTILITY TECHS.
SONIC SWAY - RANK 1 You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
WILD SENSE - RANK 1 You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle.
ATTACK TECHS.
DRAGON CLAWS This secret technique of the Okatera Clan causes the user to focus so much of their Ki around their hands triggering the shroud of aura to take shape of a pair of dragon heads. Type: Energy, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing : This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Minor Effect: Imbued ; Shocking Cost: 22 Ki Learn: 2 weeks
STATIC PULSE This secret technique of the Okatera Clan is a derivation of the Turtle School legendary Thundershock Surprise. After charging a large amount of lightning elemental chakra into a orb akin to a Kamehameha it is thrust down by a single hand into the ground shocking everyone around the user weakening their defense. Type: Energy, Ranged, Area Action: Standard Action, +15 Accuracy Base Damage: 10 Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself.
Minor Effect: Immobilize 40% chance Cost: 25 Ki Learn: 2 weeks
FIGHTING: 15 | ENERGY CONTROL: 10 | REFLEXES: 15 | RESILIENCE: 10 DR: (2) | DMG MOD: (2) | KI COST: 0 | MELEE ACC: 1d100+20(45) | ENERGY ACC: 1d100+15(40) HP: 40/65 | KI: 51/100 | BASE PL: 2028 | CURRENT PL: 1014 1d100+45·3d6+3·1d100+45·3d6+3
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Post by Will O. Wisp on Jan 13, 2020 18:16:24 GMT -8
Will ducks and weaves every Ki Blade swipe that Celerai sent his way. He then grabs Celerai's arm with both hands and swings off of it and flips into the air. Then begins moving his body in mid-air to dodge each attempt of the Kigan hitting him. Is that what the kids are calling it nowadays? First, it was the Sokidan, then it was the Spirit Ball, and then the Controllable Energy Bullet. Strange how some people can't decide on names for the simplest of techniques. After dodging it enough times Will threw a small energy ball about the size of a baseball to the "Kidan" and causing it to explode in midair. "Why yes I do know that technique as well actually, and if you want me to see do it as well I'll be happy to obliged, nya ha ha ha!" Will said. Focusing energy into both of his hands two spheres appeared at his sides, which he throws out and guides with his hand movements. One would be heading towards Celerai, and the other towards Kinryu. Let's see if they are as good at dodging this move as they are at using it. Word Count: 196 Total Word Count: 1536 Tags: Celerai , Kinryu "The Shinryu" Kyto BATTLE TRACKER SUMMARY Dodges all attacks
Bonus Action 1: Power Up - You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. (56/100 Ki restored)
Standard Action 1: Spirt Ball/Shokidan(Energy Blast) @celerai | -1 Ki
Accuracy: dHe4Q9Ko1d100+50 (Dojo Gi)
Damage: 2d6+6
At-Will:
Standard Action 2: Spirit Ball/Shokidan (Energy Blast) @kinryu | -1 Ki
Accuracy: 1d100+50 (Dojo Gi)
Damage: 2d6+6
Status
Wild Sense - (+25/+25 Acc. and Def.) 0/3 turns
Powered Up - 2/2 Turns
Immobilized - 1/2 Turns
CLASS FEATURES Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Flexible Technician - Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS Canon Descendant (Korin)
Flurry of Blows - 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.
ITEMS
Dojo Gi
Scrying Staff
Field Responder Kit 1/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 1/2 uses
Kiai 1/1 use
Wild Sense 0/1 use
Enhanced Focus Energy
Sonic Sway 1/1 use
Clash 1/1 use
Base PL: 5436 | Current PL:5436 | CURRENT Edge: 0 HP: 52/85 | Ki: 79/100 | DEF: 90 | DR: +3 | Melee Accuracy: d100+40 | Ranged Accuracy: d100+40 Damage: +4 | Ki Cost: -2 Ki | Bonus Acc: +5
1d100+50·2d6+6·1d100+50·2d6+6
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Jan 16, 2020 19:42:27 GMT -8
Celerai knew that Shinryu liked to blabber a lot, so he didn't really say anything once he stated that they weren't exactly 'besties'. Celerai simply focused in impressing Will. If Will ended up getting knocked out of the fight, he would love to fight Shin, but for now.. it was just to impress Master Wisp. Anyways, Celerai swing his ki blade at Will O. Wisp twice, with him weaving his way out of both of them with ease. He ended up using his arm as a aid, swinging himself from the Saiyan's next attack. But then, once Celerai looked, Shin Shin didn't exactly follow the Saiyan, but instead threw a small orb of energy at Will, in which Will O. Wisp countered by throwing a ki blast of his own, and it caused a small explosion. Apparently, Shin was wondering if Will knew that attack, and he did and that was why he ended up using it to attack the two saiyans. Celerai didn't know what they were talking about though, as they called it a pretty weird name. But.. Celerai ended up somersaulting in order to dodge the attack. Wasting no time, he charged at Will, with his two ki blades intact, attempting to strike Master Wisp on the arm.. well leg.. since he is a cat. WC: 218 | 2459 {BATTLE INFO - CELERAI}
DEFENSE PHASE.
[Will O. Wisp] Attack #1: Missed [Will O. Wisp] Attack #2: 0 dmg -5 DR = 0 dmg.
OFFENSE PHASE.
Bonus Action 1: Dragon Dash | +10 Atk, +5 Dmg | -7 ki
Action 1: Ki Blade | -2 ki Atk Bonus: +10 | Dmg Bonus: +5 | Inflict Bonus: +0% b4LwP2_F1d100+45 for atk. 2d6+7 for dmg. [] for inflict.
Action 2: Ki Blade | -2 ki Atk Bonus: +10 | Dmg Bonus: +5 | Inflict Bonus: +0% 1d100+45 for atk. 2d6+9 for dmg. [] for inflict.
EFFECTS. PL raised by 25% for 2 turns | 1/2
TRAITS.
Class: Prodigy Unrivalled Potential- You begin play with all enhanced basic techs Genius- Your stats are no longer restricted by the natural 50 cap. Skillful - Mastery Level 1 now instead increases your chosen skill by +10.
Class Traits:
Flawless Counter Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
Race: Saiyan Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
General Traits:
Luchador Activation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: --
Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
ITEMS.
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
DEFENSE/UTILITY TECHS.
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki
PUNISHMENT OF A THOUSAND BLOWS Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face. Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5 HP Learn: 2 weeks
KI BLADE Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Skills and Statistics FIGHTING: 30 ENERGY CONTROL: 10 REFLEXES: 30 RESILIENCE: 20
BASE PL: 5435 | CURRENT PL: 5435 HP: 77/100 | KI: 42/100 | DEF: 100 | ENG ATK: +15 | PHY ATK: +35 | DR: 5 | DMG MOD: +2 | POWER UP KI REGEN: 50/100 Tag: Kinryu "The Shinryu" Kyto, Will O. Wisp 1d100+45·2d6+7·1d100+45·2d6+9
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Post by Kinryu "The Shinryu" Kyto on Jan 21, 2020 0:06:39 GMT -8
Kinryu Kyto was not glad to see Master Will O-Wisp gracefully dodge and duck out of the way safely from his kigan bomb. The ball of Ki spinning about and circling around the cat as it seemed to pass by like a toy dangling from a pole. Which the Kame School Master finally grew tired of and destroyed with a ki blast as he decided to launch back towards both Celerai and Kinryu Kyto his own form of the spirit ball. Kinryu Kyto watched as Celerai had managed to somersault out of the way from Will O-Wisp's ki bomb as it flew towards them. However Kinryu Kyto was not as fortunate to have dodged that bullet as it struck him and exploded hurting him seriously. Causing him to grunt out in pain. "Ouch. Good one, Master Will O-Wisp."Upon returning to a stance of readiness Kinryu Kyto saw Celerai was launching himself at Master Will O-Wisp. So Kinryu decided to follow suite and hope to land an attack also. Tag: Celerai , Will O. Wisp Starting PL: 2028 WC: 170 TWC: 1446 BATTLE TRACKER{ SHINRYU KYTO - BATTLE TRACKER}
DEFENSE PHASE
Reactive-Bonus Action: SENSE +5 DEF | +5 ACC | +3 DR | +3 DMG | +1D6 DMG Thrill of the Hunt
Attack 1: Shinryu Kyto 65(70) vs Will O-Wisp(74) = Energy Blast 14 DMG
Attack 2: Shinryu Kyto 65(70) vs Will O-Wisp() = N/A
Total damage: = 14 - 3 DR = 11 DMG
OFFENSE PHASE.
At-Will: Suppress 50% to 1014 PL | Moxy Accuracy +5, Defense +5, Damage +2, and DR by +1.
Bonus Action:
Standard Action 1:
Strike (Enhanced) Cost 0 Ki |
Accuracy Roll = _LuRyrHg1d100+30
Damage (Base 1d12 | Thrill of the Hunt 1d6 | Sense +3 | Moxy +2) = Base + Sense + Moxy = 1d12+5 Thrill of the Hunt = 1d6
Standard Action 2:
Grapple (Enhanced) Cost 0 Ki |
Accuracy Roll = 1d100+30
Damage (Base 2d6| Luchador 1d6 | Thrill of the Hunt 1d6 | Sense +3 | Moxy +2) = 4d6+5
Immobilize 40% Chance Roll = 1d100
Regen: 3 Ki
EFFECTS:
Wild Sense - Turn 5/5 |+20 Def & +20 Acc next turn| On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack.
TRAITS. |*A.I. Assistant granted Traits*|
Canon Descendant: Son Gohan
|*1| Luchador Activation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: --
|*2| Moxy Activation: Passive Effect: When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1. Limit: --
|*3| Thrill of the Hunt Activation: Passive Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Limit: --
EQUIPMENT.
Weapon: Bo Staff Donated to Staff Long wood staves like this are commonly used by Martial Artists as training weapons and nonlethal means to subdue opponents. Type: Weapon - Staff Activation: Bonus Action Effect: Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. Limit: 3 uses per thread. 3 Remaining
Supplementary: 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: --
DEFENSE/UTILITY TECHS.
SONIC SWAY - RANK 1 You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
WILD SENSE - RANK 1 You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle.
ATTACK TECHS.
DRAGON CLAWS This secret technique of the Okatera Clan causes the user to focus so much of their Ki around their hands triggering the shroud of aura to take shape of a pair of dragon heads. Type: Energy, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing : This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Minor Effect: Imbued ; Shocking Cost: 22 Ki Learn: 2 weeks
STATIC PULSE This secret technique of the Okatera Clan is a derivation of the Turtle School legendary Thundershock Surprise. After charging a large amount of lightning elemental chakra into a orb akin to a Kamehameha it is thrust down by a single hand into the ground shocking everyone around the user weakening their defense. Type: Energy, Ranged, Area Action: Standard Action, +15 Accuracy Base Damage: 10 Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself.
Minor Effect: Immobilize 40% chance Cost: 25 Ki Learn: 2 weeks
FIGHTING: 15 | ENERGY CONTROL: 10 | REFLEXES: 15 | RESILIENCE: 10 | Class: Prodigy ∅ DR: (3) | DMG MOD: (3) | KI COST: 0 | MELEE ACC: 1d100+20(30) | ENERGY ACC: 1d100+15(25) HP: 29/65 | KI: 54/100 | BASE PL: 2028 | CURRENT PL: 1014 1d100+30·1d12+5·1d6·1d100+30·4d6+5·1d100
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Post by Will O. Wisp on Jan 21, 2020 14:56:38 GMT -8
As Celerai tried to strike at Will with his Ki Blades, Will brought out his staff off of his back and strengthened with Ki, blocking all of his Ki Blade strikes. However, Will made a critical error, and thus as Kinryu went in to strike, Will had no chance to dodge. He got hit square in the face the impact as a part of his face is swollen from the bruise, although barely noticeable due to his fur. When Kinryu goes to grab Will again he flies through him. Another use of the famous After Image technique. "Man I can't believe I am pushed this hard by a couple of kids, still though I think I got an idea. Celerai is not the only one who can infuse their hands with Ki. Although I have developed a more interest way of doing it," Will thought. He then cupped his hands together and started to collect and focus energy into his hands. While it seemed to be the Kamehameha at first he then clapped his paws together and split them apart. Now both of his hands are surrounded by two orbs of energy. He then looks towards Kinryu as he releases a flurry of punches launching a barrage of fist-shaped Ki blasts towards them while shouting "Kamehameken!". Word Count: 216 Total Word Count: 1752 Tags: Celerai , Kinryu "The Shinryu" Kyto BATTLE TRACKER SUMMARY Gets it by critical strike for 18 damage. 18 - 3 DR = 15. Dodges Grapple with Feint. Dodges all of Celerai Attacks.
Bonus Action 1: Focus Energy - Increase your Accuracy with Energy Attacks on this turn by +15 | -6 Ki (Obi)
Standard Action 1: After Image (Feint) - You avoid 1 attack targeting you on this turn; this does not work against Critical Hits. | -11 Ki
At-Will:
Standard Action 2: Kamehameken (Kamehameha) | Major Effect: Charging | Minor Effect Charging | -16 Ki @kinryu
Accuracy: MzslsTj11d100+70 (Charging)
Damage: 4d6+6
Stun Chance (%55): 1d100
Status
Wild Sense - (+25/+25 Acc. and Def.) 0/3 turns
Powered Up - 1/2 Turns
Immobilized - 0/2 Turns
CLASS FEATURES Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Flexible Technician - Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS Canon Descendant (Korin)
Flurry of Blows - 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.
ITEMS
Dojo Gi
Scrying Staff
Field Responder Kit 1/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 0/2 uses
Kiai 1/1 use
Wild Sense 0/1 use
Enhanced Focus Energy
Sonic Sway 1/1 use
Clash 1/1 use
Base PL: 5436 | Current PL:5436 | CURRENT Edge: 0 HP: 37/85 | Ki: 46/100 | DEF: 90 | DR: +3 | Melee Accuracy: d100+40 | Ranged Accuracy: d100+40 Damage: +4 | Ki Cost: -2 Ki | Bonus Acc: +5
1d100+70·4d6+6·1d100
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Jan 24, 2020 1:29:37 GMT -8
Celerai ended up missing his attempts to strike Will with his ki blade once again. Celerai dashed backwards, only to see Shinryu following up, landing a devastating punch to the cat's face. Why was Shinryu the only one landing hits now? Why is Celerai always missing his attacks? No one knew the answers to these questions. "Uuuugh. That's not..what I had expected." After which, once Shinryu tried to grab him, he flew right threw him somehow. Celerai's eyes widened as he saw this. The cat cupped his arms, and looking at this, Celerai thought that he was doing the Kamehameha once again, but was proven wrong when he shouted 'Kamehameken'. Surprisingly, Will didn't try to attack Celerai. Once Will had finish attacking Shinryu, Celerai didn't waste the opportunity. He rushed at Will, igniting his neon green aura, attempting to punch him in the stomach with his ki imbued fist, and tackle him to the ground. WC: 156 | 2615 {BATTLE INFO - CELERAI}
DEFENSE PHASE.
[Will O. Wisp] Attack #1: [Will O. Wisp] Attack #2: 0 dmg -5 DR = 0 dmg.
OFFENSE PHASE.
Bonus Action 1: Dragon Dash | +10 Atk, +5 Dmg | -7 ki
Action 1: Ki Blade | -2 ki Atk Bonus: +10 | Dmg Bonus: +5 | Inflict Bonus: +0% EmXP2Gwf1d100+45 for atk. 2d6+9 for dmg. [] for inflict.
Action 2: Grapple | -0 ki Atk Bonus: +10 | Dmg Bonus: +5 | Inflict Bonus: +0% 1d100+45 for atk. 1d6+7 for dmg. 1d100 for inflict. (Immobilizing | 40%)
Extra dmg from the 'Luchador' trait: 1d6
EFFECTS.
TRAITS.
Class: Prodigy Unrivalled Potential- You begin play with all enhanced basic techs Genius- Your stats are no longer restricted by the natural 50 cap. Skillful - Mastery Level 1 now instead increases your chosen skill by +10.
Class Traits:
Flawless Counter Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
Race: Saiyan Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
General Traits:
Luchador Activation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: --
Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
ITEMS.
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
DEFENSE/UTILITY TECHS.
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki
PUNISHMENT OF A THOUSAND BLOWS Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face. Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5 HP Learn: 2 weeks
KI BLADE Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Skills and Statistics FIGHTING: 30 ENERGY CONTROL: 10 REFLEXES: 30 RESILIENCE: 20
BASE PL: 5435 | CURRENT PL: 5435 HP: 77/100 | KI: 42/100 | DEF: 100 | ENG ATK: +15 | PHY ATK: +35 | DR: 5 | DMG MOD: +2 | POWER UP KI REGEN: 50/100 Tag: Kinryu "The Shinryu" Kyto, @ Will O. Wisp 1d100+45·2d6+9·1d100+45·1d6+7·1d100·1d6
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Post by Kinryu "The Shinryu" Kyto on Jan 25, 2020 9:59:27 GMT -8
Kinryu Kyto watched as Master Will O-Wisp managed to alter the Kamehameha into an infused fist technique. He knew that such creativity with how to utilize one's training is essential for how to deal with different opponents and the circumstances of the way whatever battle that you're in. Proving to Kinryu Kyto that Master Will O-Wisp was indeed a gifted student of the Grandmaster the Turtle Hermit Krillin. For Kinryu had been told by his own master who originally trained him in Orange Star City, that the Grandmaster himself developed a full host of techniques once he was taught how to control Ki by the original Turtle Hermit Roshi. "Yo that is cool. But," However Kinryu Kyto was not awestruck by this morphing of the Kame Turtle School's most famous Ki technique. He quickly dodged out of the way as his own fists once again reignited with his blue flaming aura and as he drove himself forward hoping to strike Master Will O-Wisp again Kinryu said with minor chuckle in his voice. "I'm on fire." Tag: Celerai , Will O. Wisp Starting PL: 2028 WC: 175 TWC: 1621 BATTLE TRACKER{ SHINRYU KYTO - BATTLE TRACKER}
DEFENSE PHASE
Reactive-Bonus Action: SENSE +5 DEF | +5 ACC | +3 DR | +3 DMG | Thrill of the Hunt +1D6 DMG | Reactive-Bonus Action:Rapid Movement Cost -15Ki +25 DEF Attack 1: Shinryu Kyto 65(100) vs Will O-Wisp(76) = MISSED
Attack 2: Shinryu Kyto 65(100) vs Will O-Wisp() = N/A
Total damage: = O - 4 DR = DMG
OFFENSE PHASE.
At-Will: Suppress 50% to 1014 PL | Moxy Accuracy +5, Defense +5, Damage +2, and DR by +1.
Bonus Action:
Standard Action 1:
Dragon Claws Cost 22 Ki | Slashing Critical at 75
Accuracy Roll = 8eZswDKO1d100+30
Damage (Base 4d6+4| Thrill of the Hunt 1d6 | Sense +3 | Moxy +2) = Base + Sense + Moxy = 4d6+9 Thrill of the Hunt = 1d6
Standard Action 2:
Sacrificed for Bonus Action
Regen: 3 Ki
EFFECTS:
Wild Sense - Turn 5/5 |+20 Def & +20 Acc next turn| On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack.
TRAITS. |*A.I. Assistant granted Traits*|
Canon Descendant: Son Gohan
|*1| Luchador Activation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: --
|*2| Moxy Activation: Passive Effect: When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1. Limit: --
|*3| Thrill of the Hunt Activation: Passive Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Limit: --
EQUIPMENT.
Weapon: Bo Staff Donated to Staff Long wood staves like this are commonly used by Martial Artists as training weapons and nonlethal means to subdue opponents. Type: Weapon - Staff Activation: Bonus Action Effect: Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. Limit: 3 uses per thread. 3 Remaining
Supplementary: 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: --
DEFENSE/UTILITY TECHS.
SONIC SWAY - RANK 1 You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
WILD SENSE - RANK 1 You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle.
ATTACK TECHS.
DRAGON CLAWS This secret technique of the Okatera Clan causes the user to focus so much of their Ki around their hands triggering the shroud of aura to take shape of a pair of dragon heads. Type: Energy, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing : This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Minor Effect: Imbued ; Shocking Cost: 22 Ki Learn: 2 weeks
STATIC PULSE This secret technique of the Okatera Clan is a derivation of the Turtle School legendary Thundershock Surprise. After charging a large amount of lightning elemental chakra into a orb akin to a Kamehameha it is thrust down by a single hand into the ground shocking everyone around the user weakening their defense. Type: Energy, Ranged, Area Action: Standard Action, +15 Accuracy Base Damage: 10 Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself.
Minor Effect: Immobilize 40% chance Cost: 25 Ki Learn: 2 weeks
FIGHTING: 15 | ENERGY CONTROL: 10 | REFLEXES: 15 | RESILIENCE: 10 | Class: Prodigy ∅ DR: (3) | DMG MOD: (3) | KI COST: 0 | MELEE ACC: 1d100+20(30) | ENERGY ACC: 1d100+15(25) HP: 29/65 | KI: 20/100 | BASE PL: 2028 | CURRENT PL: 1014 [/quote] 1d100+30·4d6+9·1d6
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Post by Will O. Wisp on Feb 9, 2020 15:39:56 GMT -8
Will jumps on top of Celerai and bounces off of his head to avoid his Ki imbued fist and tackle. When Kinryu came at Will with Dragon Claws again, well proceeded to dodge every one of their strikes with ease. Ducking under the fiery fists, then sidestepping another, until he stopped the strikes by grabbing his arms. He then let go and jumped backward, and begin to stroke his whiskers. He won't admit but even he is beginning to get tired. "I know I am not as spry as I used to be but I can't be tiring out already. Those hits did their number and I don't know how much energy I have left. Better save it my energy save from now on and use regular strikes against them," Will said. He then powered and begin drawing out more Ki from within his body to give him a boost, already he is feeling somewhat better minus the pain from the multiple good hits Kinryu has given him throughout this fight. He then rushes towards Kinryu and unleashes a flurry of punches with his furry fists. Word Count: 186 Total Word Count: 1938 Tags: Celerai , Kinryu "The Shinryu" KytoBATTLE TRACKER SUMMARY Dodges all attacks this turn
Bonus Action 1: Power Up - You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. (81/100 Ki restored)
Standard Action 1: Furious Flurry of Fists (Strike) @kinryu
Accuracy: pKYKsT6e1d100+50 (Dojo Gi)
Damage: 1d8+4
At-Will:
Standard Action 2: Furious Flurry of Fists (Strike) @kinryu
Accuracy: 1d100+50 (Dojo Gi)
Damage: 1d8+4
Status
Wild Sense - (+25/+25 Acc. and Def.) 0/3 turns
Powered Up - 2/2 Turns
Immobilized - 0/2 Turns
CLASS FEATURES Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Flexible Technician - Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS Canon Descendant (Korin)
Flurry of Blows - 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.
ITEMS
Dojo Gi
Scrying Staff
Field Responder Kit 1/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 0/2 uses
Kiai 1/1 use
Wild Sense 0/1 use
Enhanced Focus Energy
Sonic Sway 1/1 use
Clash 1/1 use
Base PL: 5436 | Current PL:5436 | CURRENT Edge: 0 HP: 37/85 | Ki: 71/100 | DEF: 90 | DR: +3 | Melee Accuracy: d100+40 | Ranged Accuracy: d100+40 Damage: +4 | Ki Cost: -2 Ki | Bonus Acc: +5
1d100+50·1d8+4·1d100+50·1d8+4
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Feb 9, 2020 20:32:17 GMT -8
As he was about to land his attack, Will managed to jump on top of Celerai, and completely avoided what was going at him. Instead of dashing backwards, he turned around, and saw Shinryu trying to hit Master Will. O. Wisp, but failed, as Will also managed to weave his way out. After he was finished with his attack, Celerai saw Will throwing a barrage of punches at Shinryu. His fists moved pretty fast, actually, faster that Celerai's. After which, Celerai said "Hey, let me make this more fun. Let's do a free for all. I'm sure that Will said that we were already his students. How does that sound Shin? And you Will?"He rushed at Shinryu and Will at the same time, and using his ki to propel him across the area, attempting to pummel them both to the ground, with his arms stretched outwards to his side. WC: 150 | 2765 {BATTLE INFO - CELERAI}
DEFENSE PHASE.
[Will O. Wisp] Attack #1: [Will O. Wisp] Attack #2: 0 dmg -5 DR = 0 dmg.
OFFENSE PHASE.
Bonus Action 1: Dragon Dash | +10 Atk, +5 Dmg | -7 ki
Action 1: Grapple | -0 ki Atk Bonus: +10 | Dmg Bonus: +5 | Inflict Bonus: +0% (Targeting Will. O. Wisp) ONUfv1521d100+45 for atk. 1d6+7 for dmg. 1d100 for inflict. (Immobilizing | 40%)
Extra dmg from the 'Luchador' trait: 1d6
Action 2: Grapple | -0 ki Atk Bonus: +10 | Dmg Bonus: +5 | Inflict Bonus: +0% (Targeting Shinryu) 1d100+45 for atk. 1d6+7 for dmg. 1d100 for inflict. (Immobilizing | 40%)
Extra dmg from the 'Luchador' trait: 1d6
EFFECTS.
TRAITS.
Class: Prodigy Unrivalled Potential- You begin play with all enhanced basic techs Genius- Your stats are no longer restricted by the natural 50 cap. Skillful - Mastery Level 1 now instead increases your chosen skill by +10.
Class Traits:
Flawless Counter Activation: Passive Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
Race: Saiyan Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
General Traits:
Luchador Activation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: --
Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
ITEMS.
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
DEFENSE/UTILITY TECHS.
FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki
PUNISHMENT OF A THOUSAND BLOWS Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face. Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5 HP Learn: 2 weeks
KI BLADE Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Skills and Statistics FIGHTING: 30 ENERGY CONTROL: 10 REFLEXES: 30 RESILIENCE: 20
BASE PL: 5435 | CURRENT PL: 5435 HP: 77/100 | KI: 35/100 | DEF: 100 | ENG ATK: +15 | PHY ATK: +35 | DR: 5 | DMG MOD: +2 | POWER UP KI REGEN: 50/100 Tag: Kinryu "The Shinryu" Kyto, Will O. Wisp 1d100+45·1d6+7·1d100·1d6·1d100+45·1d6+7·1d100·1d6
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Post by Kinryu "The Shinryu" Kyto on Feb 10, 2020 21:11:57 GMT -8
"Here kitty kitty. I got something for you." Kinryu Kyto said mockingly to Master Will O-Wisp as he came swinging at Kinryu. Who efficiently managed to nimbly sway left and right successfully evading the strikes coming at him from the Kame School master. Kinryu Kyto hoping once again for the opportunity to stretch out one of his hands or a foot to strike the furry cat master. But this chance was taken from him by the impulsiveness of Celerai's childish jealousy of Kinryu. Being the only one who has been able to make a significant amount of contact to Master Will O-Wisp during this skirmish. As Celerai came charging at both Master Will O-Wisp and himself. Kinryu Kyto managed to dodge out of the way from Celerai's double clothesline and said as he tried to counter it by sweep kicking the Saiyan legs attempting to knock Celerai to land on his face. "Oh you getting bored farmboy?"Sand, dust and small rocks began levitating high off of the ground as Kinryu Kyto's fists came tucked to his sides as his nearly invisible aura flared up. "Then that's fine with me Mitch."Tag: Celerai , Will O. Wisp Starting PL: 2028 WC: 191 TWC: 2319 BATTLE TRACKER{ SHINRYU KYTO - BATTLE TRACKER}
DEFENSE PHASE
REACTIVE-AT-WILL: SUPPRESSION RELEASE Reactive-Standard Action:SONIC SWAY Cost -15Ki | NATURAL DAMAGE ROLLS 10 and under don't strike. Attack 1: Shinryu Kyto 65(70) vs Will O-Wisp(8) = MISSED Because of Sonic Sway
Attack 1: Shinryu Kyto 65(70) vs Will O-Wisp(4) = MISSED Because of Sonic Sway
Attack 1: Shinryu Kyto 65(70) vs Celerai(1) = MISSED Because of Sonic Sway
Total damage: = O - 4 DR = DMG
OFFENSE PHASE.
At-Will: Moxy Accuracy +5, Defense +5, Damage +2, and DR by +1.
Bonus Action: Enhanced Power Up Regain 50Ki and raise PL 1.5x Base PL
Standard Action 1:
Enhanced Grapple @ Celerai Cost 0 Ki | Natural Damage roll bypasses all DR
Accuracy Roll = c4hcUFIn1d100+25
Damage (Base 2d6| Luchador +1d6 | Moxy +2) = Base + Moxy = 3d6+2
Immobilize (40% chance) = 1-100
Standard Action 2:
See Defense Phase
Regen: 0 Ki
EFFECTS:
Moxy - When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1.
Wild Sense - Turn 5/5 |+20 Def & +20 Acc next turn| On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack.
TRAITS. |*A.I. Assistant granted Traits*|
Canon Descendant: Son Gohan
|*1| Luchador Activation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: --
|*2| Moxy Activation: Passive Effect: When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1. Limit: --
|*3| Thrill of the Hunt Activation: Passive Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Limit: --
EQUIPMENT.
Weapon: Bo Staff Donated to Staff Long wood staves like this are commonly used by Martial Artists as training weapons and nonlethal means to subdue opponents. Type: Weapon - Staff Activation: Bonus Action Effect: Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2. Limit: 3 uses per thread. 3 Remaining
Supplementary: 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: --
DEFENSE/UTILITY TECHS.
SONIC SWAY - RANK 1 You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Cost: 15 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
WILD SENSE - RANK 1 You swiftly blink in and out of your opponent's attacks and deliver powerful counter attacks. Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle.
ATTACK TECHS.
DRAGON CLAWS This secret technique of the Okatera Clan causes the user to focus so much of their Ki around their hands triggering the shroud of aura to take shape of a pair of dragon heads. Type: Energy, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Slashing : This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Minor Effect: Imbued ; Shocking Cost: 22 Ki Learn: 2 weeks
STATIC PULSE This secret technique of the Okatera Clan is a derivation of the Turtle School legendary Thundershock Surprise. After charging a large amount of lightning elemental chakra into a orb akin to a Kamehameha it is thrust down by a single hand into the ground shocking everyone around the user weakening their defense. Type: Energy, Ranged, Area Action: Standard Action, +15 Accuracy Base Damage: 10 Major Effect: Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself.
Minor Effect: Immobilize 40% chance Cost: 25 Ki Learn: 2 weeks
FIGHTING: 15 | ENERGY CONTROL: 10 | REFLEXES: 15 | RESILIENCE: 10 | Class: Prodigy ∅ DR: (1) | DMG MOD: (2) | KI COST: 0 | MELEE ACC: 1d100+20(25) | ENERGY ACC: 1d100+15(20) HP: 29/65 | KI: 55/100 | BASE PL: 2028 | CURRENT PL: 3042 1d100+30·4d6+9·1d6
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Post by Will O. Wisp on Feb 11, 2020 19:40:18 GMT -8
Kinryu not only managed to avoid Will's attacks but when Celerai decided to turn this into a free for all. Kinryu was able to dodge Celerai's clothesline move as well, Will did also by rolling out of the way. Then he witnesses Kinryu releasing his inner strength and going against Celerai. They are all pretty close, but did Kinryu have this power all along? How very strange. "So Kinryu, you've been holding back. You don't need to tell us why you've got your own reasons, but I say this would be good practice to be able to handle to opponents at once if we turned this to a battle royal. Brace yourselves, boys, cause this is about to get serious," Will said. When trying to figure out how to take care of two opponents at once. Will got a good idea. He ran to a spot where he would be behind Kinryu and he and Celerai would be perfectly aligned. This has a low chance of working, but if Will's kick hits Kinryu, he may be able to knock Kinryu into Celerai. First, he draws out whatever energy he can muster from his body before making and a running start as he jumps and does a flying kick at great speed aiming his foot towards Kinryu's back. If he knocks Kinryu back, there's a chance Celerai can still dodge Kinryu, if he misses, he may still be able to hit Celerai in the middle of his trajectory.
Word Count: 247 Total Word Count: 2,185 Tags: Celerai , Kinryu "The Shinryu" Kyto BATTLE TRACKER SUMMARY Dodges all attacks this turn
Bonus Action 1: Power Up - You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. (100/100 Ki restored)
Standard Action 1: Flying Cat Kick (Strike) @kinryu
Accuracy: 6GyE89K01d100+50 (Dojo Gi)
Damage: 1d8+4
At-Will:
Standard Action 2: Flying Cat Kick (Strike) @celerai
Accuracy: 1d100+50 (Dojo Gi)
Damage: 1d8+4
Status
Wild Sense - (+25/+25 Acc. and Def.) 0/3 turns
Immobilized - 0/2 Turns
CLASS FEATURES Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Flexible Technician - Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS Canon Descendant (Korin)
Flurry of Blows - 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.
ITEMS
Dojo Gi
Scrying Staff
Field Responder Kit 1/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 0/2 uses
Kiai 1/1 use
Wild Sense 0/1 use
Enhanced Focus Energy
Sonic Sway 1/1 use
Clash 1/1 use
Base PL: 5436 | Current PL:5436 | CURRENT Edge: 0 HP: 37/85 | Ki: 90/100 | DEF: 90 | DR: +3 | Melee Accuracy: d100+40 | Ranged Accuracy: d100+40 Damage: +4 | Ki Cost: -2 Ki | Bonus Acc: +5
1d100+50·1d8+4·1d100+50·1d8+4
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