Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Feb 12, 2020 14:58:49 GMT -8
Did Shin have all of this power holding back? Why did he hokd back? Those were the questions that went through Celerai's mind, and he felt Shinryu releasing his energy after Celerai attempted to attack him. Yes, he miss. Will on the other hand, had to roll out of the way to dodge the attack. Shinryu's attempt to sweep Celerai off his feet failed, as he managed to somersault over his leg just in the nick of time. Once Will. O. Wisp had addressed Shinryu about suppress his energy, he went behind him, and attempted to kick Shinryu. Celerai was gazing at that time, until he felt Will's foot peircing into his arm, which sent him to the ground. That knockdown wasn't expected. "Wow, didn't see you there. That doesn't count. And as for you Shinryu, it's on. Let's do this. Master Wisp, why don't you just watch us and see what we have learnt."That said, while he was in his crouching position, he charged up two small balls of ki, and squashed them, leaving the energy around his fist. He then leaped at Shinryu, attempting to punch him.. in the face.. twice. WC: 194 | 2959 {BATTLE INFO - CELERAI}
DEFENSE PHASE.
[Will O. Wisp] Attack #1: Hit for 8 dmg. [Shinryu] Attack #2: Missed 8 dmg -5 DR = 3 dmg.
OFFENSE PHASE.
Bonus Action 1: Dragon Dash | +10 Atk, +5 Dmg | -7 ki
Action 2: Ki Blade | -2 ki Atk Bonus: +10 | Dmg Bonus: +5 | Inflict Bonus: +0% (Targeting Shinryu) 9WB8cn4S1d100+45 for atk. 2d6+9 for dmg. [] for inflict.
Action 2: Ki Blade | -2 ki Atk Bonus: +10 | Dmg Bonus: +5 | Inflict Bonus: +0% (Targeting Shinryu) 1d100+45 for atk. 2d6+9 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: 74/100 | KI: 24/100 | 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+45·2d6+9
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Post by Kinryu "The Shinryu" Kyto on Feb 16, 2020 1:04:32 GMT -8
Due to dealing with Celerai's crafty sneak attack several times he was ready to duck out of the way of Master Will O-Wisp Kick so that the cat would go sailing over him to deliver his kick to Celerai instead. However when Kinryu heard Celerai once again asking to change this from a spar against Will O-Wisp to a now a spar just between the two of them it annoyed him even further. "Oh no you don't, punk. We ain't gonna be changing the rules again." "I see it now. You're not bored. You're jealous of me. You're upset because I am the only one truly diving in. What are you scared that I might, take this win from you." Kinryu Kyto said sternly without hesitation before he had to dodge one of Celerai's Ki enforced punches. Though he was not able to get out of the way of the second blow, which struck him hard in his face busting his lip. "Just admit it." Kinryu spat out some of his red blood at Celerai's feet before he spoke again. "You just couldn't handle the possibility of it being my blow that finished this fight when we were working as a team. But in your head you just had to make it, all about me. When we, were just about to win."Kinryu Kyto's fists once again erupted in flames as his own eyes held a vengeful burning gaze at the other Saiyan. Kinryu ran full speed charging at Celerai, his momentum building as each foot touched the ground. Then at the last moment Kinryu leaped into the air to deliver what would certainly be a crushing blow to whomever was to receive it. But it not be Celerai as Kinryu somersaulted over his rival to aim this scorching barrage at Master Will O-Wisp. "What did you think I was going to forget about you?"Tag: Celerai , Will O. Wisp Starting PL: 2028 WC: 315 TWC: 2319 BATTLE TRACKER{ SHINRYU KYTO - BATTLE TRACKER}
DEFENSE PHASE
REACTIVE-AT-WILL: Reactive-Bonus Action:RAPID MOVEMENT Cost -15Ki | +25 Defense / +10 Defense against Finishers
Attack 1: Shinryu Kyto 65(95) vs Will O-Wisp(85) = MISSED
Attack 1: Shinryu Kyto 65(95) vs Celerai(82) = MISSED
Attack 1: Shinryu Kyto 65(95) vs Celerai(120) = 15 | Zenkai triggered
Total damage: = 15 - 4 DR = 11 DMG
OFFENSE PHASE.
At-Will: Moxy Accuracy +5, Defense +5, Damage +2, and DR by +1. | Zenkai +5 Accuracy
Bonus Action: ENHANCED DRAGON DASH 7 Ki | +10 Accuracy | +5 Damage
Standard Action 1:
DRAGON CLAWS at Will O-Wisp Cost 22 Ki | SLASH CRITICAL Natural 75% range (+4 Damage)
Accuracy Roll = kX96VFOo1d100+35
Damage (Base 4d6+4| Dragon Dash +5 | Moxy +2) = Base + Moxy = 4d6+11
Shocking(40% chance) = 1-100
Standard Action 2:
Sacrificed for Bonus Action
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.
Zenkai: +5 to Fighting and Energy Control when below 40% hp
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: 18/65 | KI: 11/100 | BASE PL: 2028 | CURRENT PL: 3042 [/quote] 1d100+35·4d6+11·1-100
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Post by Will O. Wisp on Feb 16, 2020 15:36:44 GMT -8
It seemed that Celerai and Kinryu have gotten into an argument. With Kinryu accusing Celerai of changing the rules of the spar just cause he's been getting all the hits and Celerai hasn't. There's a lot of hostility coming between these two. Ah, a young blooming rivalry between two martial artists. Makes this old cat feel warm and fuzzy inside. "Now calm down Kinryu I see this as good training as well. Most opponents you will face in the future do not care about rules. So it's important to take into account any possibility of what could happen to prepare yourself before it does. Not all battles are restricted by rules and even those that are some people are not above cheating. Always expect the unexpected," Will said. And then after Kinryu was done having his argument with Celerai he ignores his friend to go after Will instead. This caught Will off guard giving him no time to prepare, ironic considering the advice he just gave them earlier. Was that argument a part of an act then or was that what he really meant? Will at least put up his guard before Kinryu's attack hit, but as soon as he did he was met with a vicious assault. After the attack was finished Will was looking much worse for wear, covered in burns and bruises and his Gi torn. He then got out a box and used what was inside to begin healing most of his wounds, looking a bit better then he did before. "That was very clever of you Kinryu, but I think it's time to show you why they called me a Meowster, nya ha ha ha," Will said. Will then runs towards Kinryu to deliver a punch towards his solar plexus.
Word Count: 295 Total Word Count: 2,480 Tags: Celerai , Kinryu "The Shinryu" Kyto BATTLE TRACKER SUMMARY Hit by Kinryu's critical Slashing Dragon Claws. 38 damage reduced by 13 DR = 25
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.) | -6 Ki
Standard Action 1: Field Responded Kit - Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately.
At-Will:
Standard Action 2: Solar Plexus Punch (Strike) @kinryu
Accuracy: XE_IanmL1d100+50 (Dojo Gi) (Critical! Auto hit!)
Damage: 1d8+4 (+5 damage to critical)
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 0/1 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: 52/85 | Ki: 84/100 | 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
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Feb 18, 2020 14:12:29 GMT -8
Celerai got a bit confused once he saw Shinryu accusing him of being jealous, and once he got mad about Celerai changing the rules of the spar. There wasn't any rules in the first place. "Uhh.. I'm sorry, ok? I'm not jealous I just wanted to make the fight a bit more fun, that's all. I agree with Master Wisp, this is not exactly necessary."
Why was he so.. easily irritated? And why did he release his suppression once Celerai actually attacked him? Dif he have a problem with Celerai? Those were the questions that went through Celerai's mind just listening to the Saiyan's bickering. "You need to calm down, buddy. Aren't you having fun? I am. Aren't you Master Wisp?"
His look.. the way he looked at Celerai.. it was as if he was envious.. but.. why?.. of what? Celerai went into a defensive stance, as he saw Shinryu charging at him. But.. yeah, Shinryu wasn't exactly going after him, but instead, he went after Master Wisp. But it seemed as if he took the opportunity of the outmost importance, as he managed to land a devastating hit. Once Celerai turned around to look at the two, he saw that Master Wisp's gi was torn. Once he saw that Will. O. Wisp was going after Shinryu, he said to himself.. I know you won't like this, but..
That said, his aura exploded around him, as he quickly went in front of the Saiyan, taking the hit in which was aimed at Shin. "Ugh! Shin, go. Here's your chance."After which, he quickly went behind the cat, attempting to strike him in the back, and also, he was trying to show Shinryu that.. he wasn't jealous.. at all. WC: 288 | 3247 {BATTLE INFO - CELERAI}
DEFENSE PHASE.
[Will O. Wisp] Attack #1: Hit for 16 dmg. [Shinryu] Attack #2: 16 dmg -5 DR = 11 dmg.
OFFENSE PHASE.
Bonus Action 1: Intercept | -0 ki
Bonus Action 2: Dragon Dash | +10 Acc, +5 Dmg | -7 ki
Action 2: Sacrificed for Bonus Action | -0 ki Atk Bonus: +0 | Dmg Bonus: +0 | Inflict Bonus: +0% [] for atk. [] for dmg. [] for inflict.
Action 2: Cutting Edge | -15 ki Atk Bonus: +30 | Dmg Bonus: +5 | Inflict Bonus: +0% (Targeting Will) 9BFdqqF41d100+75 for atk. 3d10+7 for dmg. 1d100 for inflict. (Crippling | 40%) CRITICAL HIT | SLASHING | +9 DMG!
EFFECTS.
Flawless Counter in effect.
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: 63/100 | KI: 2/100 | 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+75·3d10+7·1d100
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Post by Kinryu "The Shinryu" Kyto on Feb 22, 2020 23:37:40 GMT -8
“Fun?” Said Kinryu Kyto with a mocking tone in his voice as he combed his right hand back through his hair. He then began laughing at both Master Will O-Wisp and Celerai’s attempts to talk him down from jumping off the virtual edge of the wall anxiety. “You think this is fun?”When the Meowster Will O-Wisp came charging back at Kinryu Kyto to deliver a counter strike. Kinryu Kyto drew himself into a defensive position preparing to deal with any of the possible maneuvers to come from the cat. Kinryu was also prepared for Celerai to try to take advantage of this situation also but he was surprised to see him intercede in such a manner. Ducking in to take a blow clearly targeting him. Upon hearing Celerai call for Kinryu Kyto to attack Master Will O-Wisp immediately following him He ran full speed hoping to charge into the cat and take him down with a jarring slam. “Now this is fun.”Tag: Celerai , Will O. Wisp Starting PL: 2028 WC: 163 TWC: 2797 BATTLE TRACKER{ SHINRYU KYTO - BATTLE TRACKER}
DEFENSE PHASE
REACTIVE-AT-WILL: Reactive-Bonus Action:
Attack 1: Shinryu Kyto 65(75) vs Will O-Wisp() = Intercepted by Celerai
Total damage: = 0 - 4 DR = 0 DMG
OFFENSE PHASE.
At-Will: MOXY Accuracy +5, Defense +5, Damage +2, and DR by +1. | Zenkai +5 Accuracy
Bonus Action: ENHANCED SENSE +5 DEF | +5 ACC | +3 DR | +3 DMG | +1D6 DMG Thrill of the Hunt
Bonus Action: ENHANCED DRAGON DASH 7 Ki | +10 Accuracy | +5 Damage
Standard Action 1:
GRAPPLE at Will O-Wisp Cost 0 Ki | lUCHADOR )
Accuracy Roll = oIUFMEvo1d100+50 Sense +5 Accuracy | Zenkai +5 Accuracy | Dragon Dash +10 Accuracy | Moxy +5 Accuracy
Damage (Base 2d6| Dragon Dash +5 | Moxy +2 | LUCHADOR 1d6 | Sense +3 | Class +1 | +1d6 Thrill of the Hunt) = Base + Moxy = 4d6+11
Immobilizing(40% chance) = 1-100
Standard Action 2:
Sacrificed for Bonus Action
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.
Zenkai: +5 to Fighting and Energy Control when below 40% hp
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 ∅ DEF: (75)|DR: (5) | DMG MOD: (2) | KI COST: 0 | MELEE ACC: 1d100+20(50) | ENERGY ACC: 1d100+15(45) HP: 18/65 | KI: 4/100 | BASE PL: 2028 | CURRENT PL: 3042 1d100+35·4d6+11·1-100
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Post by Will O. Wisp on Feb 23, 2020 20:47:42 GMT -8
Will was surprised that Celerai took the two hits that were meant for Kinryu. Even more surprised when Celerai went to hit from the back. Will quickly turn to guard but was blown away from the fierce attack. He seemed to be crying, however, it was not because of the pain felt. No, he was crying for a different reason. "Such loyalty, even after your friend said such harsh words to you you still took a hit for them and managed to catch me by surprise through your act of friendship. You two young un's are just full of surprises! However, you two seem to be wasting a lot of energy, it's best to conserve it, otherwise, you will be left defenseless. So don't forget to let whatever latent power you have within you," Will said. While Kinryu was coming to Will at full speed for a ram attack, Will knew that attack will hurt. In desperation, he appears to be charging a Kamehameha. However, as soon as a ball of energy is formed within his hands. He pulls it back over his head and lobs it as if he was throwing a ball towards Kinryu. Hoping to slow down Kinryu's attack or knock him out in one blow.
Word Count: 209 Total Word Count: 2,689 BATTLE TRACKER SUMMARY Hit by Celerai's critical Slashing Cutting Edge. 38 damage reduced by 13 DR = 25. (Crippled for two turns.)
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.) | -6 Ki
Standard Action 1: Clash - When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused. | -16 Ki @kinryu's Grapple
At-Will: Flexible Technican - Changes Kamehameha to a Single attack
Standard Action 2: Super Dragon Shot (Kamehameha) | Single | Charging | Shocking | -11 Ki
Accuracy: nP8o0fX41d100+40 (Supposed to be +45 but it doesn't make much of a difference.)
Damage: 3d10+5 (+4 damage actually, just subtract 1 from that and make it 16.)
Shocking(40%): 1d100
Status
Wild Sense - (+25/+25 Acc. and Def.) 0/3 turns
Immobilized - 0/2 Turns
Crippled - 2/2 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 0/1 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 0/1 use
Base PL: 5436 | Current PL:5436 | CURRENT Edge: 0 HP: 27/85 | Ki: 51/100 | DEF: 90 | DR: +3 | Melee Accuracy: d100+40 | Ranged Accuracy: d100+40 Damage: +4 | Ki Cost: -2 Ki | Bonus Acc: +5
1d100+40·3d10+5·1d100
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Feb 26, 2020 4:35:08 GMT -8
Finally, an actual decent hit in which Celerai felt good about. "Come on. This is getting really fun, but.. we should probably end this soon. Shinryu, let's end this."After he took the two blows that was supposed to be taken by Shinryu, he immediately went behind Will. O. Wisp and launched his pulled back fist at Will. O. Wisp's back. Even though the cat still managed to turn around and guard, it had him flying across the area. After Will expressed his thoughts on what just happened, Shinryu took advantage of the moment, and charged at Will. O. Wisp. Hoping that Shinryu would use this opportunity wisely, Celerai powered up in the moment in order to regenerate some ki, and raise his power. He then charged at Will. O. Wisp, throwing a flurry of blows at him, in order to distract him again, so that Shinryu could land a decisive hit. WC: 152 | 3399 {BATTLE INFO - CELERAI}
DEFENSE PHASE.
[Will O. Wisp] Attack #1: [Shinryu] Attack #2: 16 dmg -5 DR = 11 dmg.
OFFENSE PHASE.
Bonus Action 1: Power Up | 25 Ki, +25% PL | -0 ki
Action 1: Ki Blade | -2 ki Atk Bonus: +0 | Dmg Bonus: +0 | Inflict Bonus: +0% (Targeting Will) FRZBKPE91d100+35 for atk. 2d6+4 for dmg. [] for inflict.
Action 2: Ki Blade | -2 ki Atk Bonus: +0 | Dmg Bonus: +0 | Inflict Bonus: +0% (Targeting Will) 1d100+35 for atk. 2d6+4 for dmg. [] for inflict.
EFFECTS. Power Up | +25% PL | 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: 6793 HP: 63/100 | KI: 23/100 | DEF: 100 | ENG ATK: +15 | PHY ATK: +35 | DR: 5 | DMG MOD: +2 | POWER UP KI REGEN: 75/100 Tag: Will O. Wisp , Kinryu "The Shinryu" Kyto 1d100+35·2d6+4·1d100+35·2d6+4
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Post by Kinryu "The Shinryu" Kyto on Feb 28, 2020 23:54:35 GMT -8
Kinryu Kyto couldn’t help but smile as Celerai decided to shield him from the brunt of Master Wil O-Wisp had attempted to use against him to hold him back. Thanks to this wasteful maneuver by Celerai which Kinryu felt he didn’t need help with to evade, it could’ve managed to successfully grant him the opening once again to charge through at Master Will O-Wisp and was now trying to perform a difficult chain of suplexes. Tag: Celerai , Will O. Wisp Starting PL: 2028 WC: 75 TWC: 2872 BATTLE TRACKER{ SHINRYU KYTO - BATTLE TRACKER}
DEFENSE PHASE
REACTIVE-AT-WILL: Reactive-Bonus Action:
Attack 1: Shinryu Kyto 65(75) vs Will O-Wisp(63) = Missed
Total damage: = 0 - 4 DR = 0 DMG
OFFENSE PHASE.
At-Will: MOXY Accuracy +5, Defense +5, Damage +2, and DR by +1. | Zenkai +5 Accuracy
Bonus Action: ENHANCED SENSE +5 DEF | +5 ACC | +3 DR | +3 DMG | +1D6 DMG Thrill of the Hunt
Standard Action 1:
ENHANCED GRAPPLE at Will O-Wisp Cost 0 Ki | lUCHADOR )
Accuracy Roll = lzyW7qXt1d100+50 Sense +5 Accuracy | Zenkai +5 Accuracy | Moxy +5 Accuracy
Damage (Base 2d6| Moxy +2 | LUCHADOR 1d6 | Sense +3 | Class +1 | +1d6 Thrill of the Hunt) = Base + Moxy = 4d6+6
Immobilizing(40% chance) = 1-100
Standard Action 2:
ENHANCED GRAPPLE at Will O-Wisp Cost 0 Ki | lUCHADOR )
Accuracy Roll = 1d100+40 Sense +5 Accuracy | Zenkai +5 Accuracy | Moxy +5 Accuracy
Damage (Base 2d6| Moxy +2 | LUCHADOR 1d6 | Sense +3 | Class +1 | +1d6 Thrill of the Hunt) = Base + Moxy = 4d6+6
Immobilizing(40% chance) = 1-100
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.
Zenkai: +5 to Fighting and Energy Control when below 40% hp
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 ∅ DEF: (75)|DR: (5) | DMG MOD: (2) | KI COST: 0 | MELEE ACC: 1d100+20(50) | ENERGY ACC: 1d100+15(45) HP: 18/65 | KI: 4/100 | BASE PL: 2028 | CURRENT PL: 3042 1d100+50·4d6+6·1-100·1d100+40·4d6+6·1-100
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Post by Will O. Wisp on Feb 29, 2020 11:22:20 GMT -8
Will managed to dodge the strikes Celerai performed on him. However, he was then caught in Kinryu's grasp. And ended up suplexed onto the ground. His head hitting the earth as he manages to slip out before being suplexed again. Will is starting to look like he is just barely hanging on to unconscious, covered in bruises and dust as if he were a stray cat that gets in too many fights. He could retaliate and fight back and hit Kinryu, after all, he's the one who has been getting the most hits in. But what's the point, Celerai is just as strong as Will is too. It's just a spar anyway but he wishes he could have challenged them more. It seems these kids don't really need his training at the moment. Will then powers down as he lets out a sigh. "Well then it seems like I can't keep fighting anymore, you two have been doing too good of a job against me. Perhaps it is because Celerai's so close to my power level that he overshadowed Kinryu's and thus my senses and eyes were on Celerai which gave Kinryu more times to hit me. Or perhaps I did underestimate Kinryu's skills. Nevertheless you two fought greatly, especially you Celerai after that one attack you hit me with. I don't think you need my training after all," Will said. He then looked over to the skies above as the oceans crashed onto the shoreline. "Don't get me wrong there are many people stronger and there are many things you need to improve on but I don't think I am the right master for you two. I have yet to reclaim what I had lost and only then when I accomplish that can I can call myself a master. If I were a real master I would've given you two more of a run for your Zeni yet you two were the ones putting my money where my mouth was. There are still things you need to know that I could tell you about Genki, Yūki, and Shōki and we could work on those aspects. Although perhaps you two are better off working on those three key components on your own, of course, if you need any hints don't afraid to give me a call, nya ha ha ha." Will said. It was then that Will began to crouch down and sit on the floor the whole spar left him exhausted, so much so that it didn't take long for him to doze off and go into a slumber. So that he can rest and heal from his injuries and regain any energy he had lost. Word Count: 449 Total Word Count: 3,138 BATTLE TRACKER SUMMARY Dodges three attacks with 115 Defense/Rapid Movement. Hit by one grapple from Kinryu for 24 damage. Reduced to 21 with 3 DR.
(After using Rapid Movement Will gives up.)
Bonus Action 1: Rapid Movement - You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Rapid Movement is considered a Movement Technique. | -21 Ki
Standard Action 1:
At-Will: Flexible Technican - Changes Kamehameha to a Single attack
Standard Action 2:
Status
Wild Sense - (+25/+25 Acc. and Def.) 0/3 turns
Immobilized - 2/2 Turns
Crippled - 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 0/1 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 0/1 use
Base PL: 5436 | Current PL:5436 | CURRENT Edge: 0 HP: 6/85 | Ki: 30/100 | DEF: 90 | DR: +3 | Melee Accuracy: d100+40 | Ranged Accuracy: d100+40 Damage: +4 | Ki Cost: -2 Ki | Bonus Acc: +5
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Mar 1, 2020 6:13:26 GMT -8
Celerai's strikes were dodged again, and Shinryu managed to successfully carry out his suplexes, which caused Will to be smashed into the ground. He looked beaten, and once Will. O. Wisp decided to stop there, Celerai.. wasn't that much of a good sport. His smile went down to a frown.
"Ugh, come on. I didn't mean what I said earlier. I was just getting started. Why stop here. Look, I still have a lot of energy left to spare."
He immediately started to do some stretches, like a windmill he stretched his right arm downwards to touch his left toe, after which stretching his left arm to touch his right toe. He did that for a couple of times until he decided to stop, and continue whining.
"It's just that you were taking on the both of us, ok? Next time, you take us on.. one by one."
He said, trying his best to convince Master Will. O. Wisp.
"Don't say that. You can still train us. I'll still call you 'Master'.. you see.. there's something that happened when I was a bit younger, and it involves my master.. dying.. I think you're the best master I've ever met. I.. thank you for this training session."
He then turned to Shinryu.
"Hey Shin, don't tell you're tired too. Come on.. don't do this. Ugh, man. The spar ended so soon, and I was having so much fun."
He said, after which letting out a sigh, before sitting beside Master Will. O. Wisp.
"I guess I'll just sit here then. Hm. Hey Shin, if you're leaving soon, remember what we talked about. Don't forget."
There was nothing left to do, than to lay in the grass and enjoy the rest of the day. He wouldn't stay for long though, but just as long as it takes to keep his new master some company.
WC: 312 | 3711
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Post by Kinryu "The Shinryu" Kyto on Mar 1, 2020 23:52:24 GMT -8
“Wooh!” Shouted out Kinryu Kyto who was happy to see he was successfully able to slam down the famed Kame Turtle School Master. He was earnestly looking forward to truly knocking him out but watching Master Will O-Wisp point his head to the sky as he yielded to the onslaught from the two young Saiyans would prove an unfulfilled wish. “Wait what?”
While Celerai begged to continue this spar, Kinryu Kyto stood attentively silent as he listened to Master Will O-Wisp compliment both him and Celerai fighting skills. Acknowledging that both of them are fully capable warriors regardless of the difference of their age of experience. Causing Kinryu Kyto to nod his head in acceptance of Master Will O-Wisp’s words of wisdom as he curled up to sleep on the ground. “Okay, sleep well.”
After Celerai sat down beside Master Will O-Wisp and annoyingly continued to beg Kinryu Kyto to keep fighting while apologizing for his previous actions. Kinryu’s face continued to appear stern as he looked down at Celerai a moment silent as he leaned over to look Celerai in the eyes as he delivered a surprising package. Which instead of it being a sharp cutting insult or a punch to the chest was a hardy laugh as Kinryu Kyto began laughing at him while pointing at him and said. “Haha, got you sucka.” “Oh man I loved how both of you really thought I was having that big of a baby tantrum.”Kinryu Kyto continued laughing as he backed away until he finally stopped as he sat down across from him to rest his back against a tree. “That was all part of my game to see how gullible both of you were. After all like Master Will said sometimes those you fight with can also be your enemies. I learned long ago guilt can be more dangerous than a hidden weapon. After all, I made you easily give up doing a battle royale.”
When asked about what Celerai had asked him about earlier before they started this little fight Kinryu Kyto nodded his head yes and answered him. “I don’t know if I’m leaving soon, but I’ll talk to Mai-Mai and see if she wants to sit down with you. I just got to say I can see us having fun fighting together in the future.”
“Maybe we can come up with a combination move or two.” Kinryu Kyto then snapped his fingers and said with enthusiasm like he used to have back in the days at the Orange Star City Dojo. “I got one. I call it the Dragon’s Plow. This could work both ways but let’s say we’re in another fight like this one were its us against whomever and we do like we just did to Master. Except...”To be Continued? WC :464 TWC: 3336 | Effective 3261
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