Jump to content

Recommended Posts

Quote

 

What is the practice arena?

The practice arena is an out-of-character area where you can practice tactics and builds! You can port in your in-game characters directly, or if both sparring parties agree to it, you can add any number of additional variables! These include adjusting levels, playtesting bloodlines, or using unapproved or outdated techniques and skills. Remember, nothing in the practice arena transfers over to your character in-game, including knowledge of your opponent, win/loss ratio, life/death/injury, items dropped, nothing!

 

 

Quote

 

So let's get started. First post! 

There is information you must display in your pre-battle posts. The first post is not a turn in battle. It's a moment you take to size up your opponent. What can you see of your opponent? You will post your non-tank stats, any visible armor, and any skills relevant before battle. It may be helpful to post all your skills now, since we are in the lowbie bracket. Once you gain more skills, you will gain a sense of what skills are appropriate to disclose on your first post, or active/triggered skills that you'll post later on in battle when they come into play. Typically I like to post any path skills at the beginning and any passive skills the opponent should be aware about. Later in the battle I'll ease into bloodline/clan skills, or active skills that come into affect as conditions change. You'll see next post when Rho draws a weapon/chooses a taijutsu style. How you format your post is up to you, as long as all the information is there! Each member has their own style. Typically there's some RP fluff first, and then the technical bit.

 

 

 

Furousha Rokuro strode into the proving grounds. There were no seats for spectators, for these spartan quarters served the sole purpose of testing combatants' mettle. The walls and floors were a simple poured concrete, cracked and patched here and there in a way that mapped the legacy of all those who fought under its roof. He towered, a little shaky but resolute. What was there to be afraid of in a challenge? If anything, he willed to himself, the Yuki native ought to be excited. At least... such were the thoughts of his Furousha kinsmen. His clan had a history of rushing headlong into slaying demons, but Rho had a lick of cowardice in him that he preferred to call self-preservation. 

 

--

 

STATS

TAI 40
DEF 80
NIN 0
GEN 0
CON  0
SPD 80
ACC 80
EVA 60

 

 

ARMOR

Head:
Daimyō's Shades
Placement: Head
Attributes:

Lucky - The wearer of this item gains a +5% increase on all monetary gains.
Special Abilities: Really, Really Lucky - Once per battle or role-play topic, the wearer of this item may make 2 rolls when rolling a 100-sided dice, and take the better result. The usage of this item must be mentioned in the ‘Reason’ of both rolls.
Description: Historical records say that Daimyō Jimmu hailed from the Land of Hot Water, but there are few that would argue that he was not a man devoted to all peoples. Jimmu spent his life transforming Yu no Kuni into a booming tourist destination, and accumulating vast amounts of wealth. Like most of the coolest guys, be they royalty or not, he shared this wealth with his friends, and since he considered all people potential friends, Jimmu showered his wealth on his people in many ways. Like most really cool dudes, Jimmu wore sunglasses, the darker the better. This pair of exceptionally lucky shades are modeled after the pair that the historically awesome Daimyō wore.


Body:
Chainmail Shirt
Placement: Body
Attributes:

Underlay - This item may be worn in addition to another item that occupies the same 'Armor Slot'. If this item is destroyed, any other items occupying this slot are also destroyed.
Anti-Bleed; Rank II - When afflicted by the status effect 'Bleeding' the damage dealt to the wearer is reduced by 10x per turn where 'x' is equivalent to the total rank of this attribute affecting the wearer. This effect may not stack with other instances of 'Anti-Bleed'.
Description: A commonly used defense for shinobi all across the world, these thin mesh shirts serve to protect the wearer from sharp objects and attacks. Because of the thin material that makes up the armor, these chain shirts fit easily beneath regular clothes offering hidden protection for ninja that need to stay light on their feet.

 

 

SKILLS

The Path of the Defender
Though few have the inner strength and willpower to do so, some shinobi are brought down a distinct path, focusing on defense, either because they do not wish to harm others, because they want to protect those they love, or because they take heart to the classical proverb, the best offense is a good defense. These shinobi-nin are often very stubborn, and also often very naturally tough.
Effect: User gains 1 extra Jutsu Point every 3rd level and gains the skill 'Savior' for free.
Garrison's Teachings (Choose Two)
- Enlightened Defender: May learn 'Guard Expertise', the first rank is free.
- Unbreakable: User is capable of gaining 'Resistance Mastery' and 'Defensive Martial Artist' at the cost of 1 SP per 2 ranks.
Cost: -1

 

Guard Expertise [Rank 1]
The reflexes of a wild animal and the coordination to see incoming attacks, you are a mastery at keeping yourself from harms way.
Effect: The character receives +3 to their block range per rank. Does not stack with any other similar skill.
Requirements: Path of the Defender; Enlightened Defender
Cost: 0

Link to comment
Share on other sites

(Taijutsu) 0
(Defense) 0
(Ninjutsu) 140
(Genjutsu) 0
(Concentration) 0
(Speed) 50
(Accuracy)50
(Evasion)50
 

Subtle Elements; Water
May use Water element techniques. All Water Techniques cost 10% less. All 5 'Subtle Element' skills share ranks -1 SP

Subtle Elements; Lightning
Effect: May use Lightning element techniques. All Lightning Techniques have a +8% chance to hit. All 5 “Subtle Element” skills share ranks.
Cost: 0

Combinatorial; Storm May use Storm Element techniques. The first time a target of a Storm Element attack successfully dodges damage from the attack, they must dodge an additional strike of the Storm Element with the same chance to hit. The additional strike deals 20% of the total damage that was dodged and has no effects. This may only trigger once per attack. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it.

 

Edited by disthawk12
Link to comment
Share on other sites

Quote

 

Who gets to go first?

Rho goes first with his speed of 80, compared to Tokei and his speed of 50.

 

Quote

 

Turn Zero

You get a turn (comprising of all three phases: response, setup, and main) at the start of battle, where you can do anything as long as it doesn't affect your opponent. This means no techniques that deals damage/any effect to others. At higher levels you will see more variety of techniques being used here or skills being activated here, but at level 0 it's pretty uneventful. More information on battle phases can be found on the main site here.

 

Quote

Loss Tag

We will start keeping track of our losses at the end of our turns. This includes HP lost to damage and chakra/stamina spent. It's best to have two lines, one for the turn loss and another line to keep track of your running total of losses over the course of the battle. When does regeneration factor in? For chakra/stamina, it doesn't kick in until the beginning of the turn after you go below max chakra/stamina.

 

Quote

 

Speed Percentile/Turn Order

Oh boy. Refer to the main site for the description. I can't tell you what this is. The lower number, the faster you are. There is a speed calculator here for all your speedy needs. Basically after every turn, add the value of your speed percentile to your turn order. Whoever has the lowest turn order will get a turn. At higher levels it's easier to double/triple turn someone by having low enough speed percentile that your turn order stays lower than an opponent's even after a turn.

 

Quote

 

Keeping a Relevant Skills Tab

Some members like to post relevant skills that pop up in the phases you encounter them. It can get cluttered very quickly! Use of the quotes/spoilers tools can make it easier to sort out. Below, you'll see that I included the skill Wild Beast Style in the main phase. However, just to reduce the clutter I put the weapon skill Arsenal of the Cat God in a separate skill tab. It's not directly related to the actions in the post, but just supporting information for where Rho gets his weapons from. 

 

 

The feline gennin's slate eyes stared down his opponent. The other gennin was smaller, but Rho never found confidence in his height advantage. "You're pretty quiet, I hope you're not scared," Rho jabbed, seeing if it would get a rise out of Tokei. Regardless, if Tokei's silence was meant to unnerve him, the Furousha set his mind to confirm his preparations. From his nailbeds extended razor-sharp, hooked claws as Rho slowly surrendered his rational mind to his innate feral nature. His posture shifted and his bulky frame settled lithely into a ready crouch. 

 

--

TURN 0

RESPONSE PHASE

No action

 

 

SETUP PHASE

Drawing weapons: Lefty and Righty

Righty
Type: Claw [Arsenal of the Cat God]
Size: Medium
Level: 1 
Attributes:
Sharpened Edge
Lightened Craft
Indestructible 
Special:The weapon cannot be unequipped by any means, and does not prevent its taker from being able to use hand-seals.
Description: Good ol' righty. Can always rely on righty.


Lefty
Type: Claw [Arsenal of the Cat God]
Size: Medium
Level: 1 
Attributes: 
Sharpened Edge
Lightened Craft
Indestructible 
Special: The weapon cannot be unequipped by any means, and does not prevent its taker from being able to use hand-seals.
Description: Good ol' lefty. Does everything righty can, and more.

 

 

MAIN PHASE

Choosing Wild Beast Style

Wild Beast Style
The Wild Beast Style takes the concept of self control within a battle and refocuses its energy in a new direction. This style, rumored to have been started by tribesmen who lived and died by the whim of the harsh forests and grasslands of Hara no Kuni, is based around the concept of perseverance. As a battle progresses, users of this style will build up a battle rage which can be focused in a devastating show of force and control. In addition, one of this style has been known to draw attention during the battle, making themselves impossible to ignore at their peak, allowing allies time to gather their strength.
Effect: In addition to gaining Rage Counters through successful strikes with Wild Beast Style techniques, the user will also gain a Rage Counter every time they take damage from an opponent per turn, including ghost damage). A user may not gain more than one Rage Counter per opponent attacking them in a single turn. Additionally, Rage Counters may be spent in one of the following three ways.
1. The user may at any time spend a Rage Charge to increase the chance to hit with a Wild Beast Style technique by 2x% and raise its base damage by 5x% rounded down, with x being equal to the amount of charges spent. In addition, until the end of their next setup phase their speed is considered to be increased by 5x% their base speed.
2. The user may perform a technique that requires the use of Rage Charges.
3. The user may spend x Rage Charges in their setup phase, targeting a single opponent. The targeted opponent will roll 1d100 in their Response Phase. If they roll below 20x they MUST at their next possible Main Phase target the user with their action. If the target is a higher ninja rank than the user then the chance to hit is lowered to 10x instead.

 

 

LOSS

Turn: [HP 0 | CH 0 | ST 0]

Total: [HP 0 | CH 0 | ST 0]

 

SPEED PERCENTILE: 556

TURN ORDER: 1112

Quote

Rho, whose Turn Order is 556, and which will be 1112 at the end of the turn. (Turn #1)
Tokei, whose Turn Order is 667, and which will be 1334 at the end of the turn. (Turn #2)
Rho, whose Turn Order is 1112, and which will be 1668 at the end of the turn. (Turn #3)
Tokei, whose Turn Order is 1334, and which will be 2001 at the end of the turn. (Turn #4)
Rho, whose Turn Order is 1668, and which will be 2224 at the end of the turn. (Turn #5)
Tokei, whose Turn Order is 2001, and which will be 2668 at the end of the turn. (Turn #6)
Rho, whose Turn Order is 2224, and which will be 2780 at the end of the turn. (Turn #7)
Tokei, whose Turn Order is 2668, and which will be 3335 at the end of the turn. (Turn #8)
Rho, whose Turn Order is 2780, and which will be 3336 at the end of the turn. (Turn #9)
Tokei, whose Turn Order is 3335, and which will be 4002 at the end of the turn. (Turn #10)    

 

RELEVANT SKILLS

Arsenal of the Cat God
Effect: User's Basic Attacks are now treated as [Claw] Weapon Attacks. [Claw] is considered a Level 1 Indestructible Medium Weapon, and gains two (2) levels per three (3) of the users levels. These weapons are treated as if they had the attributes "Lightened Craft" and "Sharpened Edge" and follow standard Medium Weapon rules. These weapons may not be unequipped by any means, as they are a natural extension of the body. The bearer of bloodline possess two of these claw weapon, one for each hand. This skill does not prevent its taker from being able to naturally use hand-seals.
Cost: -2

Link to comment
Share on other sites

"You really think you can get inside my head like that I may be a genin but I'm not stupid'' He said as gears in his head started to turn you could see by the look on his face he was planning something he hoped that his plan would work.

Response Phase OOC: No action

Setup Phase OOC: No action

Main Phase:

OOC Tokei uses Bunshin no Justu. He creates two clones. 10 chakra spent

 

Clone Technique | Bunshin no Jutsu
Type: Ninjutsu 
Rank: Academy Student 
Cost: 5x Chakra 
Effect: This technique may be used in the Setup Phase or Main Phase. When determining the cost of this technique "x" is considered to be the number of "Clones" created by the user and may never be greater than 2. "Clones" have 1 Health and 1% of the user's other statistics. "Clones" are not physical, and may not use items, techniques or attack during their turn. The user of this technique gains +20 Evasion or +20 Accuracy for every "Clone" on the battlefield. The effects of 'Clones' may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc). This technique may be used in the Setup Phase 1 time per battle. 
Description: A technique that most students are required to be proficient in before they can graduate from the academy, the Bunshin no Jutsu is the most basic of the myriad of clone techniques that exist in the world. By properly molding their chakra, the user is capable of creating near perfect replicas of themselves. Unlike most bunshinjutsu, the basic clone technique does not produce physical clones but creates something more akin to a projected image, which is a real image that has no form. The Clone Technique is considered an E-Ranked jutsu and is not very powerful, but with practice and ingenuity, many shinobi have come to use it in masterful ways. Most often stalling by hiding out among their clones, or setting themselves up for a strong offensive.

 

 

Edited by disthawk12
Link to comment
Share on other sites

Quote

 

Here comes the attack! (Doo doo doo doo)

Attacks will include two additional tags: hit-chance and damage. You will see below Rho makes a single attack, it has a damage component and a status effect. Refer here to status effects on main site. The hit-chance tag will include the 60% base hit chance plus your accuracy modifiers. The damage tag will include the technique's damage plus your damage modifiers. 

 

Quote

 

How to respond?

In your upcoming turn, you will use your response phase to react to Dragon Knuckle Sweep. Your response phase will have a hit-chance tag, which will be the hit tag I posted here, minus your evasion modifier. Use the die roller to roll to see if you dodged. If you rolled above the hit tag value, you dodged the attack! If you roll equal or below the hit tag value, the attack hits you. If you're hit, use the damage tag I posted and subtract your defense, that's how much damage the technique deals. If you're hit, Tokei will suffer from Bruised, which lasts a turn. If the status effect was applied in the response phase, it will last until the end of your next response phase.

 

Quote

 

Additional housekeeping

  • Continue keeping track of your chakra/stamina spending, and HP loss! It's best to include your spending in a Loss tag at the end of your phases. 
  • Add a turn order count at the end of your turn as well. Make a habit of it- it's fairly straightforward now at low levels, but it's crucial to keep an eye on at higher levels!
  • Keep track of your stat gains/losses. With the clones above, it might be helpful to also post your new accuracy and evasion stats so it's easy to track for you and your opponent. 

 

 

Rho's lips pulled back into a rare grin, revealing a pearly set of pointed fangs. While normally stonewalled behind a serious demeanor, when it came to spars, an opponent's mettle demanded his utmost respect. He played the silent one this time, springing from his crouch into a headlong charge. In a very un-Furousha manner, the feline claws in his right fist retracted and produced a fist that barreled toward Tokei.

 

--

TURN 1

RESPONSE PHASE

No action

 

 

SETUP PHASE

No action

 

 

MAIN PHASE

Dragon Knuckle Sweep
Type: Taijutsu [Wild Beast]
Rank: Gennin
Cost: 40 Stamina
Damage: 25
Effect: Target is "Bruised" for 1 turn.
Description: Keeping low to the ground, the shinobi drags their dominant fist across the ground as they race at top speed towards the target. At the last moment, the Shinobi spins and springs up, using the extra momentum to slam the fist into the opponent's jaw.
Points: 2 

 

HIT-CHANCE: 60 [base] + 8 [acc modifier] = 68% 

DAMAGE: 25 [base] + 10 [tai modifier] = 35 damage

EFFECTS: Bruised for 1 turn

 

 

LOSS

Turn: [HP 0 | CH 0 | ST -40]

Total: [HP 0 | CH 0 | ST -40]

 

SPEED PERCENTILE: 556

TURN ORDER: 1669

Quote

Rho, whose Turn Order is 556, and which will be 1112 at the end of the turn. (Turn #1)
Tokei, whose Turn Order is 667, and which will be 1334 at the end of the turn. (Turn #2)
Rho, whose Turn Order is 1112, and which will be 1668 at the end of the turn. (Turn #3)
Tokei, whose Turn Order is 1334, and which will be 2001 at the end of the turn. (Turn #4)
Rho, whose Turn Order is 1668, and which will be 2224 at the end of the turn. (Turn #5)
Tokei, whose Turn Order is 2001, and which will be 2668 at the end of the turn. (Turn #6)
Rho, whose Turn Order is 2224, and which will be 2780 at the end of the turn. (Turn #7)
Tokei, whose Turn Order is 2668, and which will be 3335 at the end of the turn. (Turn #8)
Rho, whose Turn Order is 2780, and which will be 3336 at the end of the turn. (Turn #9)
Tokei, whose Turn Order is 3335, and which will be 4002 at the end of the turn. (Turn #10)    

 

RELEVANT SKILLS

Link to comment
Share on other sites

"hmm never seen that attack before, wild beast style am I correct? Very interesting I think were going to have a fun time hehe."

Tokei said as he smirked doing hand sign his opponent was on or even above his league but he knew his determination would get him through

 

 

 

 

Response Phase OOC: Tokei rolls an 82 and dodges rho's attack

Setup Phase OOC: No action

Main Phase OOC: Tokei uses 

Lightning volley || Raiseisha

type: ninjutsu [storm]

rank gennin 

cost 45 chakra

damage 45

description gennin version of a high-level storm release, all it does is shoot one beam of lightning. later versions shoots volleys of beams of pure energy 

 

to-hit chance: 60 [base] + 50 [acc modifier] + 40[clones] = 69% 

modified damage:+5 damage

loss -45 chakra

Edited by disthawk12
Link to comment
Share on other sites

Quote

 

Regeneration

Forgot to mention, but you get a regeneration phase every turn before the rest of your phases! You don't regen if you're full in chakra/stamina, but if you start your turn with a deficit, you will gain 5% of your base stamina and chakra every turn. Since I forgot, you can regen 10% chakra at the beginning of your next turn just this once to make up for the last turn!

 

 

Rho's expression soured as Tokei managed to evade his initial attack. The Furousha naturally trained toward being ambush hunters- they expected their first strike to be the only and the last. Sure Rho had enough tenacity to go hand-to-hand, but now he had to scheme up a battle plan. He needed a little longer than the time Tokei offered, and the gennin was broadsided by a sudden blast of lightning. 

 

Aching but not out of the match, Rho flashed a toothy grin and replied to Tokei's inquiry, "Yes. It was passed to me by the plainsmen of Kusagakure." With that, the tall gennin lashed forward again, this time with a quick jab from his left claw. 

 

TURN 2

REGENERATION 
Turn: [HP 0 | CH 0 | ST +3]

 

RESPONSE PHASE

Dodging Raiseisha: 54, hit!

69 - 6 [eva] = 63% to-hit

Damage taken: 80 - 20 [def] = 60

+1 Rage Counter!

 

SETUP PHASE

No action

 

 

MAIN PHASE

Weapon attack using Lefty

 

HIT-CHANCE: 60 [base] + 8 [acc modifier] = 68% 

DAMAGE: 20 [base] + 10 [tai modifier] + 5 [Warrior I, Claw] = 35 damage

 

 

LOSS

Turn: [HP -60 | CH 0 | ST -1]

Total: [HP -60 | CH 0 | ST -38]

Rage: I

 

SPEED PERCENTILE: 556

TURN ORDER: 2224

Quote

Rho, whose Turn Order is 556, and which will be 1112 at the end of the turn. (Turn #1)
Tokei, whose Turn Order is 667, and which will be 1334 at the end of the turn. (Turn #2)
Rho, whose Turn Order is 1112, and which will be 1668 at the end of the turn. (Turn #3)
Tokei, whose Turn Order is 1334, and which will be 2001 at the end of the turn. (Turn #4)
Rho, whose Turn Order is 1668, and which will be 2224 at the end of the turn. (Turn #5)
Tokei, whose Turn Order is 2001, and which will be 2668 at the end of the turn. (Turn #6)
Rho, whose Turn Order is 2224, and which will be 2780 at the end of the turn. (Turn #7)
Tokei, whose Turn Order is 2668, and which will be 3335 at the end of the turn. (Turn #8)
Rho, whose Turn Order is 2780, and which will be 3336 at the end of the turn. (Turn #9)
Tokei, whose Turn Order is 3335, and which will be 4002 at the end of the turn. (Turn #10)    

 

RELEVANT SKILLS

Warrior [Claw, Rank 1]
Description:A skilled and practiced veteran of your craft.
Effect: For each rank of this skill choose a specific weapon type. An attack from the chosen weapon will deal a bonus +5 Damage per strike (per rank). Double this bonus for large weapon strikes.
Cost: -1

Edited by Cloudnine
Link to comment
Share on other sites

Well, that hurt but that doesn't stop this from being a claw-some match pun intended, and I hope you liked my lightning cause today is an all you can eat buffet.  Tokei laughs hysterically as he weaves the same hand signs again.

 

 

RESPONSE PHASE

Dodging Attack: 34 hit!

68 - 5 [eva] = 63% to-hit

Damage taken: 35 - 0 = 35

 

 

SETUP PHASE

No action

 

 

MAIN PHASE

Tokei uses Lightning volley || Raiseisha

type: Ninjutsu [storm]

rank: gennin 

cost: 45 chakra

damage: 45

description: a gennin version of a high-level storm release, all it does is shoot one beam of lightning. later versions shoots volleys of beams of pure energy 

 

 

to-hit chance: 60 [base] + 50 [acc modifier] + 40[clones] = 69% 

modified damage:+5 damage

loss -45 chakra

 

loss tag
Turn: Health-35 Chakra-45 Stamina-0

Total: Health-35 Chakra-100 Stamina-0

 

Edited by disthawk12
Link to comment
Share on other sites

Quote

 

Storm's Effect!

Rho dodged the initial Storm attack, but see the response phase below for how to respond to the element's special effect.

 

Quote

 

Minimum Damage

The Storm effect deals 16 damage, or 20% of 80 total damage Raiseisha deals. (See your discord chat for explanation, math, and more!) I adjusted the damage Rho took earlier. Since Rho's defense mitigates more than 16 damage, he can't just take negative damage. Damage can only be reduced to 5% of its total damage, and 5% of 16 is 1 damage, rounding generously.

 

 

It seemed Tokei was made of tougher stuff that most of the quarry Rho hunted back home, seeing that the gennin was on his feet even after a lash from the Furousha's talons. Rho barely had time to duck as a beam of lightning whizzed overhead, and some of the volatile energy struck his skin in recoil. Even if the young man was able to dodge Tokei's lightning bolts, he wasn't immune to the other gennin's terrible puns.

 

Rho groaned, a hand to his temple. Tokei was using the power of puns to derail his concentration, and it was working! "Ugh. Don't... don't say that again." With that, Rho sprung forth again, using his tail as counterbalance to deliver a piercing right hook.

 

TURN 3

REGENERATION 
Turn: [HP 0 | CH 0 | ST +3]

 

 

RESPONSE PHASE

Dodging Raiseisha: 87, dodge!

Dodging Storm effect: 38 hit!

69 - 6 [eva] = 63% to-hit

Damage taken: 80 [0.20] - 20 [def] = 1 [5% minimum]

+1 Rage Counter!

 

 

SETUP PHASE

No action

 

 

MAIN PHASE

Weapon attack using Righty

 

HIT-CHANCE: 60 [base] + 8 [acc modifier] = 68% 

DAMAGE: 20 [base] + 10 [tai modifier] + 5 [Warrior I, Claw] = 35 damage

 

 

LOSS

Turn: [HP -1 | CH 0 | ST -1]

Total: [HP -61 | CH 0 | ST -36]

Rage: II

 

SPEED PERCENTILE: 556

TURN ORDER: 2780

Quote

Rho, whose Turn Order is 556, and which will be 1112 at the end of the turn. (Turn #1)
Tokei, whose Turn Order is 667, and which will be 1334 at the end of the turn. (Turn #2)
Rho, whose Turn Order is 1112, and which will be 1668 at the end of the turn. (Turn #3)
Tokei, whose Turn Order is 1334, and which will be 2001 at the end of the turn. (Turn #4)
Rho, whose Turn Order is 1668, and which will be 2224 at the end of the turn. (Turn #5)
Tokei, whose Turn Order is 2001, and which will be 2668 at the end of the turn. (Turn #6)
Rho, whose Turn Order is 2224, and which will be 2780 at the end of the turn. (Turn #7)
Tokei, whose Turn Order is 2668, and which will be 3335 at the end of the turn. (Turn #8)
Rho, whose Turn Order is 2780, and which will be 3336 at the end of the turn. (Turn #9)
Tokei, whose Turn Order is 3335, and which will be 4002 at the end of the turn. (Turn #10)    

 

RELEVANT SKILLS

Warrior [Claw, Rank 1]
Description:A skilled and practiced veteran of your craft.
Effect: For each rank of this skill choose a specific weapon type. An attack from the chosen weapon will deal a bonus +5 Damage per strike (per rank). Double this bonus for large weapon strikes.
Cost: -1

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...