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Post by Atalan on Dec 28, 2019 4:58:39 GMT -8
For those that had known Atalan when he left his home, he would have almost appeared to be a different Demon entirely. After being defeated by all the huge muscle bound and quick martial artist types... he had decided to throw his focus into becoming more physically proficient. His frame was quite bulky without being slow; his coal black hair framed his face that brown eyes that retained a hue of gold peered out from. He had been studying with different schools; aikido, jiu jitsu and even wrestling. He found that he actually had a talent for hand to hand brawling despite his earlier disdain of the practice. It had taken some time for his frame to fill out from the exercise regime they had set him on; but not near as long as a human would have taken. He was still of superior stock after all so it was no surprise his body was able to adapt. Although he supposed his mother's saiyan blood might have risen to this as well; he understood that they were renowned as a warrior race. He did get a satisfaction from dominating people with his own personal strength that was quite unique and different from when he had been following the arcane path. The evening sand was still warm against his bare feet as he walked towards his destination; a refreshing breeze meandered in from over the water and swept over him tugging at his hair lazily. Ahead of him, coming into view, was a small group of people in the sand. The had a crude arena marked out on the beach - just lines with torches at each corner. The largest and oldest of the lot narrowed his eyes as Atalan neared him. His name was Master Kenshoba, and he was trying to challenge Atalan's teacher, Master Ferranta, for the right to absorb his school into his own. He had invoked an ancient tradition, almost never used anymore, to have the champions of two schools fight with the winner to absorb the other into it's teachings. Atalan had intercepted the message and decided to show up himself. While he didn't particularly care about most humans... or anyone for that matter... he owed master Ferranta a debt for teaching him for free no matter what the old fool said. Besides... he had been patient and kind with Atalan's fumbling and had gotten him to persist in learning. He supposed that he was probably a much better teacher than a wrestler; that was no reason for him to lose his school. Not that he would have ever admitted any of this out loud... He was broken from his reverie as Master Kenshoba called out, "Old Ferranta didn't dare to show his own face, eh? Looks like I'll be making quick work of this tonight after all, my students. This is his newest pupil, there's no way he's taught him enough to beat me!" The old man broke out into mocking laughter as he finished. Atalan's eyes went a shade closer to glowing gold as his anger rose... but he said nothing until he had stepped into the marked off arena and rolled his shoulders a few times. He dropped into a loose ready stance and called back, "Are you going to talk all night or are you ready to lose you buffoon? Maybe Master Ferranta didn't think you rated his personal attention." Atalan started to advance... and the older man wiped the tears of laughter from his eyes and moved to meet him... Anyone coming down the beach would now see a heap of fighters laid out by each other, groaning. They were mostly in tact, though the oldest one had broken arms. A long haired muscular man had the last man in the crowd in a submission hold, putting him to sleep. Soon the man went limp and was tossed over by the others as Atalan screamed, "Are there no other challengers than? Your school is defeated!"
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Konja of Clan Korm
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Post by Konja of Clan Korm on Dec 28, 2019 9:12:46 GMT -8
Nights like this on the beach were something that Konja was learning to enjoy. The yam farmer turned cashier would occasionally come down here, where the land met the sea, and the lights of the island's town didn't quite reach. It reminded her of Korm Village at night, when after the bonfires were put out for bed, she would lie down on the roof of her little stone house and stare up at the stars. A perfect meditative activity to cap off the post-dinner training session. It wasn't quite the same as home, of course. The distant howls of Whitefangs announcing the pack's night hunt were instead replaced by the rhythmic heartbeat of the sea, as waves endlessly struck the sand before retreating back to whence they came. She was still trying to get used to that part, but in a way, it put her in a different sort of contemplation. Not necessarily wrong, but simply another one of the endless things on this planet she had to get used to. Tonight was the same as the routine she had developed since getting her assignment to Taco King's cash register. End her shift in the afternoon, train for a few hours, eat a sumptuous dinner, bathe, then finally take a blanket out here to see if she couldn't restore just a smaller bit of her past to her present. The pickle jar was too much of a psychological anchor for sleep, and while she tried using it at first, she found that she quickly fell into slumber after lying down in it. A blanket would have to do. Of course, she wouldn't have one of the village elders come up to briefly speak with her, as they did every night for all the children. But perhaps, it was time that she started thinking more for herself about the things in life, rather than remaining too dependent on her elders for such a venture. Besides, the only Saiyan elder around here was Elder Fiddar of Clan Fren, and he was from another kingdom entirely, with a separate culture and customs from those under King Vegeta. Well, he might provide a new perspective in that case, at least. And in circumstances such as this, an Elder's input could never be anything less than invaluable. It was around this time that she heard something of a commotion from a short distance away. Konja sat up on the blanket and looked to the right. A middling distance away, a number of people, a martial arts school, from their uniform attire, were setting up what she could only conceive of as a makeshift ring. Square lines drawn in the sand, with torches around each corner. Her eyebrow went up as she wondered what this school was up to. For a while, all they did was make noise, exchange jokes, and make fun at some Master named 'Ferranta'. What exactly was the point of this gathering, and setting up this little ring, if they weren't actually going to use it to practice? More importantly, the way they spoke out against this Master Ferranta while the man himself was absent was irksome, to say the least. One would think that an old Master like the one who was guiding his pupils would be more respectful of a peer. It made a certain something in the depths of her gut boil and seethe. It didn't matter if the culture was different on this planet. The Elders should be respected, especially if they were warriors! Before she could stand up to speak to them about how they were bothering her meditation, however, a large man with a distinctly impressive power level arrived. They exchanged words, which provided... just a tiny hint of additional context. Ferranta headed a competing school, then. Still didn't excuse their treatment of their absent foe in her book. If they were going to hurl insults, they should at least have the tails to say it to his face. Which was why the Saiyan cashier found it extremely satisfying to watch this man, Ferranta's apprentice, put these lowlifes in their place. She of course had no place in their quarrel, but there was definitely something about his skill and power that very much impressed her. As she herself found an interest in the various styles here on this planet, particularly the graceful violence perpetuated by the warriors of the GWF, perhaps this might also make a good learning experience... even if she did get clobbered into the sand. Konja stood up and approached the man, her dark attire and the lack of a moon leaving her a shadow until she entered the range of the torches. "I will take up the challenge. I might not be part of their rude school, with its foul disrespect for Masters, but your technique impresses me so."She bowed deeply. "I am Konja of Clan Korm, a yam farmer and cashier. And I would love to fight you."WC: 828/828 Atalan
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Post by Atalan on Dec 28, 2019 20:16:05 GMT -8
Atalan released his hold on the now unconscious man before dragging him from the ring and tossing him to the side with the others. He turned to the impressive woman before him who called herself a yam farmer and a cashier. He let his senses brush against her and felt a solid sense of power lay within her. She was not as strong as he was, but she was a suitable challenge for his newly acquired skills. He had no doubt that she did those jobs or had done them in the past, but clearly she was a warrior first and foremost. Just the kind of person he wanted to tangle with. He cleared his throat and smiled before giving her a small bow in return as he said, "Greetings, Konja of clan Korm. I am Baron Atalan, of the Southern Demonlands. If you are indeed up for the challenge, I would appreciate a worthy opponent. I sense that you have the power to provide me with a good match. Come and step into the ring, let us prepare for our test of combat."He moved to the far side of the sketched ring and watched her approach as he rolled his shoulders and performed a few simple stretches. He watched her as she approached, her dark hair stirring in the wind. She didn't look like a fierce warrior... but he'd long ago learned that looks were deceiving. He felt a tickle of dryness in his throat, so he quickly pulled a water bottle from his belt and took a quick drink before tossing it from the ring, his thirst assuaged. It was time to get this show on the road. Initiative. yWp24Qfk1d100{ Battle Stats} DEFENSE PHASE.
Konja Attack #1 (0) vs Atalan's Def (90): Konja Attack #2 (0) vs Atalan's Def (90):
0 dmg - 5 DR = 0 dmg.
OFFENSE PHASE.
Bonus Action: At-Will:
Action 1:
Action 2:
EFFECTS.
TRAITS. Racial Trait: Like Rubber: You possess a natural 2 DR LuchadorActivation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: -- Class Traits:Flawless CounterActivation: 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 Class Features: Level 0 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.
Level 1
Assault: Twice per thread you may roll two seperate accuracy Rolls for attacks used on your turn; you may choose between the two rolls.
ITEMS.
DEFENSE/UTILITY TECHS.
PARALYZE You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
BARRIER You create a shroud of protective ki around your body to soften blows and protect against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until temp HP is gone. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
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.
KIAI You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Tectonic Slam Atalan seizes his opponent by a handy limb and lifts them over his head, smashing them into the ground with earth shattering force. Type: (Physical/Energy, Melee/Ranged, Single/Barrage/Area/Finisher) Action: Standard Action Base Damage: 3d10 Major Effect: Bashing Minor Effect: Wounding Cost: 15 ki Learn: 2 weeks
Enhanced Techs: Grapple
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
PL: 6226 HP: 80/80 | TEMP HP: 0/0 | KI: 100/100 FIGHTING: 35 | ENERGY CONTROL: 20 | REFLEXES: 35 | RESILIENCE: 20 MELEE ACCURACY: +40 | ENERGY ACCURACY: +25 | DEF: 90 DR: 0 | DMG MODIFIER: +3 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [281/944] 1d100
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Post by Konja of Clan Korm on Dec 30, 2019 2:00:50 GMT -8
Baron Atalan of the Southern Demonlands. Konja didn't really know much about this planet and its geography. But based on what she'd heard from the natives, she understood that this region they were in was known as the Southern Islands. The climate was certainly similar to that of Planet Plant, as far as temperature went, and Korm Village sat in the southern regions indeed. The presence of the seas, however, made it a distinctly wet kind of heat, rather than the dry one she was used to. It stood to reason that these Southern Demonlands were possibly relatively nearby, though how far that meant was up in the air. Baron was not an unfamiliar title to her. She had heard of Barons, Counts, Dukes, Earls... These were lords and ladies who served a king, ruling over lands and people that had been parceled out to them, in return for their service as warriors in battle. And while she did not know what a 'Baron' specifically meant on this planet, it told her that he was powerful enough to hold his own in battle among his people, the Demons, and wise enough to be trusted to rule a peasantry. A cunning warrior prince who she could not lower her guard around. Now, the yam farmer turned cashier had little knowledge of the Demon race. From what she'd heard, they were all universally powerful to some degree or another. Many people also said they were something called "evil". This word was not something she grew up with. The natives said that it was the opposite of "good", but that didn't quite make much sense either. If they were so powerful, then they must have been good at fighting, rather than poor at it. The closest she could understand from them was that "evil" was similar to "dishonourable", which she agreed, was reprehensible. What was the point of stabbing your opponent with their back turned, when it did nothing to prove your power? It only demonstrated that you could not defeat them on your own strength, that you relied on cowardice to carry the day. As the mighty Baron Atalan came here to fight for the honour of his Master's school - or at least that of his Master - then he surely wasn't any sort of "evil" from that particular sort of understanding. She stepped over the line and into the makeshift ring, her heart beginning to race. She was careful not to break the delicate line in the sand with her feet, a habit she had retained from childhood. Disputes between clans and villages were settled with duels, and arenas sprang up everywhere. Whether a simple line in the hot desert sand, or a mighty stone-hewn edifice that could provide seating for hundreds, both were treated with the reverence given to a system that resolved disputes and spared a region from all-out clan wars. Konja swept aside some hair that had gotten in her face and took up an offensive stance. Whatever the outcome of this duel was, she would emerge from it proud. For it would demonstrate definitively that she was now better than her days fighting in the war against Tuffles. The Baron was a powerful opponent, she could sense that. The strongest she had ever fought, including Elder Fiddar of Clan Fren and the elite Tara of Clan Taro. Whether it was standing victorious, or lying broken in the sand, she would be able to truly fight again. WC: 578/1406 UXrgZgfj1d100
{ Battle Stats} DEFENSE PHASE.
Atalan Attack #1 (0) vs Konja's Def (75): Atalan Attack #2 (0) vs Konja's Def (75):
0 dmg - 2 DR = 0 dmg.
OFFENSE PHASE.
Bonus Action: At-Will:
Action 1:
Action 2:
EFFECTS.
TRAITS. Racial Trait: Zenkai: Bonus Rewards +500 EP/50PL for Spars, and +1000 EP/100 PL for LoD. +5 FTG/EC when HP is below 40%. BlitzActivation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: -- LuchadorActivation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: -- Class Traits:Flawless CounterActivation: 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 Class Features: Level 0 Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Genius - Your Skills are no longer restricted by the natural 50 cap.
Level 1
Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. (FTG)
ITEMS.
Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None.
Guardian Staff This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm. Type: Weapon - Staff Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit: 3 uses per thread.
Scrying Staff Across the ages, those with aptitudes for the various Arcane Arts have been known to employ various means of divination through crystal balls, pools of water, or magical mirrors. The Scrying Staff is an enchanted staff with a divination tool located at its tip, used by the chosen champions of Wizards to assist in enacting their wills from afar. Type: Weapon - Staff Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Your Sense technique may be used as a Reactive At-Will action on your next turn. For each Strike you perform on this turn that successfully hits its target, you may use Sense 1 additional time on your next turn; the Effects of multiple Sense uses through this Effect stack. Limit: 3 uses per thread.
Modern Scouter A device first used by the Tuffles and later co-opted by others, this device allows its wearer to judge the strength of opponents and their attacks using numeric values via a display piece. This particular model is a newer version, produced by Wheelo Enterprises. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: The first five (5) times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action. Limit: --
DEFENSE/UTILITY TECHS.
ENERGY SHIELD You create a sphere of ki around your body that insulates and protects you from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Itakon Punch Konja stores up ki in her fist until it reaches critical capacity, and unleashes a punch that can blow a hole through a mountain with sheer burning force. Said force is capable of hurting an individual target if hit, not just their body, but their ki as well. Type: Physical Melee Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Bashing Minor Effect: Cripple Cost: 20 ki Learn: 2 weeks
Enhanced Techs: ALL (Unrivaled Potential)
FOCUS ENERGY You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
GUARD You hunker down against incoming attacks to survive them. Type: Defensive Action. Bonus Action - Reactive Effect: 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.) Cost: 10 ki Limit: Once per turn. Enhanced: Guard now only costs 7 ki.
POWER UP Your aura bursts around you as your power increases and you draw out your ki. Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored. Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: 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. Cost: 15 ki Limit: Once per turn. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None Enhanced: Upgrades to 1d12 damage.
SUPPRESSION You compress your ki down inside of you and lower your power level. Type: Utility Action: At-Will / Reactive At-Will to Release Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn. Cost: None Limit: None Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Cost: 15 Ki Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic when you hit Class Level 2. Automatic at Class Level 1 for Prodigy and Martial Artists.
PL: 4505 HP: 90/90 | TEMP HP: 0/0 | KI: 135/135 FIGHTING: 55 | ENERGY CONTROL: 25 | REFLEXES: 25 | RESILIENCE: 35 MELEE ACCURACY: +60 | ENERGY ACCURACY: +30 | DEF: 75 DR: 2 | DMG MODIFIER: +3 | KI COST: -1 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: 1d100
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Post by Konja of Clan Korm on Dec 30, 2019 5:10:25 GMT -8
There wasn't much left to say. Now was the time to see just how much Konja had improved over the last few months, after sleeping for hundreds of years. While she had indeed sparred with the other Saiyan survivours, who were now in the graces and employ of the Taco King corporation, she noticed that it didn't take her too long to surpass them. It felt much faster than when she was smaller, that was for sure. Why this was so was a question that had her thinking deeply on many nights, and after all this pondering, she could only conclude that this was the result of the experimentation done to her. She'd found that even her basic moves flowed more easily than before, that she could expend less ki when performing strenuous actions like buckling down against a powerful blow. That each punch flew faster and struck harder. And as she watched the colourful warriors of the Galactic Wrestling Federation on TV, she noticed that their moves were not as hard to replicate, even though they weren't directly teaching her. And even when learning directly from her father before, she never learned this quickly, even with her full focus. Since she'd already sparred against an Elite and an Elder, it wasn't simply her "blooming", as the village elders called puberty. This new ability to quickly pick up on martial skills was most certainly caused by the Tuffles. But the ensuing question for that was "to what end"? What good would it do them to improve her cognitive abilities? Was it something they planned to use on their own people somehow? But Saiyans and Tuffles were different. Whatever the case, even if this new ability was a result of the hated foe, she would be foolish not to master it. After all, if ever she encountered a Tuffle, then it would be poetic if she used their own enhancements against them. There was no clear roadmap to winning this fight. More likely than not, she would get crushed by her opponent, but it didn't matter. Each time a Saiyan came closer to death, she would return with renewed power thanks to the zenkai. So every fight, no matter its outcome, made her stronger, as things should have been. Konja shut her eyes and reached into herself, tapping wells of ki that she had not used for so long. As her eyes opened up, blue ki engulfed her body in a precise aura, her power level spiking. So this was what she was like now. Her hands shut into fists and opened up again, as she tasted the extent of her current limits. Now she was truly ready to trade blows with Baron Atalan. WC: 453/1859
{ Battle Stats} DEFENSE PHASE.
Atalan Attack #1 (0) vs Konja's Def (75): Atalan Attack #2 (0) vs Konja's Def (75):
0 dmg - 2 DR = 0 dmg.
OFFENSE PHASE.
Bonus Action: Enhanced Power Up: (Restore 25 Ki Ki maxed out | +25% PL for 2 Turns)
At-Will:
Action 1:
Action 2:
EFFECTS.
TRAITS. Racial Trait: Zenkai: Bonus Rewards +500 EP/50PL for Spars, and +1000 EP/100 PL for LoD. +5 FTG/EC when HP is below 40%. BlitzActivation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: -- LuchadorActivation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: -- Class Traits:Flawless CounterActivation: 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 Class Features: Level 0 Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Genius - Your Skills are no longer restricted by the natural 50 cap.
Level 1
Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. (FTG)
ITEMS.
Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None.
Guardian Staff This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm. Type: Weapon - Staff Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit: 3 uses per thread.
Scrying Staff Across the ages, those with aptitudes for the various Arcane Arts have been known to employ various means of divination through crystal balls, pools of water, or magical mirrors. The Scrying Staff is an enchanted staff with a divination tool located at its tip, used by the chosen champions of Wizards to assist in enacting their wills from afar. Type: Weapon - Staff Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Your Sense technique may be used as a Reactive At-Will action on your next turn. For each Strike you perform on this turn that successfully hits its target, you may use Sense 1 additional time on your next turn; the Effects of multiple Sense uses through this Effect stack. Limit: 3 uses per thread.
Modern Scouter A device first used by the Tuffles and later co-opted by others, this device allows its wearer to judge the strength of opponents and their attacks using numeric values via a display piece. This particular model is a newer version, produced by Wheelo Enterprises. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: The first five (5) times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action. Limit: --
DEFENSE/UTILITY TECHS.
ENERGY SHIELD You create a sphere of ki around your body that insulates and protects you from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Itakon Punch Konja stores up ki in her fist until it reaches critical capacity, and unleashes a punch that can blow a hole through a mountain with sheer burning force. Said force is capable of hurting an individual target if hit, not just their body, but their ki as well. Type: Physical Melee Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Bashing Minor Effect: Cripple Cost: 20 ki Learn: 2 weeks
Enhanced Techs: ALL (Unrivaled Potential)
FOCUS ENERGY You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
GUARD You hunker down against incoming attacks to survive them. Type: Defensive Action. Bonus Action - Reactive Effect: 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.) Cost: 10 ki Limit: Once per turn. Enhanced: Guard now only costs 7 ki.
POWER UP Your aura bursts around you as your power increases and you draw out your ki. Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored. Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: 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. Cost: 15 ki Limit: Once per turn. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None Enhanced: Upgrades to 1d12 damage.
SUPPRESSION You compress your ki down inside of you and lower your power level. Type: Utility Action: At-Will / Reactive At-Will to Release Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn. Cost: None Limit: None Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Cost: 15 Ki Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic when you hit Class Level 2. Automatic at Class Level 1 for Prodigy and Martial Artists.
PL: 4505 5631 (PUp) HP: 90/90 | TEMP HP: 0/0 | KI: 135/135 FIGHTING: 55 | ENERGY CONTROL: 25 | REFLEXES: 25 | RESILIENCE: 35 MELEE ACCURACY: +60 | ENERGY ACCURACY: +30 | DEF: 75 DR: 2 | DMG MODIFIER: +3 | KI COST: -1 ACTIVE EFFECTS: Power Up (+25% PL | 2/2) Enhanced Sense Counter: 1/3 Kai Robes: +3 Ki/Turn
LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN:
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Post by Atalan on Dec 30, 2019 19:10:30 GMT -8
Atalan moved his neck to one side then the other, popping it to relieve some of the pre fight tension creeping up on him. He was still relatively new to fighting this way, if not new to battle itself. He gathered his internal power and shaped his will into a protective shell around himself. A crimson shell briefly appeared around the demon before it faded back into obscurity. He had learned to adapt his wards to provide an effective barrier to harm while still allowing himself freedom of movement. It wasn't perfect; people could still bust through it. However it gave him an edge that had meant the difference in a few fights now. He reached into his pocket and pulled a leather strip out and quickly bound his hair into a knot behind his head. For pip squeaks like the school he had faced, having it down was fine. This woman, Konja, was different. He watched as she erupted into blue ki, her power level spiking up closer to his own. This reminded him a bit of his first sessions with Ferranta, when the older man had taken him out to the beach to make him build his muscles in the ocean. "Your first opponent is yourself, Atalan. Your second opponent is the ocean, go and wrestle it to see who gets to keep your balance." Standing in the crashing surf with one leg at a time and holding weights... the ocean won many times at first. over the weeks his body began to rise to the challenge, bulking faster than any human's could as he worked it hard and without mercy every day. Soon he was able to trounce every student in the dojo. It took him longer to defeat master Ferranta, as the old man was wily and could put a mean arm lock on anyone that even thought of stepping the wrong way. Now, however, even the master was unable to stand against him. This was his first real challenge in quite some time. He held off on shooting his own power level up for now. He wanted to test his power against someone that was near his equal; which is what she was right now. Ever since Master Ferranta had declared him beyond his own abilities to challenge, he had worried he was no longer growing stronger. Depending on how he met this challenge, it might be time for him to start travelling again. He took two measured steps towards her and dropped back down into a wide stance to meet her attack. He nodded towards Konja and in a smooth voice called out, "When you are ready."{ Battle Stats} DEFENSE PHASE.
Konja Attack #1 (0) vs Atalan's Def (90): Konja Attack #2 (0) vs Atalan's Def (90):
0 dmg - 5 DR = 0 dmg.
OFFENSE PHASE.
Bonus Action: Barrier -15 KI, +15 Temp HP - No statuses can effect me until Temp hp is gone. At-Will:
Action 1:
Action 2:
EFFECTS. Barrier -15 KI, +15 Temp HP - No statuses can effect me until Temp hp is gone.
TRAITS. Racial Trait: Like Rubber: You possess a natural 2 DR LuchadorActivation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: -- Class Traits:Flawless CounterActivation: 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 Class Features: Level 0 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.
Level 1
Assault: Twice per thread you may roll two seperate accuracy Rolls for attacks used on your turn; you may choose between the two rolls.
ITEMS.
DEFENSE/UTILITY TECHS.
PARALYZE You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
BARRIER You create a shroud of protective ki around your body to soften blows and protect against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration:Until temp HP is gone. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
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.
KIAI You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Tectonic Slam Atalan seizes his opponent by a handy limb and lifts them over his head, smashing them into the ground with earth shattering force. Type: (Physical/Energy, Melee/Ranged, Single/Barrage/Area/Finisher) Action: Standard Action Base Damage: 3d10 Major Effect: Bashing Minor Effect: Wounding Cost: 15 ki Learn: 2 weeks
Enhanced Techs: Grapple
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
PL: 6226 HP: 80/80 + 15/15 Temp | TEMP HP: 0/0 | KI: 85/100 FIGHTING: 35 | ENERGY CONTROL: 20 | REFLEXES: 35 | RESILIENCE: 20 MELEE ACCURACY: +40 | ENERGY ACCURACY: +25 | DEF: 90 DR: 5 | DMG MODIFIER: +3 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [443/1387]
Konja of Clan Korm
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Post by Konja of Clan Korm on Jan 3, 2020 10:10:31 GMT -8
That was the signal, then. Quite the gracious warrior to give the initiative to the weaker opponent. But then again, this was a test of strength. If Baron Atalan could defeat her even though she had been given the opportunity to strike first, then his victory would be unquestioned. Were Konja in his place, she probably would have done the same thing as well. For the same stated reason. It was just... a very Saiyan thing to do, really. Not so much a matter of graciousness, now that she thought about it, but more a matter of pride. Especially when there were other people watching. In this case, it was the two of them, but that mattered little. An honest warrior would acknowledge her opponent's skill in combat regardless of the results, and if she lost, would simply strive to improve herself further. Was that not a fair thing to do? The yam farmer turned fast food cashier recalled those earlier days in her childhood, when her father would always give her the initiative. And he would always beat her down convincingly, no, completely. This was also how he taught her of the Zenkai, which gave their people the power to come back from near death stronger than ever. At least, relative to themselves before getting trounced in combat. It was through these regular beatings, and teaching her certain techniques, that made her strong to begin with. Strong enough to serve as a cornerstone for the village's militia when her father established it. There were a number of children taken in to do so, of course. And while most performed well, some had more difficulty than others when it came to meeting the expectations that were placed on them. Suffice it to say, though, even after Konja had taken on the village militia's training regimen, she still put in additional hours to train with her father, even if it meant sacrificing sleep over it. Her training served her well in the War. She had just gotten careless with that one Tuffle base run by Colonel Weetsop... But no more. With this fight, she would prove herself worthy of facing the Tuffles again, even if it meant having to get beaten down once more. Konja responded to the Baron's offer with a nod. There was no need to exchange pleasantries at this point. That would suffice as thanks for his generosity. She shut her fist, and the blue aura ceased flaring wildly, compressing into a similar-hued tint surrounding the farmer as she launched herself in the direction of her opponent. Konja opened up with a straight right fist aimed at his face, followed by a number of kicks in the same general area before she would attempt to wrap her legs around his head in a takedown. Where she lacked in weight, she could at least supplement with copious amounts of ki. WC: 481/2340 Atalan
{ Battle Stats} DEFENSE PHASE.
Atalan Attack #1 (0) vs Konja's Def (75): Atalan Attack #2 (0) vs Konja's Def (75):
0 dmg - 2 DR = 0 dmg.
OFFENSE PHASE.
Bonus Action:
At-Will:
Bonus Action1: Enhanced Dragon Dash (+10 Acc | +5 Dmg | -6 Ki (EC))
Standard Action 1: Straight Punch (Enhanced Strike: +70 (EDD) | +8 Dmg (EDD)) Acc: hwerpe6e1d100+70 Dmg: 1d12+8
Blitz Basic: A Bunch of Kicks (Enhanced Strike: +70 (EDD) | +8 Dmg (EDD)) Acc: 1d100+70 Dmg: 1d12+8
Standard Action 2:
Black Widow Scissor Takedown (Enhanced Grapple: +70 (EDD) | +8 Dmg (EDD) | up to 2d6 natural dmg bypasses all DR) Acc: 1d100+70 Dmg: 2d6+8 Immob (40%): 1d100
EFFECTS. +3 Ki (Kai Robes)
TRAITS. Racial Trait: Zenkai: Bonus Rewards +500 EP/50PL for Spars, and +1000 EP/100 PL for LoD. +5 FTG/EC when HP is below 40%. BlitzActivation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: -- LuchadorActivation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: -- Class Traits:Flawless CounterActivation: 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 Class Features: Level 0 Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Genius - Your Skills are no longer restricted by the natural 50 cap.
Level 1
Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. (FTG)
ITEMS.
Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None.
Guardian Staff This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm. Type: Weapon - Staff Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit: 3 uses per thread.
Scrying Staff Across the ages, those with aptitudes for the various Arcane Arts have been known to employ various means of divination through crystal balls, pools of water, or magical mirrors. The Scrying Staff is an enchanted staff with a divination tool located at its tip, used by the chosen champions of Wizards to assist in enacting their wills from afar. Type: Weapon - Staff Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Your Sense technique may be used as a Reactive At-Will action on your next turn. For each Strike you perform on this turn that successfully hits its target, you may use Sense 1 additional time on your next turn; the Effects of multiple Sense uses through this Effect stack. Limit: 3 uses per thread.
Modern Scouter A device first used by the Tuffles and later co-opted by others, this device allows its wearer to judge the strength of opponents and their attacks using numeric values via a display piece. This particular model is a newer version, produced by Wheelo Enterprises. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: The first five (5) times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action. Limit: --
DEFENSE/UTILITY TECHS.
ENERGY SHIELD You create a sphere of ki around your body that insulates and protects you from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Itakon Punch Konja stores up ki in her fist until it reaches critical capacity, and unleashes a punch that can blow a hole through a mountain with sheer burning force. Said force is capable of hurting an individual target if hit, not just their body, but their ki as well. Type: Physical Melee Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Bashing Minor Effect: Cripple Cost: 20 ki Learn: 2 weeks
Enhanced Techs: ALL (Unrivaled Potential)
FOCUS ENERGY You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
GUARD You hunker down against incoming attacks to survive them. Type: Defensive Action. Bonus Action - Reactive Effect: 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.) Cost: 10 ki Limit: Once per turn. Enhanced: Guard now only costs 7 ki.
POWER UP Your aura bursts around you as your power increases and you draw out your ki. Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored. Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: 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. Cost: 15 ki Limit: Once per turn. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None Enhanced: Upgrades to 1d12 damage.
SUPPRESSION You compress your ki down inside of you and lower your power level. Type: Utility Action: At-Will / Reactive At-Will to Release Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn. Cost: None Limit: None Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Cost: 15 Ki Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic when you hit Class Level 2. Automatic at Class Level 1 for Prodigy and Martial Artists.
PL: 4505 5631 (PUp) HP: 90/90 | TEMP HP: 0/0 | KI: 132/135 FIGHTING: 55 | ENERGY CONTROL: 25 | REFLEXES: 25 | RESILIENCE: 35 MELEE ACCURACY: +60 | ENERGY ACCURACY: +30 | DEF: 75 DR: 2 | DMG MODIFIER: +3 | KI COST: -1 ACTIVE EFFECTS: Power Up (+25% PL | 1/2) Enhanced Sense Counter: 2/3 (+1 DR/Dmg) Kai Robes: +3 Ki/Turn
LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: 1d100+70·1d12+8·1d100+70·1d12+8·1d100+70·2d6+8·1d100
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Post by Atalan on Jan 3, 2020 14:42:22 GMT -8
Atalan felt a grim smile stretch across his mouth as his heart picked up and adrenaline flooded his blood. The air tasted fresher and sweeter, his body lighter, and his thoughts seemed to flow with a celerity that usually eluded him. He began to breath deeper in anticipation as the woman, Konja, can in with a snappy right aimed at his face. He managed to deflect some of its power, but it still snapped his head back. She was quick, this one. He tapped into his power to speed up his movement as he took careful steps to elude her kicks, leaning here, deflecting there, until the barrage expended itself. He readied himself to go on the offensive... but saw she was starting to leap towards him. He was able to read her intention; a scissor lock to his head. A good move, but a little too telegraphed this time. He leaned to the side and reached out to grab her ankle and attempted to swing her up and over himself to slam into the sand. As she landed, either from her own attempt or his slam, he raised two stiff fingers and quickly struck at three pressure points, releasing his ki into each to try and impair her ki from flowing on the attack. Atalan then stepped back and grinned... there were no need for words at the moment; they were speaking in the language of battle; the most beautiful of all languages. It was a shame it had taken him this long to learn that... { Battle Stats} DEFENSE PHASE.
Konja Attack #1 (138) vs Atalan's Def (105): Hit! Konja Attack #2 (99) vs Atalan's Def (105): Miss Konja Attack #3 (75) vs Atalan's Def (105): Miss
16 dmg - 5 DR = 11 dmg.
OFFENSE PHASE. FLAWLESS COUNTER ACTIVE +20 Acc
Bonus Action: Rapid Movement -15 ki At-Will:
Action 1: E. Grapple 0 ki 5C1|WzgK1d100+60
2d6+3
Chance to Immobilize 40% 1d100 1 damage per turn if it inflicts due to Demon ring
Action 2: Paralyze -4 ki
70% chance to stun 1d100 1 damage per turn if it inflicts due to Demon ring EFFECTS. Barrier -15 KI, +15 Temp HP - No statuses can effect me until Temp hp is gone.
TRAITS. Racial Trait: Like Rubber: You possess a natural 2 DR LuchadorActivation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: -- Class Traits:Flawless CounterActivation: 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 Class Features: Level 0 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.
Level 1
Assault: Twice per thread you may roll two seperate accuracy Rolls for attacks used on your turn; you may choose between the two rolls.
ITEMS.
DEFENSE/UTILITY TECHS.
PARALYZE You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
BARRIER You create a shroud of protective ki around your body to soften blows and protect against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration:Until temp HP is gone. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
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.
KIAI You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Tectonic Slam Atalan seizes his opponent by a handy limb and lifts them over his head, smashing them into the ground with earth shattering force. Type: (Physical/Energy, Melee/Ranged, Single/Barrage/Area/Finisher) Action: Standard Action Base Damage: 3d10 Major Effect: Bashing Minor Effect: Wounding Cost: 15 ki Learn: 2 weeks
Enhanced Techs: Grapple
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
PL: 6226 HP: 80/80 + 4 Temp HP | TEMP HP: 0/0 | KI: 70/100 FIGHTING: 35 | ENERGY CONTROL: 20 | REFLEXES: 35 | RESILIENCE: 20 MELEE ACCURACY: +40 | ENERGY ACCURACY: +25 | DEF: 90 DR: 5 | DMG MODIFIER: +3 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [257/1644]
Konja of Clan Korm 1d100+60·2d6+3·1d100·1d100
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Post by Konja of Clan Korm on Jan 4, 2020 16:44:02 GMT -8
The first strike was hers. But the Baron was, unsurprisingly, a very formidable opponent. Even having giving her the initiative, that opening punch to the face was all she had managed to get in. And even then, he didn't look too worse for the wear from it. Far from that, his reactions to her follow-up attacks, especially that scissor lock that she found herself rather proud of, were beyond expectations. One moment, she was well on the way to going over his head to get behind and catch him... the next, his head was gone, and his hand had taken ahold of her ankle. And the moment after that? Well, it was a bit quick indeed. What registered was the rushing air against her face as she clenched her ki against impact, almost immediately filled by the endless prickling sensation of sand scraping against her skin, her nose, and mouth. It didn't hurt in the slightest, but it was course, rough, irritating, and got everywhere. Very well played. He'd taken her move and flipped it around against her completely. Even as Konja quickly got back on her feet and wiped the sand out of her face, she was immediately beset upon by his next move, far more precise, as it struck a number of pressure points on her body. Immediately, she felt slack, as pathways for ki were disrupted, and the flow from her jacket's reservoir slowed to a mere trickle. Such an excellent combination. The Saiyan yam farmer turned cashier couldn't help but smirk in admiration of his performance as she took on her next offensive stance, to move to the next phase of the fight. She rushed forward, sand flying at the force of her footsteps, and swooped low at the last moment, attempting to tackle his legs out from beneath him. However that worked out, she would try to snake up behind and catch him in a chokehold, while repeatedly slamming her knee into his spine. WC: 329/2669 Atalan
{ Battle Stats} DEFENSE PHASE.
Atalan #1 (Grapple) (148) vs Konja's Def (75): 10 dmg GUARDED! Immobilize Failed! Atalan Attack #2 (0) vs Konja's Def (75): Paralyze: Successful! Crippled for 2 Turns Power Up wears off.
10 dmg - 12 DR = 7 dmg (7 DR Bypassed).
OFFENSE PHASE.
Flawless Counter Active (+20 Acc) Bonus Action: Enhanced Guard: +10 DR | -6 ki
Bonus Action1:
Standard Action 1: Low Tackle (Enhanced Strike: +80 | +3 Dmg) Acc: CjPOXnMX1d100+80Dmg: 1d12+3At-Will: Blitz Activated Standard Action 2: Chokehold (Enhanced Grapple: +80 | +3 Dmg | up to 2d6 natural dmg bypasses all DR | +1d6 dmg (Luchador)) Acc: 1d100+80 Dmg: 2d6+3 Immob (40%): 1d100
Blitz Basic: Knees to the Spine (Enhanced Strike: +80 | +3 Dmg) Acc: 1d100+80 Dmg: 1d12+3
EFFECTS. +1 Ki (Kai Robes/Crippled)
TRAITS. Racial Trait: Zenkai: Bonus Rewards +500 EP/50PL for Spars, and +1000 EP/100 PL for LoD. +5 FTG/EC when HP is below 40%. BlitzActivation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: -- LuchadorActivation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: -- Class Traits:Flawless CounterActivation: 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 Class Features: Level 0 Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Genius - Your Skills are no longer restricted by the natural 50 cap.
Level 1
Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. (FTG)
ITEMS.
Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None.
Guardian Staff This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm. Type: Weapon - Staff Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit: 3 uses per thread.
Scrying Staff Across the ages, those with aptitudes for the various Arcane Arts have been known to employ various means of divination through crystal balls, pools of water, or magical mirrors. The Scrying Staff is an enchanted staff with a divination tool located at its tip, used by the chosen champions of Wizards to assist in enacting their wills from afar. Type: Weapon - Staff Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Your Sense technique may be used as a Reactive At-Will action on your next turn. For each Strike you perform on this turn that successfully hits its target, you may use Sense 1 additional time on your next turn; the Effects of multiple Sense uses through this Effect stack. Limit: 3 uses per thread.
Modern Scouter A device first used by the Tuffles and later co-opted by others, this device allows its wearer to judge the strength of opponents and their attacks using numeric values via a display piece. This particular model is a newer version, produced by Wheelo Enterprises. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: The first five (5) times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action. Limit: --
DEFENSE/UTILITY TECHS.
ENERGY SHIELD You create a sphere of ki around your body that insulates and protects you from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Itakon Punch Konja stores up ki in her fist until it reaches critical capacity, and unleashes a punch that can blow a hole through a mountain with sheer burning force. Said force is capable of hurting an individual target if hit, not just their body, but their ki as well. Type: Physical Melee Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Bashing Minor Effect: Cripple Cost: 20 ki Learn: 2 weeks
Enhanced Techs: ALL (Unrivaled Potential)
FOCUS ENERGY You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
GUARD You hunker down against incoming attacks to survive them. Type: Defensive Action. Bonus Action - Reactive Effect: 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.) Cost: 10 ki Limit: Once per turn. Enhanced: Guard now only costs 7 ki.
POWER UP Your aura bursts around you as your power increases and you draw out your ki. Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored. Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: 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. Cost: 15 ki Limit: Once per turn. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None Enhanced: Upgrades to 1d12 damage.
SUPPRESSION You compress your ki down inside of you and lower your power level. Type: Utility Action: At-Will / Reactive At-Will to Release Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn. Cost: None Limit: None Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Cost: 15 Ki Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic when you hit Class Level 2. Automatic at Class Level 1 for Prodigy and Martial Artists.
PL: 4505 HP: 83/90 | TEMP HP: 0/0 | KI: 127/135 FIGHTING: 55 | ENERGY CONTROL: 25 | REFLEXES: 25 | RESILIENCE: 35 MELEE ACCURACY: +60 | ENERGY ACCURACY: +30 | DEF: 75 DR: 2 | DMG MODIFIER: +3 | KI COST: -1 ACTIVE EFFECTS: Enhanced Sense Counter: 3/3 (+2 DR/Dmg) Kai Robes: +3 Ki/Turn
LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: 6 1d100+80·1d12+3·1d100+80·2d6+3·1d100·1d100+80·1d12+3
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Post by Atalan on Jan 4, 2020 18:57:21 GMT -8
Atalan had managed to smack his opponent into the sand and successfully disrupt her ki flows... he was quite please about that. He waited as she took a second to ready herself, recovering from the surprise he had caught her in the air probably. He doubted she would make the same mistake twice; she seemed the type to learn quickly from her mistakes, unlike most of the fools he had met on this island. She smirked and charged right back in at him, going for a low leg tackle. It was well executed, but managed to twist away before the yam farmer could make impact. She almost had positioned herself behind him before he could react... he burned some more of his energy and dodged out of the grasp of her arms just before she could get her hold set. She came in close and tried to get some knees in his gut however he was able to evade or block them with his heightened speed without much issue. He was still surprised that someone who claimed only the titles of farmer and cashier was such a strong warrior. If this was how they trained them in the south islands, he might have to look into doing something similar back in the demonlands. He shook the errant thought from his head as her knee combination was coming to a close. As she put a little too much extra oomph into one of the knees she threw, Atalan tried to grab it and twist it to spin her to the ground. If that succeeded he would go down on the ground and go for a leg lock. If he failed that he would release the knee and try to grab her arm and do a simple judo hip toss to knock her to the sand again. { Battle Stats} DEFENSE PHASE.
Konja Attack #1 (86) vs Atalan's Def (105): Hit! Konja Attack #2 (105) vs Atalan's Def (105): Miss Konja Attack #3 (88) vs Atalan's Def (105): Miss
0 dmg - 5 DR = 0 dmg.
OFFENSE PHASE. FLAWLESS COUNTER ACTIVE +20 Acc
Bonus Action: Rapid Movement -15 ki At-Will:
Action 1: E. Grapple 0 ki nsRAoxmz1d100+60
2d6+3
Chance to Immobilize 40% 1d100 1 damage per turn if it inflicts due to Demon ring
Action 2: E. Grapple 0 ki 1d100+602d6+3Chance to Immobilize 40% 1d1001 damage per turn if it inflicts due to Demon ring EFFECTS. Barrier -15 KI, +15 Temp HP - No statuses can effect me until Temp hp is gone.
TRAITS. Racial Trait: Like Rubber: You possess a natural 2 DR LuchadorActivation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: -- Class Traits:Flawless CounterActivation: 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 Class Features: Level 0Martial 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.Level 1
Assault: Twice per thread you may roll two separate accuracy Rolls for attacks used on your turn; you may choose between the two rolls. ITEMS.
DEFENSE/UTILITY TECHS.
PARALYZE You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
BARRIER You create a shroud of protective ki around your body to soften blows and protect against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration:Until temp HP is gone. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
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.
KIAI You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Tectonic Slam Atalan seizes his opponent by a handy limb and lifts them over his head, smashing them into the ground with earth shattering force. Type: (Physical/Energy, Melee/Ranged, Single/Barrage/Area/Finisher) Action: Standard Action Base Damage: 3d10 Major Effect: Bashing Minor Effect: Wounding Cost: 15 ki Learn: 2 weeks
Enhanced Techs: Grapple
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
PL: 6226 HP: 80/80 + 4 Temp HP | TEMP HP: 0/0 | KI: 55/100 FIGHTING: 35 | ENERGY CONTROL: 20 | REFLEXES: 35 | RESILIENCE: 20 MELEE ACCURACY: +40 | ENERGY ACCURACY: +25 | DEF: 90 DR: 5 | DMG MODIFIER: +3 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [305/1949]
Konja of Clan Korm 1d100+60·2d6+3·1d100·1d100+60·2d6+3·1d100
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Post by Konja of Clan Korm on Jan 5, 2020 5:16:19 GMT -8
If one could imagine the usually single-minded Saiyan race as capable of mixed feelings, this was probably one such instance where such thinking would be appropriate. While Konja was good at hiding her emotions behind a determined or eager face, inside, the admiration for the Baron's strength was increasingly balanced out at a certain frustration. While most would understandably perceive a fight occurring as a fluid stream of events flowing through time, she tended to break it down into what some people might understand as 'turns'. Exchanges of attacks, defences, and counter-attacks taking place within a brief snapshot of time. That seemed to be the most sensible way to comprehend a fight while properly breaking it down. Yes, it took mere moments for such a thing to conclude, but these little bits and pieces were crucial for studying a battle later on. And so it was with that in mind that her frustration was growing. In two exchanges, where her speed allowed her to unleash a greater number of blows, only the first one had truly succeeded. And that was only an opening strike. What's worse was how she knew that once her momentum slowed, he would inevitably find an opening and counter. And from what she had seen so far, the Baron was very skilled in turning the tables... not too different from her own style. Her father had taught her patience, of course. And it was times like these where this training kept the frustration to a manageable level. There was no point getting frustrated in the middle of a battle. It would only cause you to make mistakes. And those in turn would certainly cost the fight. And there was no point giving in to frustration after the battle, even after you lost. Because such an experience should only remind you that you could only become more powerful afterward, thanks to the zenkai and additional training. Which was why when the Baron spotted his opening and grabbed her final knee, she kicked herself free, with enough force so as to send her somersaulting back - just narrowly avoiding the follow-up hand that attempted to grab her arm. No doubt, either of these would have led to another mouthful of sand, and she was grateful that the only sand on her right now was under the soles of her boots. That was a close one. There was no time to relax, though. Not until one of them went down. Even before the sand displaced by her landing could settle, Konja was on the move again, feinting to the left before blinking to the right and attempting to lariat the Baron into the sand. If that worked, she would roll on top of him with a nasty elbow into his solar plexus, then slam the back of her fist into his face. Otherwise, the lariat attempt would be followed by a spin kick to the face and a headbutt. WC: 489/3158 Atalan
{ Battle Stats} DEFENSE PHASE.
Atalan #1 (Grapple) (61) vs Konja's Def (75): Critical Fail! Atalan Attack #2 (Grapple) (83) vs Konja's Def (75+25): RAPID MOVED!
10 dmg - 12 DR = 7 dmg (7 DR Bypassed).
OFFENSE PHASE.
Bonus Action: Enhanced Rapid Movement: +25 DEF | -14 ki Flawless Counter Active (+20 Acc)
Bonus Action1:
Standard Action 1: Lariat (Enhanced Grapple: +80 | +3 Dmg | up to 2d6 natural dmg bypasses all DR | +1d6 dmg (Luchador)) Acc: hoQWNBVH1d100+80 Dmg: 2d6+3 Immob (40%): 1d100
Standard Action 2: Follow-up Elbow (or Spin Kick) (Enhanced Strike: +80 | +3 Dmg) Acc: 1d100+80Dmg: 1d12+3At-Will: Blitz Activated Blitz Basic: Follow-up Backhand (or Headbutt) (Enhanced Strike: +80 | +3 Dmg) Acc: 1d100+80 Dmg: 1d12+3
EFFECTS. +1 Ki (Kai Robes/Crippled) Paralyzed: 2/2
TRAITS. Racial Trait: Zenkai: Bonus Rewards +500 EP/50PL for Spars, and +1000 EP/100 PL for LoD. +5 FTG/EC when HP is below 40%. BlitzActivation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: -- LuchadorActivation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: -- Class Traits:Flawless CounterActivation: 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 Class Features: Level 0 Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Genius - Your Skills are no longer restricted by the natural 50 cap.
Level 1
Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. (FTG)
ITEMS.
Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None.
Guardian Staff This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm. Type: Weapon - Staff Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit: 3 uses per thread.
Scrying Staff Across the ages, those with aptitudes for the various Arcane Arts have been known to employ various means of divination through crystal balls, pools of water, or magical mirrors. The Scrying Staff is an enchanted staff with a divination tool located at its tip, used by the chosen champions of Wizards to assist in enacting their wills from afar. Type: Weapon - Staff Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Your Sense technique may be used as a Reactive At-Will action on your next turn. For each Strike you perform on this turn that successfully hits its target, you may use Sense 1 additional time on your next turn; the Effects of multiple Sense uses through this Effect stack. Limit: 3 uses per thread.
Modern Scouter A device first used by the Tuffles and later co-opted by others, this device allows its wearer to judge the strength of opponents and their attacks using numeric values via a display piece. This particular model is a newer version, produced by Wheelo Enterprises. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: The first five (5) times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action. Limit: --
DEFENSE/UTILITY TECHS.
ENERGY SHIELD You create a sphere of ki around your body that insulates and protects you from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Itakon Punch Konja stores up ki in her fist until it reaches critical capacity, and unleashes a punch that can blow a hole through a mountain with sheer burning force. Said force is capable of hurting an individual target if hit, not just their body, but their ki as well. Type: Physical Melee Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Bashing Minor Effect: Cripple Cost: 20 ki Learn: 2 weeks
Enhanced Techs: ALL (Unrivaled Potential)
FOCUS ENERGY You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
GUARD You hunker down against incoming attacks to survive them. Type: Defensive Action. Bonus Action - Reactive Effect: 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.) Cost: 10 ki Limit: Once per turn. Enhanced: Guard now only costs 7 ki.
POWER UP Your aura bursts around you as your power increases and you draw out your ki. Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored. Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: 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. Cost: 15 ki Limit: Once per turn. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None Enhanced: Upgrades to 1d12 damage.
SUPPRESSION You compress your ki down inside of you and lower your power level. Type: Utility Action: At-Will / Reactive At-Will to Release Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn. Cost: None Limit: None Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Cost: 15 Ki Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic when you hit Class Level 2. Automatic at Class Level 1 for Prodigy and Martial Artists.
PL: 4505 HP: 83/90 | TEMP HP: 0/0 | KI: 114/135 FIGHTING: 55 | ENERGY CONTROL: 25 | REFLEXES: 25 | RESILIENCE: 35 MELEE ACCURACY: +60 | ENERGY ACCURACY: +30 | DEF: 75 DR: 2 | DMG MODIFIER: +3 | KI COST: -1 ACTIVE EFFECTS: Enhanced Sense Counter: 4/6 (+2 DR/Dmg) Kai Robes: +3 Ki/Turn (-2 from Paralyzed) Paralyzed: 2/2 Turns
LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: 6 1d100+80·2d6+3·1d100·1d100+80·1d12+3·1d100+80·1d12+3
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Post by Atalan on Jan 6, 2020 4:43:20 GMT -8
His attacks were less successful this time; when he attempted to grab her knee she simply kicked free and somersaulted back. He could admit to himself now that this particular improvisation was not well executed. He would have to practice that later. As he stepped in to grab at her arm, she seemed to speed up and flow back out of his grasp. It seemed she was in control of her ki; he was almost sure that someone reading as strong as she was would be but it was nice to have confirmation, even at the expense of his attack. Before he was even done recovering from his missed grab, his opponent was darting back in and pressing her own attack once again. She managed to hook him and bring him to the ground this time, which though it did no damage put him in a bad position as she rolled and threw an elbow at his gut which he managed to deflect before it could strike home. Immediately afterwards, her fist rocketed up towards his face; this time his guard was not quite quick enough to deflect it and it struck just above his left eye. Thoughts raced through his exhilarated mind as he struggled with the saiyan grappler... He had to admit, it had been some time since someone had been a close challenge like this. Mostly he either crushed people or was crushed since he had changed his fighting style to its current more physical form. Atalan grunted and attempted to grab the arm that had punched him and twist it over and behind the clerk farmer as he sprang up to a knee. Successful or not, he would follow by rolling her over and attempted to get a choke hold locked in on her. If things kept on this path of stalemate for much longer, it was going to be time to try and pull the stops out... { Battle Stats} DEFENSE PHASE.
Konja Attack #1 (133) vs Atalan's Def (90): Hit! Konja Attack #2 (153) vs Atalan's Def (90): Hit! Konja Attack #3 (97) vs Atalan's Def (90): Hit!
18 dmg - 15 DR = 3 dmg.
OFFENSE PHASE. FLAWLESS COUNTER ACTIVE +20 Acc
Bonus Action: Guard -9 ki At-Will:
Action 1: E. Grapple 0 ki BTkRrPsw1d100+60
2d6+3
Chance to Immobilize 40% 1d100 1 damage per turn if it inflicts due to Demon ring
Action 2: E. Grapple 0 ki 1d100+602d6+3Chance to Immobilize 40% 1d1001 damage per turn if it inflicts due to Demon ring
EFFECTS. Barrier -15 KI, +15 Temp HP - No statuses can effect me until Temp hp is gone.
TRAITS. Racial Trait: Like Rubber: You possess a natural 2 DR LuchadorActivation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: -- Class Traits:Flawless CounterActivation: 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 Class Features: Level 0Martial 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.Level 1
Assault: Twice per thread you may roll two separate accuracy Rolls for attacks used on your turn; you may choose between the two rolls. ITEMS.
DEFENSE/UTILITY TECHS.
PARALYZE You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
BARRIER You create a shroud of protective ki around your body to soften blows and protect against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration:Until temp HP is gone. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
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.
KIAI You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Tectonic Slam Atalan seizes his opponent by a handy limb and lifts them over his head, smashing them into the ground with earth shattering force. Type: (Physical/Energy, Melee/Ranged, Single/Barrage/Area/Finisher) Action: Standard Action Base Damage: 3d10 Major Effect: Bashing Minor Effect: Wounding Cost: 15 ki Learn: 2 weeks
Enhanced Techs: Grapple
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
PL: 6226 HP: 80/80 + 1 Temp HP | TEMP HP: 0/0 | KI: 46/100 FIGHTING: 35 | ENERGY CONTROL: 20 | REFLEXES: 35 | RESILIENCE: 20 MELEE ACCURACY: +40 | ENERGY ACCURACY: +25 | DEF: 90 DR: 5 | DMG MODIFIER: +3 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [322/2271]
Konja of Clan Korm 1d100+60·2d6+3·1d100·1d100+60·2d6+3·1d100
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Post by Konja of Clan Korm on Jan 10, 2020 4:04:35 GMT -8
If there was one thing Konja found truly impressive about the Baron aside from his reflexes, it was his durability. All of the attacks she had successfully landed, and yet he had nothing to show for it. Not even a scratch. She could feel the back of her fist slamming into his face and yet his flesh didn't so much as bruise. Demons truly were a powerful race. In which case, she had found another reason to be most thankful for awakening on this planet. It had great food, a fascinating developed idea of trade, and best of all, a slew of various races with many different fighting styles in between them. On this planet, she could certainly grow. With enough 'capital', as she had learned it was called, she could invest in the creation of a new farm. She could train with the various warriors she encountered, to become more powerful. She could savour the many different flavours of food in all the different nations. And at the end of it all, she would surely be able to pay the Tuffles back for everything they took from her. But for now, it was important to focus on this very same moment. The glory of close combat was upon them, and one false move or a moment's loss of focus could be injurious if not fatal. Before she could get away to reposition herself for another barrage, however, the Baron was already upon her, grabbing that offending arm and twisting it behind her. She grunted as her bones strained against his strength. Quick reflexes indeed. The Baron rose up to a knee, her own thighs still in the sand, as he rolled her around until he found the right angle to get his arm around her neck in a vicious choke hold. Konja channeled some ki into the area of her neck and upper chest, forming a thin buffer between herself and that arm. Just enough that she could still breathe, and take some account on what to do next. The pressure point blockage had stopped now.... ki flow had normalised, but at this close distance, it would take much more effort to react. She would have to break free, or at the very least, get the upper hand in this contest. This fight that was clearly starting to look like a GWF match, sans the cheering audience and "showmanship", as someone once described the colourful warriors who seemed to exude just as much intent to impress the watchers as they did defeat their opponents. One day, she would try her hand at the GWF. One day, she would go and meet the champion, Brussels the Muscles, and see how she would fare against him. But for now, she was here on the beach in the Southern Islands, slugging it out with the Baron, who probably would fare quite well himself in the GWF. Konja craned her head forward as much as the minute space between her and the arm would allow, then slammed it back into a reverse headbutt to loosen the hold. Whatever happened with that, she would reach back and try to grab his hair, see if she couldn't twist his neck from her position, and then with her free arm, try another elbow jab into his gut. WC: 551/3709 Atalan
{ Battle Stats} DEFENSE PHASE.Atalan #1 (Grapple) (127) vs Konja's Def (75): Hit! Immobilized for 2 Turns! Atalan Attack #2 (Grapple) (82) vs Konja's Def (75): Guarded! 19 dmg - 12 DR = 13 dmg (13 DR Bypassed). OFFENSE PHASE.Bonus Action:Enhanced Guard: +10 DR | -16 ki (Immobilized) Flawless Counter Active (+20 Acc) Standard Action 1: Reverse Headbutt (Enhanced Strike: +80 | +3 Dmg) Acc: 8Z9P4G2d1d100+80 Dmg: 1d12+3
Standard Action 2: Hair Grab (Enhanced Grapple: +80 | +3 Dmg | up to 2d6 natural dmg bypasses all DR | +1d6 dmg (Luchador)) Acc: 1d100+80Dmg: 2d6+3Immob (40%): 1d100At-Will: Blitz Activated Blitz Basic: Elbow Jab (Enhanced Strike: +80 | +3 Dmg) Acc: 1d100+80 Dmg: 1d12+3
EFFECTS. +3 Ki (Kai Robes) Immobilized: 1/2
TRAITS. Racial Trait: Zenkai: Bonus Rewards +500 EP/50PL for Spars, and +1000 EP/100 PL for LoD. +5 FTG/EC when HP is below 40%. BlitzActivation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: -- LuchadorActivation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: -- Class Traits:Flawless CounterActivation: 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 Class Features: Level 0 Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Genius - Your Skills are no longer restricted by the natural 50 cap.
Level 1
Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. (FTG)
ITEMS.
Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None.
Guardian Staff This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm. Type: Weapon - Staff Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit: 3 uses per thread.
Scrying Staff Across the ages, those with aptitudes for the various Arcane Arts have been known to employ various means of divination through crystal balls, pools of water, or magical mirrors. The Scrying Staff is an enchanted staff with a divination tool located at its tip, used by the chosen champions of Wizards to assist in enacting their wills from afar. Type: Weapon - Staff Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Your Sense technique may be used as a Reactive At-Will action on your next turn. For each Strike you perform on this turn that successfully hits its target, you may use Sense 1 additional time on your next turn; the Effects of multiple Sense uses through this Effect stack. Limit: 3 uses per thread.
Modern Scouter A device first used by the Tuffles and later co-opted by others, this device allows its wearer to judge the strength of opponents and their attacks using numeric values via a display piece. This particular model is a newer version, produced by Wheelo Enterprises. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: The first five (5) times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action. Limit: --
DEFENSE/UTILITY TECHS.
ENERGY SHIELD You create a sphere of ki around your body that insulates and protects you from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Itakon Punch Konja stores up ki in her fist until it reaches critical capacity, and unleashes a punch that can blow a hole through a mountain with sheer burning force. Said force is capable of hurting an individual target if hit, not just their body, but their ki as well. Type: Physical Melee Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Bashing Minor Effect: Cripple Cost: 20 ki Learn: 2 weeks
Enhanced Techs: ALL (Unrivaled Potential)
FOCUS ENERGY You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
GUARD You hunker down against incoming attacks to survive them. Type: Defensive Action. Bonus Action - Reactive Effect: 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.) Cost: 10 ki Limit: Once per turn. Enhanced: Guard now only costs 7 ki.
POWER UP Your aura bursts around you as your power increases and you draw out your ki. Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored. Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: 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. Cost: 15 ki Limit: Once per turn. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None Enhanced: Upgrades to 1d12 damage.
SUPPRESSION You compress your ki down inside of you and lower your power level. Type: Utility Action: At-Will / Reactive At-Will to Release Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn. Cost: None Limit: None Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Cost: 15 Ki Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic when you hit Class Level 2. Automatic at Class Level 1 for Prodigy and Martial Artists.
PL: 4505 HP: 70/90 | TEMP HP: 0/0 | KI: 101/135 FIGHTING: 55 | ENERGY CONTROL: 25 | REFLEXES: 25 | RESILIENCE: 35 MELEE ACCURACY: +60 | ENERGY ACCURACY: +30 | DEF: 75 DR: 2 | DMG MODIFIER: +3 | KI COST: -1 ACTIVE EFFECTS: Enhanced Sense Counter: 5/6 (+2 DR/Dmg) Kai Robes: +3 Ki/Turn Immobilized: 1/2 Turns
LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: 6 1d100+80·1d12+3·1d100+80·2d6+3·1d100·1d100+80·1d12+3
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Post by Atalan on Jan 10, 2020 8:26:24 GMT -8
Atalan managed to execute his moves and had a choke hold locked in on Konja. He started to move in to tighten it further when she slammed the back of her head towards his face. He managed to turn slightly to minimize the damage, but he felt his barrier finally give way as her head shattered it and continued through to strike him. Its momentum had been slowed enough not to hurt too much, at least. He had to lean back and weave away from her grasping hand as the yam farmer tried for a grab on his hair blindly. A good thought though, he approved of such tactics. She quickly changed tacts once more and began pounding her elbow into his midsection, eliciting a few pained grunts from the Baron as he finally released his choke hold. It wasn't worth the continued punishment to hold... it was time to change tactics. Atalan drew more power into himself as he rolled away and popped to his feet. A crimson aura sprang to life around him, making the sand around him to look molten hot. Reaching inside of himself, Atalan triggered a reflex he had developed in his body... His muscles enlarged more, pain wracked his body and a snarl crossed his face as his bones popped and groaned and they extended and he grew before his opponent's eyes to a towering 12 feet high. His features looked much the same, but were sharper somehow, especially the cheekbones. His eye sockets were deep and hollow looking, and a pair of onyx black horns burst forth from the skin on his forehead. With a movement that was more powerful but less graceful than before, his now shovel sized hand reached out to grasp Konja's leg at the calf and lift her overhead. If successful he would start flailing the woman into the sand repeatedly, roaring with effort each time. After 4 thuds he released her leg and crossed his arms, waiting expectantly to see if his opponent still wished to fight. { Battle Stats} DEFENSE PHASE.
Konja Attack #1 (123) vs Atalan's Def (90): Hit! Konja Attack #2 (87) vs Atalan's Def (90): Miss Konja Attack #3 (151) vs Atalan's Def (90): Hit!
10 dmg - 5 DR = 5 dmg.
OFFENSE PHASE. Edge 1 Established after Power up +2 Dr and +2 Damage FLAWLESS COUNTER ACTIVE +20 Acc
Bonus Action: Giant Form -14 ki At-Will:
Action 1: Power Up +25 ki
Action 2: Tactonic Slam -14 ki
Using Assault VwifMm6m1d100+601d100+60 Choosing dis one 3d10+5 Total of 20 damage with Giant Form 1d4 Giant form additional damage If it hits: Bashing inflicted, lose 5 ki and 5% of your base PL Chance to Wound 40% 1d100 Wound success!
EFFECTS.
Barrier -15 KI, +15 Temp HP - No statuses can effect me until Temp hp is gone. Giant Form +25 temp HP +1d4 damage
TRAITS. Racial Trait: Like Rubber: You possess a natural 2 DR LuchadorActivation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: -- Class Traits:Flawless CounterActivation: 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 Class Features: Level 0Martial 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.Level 1
Assault: Twice per thread you may roll two separate accuracy Rolls for attacks used on your turn; you may choose between the two rolls. 1/2ITEMS.
DEFENSE/UTILITY TECHS.
PARALYZE You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
BARRIER You create a shroud of protective ki around your body to soften blows and protect against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration:Until temp HP is gone. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
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.
KIAI You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack. Type: Defense Action: Standard Action - Reactive Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Tectonic Slam Atalan seizes his opponent by a handy limb and lifts them over his head, smashing them into the ground with earth shattering force. Type: (Physical/Energy, Melee/Ranged, Single/Barrage/Area/Finisher) Action: Standard Action Base Damage: 3d10 Major Effect: Bashing Minor Effect: Wounding Cost: 15 ki Learn: 2 weeks
Enhanced Techs: Grapple
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
PL: 6226--> 7783 HP: 76/80 | TEMP HP: 25/25 | KI: 43/100 FIGHTING: 35 | ENERGY CONTROL: 20 | REFLEXES: 35 | RESILIENCE: 20 MELEE ACCURACY: +40 | ENERGY ACCURACY: +25 | DEF: 90 DR: 5 | DMG MODIFIER: +3 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [339/2610]
Konja of Clan Korm 1d100+60·1d100+60·3d10+5·1d4·1d100
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Post by Konja of Clan Korm on Feb 12, 2020 6:33:51 GMT -8
Konja opened her mouth and sucked in the air as soon as the Baron released his grip, allowing her to fall to the sand. There was so little time to get moving again. Still, she managed to get up on her feet in time to see the Baron... transform. From how his body grew, she half expected him to go to the full forty feet of the mighty Oozaru. In which case demons truly would have impressed her. Maybe they were distant relatives of the oldest Saiyans somehow. Or something. Instead of the tail, for example, the Baron sprouted horns. But no, he stopped at about a quarter of the Oozaru's size. That still gave him more of an advantage than someone like her, who had lost her tail. The Militia's regimen included tail training. The tail was one of the markers of a Saiyan's pride. That she had lost hers to heinous Tuffle experimentation only added to the building shame weighing down over her shoulders. She once had hopes to master her tail and ascend to the might of an Oozaru... and perhaps, after mastering that form, to that of the Legendary Super Saiyan. But now, those hopes were gone, dashed against the cruel reality of Tuffle captivity and experimentation. What could she possibly say? Well... she didn't really have any opportunity to say anything. Her moments captivated and admiring of his transformation allowed him to catch her entirely off guard, snatching her up by the calf - despite being less graceful about it than earlier - and proceeding to smash her into the sand. Repeatedly. She never actually hated sand. It was just another part of life in the Plantian badlands. And out here in the Southern Islands, it was just another part of shore life as well. But depending on one's temperament, sand truly could be terrible. After all, it was course, rough, irritating, and it had this certainly pernicious tendency to get into everything. Which was why her first reaction was to in fact coat herself with a veil of ki - albeit one made with extra effort. She had yet to fully recover from her earlier choking, honestly, and the sand bashing had knocked the wind and what felt like a significant amount of power level out of her. It helped for a time, but ultimately shattered with the Baron's persistent application of his impressive brute force. By the fourth smashing, Konja found even more sand had gotten into her clothes and socks than the earlier tussling. The Baron released her, apparently wishing to examine her resolve with the way he stood cross-armed as he waited for her next move. The Saiyan got back up to her feet, dusted the sand off, and smirked as she cracked her neck before getting into an offensive stance. Another notable thing about sand: it was quite abrasive. Even a Saiyan, when put under enough pressure by a clearly superior opponent, would start bleeding. Cuts and bruises littered her arms, the exposed parts of her legs, her head and neck. Ah, but that was just part of the fun. "Your new form reminds me of a similar ability of my people... one that I wish I still had." She looked up at the dark moonless sky momentarily. A full moon would have been nice right about now, then it might have been more fitting to elaborate more. But for now, she would have to do with that. "Still, I would enjoy nothing more right now than to continue testing myself against your might!"With that, she gave a nod to signal the resumption of combat, and leapt up at him, hoping to get her legs around his neck. If so, she would swing around behind him and try to break his spine with hammer fists, using his neck as a pivot for her legs. If she missed, well she was at least high enough to go with a headbutt and a punch to the nose... [WC:663/4372] Atalan
{ Battle Stats} DEFENSE PHASE.Atalan #1 Special (142) vs Konja's Def (75): Hit! Guarded! 20 dmg - 12 DR = 8 dmg. Bashing: -5 Ki, -5% PL OFFENSE PHASE.Bonus Action:Enhanced Guard: +10 DR | -16 ki (Immobilized) Flawless Counter Active (+20 Acc) Standard Action 1: Neck Wrap Scissor Grab(Enhanced Grapple: +80 | +3 Dmg | up to 2d6 natural dmg bypasses all DR | +1d6 dmg (Luchador)) Acc: hYEof2sR1d100+80 Dmg: 2d6+3 (10 dmg bypasses DR) Immob (40%): 1d100
Standard Action 2: Repeating Hammer Smash (or a Headbutt) (Enhanced Strike: +80 | +3 Dmg) Acc: 1d100+80Dmg: 1d12+3At-Will: Blitz Activated Blitz Basic: Repeating Hammer Smash (or a Nose Punch) (Enhanced Strike: +80 | +3 Dmg) Acc: 1d100+80 (Crit. Autohit.) Dmg: 1d12+3 (Crit. +5 Dmg)
EFFECTS. +3 Ki (Kai Robes) Immobilized: 2/2 Bashed: -5 Ki, -5% PL
TRAITS. Racial Trait: Zenkai: Bonus Rewards +500 EP/50PL for Spars, and +1000 EP/100 PL for LoD. +5 FTG/EC when HP is below 40%. BlitzActivation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. Limit: -- LuchadorActivation: None (Passive) Effect: Your melee Grapple Basic Techniques now cost 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage. Limit: -- Class Traits:Flawless CounterActivation: 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 Class Features: Level 0 Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Genius - Your Skills are no longer restricted by the natural 50 cap.
Level 1
Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10. (FTG)
ITEMS.
Kai Robes Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of. Type: Outfit - Robe Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None.
Guardian Staff This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm. Type: Weapon - Staff Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy. Limit: 3 uses per thread.
Scrying Staff Across the ages, those with aptitudes for the various Arcane Arts have been known to employ various means of divination through crystal balls, pools of water, or magical mirrors. The Scrying Staff is an enchanted staff with a divination tool located at its tip, used by the chosen champions of Wizards to assist in enacting their wills from afar. Type: Weapon - Staff Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Your Sense technique may be used as a Reactive At-Will action on your next turn. For each Strike you perform on this turn that successfully hits its target, you may use Sense 1 additional time on your next turn; the Effects of multiple Sense uses through this Effect stack. Limit: 3 uses per thread.
Modern Scouter A device first used by the Tuffles and later co-opted by others, this device allows its wearer to judge the strength of opponents and their attacks using numeric values via a display piece. This particular model is a newer version, produced by Wheelo Enterprises. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: The first five (5) times you use your Sense basic technique in battle, you may use it instead as a Reactive At-Will action. Limit: --
DEFENSE/UTILITY TECHS.
ENERGY SHIELD You create a sphere of ki around your body that insulates and protects you from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Itakon Punch Konja stores up ki in her fist until it reaches critical capacity, and unleashes a punch that can blow a hole through a mountain with sheer burning force. Said force is capable of hurting an individual target if hit, not just their body, but their ki as well. Type: Physical Melee Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Bashing Minor Effect: Cripple Cost: 20 ki Learn: 2 weeks
Enhanced Techs: ALL (Unrivaled Potential)
FOCUS ENERGY You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
ENERGY BLAST You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 2d6+2 Effects: None Cost: 2 ki Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
GRAPPLE You grab your opponent and put them in a crushing hold. Type: Melee Physical Attack Action: Standard Action Damage: 1d6 Effects: This technique has a 40% chance to inflict Immobilize on its target. Cost: 3 ki Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
GUARD You hunker down against incoming attacks to survive them. Type: Defensive Action. Bonus Action - Reactive Effect: 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.) Cost: 10 ki Limit: Once per turn. Enhanced: Guard now only costs 7 ki.
POWER UP Your aura bursts around you as your power increases and you draw out your ki. Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored. Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: 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. Cost: 15 ki Limit: Once per turn. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
SENSE You reach out with a sixth sense and can feel the energy of others around you. Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
STRIKE You unleash a single powerful melee attack or a flurry of quick ones. Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None Enhanced: Upgrades to 1d12 damage.
SUPPRESSION You compress your ki down inside of you and lower your power level. Type: Utility Action: At-Will / Reactive At-Will to Release Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn. Cost: None Limit: None Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Cost: 15 Ki Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%. Learn: Automatic when you hit Class Level 2. Automatic at Class Level 1 for Prodigy and Martial Artists.
PL: 4505->4280 (Bashed 5%) HP: 60/90 | TEMP HP: 0/0 | KI: 83/135 FIGHTING: 55 | ENERGY CONTROL: 25 | REFLEXES: 25 | RESILIENCE: 35 MELEE ACCURACY: +60 | ENERGY ACCURACY: +30 | DEF: 75 DR: 2 | DMG MODIFIER: +3 | KI COST: -1 ACTIVE EFFECTS: Enhanced Sense Counter: 6/9 (+3 DR/Dmg) Kai Robes: +3 Ki/Turn Immobilized: 2/2 Turns Bashed: -5% PL Total
LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: 10 1d100+80·2d6+3·1d100·1d100+80·1d12+3·1d100+80·1d12+3
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