|
Post by Ishmael on Aug 28, 2018 15:26:19 GMT -5
Ishmael had been through a lot of things.
He had fought in battles where the ditches flowed with blood, had toppled empires, fought to the death with the mightiest warriors in the land, and slain the world’s largest creatures in the far reaches of the oceans. And yet, this was, hands down, the most terrifying thing he had ever experienced. White-knuckled, his gaze darted back and forth along the vista beyond the small, round window.
It was a calm, perfectly still black sky, with a few white dots here and there, drifitng serenly past.
The assassin hadn’t been very enthusiastic about being sent on a mission on a world apparently across the vast, midnight gulf behind the sky. However, his curiosity about this universe had been strong enough to get him onto the launchpad and into the capsule.
It lasted exactly until the thrusters flared.
After several minutes of rocketing skyward at speeds that no creature had ever been intended to move at, a slightly delirious and very nauseous Ishmael saw the blue sky turn to night.
Have I really been here so long that it’s nighttime?
Then he was zooming through empty space, the combustion on the edges of the front of the capsule fading away as that atmosphere thinned to nothing. Very soon, he was trapped in an infinity of pitch blackness, with no indication that he was moving at all.
The tiny capsule was uncomfortably cramped and claustrophobic, but the techs had assured him that he would only be in there for a few hours with their new booster technology.
They had damn well better be right.
His was a simple mission: take out the despot of an unnamed backwater planet and his ki-manipulating bodyguards with minimal collateral damage. Just like old times.
Unbeknownst to its unhappy occupant, the capsule had been accidentally given the wrong coordinates. A slip of the hand - a reference to Planet #10283 in the database instead of Planet #10273, and he was hurtling towards a world that was quite decidedly not a backwater and currently pretty deeply involved in galactic politics.
Its name? Kabocha.
Ishmael cracked a relieved smile that grew wider with one orb in particular, which was growing larger and larger until it absolutely filled his limited view. Even the process of atmospheric reentry, and the turbulence that came with it, was absolutely welcome. Every passing second was another second closer to a world that he could at least fathom, after all.
His smile faded as his pod showed zero signs of slowing down.
This much he remembered from his briefing: the pod would start to slow down at around three kilometers in height. He was nearing half that distance, with no sign of any such thing.
The ground loomed in his window. He glimpsed a city, a line of cannons, and what appeared to be a military encampment.
Then he looked at the ground again, drew one of his sabers, and desperately slashed a ragged hole in the back of his seat. The metal sizzled with fuel and engine grease, but he shoved the plug out into the rushing air. A moment later, he was sucked out of the cockpit along with it.
The pod hit the surface in a large clearing in the center of the army camp- an empty rectangle set aside for drills, thankfully unoccupied at the time- at several thousand miles per hour. The explosion was terrific and deafening, blasting shrapnel, fire, and smoke back up the way it came. Ishmael, also coming in hot, summoned a miniature twister around himself, blowing a tunnel of clarity down the center of the debris cloud. The air coalesced beneath him, softening his descent, and he came to a stop floating a few meters above the ruins of his pod.
Unconcious of the fact that he was still holding a saber, Ishmael waved an arm and cleared the rest of the cloud, a gust of wind funneling it into a rope and spiriting it away from the camp.
Word Count: 673Cam
|
|
|
Supporter🌟
Pressure can make a diamond or crush you into dust. Which will it be?
|
Post by Cam on Aug 28, 2018 16:11:45 GMT -5
The training grounds outside of Pukinpa were a live-fire zone, one that normally didn't catch the Emperor's attention as it had been thoroughly secured and well stocked given it's proximity to the capital. Supplies from off-world were always in demand, but the amount of Ikondan weaponry that was salvaged by the military on Kabocha was impressive. Most of the species knew how to channel basic ki blast or had the ability to learn to do so, rather, though those that couldn't took up Ikondan guns that had been recovered, though more recently the influx of professional soldiers and equipment from the Crusher Corp. had strengthened the planets military drastically, plenty of new toys and new moves soldiers were looking to use, and here came an attack pod from a foreign world. It slammed into the camp, shaking the compound and barracks nearby as the pod left a crater in the campus of the military base. Already on high alert, when the pod was spotted an alarm was raised. A squad of troops moving to the crater, ki blasts and guns aimed down at the craft as they closed in. A pressing of their scouters revealed nothing on the ground, but a power level signal had been detected still in the sky. "He's giving us the slip! Look out!" A gun leveled skyward one of the soldiers got ready to lay down some suppressing fire, when the tally of a power level had been finalized, some soldiers gasped, all raised their guns and ki bolts towards Ishmael, "Stand down or be taken down!" One soldier screamed. Listening to the Communication chatter, when such a high power level was mentioned, word of it made it to Cam's Lieutenant, Coca delivering the news to Cam, "Emperor. We've just received a report of an attack on our military base outside the capital," the Kobochan looking up from his seat to his Lieutenant, "Triangulate," Cam ordered, his ensigns quickly pulling up a live feed of what was going on, watching the feed of one soldier's scouter, Cam murmured, "Hardly seems like an attack, where's the army? Who is it?" If the Dominion had gone back on their alliance he would make them pay, "That's just it. It's a power level over ninety-nine thousand," Coca advised. Cam looked up then, "Ah... Intriguing. Have the elite squad scrambled and get a ship ready," Cam ordered, "I'm going to aid in repelling this attacker myself." In a matter of about two minutes Cam was on a gunship that spat out the side of the Megalomania, a squadron of gunships deployed right after as the attack squadron of ships dropped down towards Kabocha, quickly breaching the atmosphere and dropping in speed as they grew closer to the ground, they had to duck and weave through the capital city, the dusyed orange and yellow landscape made for the perfect camouflage, Ishmael likely could hear the gunships speeding towards the base as lights and guns were trained on him. "Don't. Move. A muscle!" One soldier ordered, "Descend to the ground slowly or we will open fire!" The ships arrived, Cam's gunship taking point the doors slid open and the Emperor leaped free, landing on his feet in a skidding halt he pressed the button on his scouter, quickly scanning for the location of Ishmael and to confirm that such an entities power level was as high as reported.
WC: 568 Ishmael
|
|
|
|
Post by Ishmael on Aug 29, 2018 12:57:26 GMT -5
Ishmael frowned as he descended through the cloud. Even over the rushing of his winds and the burning of the crashed pod, he could distinctly hear a large amount of yelling and what sounded like some sort of weaponry. His suspicion was confirmed as he saw a volley of bolts of energy sing through the clear air above him, disappearing into the walls of smoke as quickly as they came.
Prudently deciding it would not be good to be hit by any of the incoming shots, Ishmael accelerated as a few more flew past him and blowing the debris out of the way so that he could at least see what situation he was in.
The answer, it turned out, was “not a good one”. The (thankfully human-looking) inhabitants of the camp did not seem happy about his intrusion. Lines of soldiers ringed around the smoking pit, leveling all manner of cannon and ki-manipulated orbs at him. He surreptitiously ducked his vision into the spirit world for just a moment, checking the blobs of ethereal energy that represented their souls. Each amorphous construct was quite large - these were respectable men and women, of fine moral standard and passionate. Neither did any of them burn brightly enough with power to seem too much of a threat.
On the other hand, that didn’t change the fact that they all had weapons trained on him.
Ishmael surveyed the camp again. Was this an outpost for the resistance fighters here? Or agents of the tyrant he had been sent to stop?
Noticing its proximity to such a large city, he guessed it was the latter. Already, there were ships of war soaring through the air from it, rising from among the buildings and closing in.
Great.
Ishmael glanced at the hand holding his saber, realizing for the first time that he was holding a weapon, then shrugged and drew his other one as well.
The ships were upon them now, and a hatch on the one in the lead popped open, a man with a soul that eclipsed those of everyone else on the field leaping out of it and falling hundreds of feet to the ground without a scratch.
Yes, this was the one to watch out for.
Ishmael flashed his swords in experimental circles, loosening his wrists, and alit in front of the steaming wreck of the hull before slowly advancing at a leisurely walk. The Kabochans would notice clouds beginning to gather, altocumulus pillars suddenly appearing on a previously sunny day and closing in above them.
As the last ray of sun was cut off and rain began to fall in a light drizzle, Ishmael ceased exercising his swords and held them still at his sides, never stopping in his march. The dreary clouds overhead, the vast city whose lord had to die, and his immensely powerful guard standing in the path. Quite a familiar feeling.
”So you serve the ruler here? If so, I’m afraid you’re in my way.”
Word Count: 502
Ishmael Initial Stats Health: 95/95 Ki: 100/100 Toughness: 15 Defense: 55 Damage Die: d12 Attack Modifier: 30 Power Level: 99,195
Defensive Phase Incoming Attacks Name Name Negation: Final Result: Offensive Phase At-Will: Psychological Impact (War Cruiser) Direct Damage: i7nrkJ1_1d100 (Derp. Or rather, durp. See end of section for actual roll.) At-Will: Dampening Field | +10 Tou Bonus Action 1: Steeling Resolve (Barrier) | 10 ki Standard Action 1: Storm (Botamo Shield) | 15 ki
Standard Action 2: Adrenaline (Lightning Aura) | 10 ki
Real War Cruiser Damage: 3d4
End Stats Health: 95/95 Ki: 65/100 Toughness: 25 Defense: 55 Damage Die: d12 Attack Modifier: 10 Power Level: 99,125 Barrier: 3 turns Botamo Shield: 3 turns Lightning Aura: 4 turns
Fighting Style: Tenacious Traits Adrenaline - Gain 15 Def for 2 turns | At-Will | must have fallen under 25% max HP Vigor (Courage) - Start battle with 15 Tou | Passive Honed Defense (Mettle) - May Guard At-Will, unlimited # of Intercept uses | Passive Riposte (Resist) - Negate 1 Damage and deal back 1 Direct Damage each time hit by a Basic | Passive Durable (Indomitable) - Negate 3 Damage each time hit by a Super Atk | Passive Vampiric Touch (Sap) - Each time hit by Super Atk(s), may drain 5 ki from attacker (5 ki per turn max!) | At-Will Assassin's Alchemy (Cleverness) - Chance to inflict any status effect increased by 15% | Passive Items Leather Hauberk(Battle Armor) - Negates 2 Dmg per Super Atk, increases max Health by 15 | Passive Conductive Blade (Siphoners) - At-Will 2 Basics per turn may siphon 5 ki on hit Parry (Dampening Field) - Self and any allies gain 10 Tou | At-Will | (0/1) Serrated Edge (Battle Stim) - Basics 50% Wound for 3 turns | At-Will | (1/1) Spectroblast (War Cruiser) - 3d4 Direct Dmg to all foes | At-Will | (1/1) Techniques Fatal Crescent III- Single Signature | Bashing, Crippling | 5 ki Toxic Coat III (Poison) – Basics have 50% Poison for 5 turns | 10 ki | Bonus (1/1) Return Stroke III (Lightning Aura) - Deal 1 Direct damage back to foes for each damage die they roll against you for 4 turns | 10 ki | (0/1) Expert Swordplay III(Deflect) – Negate half the Damage from 2 Super attacks | 10 ki |Bonus | (2/2) Flow Like Water II (Sonic Sway) - Negates all damage die at or below 8 | 10 ki | (1/1) Energy Reserves II (Energy Constructs - Form 5 Constructs, may command to add 2d4 Dmg each to all Basics on turn or negate 2 Dmg each from Super Atks | 15 ki | Bonus/At-Will Order | (1/1) Attrition Style III (Psychic Powers) | May make Basics w/ +10 Atk but -1 Dmg rank | 0 ki | Standard Powerful Pulse III (Barrier) - Immune to effects and Crits for 3 turns | 10 ki | Bonus | (0/1) Backhand II (Eight Arms) - May make an extra Basic on bonus this turn | 5 ki | At-Will/Bonus to make atk | (2/2) Restrictive Gust I (Hypnosis) - 70% Immobilize | 5 ki | Bonus | (2/2) Aeolus’ Summons III (Magic Materialization) – make and equip 1 Gear slot item in place of another | 10 ki (5 if item is in inventory) | Bonus | (1/1) Iron Hide III(Botamo Shield) - Take 1/2 dmg from non-crits for 3 turns | Bonus | 15 ki | (0/1) Thunder Grip II (Stone Spit) - 70% Petrifiestarget for three turns; deals three Direct Dmg that can’t be negated or blocked by Tou | 15 ki | Bonus | (2/2)
Cam 1d100·3d4
|
|
|
Supporter🌟
Pressure can make a diamond or crush you into dust. Which will it be?
|
Post by Cam on Aug 29, 2018 16:13:22 GMT -5
Momentum could be everything in a fight, it could make or break a strategy in both large scale fleet battles as well as singular spars and anything in between. Cam had never faced anyone who used energy in the psychic ways that Cam was able to manifest it, though the attack that Ishmael launched was the closest thing so far. Many of the soldiers surrounding the both of them fell wounded or disoriented, though many others were able to endure, "Fire!" Cam ordered. Thkthkthkthkthkthkthk! Clek-CLAK!Gunfire and the Vwa-vwa-vwa! of ki energy being conjured into existence before a salvo of lower strength orbs were sent hurtling towards Ishmael, Cam grinned when he saw one soldier do a pretty good recreation of his signature move, a Crusher Orb, impacting against Ishmael. Surging upwards Cam exposed his true power. "You started this!" he shouted, sweeping a hand a duo of silvery ki orbs materialized around Cam as he struck an offensive fighting pose, his aura flared and clashed with Ishmaels, the level of power Cam was displaying was lashing out at Ishmael just by sheer presence alone. Ancient markings that would likely hurt to look at formed on Cam's skin, black and inky before gaining a golden outline. His corvidae colored hair shifted to an opal white, tribal looking markings criss-crossing his skin, Cam's eyes whited out as he swung one orb, then another in a pincer motion, while Cam charged a psychic field of energy into his next blow, his leg slammed forward, trying to kick Ishmael into the ground, "Get him!" Should Ishmael be pounded into the ground, he would be getting up in a field of Crusher Corp mercenary troops, those that hadn't fallen after the first attack. Summary: At will actions: Flow, Blitz, Squad assault (War Cruiser) Direct Damage dealt to Ishmael: tyryoKIu3d4Bonus action: Cosmic Bindings (T1) PL: 362,371 Deadly (+5 Accuracy w/Basic attacks) Resentful (Inflict 1 DR DMG to attacker when stuck, -3 ki) Standard action: (Blitz) Psychic Strike First attack roll: 1d100+70 Damage: 1d12 CRIT! +7 damage, new total: 14 Damage! Target is also Crushed for 2 rounds! (-15 Defense)Second attack roll: 1d100+70 Damage: 1d12 CRIT! +6 damage, new total: 12 Damage!Standard action: Psychic strike Third attack roll: 1d100+70 Damage: 1d12
ACTIVE EFFECTS Cosmic Bindings (T1) PL: 362,371 Deadly (+5 Accuracy w/Basic attacks) Resentful (Inflict 1 DR DMG to attacker when stuck, -3 ki) Edge 3 (As a passive effect accuracy increased by 15, defense is increased by 10, and 1 damage is negated from all attacks.) FIGHTING STYLE Reserved (+15 Base Ki, access to Flow ability) Flow: Activate. At-Will Effect. As an at-will action you restore 3 HP or 3 Ki to self or a comrade during your turn. Limit. Indefinite Xeno Trait: Last Stand Condition. You fall below a quarter of your max HP. Activate. None (Passive) Effect. As a passive effect you gain an additional Standard Action on the turn after the condition is met. Limit. Once per battle. TRAITS Assault (Effect. As an at-will action roll two sets of d100 for each accuracy roll you make with Super Attacks. Use the better of the two rolls for each.) 2/2 Blitz ( Effect. Effect. As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.) Crush (Effect. Scoring a critical hit with a Basic Attack gives the special status effect Crushed. While Crushed the target's defense is lowered by 15 for the duration. Duration: 2 turns) Indomitable (Effect. As a passive effect you negate 3 damage taken from every Super Attack that hits you.) Pummel (Effect. As an at-will action you can add a bonus 2d4 damage all Super Attacks made during your turn.) 2/2 EQUIPMENT Battle Armor (Effect. As a passive effect your max HP is increased by 15. Also as a passive effect you negate 2 damage from every Super Attack that hits you.) Heavy Weapon (Effect. As a passive effect your Basic Attacks score a critical hit on a natural 85 or higher.) Neo-gete Star (Emperor's Blood Amulet) (Effect. As an at-will action you create a Temporal Shield around self or a comrade. It negates 3 damage taken from all Super Attacks for the duration. Also, when you use the technique Heal,As a bonus action action you summon android clone(s) of yourself. Allows you to use Multi-Form legendary technique at Rank 3 as it's laid out without knowing it or having it count as a use. As an at-will action the clone(s) can recover 3 HP for itself at the end of your turn.) Senzu Bean (Effect. As a bonus action you restore 15 HP and 15 ki to self or a comrade. Considered a restorative item.) 1/1 Dampening Field (Effect. At-will/Reactive You and a comrade of choice gain 10 toughness.) 1/1 OTHER ITEMS War Cruiser (Effect. Serves as base that can hold two facilities. Also lets you call down a bombardment as an at-will action, once per battle. The bombardment deals 3d4 direct damage to all foes.) 0/1 SUPER ATTACKS Crusher Orb (Rank 3 Single Piercing, Cripple 50% Signature attack, -5 ki) Helix Beam (Charging Barrage Rank 3, -10 ki) LEGENDARY TECHS: Multiform (Granted by Neo-gete star, Effect: As a bonus action you create a number of copies of yourself (you can RP one or multiple, its up to you -- the mechanic works the same). While active your PL is split 50%/50% between you and your clone(s). The clone(s) have HP equal to 20% of your max HP. They receive a standard action to make a Basic Attack. They also can Intercept for you and your teammates. They benefit from all of your traits and equipped items, as if they were you. They can be one of the three targets in an area attack. Max of one extra Standard Action per turn can be gained. -15 ki) 1/1 Time Freeze (Effects. As an at-will action you gain additional standard action on your turn. Max of one extra Standard Action per turn can be gained. -15 ki) 2/2 TECHS Clash (Rank 3, -10 ki) 1/1 Deflect (Rank 3 -10 ki) 2/2 Eight Arms (Rank 3, -5 ki) 2/3 Energy Shield (Rank 3 -5 ki) 1/1 Psychic Powers (Rank 3, +10 to Accuracy, -1 to Damage die step) Divination (Rank 3, +15 Defense for 3 turns, -10 Ki) 1/1 Kiai (Rank 3, -5 ki) 1/1 Lightning Aura (Rank 3, -10 ki, last 4 rounds) 1/1 TRANSFORMATION PL: 362,371 Deadly (+5 Accuracy w/Basic attacks) Resentful (Inflict 1 DR DMG to attacker when stuck, -3 ki) STATS PL: 362,371 Fighting: 40 Energy Control: 40 (+15 due to Edge 3) Reflexes: 20 Resilience: 10 (+10 due to racial) HP: 69/75 (-9 and +3) Ki: 115/115 (-3) Def: 80 (+10 due to edge) (Negate 5 Damage from every Super attack and 1 damage from all attacks) DMG Die: 1d12+1 Ishmael 3d4·1d100+70·1d12·1d100+70·1d12·1d100+70·1d12
|
|
|
|
Post by Ishmael on Aug 29, 2018 19:52:26 GMT -5
The tension of the situation built even with the air pressure. As it all came to a head, the light drizzle thickened suddenly to a roaring downpour, water rushing down so thickly that one would’ve thought that there was an actual body of water draining down from the heavens.
Through it all, the command, “Fire!” was audible from the soldiers’ leader. Flashes of light and muffled thumps came, interspersed with the sharp, frantic stacatto of automatic gunfire and the hiss of ki blasts. From Cam himself, Ishmael saw two glowing circles appear. The Kabochan was undergoing a transformation, and Ishmael winced as the sheer force of the aura hit him- it was like flying in the face of a stinging typhoon. The warrior’s soul was also shining like a star.
As the two orbs also flew forth, adding their weight to the already monstruous amount of imminent death flying towards him, Ishmael summoned the winds and blasted skyward in a rapidly spinning vortex of air. The lethal crossfire slammed into itself below and exploded, immolating the crash site further in a half-sphere of energy that faded as quickly as it came and reducing the cinders to dust on the wind.
Floating in the watery darkness above, Ishmael surveyed the battlefield, certain that no one was able to see him where he was.
Then there was a rush of motion, a spray of droplets, and Cam’s shin appeared out of nowhere to slam into his chest, sending Ishmael hurtling earthward.
He managed to turn to land in a crouch at the last moment, the air rushing to cushion his landing, and his momentum was transferred to an omnidirectional sheet of wind that would buffet the approaching fighters and slow their advance. He was immediately up and moving, leaping straight over their heads and seeming to defy gravity for a brief moment before summoning the wind to swirl around him. Ishmael blasted towards the city at blistering speeds, disappearing into the rooftops.
The assassin sailed over its peak and landed silently on the shingled slope of a house’s roof, opposite the side that he had come. He turned and climbed surefootedly back to the top, nothing but a vague silouhette that was nigh invisible through the rain and hidden amongst the buildings. Coming here served a trio of purposes: he had been able to shake the small army of mercenaries, Cam would be forced to scale back his attacks to avoid collateral damage, and he was in his element, easily able to duck away down a back alley and reappear somewhere else.
Squinting through the spirit dimension, he located Cam’s soul. He sheathed a saber, leveled a flintlock, took aim, and fired; the sharp report cut through the background noise of drumming rain. An impossible shot, to be sure, but the very atmosphere guided the musket ball true. If it struck, the bullet would hopefully lodge in Cam’s side and make any movement painful.
Word Count: 493
Ishmael
Initial Stats Health: 95/95 Ki: 65/100 Toughness: 25 Defense: 55 Damage Die: d12 Attack Modifier: 30 Power Level: 99,195 Barrier - 3 turns Botamo Shield - 3 turns Lightning Aura - 4 turns
Defensive Phase Incoming Attacks
Aura Burst (War Cruiser) Attack: Direct Damage: 7 Focused Fire (Basic) Attack: 155 (Crit!) Defense: 55 Damage: 14 (7+7) Focused Fire (Basic) Attack: 163 (Crit!) Defense: 55 Damage: 12 (6+6) KIIIIIICK (Basic) Attack: 100 Defense: 55 Damage: 10 Negation: Barrier negates Crit bonus damage; - (6+7) = -13 Dmg! Resist trait negates 1 Dmg from each Basic, negating 3 Dmg and dealing it back directly! Botamo Shield halves damage from non-crit Basic, reducing it by 5! Guard further halves this damage, reducing it to 3! Spend 9 Tou!
Final Result: 36 - 13 - 3 - 5 - 3 - 9 = 3 Dmg sustained; Crushed for 2 turns!
Offensive Phase
At-Will: Guard third Basic (Mettle) | 0 ki At-Will: Lightning Aura deals back 3 Direct Damage! At-Will: Resist trait deals back 3 Direct Damage!
Bonus Action 1: Power Up | +25 ki
Standard Action 1: Flintlock (Stone Spit) | 15 ki 1-85 inflicts Petrified for 3 turns! gMOOrRIa1d100 Success!
Standard Action 2: MM Gourd of Mist in place of Damp Field! | 5 ki
End Stats Health: 92/95 Ki: 70/100 Toughness: 16 Defense: 40 (55) Damage Die: d12 Attack Modifier: 10 Power Level: 99,125 Barrier - 2 turns Botamo Shield - 2 turns Lightning Aura - 3 turns Crushed - 4 turns
Fighting Style: Tenacious
Traits Adrenaline - Gain 15 Def for 2 turns | At-Will | must have fallen under 25% max HP Vigor (Courage) - Start battle with 15 Tou | Passive Honed Defense (Mettle) - May Guard At-Will, unlimited # of Intercept uses | Passive Riposte (Resist) - Negate 1 Damage and deal back 1 Direct Damage each time hit by a Basic | Passive Durable (Indomitable) - Negate 3 Damage each time hit by a Super Atk | Passive Vampiric Touch (Sap) - Each time hit by Super Atk(s), may drain 5 ki from attacker (5 ki per turn max!) | At-Will Assassin's Alchemy (Cleverness) - Chance to inflict any status effect increased by 15% | Passive
Items Leather Hauberk(Battle Armor) - Negates 2 Dmg per Super Atk, increases max Health by 15 | Passive Conductive Blade (Siphoners) - At-Will 2 Basics per turn may siphon 5 ki on hit
Parry (Dampening Field) - Self and any allies gain 10 Tou | At-Will | (0/1) Gourd of Mist - 50% Sap enemy; siphons 10% target’s PL and 10 ki from target; reduces target max ki by 10 | Bonus | (1/1) Serrated Edge (Battle Stim) - Basics 50% Wound for 3 turns | At-Will | (2/2) Spectroblast (War Cruiser) - 3d4 Direct Dmg to all foes | At-Will | (1/1)
Techniques Fatal Crescent III- Signature Charging Barrage | 10 ki Toxic Coat III (Poison) – Basics have 50% Poison for 5 turns | 10 ki | Bonus (1/1) Return Stroke III (Lightning Aura) - Deal 1 Direct damage back to foes for each damage die they roll against you for 4 turns | 10 ki | (0/1) Expert Swordplay III(Deflect) – Negate half the Damage from 2 Super attacks | 10 ki |Bonus | (2/2) Flow Like Water II (Sonic Sway) - Negates all damage die at or below 8 | 10 ki | (1/1) Energy Reserves II (Energy Constructs - Form 5 Constructs, may command to add 2d4 Dmg each to all Basics on turn or negate 2 Dmg each from Super Atks | 15 ki | Bonus/At-Will Order | (1/1) Attrition Style III (Psychic Powers) | May make Basics w/ +10 Atk but -1 Dmg rank | 0 ki | Standard
Powerful Pulse III (Barrier) - Immune to effects and Crits for 3 turns | 10 ki | Bonus | (0/1) Backhand II (Eight Arms) - May make an extra Basic on bonus this turn | 5 ki | At-Will/Bonus to make atk | (2/2) Restrictive Gust I (Hypnosis) - 70% Immobilize | 5 ki | Bonus | (2/2) Aeolus’ Summons III (Magic Materialization) – make and equip 1 Gear slot item in place of another | 10 ki (5 if item is in inventory) | Bonus | (0/1)
Iron Hide III(Botamo Shield) - Take 1/2 dmg from non-crits for 3 turns | Bonus | 15 ki | (0/1) Thunder Grip II (Stone Spit) - 70% Petrifies target for three turns; deals three Direct Dmg that can’t be negated or blocked by Tou | 15 ki | Bonus | (1/2)
Cam 1d100
|
|
|
Supporter🌟
Pressure can make a diamond or crush you into dust. Which will it be?
|
Post by Cam on Aug 30, 2018 14:58:46 GMT -5
It was a funny thing, armor Cam's armor was rated to resist attacks from Class-A level threats. Never did he thing he would encounter such a primitive weapon such as a musket pistol. When the bullet winged him between the plates of his armor he grunted in pain, his armor held but the transfer of force left a blunt trauma would that cracked a rib beneath his armor, that would hurt for a bit. "Cheeky," Cam muttered as he flicked two fingers upwards. In a spiraling flourish those silver orbs would stab towards Ishmael. Cam aiming each orb carefully as he clenched his hand, imbuing each orb with unstable energy, the orbs going from white, to gold, to red as they swirled around the assassin. Making a sudden crushing motion with his fist, the orbs would crackling and detonate into a small, contained, but highly potent surge of energy that would form a done, a field of energy meant to linger and chew through a foes defenses, "You're bold for coming to face me alone on my own world. Who do you work for? I wager I could pay you much better!" Cam entertained the idea as his scouter flickered all kinds of data to him, the field of energy was thick and heavy, ripping at everything caught inside it. Time seemed to slow down and Cam flexed his palms, grinning he super-charged the detonation, dropping one more orb over the heat dome to detonate inside the already erupting explosion, causing it to grow. When it was all over, nearly a hundred foot ring of terrain had been burned clean, anyone caught inside the field would be quite badly charred or burnt, though Cam had been mindful to try and avoid his own troops, no need for collateral damage against a singular foe. Summary: At will actions: Flow, Pummel, Assault Bonus action: Time Freeze! (Grants an additional standard action) Standard action: Crusher Orb (Rank 3 Single Piercing, Cripple 50% Signature attack, -5 ki) First attack roll: PWGG3r711d100+55 or 1d100+55 Damage roll: 2d12+2 Pummel Damage: 2d4 Cripple 50%: 1d100 Foe is crippled for 2 turns!Standard action: Crusher Orb (Rank 3 Single Piercing, Cripple 50% Signature attack, -5 ki) Second attack roll: 1d100+55 or 1d100+55 Damage roll: 2d12+2 Pummel Damage: 2d4 Cripple 50%: 1d100Standard action: Crusher Orb (Rank 3 Single Piercing, Cripple 50% Signature attack, -5 ki) Third attack roll: 1d100+55 or 1d100+55 Damage roll: 2d12+2 Pummel Damage: 2d4 Cripple 50%: 1d100 Foe is crippled for 2 turns!
ACTIVE EFFECTS Cosmic Bindings (T1) PL: 362,371 Deadly (+5 Accuracy w/Basic attacks) Resentful (Inflict 1 DR DMG to attacker when stuck, -3 ki) Edge 3 (As a passive effect accuracy increased by 15, defense is increased by 10, and 1 damage is negated from all attacks.) Cam is Petrified for 3 rounds! (-3 HP per bonus action taken) FIGHTING STYLE Reserved (+15 Base Ki, access to Flow ability) Flow: Activate. At-Will Effect. As an at-will action you restore 3 HP or 3 Ki to self or a comrade during your turn. Limit. Indefinite Xeno Trait: Last Stand Condition. You fall below a quarter of your max HP. Activate. None (Passive) Effect. As a passive effect you gain an additional Standard Action on the turn after the condition is met. Limit. Once per battle. TRAITS Assault (Effect. As an at-will action roll two sets of d100 for each accuracy roll you make with Super Attacks. Use the better of the two rolls for each.) 1/2 Blitz ( Effect. Effect. As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.) Crush (Effect. Scoring a critical hit with a Basic Attack gives the special status effect Crushed. While Crushed the target's defense is lowered by 15 for the duration. Duration: 2 turns) Indomitable (Effect. As a passive effect you negate 3 damage taken from every Super Attack that hits you.) Pummel (Effect. As an at-will action you can add a bonus 2d4 damage all Super Attacks made during your turn.) 1/2 EQUIPMENT Battle Armor (Effect. As a passive effect your max HP is increased by 15. Also as a passive effect you negate 2 damage from every Super Attack that hits you.) Heavy Weapon (Effect. As a passive effect your Basic Attacks score a critical hit on a natural 85 or higher.) Neo-gete Star (Emperor's Blood Amulet) (Effect. As an at-will action you create a Temporal Shield around self or a comrade. It negates 3 damage taken from all Super Attacks for the duration. Also, when you use the technique Heal,As a bonus action action you summon android clone(s) of yourself. Allows you to use Multi-Form legendary technique at Rank 3 as it's laid out without knowing it or having it count as a use. As an at-will action the clone(s) can recover 3 HP for itself at the end of your turn.) Senzu Bean (Effect. As a bonus action you restore 15 HP and 15 ki to self or a comrade. Considered a restorative item.) 1/1 Dampening Field (Effect. At-will/Reactive You and a comrade of choice gain 10 toughness.) 1/1 OTHER ITEMS War Cruiser (Effect. Serves as base that can hold two facilities. Also lets you call down a bombardment as an at-will action, once per battle. The bombardment deals 3d4 direct damage to all foes.) 0/1 SUPER ATTACKS Crusher Orb (Rank 3 Single Piercing, Cripple 50% Signature attack, -5 ki) Helix Beam (Charging Barrage Rank 3, -10 ki) LEGENDARY TECHS: Multiform (Granted by Neo-gete star, Effect: As a bonus action you create a number of copies of yourself (you can RP one or multiple, its up to you -- the mechanic works the same). While active your PL is split 50%/50% between you and your clone(s). The clone(s) have HP equal to 20% of your max HP. They receive a standard action to make a Basic Attack. They also can Intercept for you and your teammates. They benefit from all of your traits and equipped items, as if they were you. They can be one of the three targets in an area attack. Max of one extra Standard Action per turn can be gained. -15 ki) 1/1 Time Freeze (Effects. As an at-will action you gain additional standard action on your turn. Max of one extra Standard Action per turn can be gained. -15 ki) 1/2 TECHS Clash (Rank 3, -10 ki) 1/1 Deflect (Rank 3 -10 ki) 2/2 Eight Arms (Rank 3, -5 ki) 2/3 Energy Shield (Rank 3 -5 ki) 1/1 Psychic Powers (Rank 3, +10 to Accuracy, -1 to Damage die step) Divination (Rank 3, +15 Defense for 3 turns, -10 Ki) 1/1 Kiai (Rank 3, -5 ki) 1/1 Lightning Aura (Rank 3, -10 ki, last 4 rounds) 1/1 TRANSFORMATION PL: 362,371 Deadly (+5 Accuracy w/Basic attacks) Resentful (Inflict 1 DR DMG to attacker when stuck, -3 ki) STATS PL: 362,371 Fighting: 40 Energy Control: 40 (+15 due to Edge 3) Reflexes: 20 Resilience: 10 (+10 due to racial) HP: 63/75 (-9 and +3) Ki: 96/115 (-18) Def: 80 (+10 due to edge) (Negate 5 Damage from every Super attack and 1 damage from all attacks) DMG Die: 1d12+1 Ishmael 1d100+55·1d100+55·2d12+2·2d4·1d100·1d100+55·1d100+55·2d12+2·2d4·1d100·1d100+55·1d100+55·2d12+2·2d4·1d100
|
|
|
|
Post by Ishmael on Aug 31, 2018 8:58:49 GMT -5
Ishmael squinted through the rain, noticing two silvery orbs rise from the camp and race towards him. So they hadn’t been destroyed in the explosion.
As they hurtled towards him, a third came to join them, apparently trying to catch him as he was busy dealing with the first two.
Ishmael leapt forward, towards the two leading Crusher orbs, and dove straight over them. Their detonation in small, localized explosions singed him a bit, but he ignored it and hurled himself aside from the third’s arrival. A small dome of hellfire blossomed on the roof of the house, not dealing any damage to the structure itself.
An impressive technique, to be sure, and the man’s offer to pay him intrigued. It appealed to his old days as a ruthless mercenary.
“Sounds interesting,” he admitted. “On the other hand, I was sent to crush your tyrannical grip on this world for good, and I try to follow through on my missions.”
He flashed towards Cam in a laser-straight line, swerving at the last second to the Kabochan’s left and attempting to clothesline him and suction energy into himself before blasting him from behind with crippling lightning. After, he’d immediately disengage and disappear back into the dark alleys of the Kabochan capital.
Word Count: 215
Ishmael
Initial Stats Health: 92/95 Ki: 70/100 Toughness: 16 Defense: 40 (55) Damage Die: d12 Attack Modifier: 10 Power Level: 99,125 Barrier - 2 turns Botamo Shield - 2 turns Lightning Aura - 3 turns ]Crushed - 4 turns
Defensive Phase Incoming Attacks
Dakka 1 (Crusher Orb) Attack: 84 Defense: 40 Damage: 19 Thing 2 (Crusher Orb) Attack: 131 Defense: 40 Damage: 18 Dakka 3 (Crusher Orb) Attack: 116 Defense: 40 Damage: 28 Negation: Barrier negates Cripple! Indomitable trait negates 3 Dmg from each Super, negating 9 Dmg! Botamo Shield halves damage from all attacks, reducing total by (9+9+14) = 32 Dmg! Guard halves last Super Dmg again, reducing by 7 Dmg! Battle Armor negates 2 Dmg from all Supers, reducing by 6 Dmg!
Final Result: 65 - 9 - 32 - 7 - 6 = 11 Dmg sustained!
Offensive Phase
At-Will: Drain 5 ki with Sap! At-Will: Guard third Super (Mettle) | 5 ki At-Will: Lightning Aura deals back 12 Direct Damage!
Bonus Action 1: Draining Clothesline (Gourd of Mist) 1-65 Sapped! jBWfJJH51d100 Success!
Standard Action 1: Lightning (Stone Spit) | 15 ki 1-85 inflicts Petrified for 3 turns! 1d100 Success!
Standard Action 2: Energy Constructs | 15 ki
End Stats Health: 81/95 Ki: 45/100 Toughness: 16 Energy Constructs: 5 Defense: 40 (55) Damage Die: d12 Attack Modifier: 10 Power Level: 135,362 Barrier - 1 turn Botamo Shield - 1 turn Lightning Aura - 2 turns Crushed - 3 turns
Fighting Style: Tenacious
Traits Adrenaline - Gain 15 Def for 2 turns | At-Will | must have fallen under 25% max HP Vigor (Courage) - Start battle with 15 Tou | Passive Honed Defense (Mettle) - May Guard At-Will, unlimited # of Intercept uses | Passive Riposte (Resist) - Negate 1 Damage and deal back 1 Direct Damage each time hit by a Basic | Passive Durable (Indomitable) - Negate 3 Damage each time hit by a Super Atk | Passive Voltaic Blade (Infuse) - Basics have 30% Burn Vampiric Touch (Sap) - Each time hit by Super Atk(s), may drain 5 ki from attacker (5 ki per turn max!) | At-Will Assassin's Alchemy (Cleverness) - Chance to inflict any status effect increased by 15% | Passive
Items Leather Hauberk(Battle Armor) - Negates 2 Dmg per Super Atk, increases max Health by 15 | Passive Conductive Blade (Siphoners) - At-Will 2 Basics per turn may siphon 5 ki on hit
Parry (Dampening Field) - Self and any allies gain 10 Tou | At-Will | (0/1) Gourd of Mist - 50% Sap enemy; siphons 10% target’s PL and 10 ki from target; reduces target max ki by 10 | Bonus | (1/2) Serrated Edge (Battle Stim) - Basics 50% Wound for 3 turns | At-Will | (2/2) Spectroblast (War Cruiser) - 3d4 Direct Dmg to all foes | At-Will | (0/1)
Techniques Fatal Crescent III- Signature Charging Barrage | 10 ki Toxic Coat III (Poison) – Basics have 50% Poison for 5 turns | 10 ki | Bonus (1/1) Return Stroke III (Lightning Aura) - Deal 1 Direct damage back to foes for each damage die they roll against you for 4 turns | 10 ki | (0/1) Expert Swordplay III(Deflect) – Negate half the Damage from 2 Super attacks | 10 ki |Bonus | (2/2) Flow Like Water II (Sonic Sway) - Negates all damage die at or below 8 | 10 ki | (1/1) Energy Reserves II (Energy Constructs - Form 5 Constructs, may command to add 2d4 Dmg each to all Basics on turn or negate 2 Dmg each from Super Atks | 15 ki | Bonus/At-Will Order | (0/1) Attrition Style III (Psychic Powers) | May make Basics w/ +10 Atk but -1 Dmg rank | 0 ki | Standard
Powerful Pulse III (Barrier) - Immune to effects and Crits for 3 turns | 10 ki | Bonus | (0/1) Backhand II (Eight Arms) - May make an extra Basic on bonus this turn | 5 ki | At-Will/Bonus to make atk | (2/2) Restrictive Gust I (Hypnosis) - 70% Immobilize | 5 ki | Bonus | (2/2) Aeolus’ Summons III (Magic Materialization) – make and equip 1 Gear slot item in place of another | 10 ki (5 if item is in inventory) | Bonus | (0/1)
Iron Hide III(Botamo Shield) - Take 1/2 dmg from non-crits for 3 turns | Bonus | 15 ki | (0/1) Thunder Grip II (Stone Spit) - 70% Petrifies target for three turns; deals three Direct Dmg that can’t be negated or blocked by Tou | 15 ki | Bonus | (1/2) Cam 1d100·1d100
|
|
|
Supporter🌟
Pressure can make a diamond or crush you into dust. Which will it be?
|
Post by Cam on Aug 31, 2018 17:00:05 GMT -5
Indeed the explosion left the building intact, though ripped at Ishmael. Upon being called a tyrannical ruler, the Emperor looked entirely confused, "I haven't ruled long enough for anyone to--"before he was hooked on Ishmael's arm, sent skidding across the surface of the roof. He felt his flow of power flicker, only for a second ,he still had a near endless amount of strength though some of it had been displaced. He hit the surface so hard he bounced, his head clipping the edge of the building, a gash opening on his forehead. A bolt of lightning crackling against Cam's upper back right before he teetered over the side, falling into the alley that Ishmael had jumped into. Cam grunted in pain as he hit the ground, but was quick to get up, it would take more than a little tumble to truly harm the Emperor of Kabocha. "Asshole! I'm not your enemy, I'm a liberator! My people love me, I defeated the Dominion for them!" Charging up as Cam got ready to take a shot at Ishmael. He had succeeded in wounding the Emperor though that had only proven to piss him off, and that was truly a bad idea. Rising off the ground one could see Cam would snap a hand down at the assassin trying to take his life. A storm of ki shot forth, crackling forward it was the sort of power that could carve a planet to pieces if he wished it to be, though his aim was immaculate enough that every ounce of force he pumped forth would be delivered directly at Ishmael, the roar of Cam's voice echoing over the roaring storm of ki, silvery-white burning hot ki stabbing down at Ishmael. Then another beam would stab forth from the central orb of energy, then another, a three headed destructive hydra of energy fired at Ishmael in an attack that could only end in an explosive outcome. Summary: At-will actions: Flow (+3 HP), Pummel, Assault, Time Freeze (-15 ki)! Bonus action: Power Up! (+25 ki) Standard action: Helix Beam (Charging Barrage Rank 3, -10 ki) First attack roll: zgZRaKuZ1d100+50 or 1d100+50 Damage roll: 3d12+3 or 3d12+3 Pummel Damage: 2d4Standard action: Helix Beam (Charging Barrage Rank 3, -10 ki) Second attack roll: 1d100+50 or 1d100+50 CRIT! Damage roll: 3d12+3 +10 Damage! New total: 38! or 3d12+3 Pummel Damage: 2d4Standard action: Helix Beam (Charging Barrage Rank 3, -10 ki) Third attack roll: 1d100+50 or 1d100+50 Damage roll: 3d12+3 or 3d12+3 Pummel Damage: 2d4
ACTIVE EFFECTS Cosmic Bindings (T1) PL: 362,371 Deadly (+5 Accuracy w/Basic attacks) Resentful (Inflict 1 DR DMG to attacker when stuck, -3 ki) Edge 2 (As a passive effect accuracy increased by 10, defense is increased by 10.) Cam is Petrified for 4 rounds! (-3 HP per bonus action taken) Cam is sapped for 2 rounds! (-10 ki and -10% PL) FIGHTING STYLE Reserved (+15 Base Ki, access to Flow ability) Flow: Activate. At-Will Effect. As an at-will action you restore 3 HP or 3 Ki to self or a comrade during your turn. Limit. Indefinite Xeno Trait: Last Stand Condition. You fall below a quarter of your max HP. Activate. None (Passive) Effect. As a passive effect you gain an additional Standard Action on the turn after the condition is met. Limit. Once per battle. TRAITS Assault (Effect. As an at-will action roll two sets of d100 for each accuracy roll you make with Super Attacks. Use the better of the two rolls for each.) 0/2 Blitz ( Effect. Effect. As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.) Crush (Effect. Scoring a critical hit with a Basic Attack gives the special status effect Crushed. While Crushed the target's defense is lowered by 15 for the duration. Duration: 2 turns) Indomitable (Effect. As a passive effect you negate 3 damage taken from every Super Attack that hits you.) Pummel (Effect. As an at-will action you can add a bonus 2d4 damage all Super Attacks made during your turn.) 0/2 EQUIPMENT Battle Armor (Effect. As a passive effect your max HP is increased by 15. Also as a passive effect you negate 2 damage from every Super Attack that hits you.) Heavy Weapon (Effect. As a passive effect your Basic Attacks score a critical hit on a natural 85 or higher.) Neo-gete Star (Emperor's Blood Amulet) (Effect. As an at-will action you create a Temporal Shield around self or a comrade. It negates 3 damage taken from all Super Attacks for the duration. Also, when you use the technique Heal,As a bonus action action you summon android clone(s) of yourself. Allows you to use Multi-Form legendary technique at Rank 3 as it's laid out without knowing it or having it count as a use. As an at-will action the clone(s) can recover 3 HP for itself at the end of your turn.) Senzu Bean (Effect. As a bonus action you restore 15 HP and 15 ki to self or a comrade. Considered a restorative item.) 1/1 Dampening Field (Effect. At-will/Reactive You and a comrade of choice gain 10 toughness.) 1/1 OTHER ITEMS War Cruiser (Effect. Serves as base that can hold two facilities. Also lets you call down a bombardment as an at-will action, once per battle. The bombardment deals 3d4 direct damage to all foes.) 0/1 SUPER ATTACKS Crusher Orb (Rank 3 Single Piercing, Cripple 50% Signature attack, -5 ki) Helix Beam (Charging Barrage Rank 3, -10 ki) LEGENDARY TECHS: Multiform (Granted by Neo-gete star, Effect: As a bonus action you create a number of copies of yourself (you can RP one or multiple, its up to you -- the mechanic works the same). While active your PL is split 50%/50% between you and your clone(s). The clone(s) have HP equal to 20% of your max HP. They receive a standard action to make a Basic Attack. They also can Intercept for you and your teammates. They benefit from all of your traits and equipped items, as if they were you. They can be one of the three targets in an area attack. Max of one extra Standard Action per turn can be gained. -15 ki) 1/1 Time Freeze (Effects. As an at-will action you gain additional standard action on your turn. Max of one extra Standard Action per turn can be gained. -15 ki) 0/2 TECHS Clash (Rank 3, -10 ki) 1/1 Deflect (Rank 3 -10 ki) 2/2 Eight Arms (Rank 3, -5 ki) 2/3 Energy Shield (Rank 3 -5 ki) 1/1 Psychic Powers (Rank 3, +10 to Accuracy, -1 to Damage die step) Divination (Rank 3, +15 Defense for 3 turns, -10 Ki) 1/1 Kiai (Rank 3, -5 ki) 1/1 Lightning Aura (Rank 3, -10 ki, last 4 rounds) 1/1 TRANSFORMATION PL: 362,371 Deadly (+5 Accuracy w/Basic attacks) Resentful (Inflict 1 DR DMG to attacker when stuck, -3 ki) STATS PL: 358,747 (362,371 - 10%) Fighting: 40 Energy Control: 40 (+10 due to Edge 2) Reflexes: 20 Resilience: 10 (+10 due to racial) HP: 48/75 (-15) Ki: 68/105 (-45 and +27) Def: 80 (+10 due to edge) (Negate 5 Damage from every Super attack) DMG Die: 1d12+1 spinack 1d100+50·1d100+50·3d12+3·2d4·1d100+50·1d100+50·3d12+3·2d4·1d100+50·1d100+50·3d12+3·2d4·3d12+3·3d12+3·2d4
|
|
|
|
Post by Ishmael on Aug 31, 2018 20:36:38 GMT -5
Ishmael was already at the end of the alley when he turned back to the Kabochan. He listened to his comments, then chuckled cynically.
”Liberators every bit as bad as those they deposed? I thought I’d left my world behind.”
The rain suddenly stopped, leaving the two of them in perfect silence in the alley. Something else Cam had said registered then.
”Then again, if you’re the ruler of this place and not his agent, then I suppose that makes my job even easier than I imagined.”
Blood oozed from a gash on the Emperor’s head, though he didn’t seem fazed in the slightest. Ishmael finally got a good look at his new form as well, the amazingly bright arcane runes and blank white hair. It was interesting to say the least; he’d never encountered this sort of changing ability before.
Cam’s energy surged as he began to rise into the air, thrusting a hand out and summoning a truly marvelous amount of power to his palm.
Ishmael’s eyebrows tightened at this extroardinary threat, and, as a curtain, a smoke screen of water once again dropped from the heavens. Ishmael broke into a run at Cam, steps not splashing into the water flooding the street but rather running on the surface of the urban river.
At the last second, he hurled himself into the air, the immensely concentrated beam roaring below him, and its two compatriots roaring past on either side. The power was such that the very rain evaporated as it fell, wreathing the entire area in a cloud of steam and blistering heat.
A sauna he could deal with. The heat given off by such an attack? Not so much.
The very air was sucked from his surroundings. His lips dried and cracked. The watery sheath that he’d formed around himself disappeared into mist like the morning dew. The hair on the backs of his arms burned to nothing, leaving stinging pinpricks all over. The hem of Ishmael’s cloak caught fire, burning his calves through the boots.
So this is what hell is like.
Then Ishmael was through, going to slam feet first into the perpetrator of the beams of energy and hopefully crack or break bones. Either way, he’d duck aside to the ground, then go for a thrust upward at Cam’s armpit with his saber and cutting the burning hem off with his free hand.
Word Count: 412
Ishmael
Initial Stats Health: 81/95 Ki: 45/100 Toughness: 16 Energy Constructs: 5 Defense: 40 (55) Damage Die: d12 Attack Modifier: 10 Power Level: 135,362 Barrier - 1 turn Botamo Shield - 1 turn Lightning Aura - 2 turns Crushed - 3 turns
Defensive Phase Incoming Attacks
Death (Helix Beam) Attack: 79 Defense: 40 Damage: 33 Destruction (Helix Beam) Attack: 150 (Crit!) Defense: 40 Damage: 41 Justin Bieber (Helix Beam) Attack: 132 Defense: 40 Damage: 29 Negation: Barrier negates critical bonus Dmg; - 10 Dmg! Indomitable trait negates 3 Dmg from each Super, negating 9 Dmg! Botamo Shield halves damage from first attack, reducing total by 16 Dmg! Guard halves first Super Dmg again, reducing by 8 Dmg! Battle Armor negates 2 Dmg from all Supers, reducing by 6 Dmg! Spend 16 Tou! Spend 5 Energy Constructs to negate 29 Dmg (first Atk only had nine remaing damage)! Final Result: 103 - 10 - 9 - 16 - 8 - 6 - 16 - 29 = 9 Dmg sustained!
Offensive Phase
At-Will: Drain 5 ki with Sap! At-Will: Guard first Super (Mettle) | 5 ki At-Will: Kick (Lightning Aura) deals back 15 Direct Damage!
Bonus Action 1: Emergency Impromptu Fashion Adjustment (Power Up) | +25 ki
Standard Action 1: Disabling Stab (Hypnosis) | 5 ki 1-85 inflicts Immobilize! dzC_XXp31d100 Success!
Standard Action 2: Poison | 10 ki
End Stats Health: 72/95 Ki: 50/100 Toughness: 0 Energy Constructs: 0 Defense: 40 (55) Damage Die: d12 Attack Modifier: 30 Power Level: 135,362
Lightning Aura - 1 turn Crushed - 2 turns
Fighting Style: Tenacious
Traits Adrenaline - Gain 15 Def for 2 turns | At-Will | must have fallen under 25% max HP Vigor (Courage) - Start battle with 15 Tou | Passive Honed Defense (Mettle) - May Guard At-Will, unlimited # of Intercept uses | Passive Riposte (Resist) - Negate 1 Damage and deal back 1 Direct Damage each time hit by a Basic | Passive Durable (Indomitable) - Negate 3 Damage each time hit by a Super Atk | Passive Voltaic Blade (Infuse) - Basics have 30% Burn Vampiric Touch (Sap) - Each time hit by Super Atk(s), may drain 5 ki from attacker (5 ki per turn max!) | At-Will Assassin's Alchemy (Cleverness) - Chance to inflict any status effect increased by 15% | Passive
Items Leather Hauberk(Battle Armor) - Negates 2 Dmg per Super Atk, increases max Health by 15 | Passive Conductive Blade (Siphoners) - At-Will 2 Basics per turn may siphon 5 ki on hit
Parry (Dampening Field) - Self and any allies gain 10 Tou | At-Will | (0/1) Gourd of Mist - 50% Sap enemy; siphons 10% target’s PL and 10 ki from target; reduces target max ki by 10 | Bonus | (1/2) Serrated Edge (Battle Stim) - Basics 50% Wound for 3 turns | At-Will | (2/2) Spectroblast (War Cruiser) - 3d4 Direct Dmg to all foes | At-Will | (0/1)
Techniques Fatal Crescent III- Signature Charging Barrage | 10 ki
Toxic Coat III (Poison) – Basics have 50% Poison for 5 turns | 10 ki | Bonus (0/1)
Return Stroke III (Lightning Aura) - Deal 1 Direct damage back to foes for each damage die they roll against you for 4 turns | 10 ki | (0/1) Expert Swordplay III(Deflect) – Negate half the Damage from 2 Super attacks | 10 ki |Bonus | (2/2) Flow Like Water II (Sonic Sway) - Negates all damage die at or below 8 | 10 ki | (1/1)
Energy Reserves II (Energy Constructs - Form 5 Constructs, may command to add 2d4 Dmg each to all Basics on turn or negate 2 Dmg each from Super Atks | 15 ki | Bonus/At-Will Order | (0/1) Attrition Style III (Psychic Powers) | May make Basics w/ +10 Atk but -1 Dmg rank | 0 ki | Standard
Powerful Pulse III (Barrier) - Immune to effects and Crits for 3 turns | 10 ki | Bonus | (0/1) Backhand II (Eight Arms) - May make an extra Basic on bonus this turn | 5 ki | At-Will/Bonus to make atk | (2/2) Restrictive Gust I (Hypnosis) - 70% Immobilize | 5 ki | Bonus | (1/2)
Aeolus’ Summons III (Magic Materialization) – make and equip 1 Gear slot item in place of another | 10 ki (5 if item is in inventory) | Bonus | (0/1)
Iron Hide III(Botamo Shield) - Take 1/2 dmg from non-crits for 3 turns | Bonus | 15 ki | (0/1)
Thunder Grip II (Stone Spit) - 70% Petrifies target for three turns; deals three Direct Dmg that can’t be negated or blocked by Tou | 15 ki | Bonus | (0/2) Cam 1d100
|
|
|
Supporter🌟
Pressure can make a diamond or crush you into dust. Which will it be?
|
Post by Cam on Sept 5, 2018 11:22:35 GMT -5
Cam felt a stinging stab in one side. He grunted, looking down at the blade that had gouged into his side, "And just who the hell hired you, hrm? It takes a pretty despicable being to take a job to try and destabilize an entire planet as it's still recovering!" It seemed that the stab, while certainly painful and debilitating to most warriors, didn't seem to slow Cam down in the slightest, in fact it would grant Ishmael a fractional reprieve, Cam launched himself backwards. A hand went to his amulet, tapping in to the power of the Emperor's blood, red, healing energy surged through his body, his wounds beginning to heal in real time. The moment his feet touched the ground, he would spring forward, white ki orbs surging upwards from the ground trying to hit Ishmael on either side as they crossed in an X. Cam rushing forward, psychic power packed behind his arm, he would attempt to slam Ishmael into the ground, crushing him into and hopefully through the paved concrete of the alleyway, "The Kabochan people support me as a leader! Our laws are clear on what they need to do if they care to replace me. Someone sending some second rate assassin is mostly insulting more than anything else," the Emperor was truly peeved now, how dare they send someone like Ishmael to try and put Cam down! He clearly called for more power, and given how their battle in earnest had gone so far, he would make his foe burn every ounce of his powers. Cam had fought foes that could withstand his blows and energy attacks, but who he had still defeated because it had simply cost them too much energy to fight the Emperor, he could see his foes power waning, though there would be a second wave, any fighter worth their salt could rally and attempt another offensive attack on Cam, he simply had to be ready for it. Summary: At-will actions: Flow (+3 hp), Blitz Bonus action: Senzu bean (+15 HP and +15 Ki) Standard action: (Blitz) Psychic Strike First attack roll: 8AjFEzRO1d100+65 CRIT! Damage roll: 1d12 +4 damage! New total: 8 and enemy is Crushed for 2 rounds!Second attack roll: 1d100+65 Damage roll: 1d12Standard action: Psychic strike Third attack roll: 1d100+65 Damage roll: 1d12
ACTIVE EFFECTS Cosmic Bindings (T1) PL: 362,371 Deadly (+5 Accuracy w/Basic attacks) Resentful (Inflict 1 DR DMG to attacker when stuck, -3 ki) Edge 2 (As a passive effect accuracy increased by 10, defense is increased by 10.) Cam is Petrified for 3 rounds! (-3 HP per bonus action taken.) Cam is sapped for the battle (-10 ki and -10% PL.) Cam is Immobilized for 2 rounds! (Defensive techniques cost an additional 10 ki to use.) FIGHTING STYLE Reserved (+15 Base Ki, access to Flow ability) Flow: Activate. At-Will Effect. As an at-will action you restore 3 HP or 3 Ki to self or a comrade during your turn. Limit. Indefinite Xeno Trait: Last Stand Condition. You fall below a quarter of your max HP. Activate. None (Passive) Effect. As a passive effect you gain an additional Standard Action on the turn after the condition is met. Limit. Once per battle. TRAITS Assault (Effect. As an at-will action roll two sets of d100 for each accuracy roll you make with Super Attacks. Use the better of the two rolls for each.) 0/2 Blitz ( Effect. Effect. As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.) Crush (Effect. Scoring a critical hit with a Basic Attack gives the special status effect Crushed. While Crushed the target's defense is lowered by 15 for the duration. Duration: 2 turns) Indomitable (Effect. As a passive effect you negate 3 damage taken from every Super Attack that hits you.) Pummel (Effect. As an at-will action you can add a bonus 2d4 damage all Super Attacks made during your turn.) 0/2 EQUIPMENT Battle Armor (Effect. As a passive effect your max HP is increased by 15. Also as a passive effect you negate 2 damage from every Super Attack that hits you.) Heavy Weapon (Effect. As a passive effect your Basic Attacks score a critical hit on a natural 85 or higher.) Neo-gete Star (Emperor's Blood Amulet) (Effect. As an at-will action you create a Temporal Shield around self or a comrade. It negates 3 damage taken from all Super Attacks for the duration. Also, when you use the technique Heal,As a bonus action action you summon android clone(s) of yourself. Allows you to use Multi-Form legendary technique at Rank 3 as it's laid out without knowing it or having it count as a use. As an at-will action the clone(s) can recover 3 HP for itself at the end of your turn.) Senzu Bean (Effect. As a bonus action you restore 15 HP and 15 ki to self or a comrade. Considered a restorative item.) 1/1 Dampening Field (Effect. At-will/Reactive You and a comrade of choice gain 10 toughness.) 1/1 OTHER ITEMS War Cruiser (Effect. Serves as base that can hold two facilities. Also lets you call down a bombardment as an at-will action, once per battle. The bombardment deals 3d4 direct damage to all foes.) 0/1 SUPER ATTACKS Crusher Orb (Rank 3 Single Piercing, Cripple 50% Signature attack, -5 ki) Helix Beam (Charging Barrage Rank 3, -10 ki) LEGENDARY TECHS: Multiform (Granted by Neo-gete star, Effect: As a bonus action you create a number of copies of yourself (you can RP one or multiple, its up to you -- the mechanic works the same). While active your PL is split 50%/50% between you and your clone(s). The clone(s) have HP equal to 20% of your max HP. They receive a standard action to make a Basic Attack. They also can Intercept for you and your teammates. They benefit from all of your traits and equipped items, as if they were you. They can be one of the three targets in an area attack. Max of one extra Standard Action per turn can be gained. -15 ki) 1/1 Time Freeze (Effects. As an at-will action you gain additional standard action on your turn. Max of one extra Standard Action per turn can be gained. -15 ki) 0/2 TECHS Clash (Rank 3, -10 ki) 1/1 Deflect (Rank 3 -10 ki) 2/2 Eight Arms (Rank 3, -5 ki) 2/3 Energy Shield (Rank 3 -5 ki) 1/1 Psychic Powers (Rank 3, +10 to Accuracy, -1 to Damage die step) Divination (Rank 3, +15 Defense for 3 turns, -10 Ki) 1/1 Kiai (Rank 3, -5 ki) 1/1 Lightning Aura (Rank 3, -10 ki, last 4 rounds) 1/1 TRANSFORMATION PL: 362,371 Deadly (+5 Accuracy w/Basic attacks) Resentful (Inflict 1 DR DMG to attacker when stuck, -3 ki) STATS PL: 358,747 (362,371 - 10%) Fighting: 40 Energy Control: 40 (+10 due to Edge 2) Reflexes: 20 Resilience: 10 (+10 due to racial) HP: 63/75 (+15 hp due to flow) Ki: 80/105 (-3 ki and +15 ki) Def: 80 (+10 due to edge) (Negate 5 Damage from every Super attack) DMG Die: 1d12+1 Ishmael 1d100+65·1d12·1d100+65·1d12·1d100+65·1d12
|
|
|
|
Post by Ishmael on Sept 7, 2018 14:25:53 GMT -5
Cam hurled two balls of blank white energy that slid along the ground, tearing through asphalt as they carved twin grooves and curved upwards at him like the tusks of some huge elephant. Simultaneously, the Emperor lunged forward, smashing an arm glistening with energy downwards at him.
Faced with three threats at once, Ishmael did his best to improvise. His sabers flashed in silver semicircles, suddenly held in reverse grips. He quickly brought his arms upwards, crossing them to catch Cam’s overhead blow at the junction of his wrists and sabers jutting out in an upside-down V to block a sliver of the damage flanking him on either side.
The forearm blow crushed the assassin into the ground; the force pulverized the street in a ten-foot radius, sending chunks of stone into the air. An instant later, the ki orbs hit, rocking the nearby buildings with a massive explosion.
“This particular job I wasn’t hired for, per se. Just sent.” Something struck Ishmael as odd now. The vast majority of tyrants he’d encountered in the past had been more self-obsessed than this emperor, who ranted on behalf of the planet as well as himself in the heat of battle. Power-hungry mantras seemed to usually go out the window while fighting for one’s life, leaving this man’s intentions unclear. A torrent of gale-force winds raced down the street, slamming into the smoke cloud and forcing it in Cam’s direction, thickening it and hopefully getting it in his eyes. Using the distraction, Ishmael shoved upwards with his wrists, trying to force the Kabochan into the air and grant himself room to disengage his arms. The moment that was accomplished, however it came about, the whale hunter’s sabers would be up and about - first a diagonal upwards slash at Cam’s neck, trying to siphon energy from his jugular, then the blades erupted in seething electric energy as he unleashed a furious barrage of slashes at the Emperor. Even if a landed stroke didn’t cut deep, it would likely leave a patch of painfully seared flesh or seize the muscle up, amplifying the damage. Word Count: 402Ishmael
Initial Stats Health: 72/95 Ki: 50/100 Toughness: 0 Energy Constructs: 0 Defense: 40 (55) Damage Die: d12 Attack Modifier: 30 Power Level: 135,362
Lightning Aura - 1 turn Crushed - 2 turns Poison (Technique) - 4 turns
Defensive Phase Incoming Attacks
Ki Orb (Basic Attack) Attack: 165 (Crit!) Defense: 40 Damage: 8
Ki Orb (Basic Attack) Attack: 134 Defense: 40 Damage: 6
Forearm Blow (Basic Attack) Attack: 73 Defense: 40 Damage: 11
Negation: Resist trait reduces 3 damage from total! Guard halves third Basic to 5 Damage!
Final Result: 25 - 3 - 5 = 17 Dmg sustained, Crushed for two turns!
Offensive Phase
At-Will: Shove (Lightning Aura) deals back 3 Damage! At-Will: Guard third Basic (Mettle) | 0 ki At-Will: Activate Battle Stim (Thunderous Blade)!
Bonus Action 1: Jugular Slash (Gourd of Mist) 1-65 Saps! NQAuxhtL1d100
Standard Action 1: Voltaic Slashes (Psychic Powers) | 0 ki Attack: 1d100+40 Damage: 1d10 Burn: 1-45 1d100 Wound: 1-65 1d100 Posion: 1-65 1d100
Standard Action 2: Voltaic Slashes (Psychic Powers) | 0 ki Attack: 1d100+40 Damage: 1d10 Burn: 1-45 1d100 Wound: 1-65 1d100 Poison: 1-65 1d100
End Stats Health: 55/95 Ki: 50/100 Toughness: 0 Energy Constructs: 0 Defense: 40 (55) Damage Die: d12 Attack Modifier: 30 Power Level: 135,362
Crushed - 3 turns Battle Stim - 2 turns Poison (technique) - 3 turns
Fighting Style: Tenacious
Traits Adrenaline - Gain 15 Def for 2 turns | At-Will | must have fallen under 25% max HP Vigor (Courage) - Start battle with 15 Tou | Passive Honed Defense (Mettle) - May Guard At-Will, unlimited # of Intercept uses | Passive Riposte (Resist) - Negate 1 Damage and deal back 1 Direct Damage each time hit by a Basic | Passive Durable (Indomitable) - Negate 3 Damage each time hit by a Super Atk | Passive Voltaic Blade (Infuse) - Basics have 30% Burn Vampiric Touch (Sap) - Each time hit by Super Atk(s), may drain 5 ki from attacker (5 ki per turn max!) | At-Will Assassin's Alchemy (Cleverness) - Chance to inflict any status effect increased by 15% | Passive
Items Leather Hauberk(Battle Armor) - Negates 2 Dmg per Super Atk, increases max Health by 15 | Passive Conductive Blade (Siphoners) - At-Will 2 Basics per turn may siphon 5 ki on hit
Parry (Dampening Field) - Self and any allies gain 10 Tou | At-Will | (0/1) Gourd of Mist - 50% Sap enemy; siphons 10% target’s PL and 10 ki from target; reduces target max ki by 10 | Bonus | (0/2) Serrated Edge (Battle Stim) - Basics 50% Wound for 3 turns | At-Will | (0/1) Spectroblast (War Cruiser) - 3d4 Direct Dmg to all foes | At-Will | (0/1)
Techniques Fatal Crescent III- Signature Charging Barrage | 10 ki
Toxic Coat III (Poison) – Basics have 50% Poison for 5 turns | 10 ki | Bonus (0/1)
Return Stroke III (Lightning Aura) - Deal 1 Direct damage back to foes for each damage die they roll against you for 4 turns | 10 ki | (0/1) Expert Swordplay III(Deflect) – Negate half the Damage from 2 Super attacks | 10 ki |Bonus | (2/2) Flow Like Water II (Sonic Sway) - Negates all damage die at or below 8 | 10 ki | (1/1)
Energy Reserves II (Energy Constructs - Form 5 Constructs, may command to add 2d4 Dmg each to all Basics on turn or negate 2 Dmg each from Super Atks | 15 ki | Bonus/At-Will Order | (0/1) Attrition Style III (Psychic Powers) | May make Basics w/ +10 Atk but -1 Dmg rank | 0 ki | Standard
Powerful Pulse III (Barrier) - Immune to effects and Crits for 3 turns | 10 ki | Bonus | (0/1) Backhand II (Eight Arms) - May make an extra Basic on bonus this turn | 5 ki | At-Will/Bonus to make atk | (2/2) Restrictive Gust I (Hypnosis) - 70% Immobilize | 5 ki | Bonus | (1/2)
Aeolus’ Summons III (Magic Materialization) – make and equip 1 Gear slot item in place of another | 10 ki (5 if item is in inventory) | Bonus | (0/1)
Iron Hide III(Botamo Shield) - Take 1/2 dmg from non-crits for 3 turns | Bonus | 15 ki | (0/1)
Thunder Grip II (Stone Spit) - 70% Petrifies target for three turns; deals three Direct Dmg that can’t be negated or blocked by Tou | 15 ki | Bonus | (0/2) Cam 1d100·1d100+40·1d10·1d100·1d100·1d100·1d100+40·1d10·1d100·1d100·1d100
|
|
|
Supporter🌟
Pressure can make a diamond or crush you into dust. Which will it be?
|
Post by Cam on Sept 10, 2018 12:25:24 GMT -5
If one thing was to be certain, it's that both these men could scrummage. the Emperor appreciated that his foe didn't mind getting his hands dirty, he liked being that much closer to his enemy, it made them easier to hit, "You're a fool if you think you can win this fight, I see your moves before you even make them," though seeing and being able to deal with an opponents moves were two different things. Ishmael's blade found purchase across one side of Cam's neck and a shallow slash was created, though the wound appeared to be mostly cosmetic, it did take its toll in the long term, though currently it only served to piss Cam off. The next assault of slashes and flurry of blows was dodged masterfully. Cam could see the ki energy that rippled across Ishmael's blade and it only made it easier for him to track, though concentration was nagged at by the burning sensation that set into his wounds. He wanted to end this, if nothing else so he could take a bath in a healing tank. What made Cam a truly dangerous foe was his precision and his level of aggression--it was high even for a fighter, he Cam would close in to bear hug Ishmael, trying to entirely restrain the mercenary while around them silvery orbs of solid-state ki were generated. A well of psychic energy began to rumble around Cam, forming a gravity well he, and by proxy, Ishmael, resided at, was building up with crushing force, before it became too much he would leap backwards, launching four silver orbs in, one coming from each cardinal direction to hammer into Cam's would be assassin who was, hopefully, slowed by the use of Cam's psychic energy. Summary: At-will actions: flow (+3 ki), blitz, eight arms Bonus action: (eight arms) Psychic strike First attack roll: nFmt16Rh1d100+65 Damage roll: 1d12Standard action: (blitz) Psychic strike Second attack roll: 1d100+65 CRIT! Damage roll: 1d12 +10 Damage! New total: 20 And opponent is Crushed for 2 rounds!Third attack roll: 1d100+65 CRIT! Damage roll: 1d12 +1 Damage! New total: 2 And opponent is Crushed for 2 rounds!
Standard action: Psychic strike Fourth attack roll: 1d100+65 CRIT! Damage roll: 1d12 +2 Damage! New total: 4 And opponent is Crushed for 2 rounds!
ACTIVE EFFECTS Cosmic Bindings (T1) PL: 362,371 Deadly (+5 Accuracy w/Basic attacks) Resentful (Inflict 1 DR DMG to attacker when stuck, -3 ki) Edge 2 (As a passive effect accuracy increased by 10, defense is increased by 10.) Cam is Petrified for 2 rounds! (-3 HP per bonus action taken.) Cam is sapped (x2) for the battle (-20 ki total and -20% PL.) Cam is Immobilized for 1 round! (Defensive techniques cost an additional 10 ki to use.) FIGHTING STYLE Reserved (+15 Base Ki, access to Flow ability) Flow: Activate. At-Will Effect. As an at-will action you restore 3 HP or 3 Ki to self or a comrade during your turn. Limit. Indefinite Xeno Trait: Last Stand Condition. You fall below a quarter of your max HP. Activate. None (Passive) Effect. As a passive effect you gain an additional Standard Action on the turn after the condition is met. Limit. Once per battle. TRAITS Assault (Effect. As an at-will action roll two sets of d100 for each accuracy roll you make with Super Attacks. Use the better of the two rolls for each.) 0/2 Blitz ( Effect. Effect. As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.) Crush (Effect. Scoring a critical hit with a Basic Attack gives the special status effect Crushed. While Crushed the target's defense is lowered by 15 for the duration. Duration: 2 turns) Indomitable (Effect. As a passive effect you negate 3 damage taken from every Super Attack that hits you.) Pummel (Effect. As an at-will action you can add a bonus 2d4 damage all Super Attacks made during your turn.) 0/2 EQUIPMENT Battle Armor (Effect. As a passive effect your max HP is increased by 15. Also as a passive effect you negate 2 damage from every Super Attack that hits you.) Heavy Weapon (Effect. As a passive effect your Basic Attacks score a critical hit on a natural 85 or higher.) Neo-gete Star (Emperor's Blood Amulet) (Effect. As an at-will action you create a Temporal Shield around self or a comrade. It negates 3 damage taken from all Super Attacks for the duration. Also, when you use the technique Heal,As a bonus action action you summon android clone(s) of yourself. Allows you to use Multi-Form legendary technique at Rank 3 as it's laid out without knowing it or having it count as a use. As an at-will action the clone(s) can recover 3 HP for itself at the end of your turn.) Senzu Bean (Effect. As a bonus action you restore 15 HP and 15 ki to self or a comrade. Considered a restorative item.) 1/1 Dampening Field (Effect. At-will/Reactive You and a comrade of choice gain 10 toughness.) 1/1 OTHER ITEMS War Cruiser (Effect. Serves as base that can hold two facilities. Also lets you call down a bombardment as an at-will action, once per battle. The bombardment deals 3d4 direct damage to all foes.) 0/1 SUPER ATTACKS Crusher Orb (Rank 3 Single Piercing, Cripple 50% Signature attack, -5 ki) Helix Beam (Charging Barrage Rank 3, -10 ki) LEGENDARY TECHS: Multiform (Granted by Neo-gete star, Effect: As a bonus action you create a number of copies of yourself (you can RP one or multiple, its up to you -- the mechanic works the same). While active your PL is split 50%/50% between you and your clone(s). The clone(s) have HP equal to 20% of your max HP. They receive a standard action to make a Basic Attack. They also can Intercept for you and your teammates. They benefit from all of your traits and equipped items, as if they were you. They can be one of the three targets in an area attack. Max of one extra Standard Action per turn can be gained. -15 ki) 1/1 Time Freeze (Effects. As an at-will action you gain additional standard action on your turn. Max of one extra Standard Action per turn can be gained. -15 ki) 0/2 TECHS Clash (Rank 3, -10 ki) 1/1 Deflect (Rank 3 -10 ki) 2/2 Eight Arms (Rank 3, -5 ki) 1/3 Energy Shield (Rank 3 -5 ki) 1/1 Psychic Powers (Rank 3, +10 to Accuracy, -1 to Damage die step) Divination (Rank 3, +15 Defense for 3 turns, -10 Ki) 1/1 Kiai (Rank 3, -5 ki) 1/1 Lightning Aura (Rank 3, -10 ki, last 4 rounds) 1/1 TRANSFORMATION PL: 362,371 Deadly (+5 Accuracy w/Basic attacks) Resentful (Inflict 1 DR DMG to attacker when stuck, -3 ki) STATS PL: 289,897 (362,371 - 72,474 (20%)) Fighting: 40 Energy Control: 40 (+10 due to Edge 2) Reflexes: 20 Resilience: 10 (+10 due to racial) HP: 60/75 (-3) Ki: 65/95 (-8 ki and -10 ki total for battle, +3 due to flow) Def: 80 (+10 due to edge) (Negate 5 Damage from every Super attack) DMG Die: 1d12+1 Ishmael 1d100+65·1d12·1d100+65·1d12·1d100+65·1d12·1d100+65·1d12
|
|
|
|
Post by Ishmael on Sept 11, 2018 14:40:05 GMT -5
The first slash made a shallow cut on Cam’s neck, not doing much damage but giving Ishmael a much-needed energy boost. However, the Emperor managed to dodge the following strokes deftly. His explanation, though, was less than satisfactory.
”I’m fairly sure that’s not how vision wo-“ Ishmael was cut off when his opponent suddenly reached out and grabbed him in a tight, if hostile, embrace. The assassin grunted as he felt his arms being pinned to his sides, sabers useless with no room to maneuver them.
A wall of invisible energy began to press in from all directions on them both, Ishmael’s capillaries squeezing and blood starting to leave his extremities.
On the bright side, between squeezing the living dayligts out of him and maintaining the force, Ishmael figured his opponent would be fairly distracted. A grim grin crossed his lips.
He thrashed with all his might, knowing for a fact he wouldn’t escape his grasp, his swords describing purposely ineffective circles in the air. In his struggles, his right arm conveniently banged the guard of the saber it was holding into Cam’s side. In that same instant, Ishmael pulled his hand back to perpendicular with his wrist, activating the trigger mechanism for the device hidden beneath his sleeve.
With naught but a whisper, the double-edged katchin blade slipped insidiously from its sheath. Whether or not it penetrated the armor, Ishmael had to quickly disengage the spring and pull the blade back into the cover, keeping his secret weapon secret as Cam hurled himself back, appearing for all the world to still be holding the two sabers as he’d been when they engaged.
Something registered then, with nothing to do but struggle against the psychic energy, a line Cam had uttered earlier:
The Kabochan people support me as a leader!
”I thought this world was nameless?”
The force kept Ishmael unbearably still, watching four identical spheres of death spiral towards him. At the last moment, he crossed the sabers above his head, dicing one of the spheres in half, but the others hit their mark. Once again, the explosion shook the street, a wall of energy collapsing the walls of the buildings on either side into piles of broken brick.
When the smoke cleared, Ishmael was gone.
The assassin summoned a harpoon from thin air, darting out of an alleywar behind Cam, hurling it, and immediately disappearing back into the darkness, scaling the wall with a single bound. A moment later, he’d spring from the other end of the building, putting all his momentum into a powerful diagonal stroke attempting to cut Cam from shoulder to hip.Word Count: 449Ishmael
Initial Stats Health: 55/95 Ki: 50/100 Toughness: 0 Energy Constructs: 0 Defense: 40 (55) Damage Die: d12 Attack Modifier: 30 Power Level: 135,362
Crushed - 3 turns Battle Stim - 2 turns Poison (technique) - 3 turns
Defensive Phase Incoming Attacks
Ki Orb (Basic Attack) Attack: 103 Defense: 40 Damage: 11
Ki Orb (Basic Attack) Attack: 165 (Crit!) Defense: 40 Damage: 22 (11+11)
Ki Orb (Basic Attack) Attack: 165 (Crit!) Defense: 40 Damage: 2 (1+1)
Ki Orb (Basic Attack) Attack: 156 (Crit! Seriously, dude, wtf?) Damage: 4 (2+2)
Negation: Resist trait reduces 3 damage from total! Guard halves first Basic to 5 Damage!
Final Result: 39 - 3 - 6 = 28 Dmg sustained, Crushed for six turns!
Offensive Phase
At-Will: Hidden Blade (Resist) deals back 4 Damage! At-Will: Guard first Basic (Mettle) | 0 ki At-Will: Distraction (Eight Arms) | 5 ki
Bonus Action 1: Hidden Blade (Psychic Powers) | 0 ki Attack: Y1wC0QNg1d100+40 Damage: 1d10 Burn: 1-45 1d100 Wound: 1-65 1d100 Poison: 1-65 1d100 Siphons 5 ki on-hit!
Standard Action 1: Harpoon (Psychic Powers) | 0 ki Attack: 1d100+40 Damage: 1d10 Burn: 1-45 1d100 Wound: 1-65 1d100 Poison: 1-65 1d100 Siphons 5 ki on-hit!
Standard Action 2: Jumping Slash (Psychic Powers) | 0 ki Attack: 1d100+40 Damage: 1d10 Burn: 1-45 1d100 Wound: 1-65 1d100 Poison: 1-65 1d100
End Stats Health: 27/95 Ki: 45/100 Toughness: 0 Energy Constructs: 0 Defense: 40 (55) Damage Die: d12 Attack Modifier: 30 Power Level: 135,362
Crushed - 8 turns Battle Stim - 1 turn Poison (technique) - 2 turn
Fighting Style: Tenacious
Traits Adrenaline - Gain 15 Def for 2 turns | At-Will | must have fallen under 25% max HP Vigor (Courage) - Start battle with 15 Tou | Passive Honed Defense (Mettle) - May Guard At-Will, unlimited # of Intercept uses | Passive Riposte (Resist) - Negate 1 Damage and deal back 1 Direct Damage each time hit by a Basic | Passive Durable (Indomitable) - Negate 3 Damage each time hit by a Super Atk | Passive Voltaic Blade (Infuse) - Basics have 30% Burn Vampiric Touch (Sap) - Each time hit by Super Atk(s), may drain 5 ki from attacker (5 ki per turn max!) | At-Will Assassin's Alchemy (Cleverness) - Chance to inflict any status effect increased by 15% | Passive
Items Leather Hauberk(Battle Armor) - Negates 2 Dmg per Super Atk, increases max Health by 15 | Passive Conductive Blade (Siphoners) - At-Will 2 Basics per turn may siphon 5 ki on hit
Parry (Dampening Field) - Self and any allies gain 10 Tou | At-Will | (0/1) Gourd of Mist - 50% Sap enemy; siphons 10% target’s PL and 10 ki from target; reduces target max ki by 10 | Bonus | (0/2) Serrated Edge (Battle Stim) - Basics 50% Wound for 3 turns | At-Will | (0/1) Spectroblast (War Cruiser) - 3d4 Direct Dmg to all foes | At-Will | (0/1)
Techniques Fatal Crescent III- Signature Charging Barrage | 10 ki
Toxic Coat III (Poison) – Basics have 50% Poison for 5 turns | 10 ki | Bonus (0/1)
Return Stroke III (Lightning Aura) - Deal 1 Direct damage back to foes for each damage die they roll against you for 4 turns | 10 ki | (0/1) Expert Swordplay III(Deflect) – Negate half the Damage from 2 Super attacks | 10 ki |Bonus | (2/2) Flow Like Water II (Sonic Sway) - Negates all damage die at or below 8 | 10 ki | (1/1)
Energy Reserves II (Energy Constructs - Form 5 Constructs, may command to add 2d4 Dmg each to all Basics on turn or negate 2 Dmg each from Super Atks | 15 ki | Bonus/At-Will Order | (0/1) Attrition Style III (Psychic Powers) | May make Basics w/ +10 Atk but -1 Dmg rank | 0 ki | Standard
Powerful Pulse III (Barrier) - Immune to effects and Crits for 3 turns | 10 ki | Bonus | (0/1) Backhand II (Eight Arms) - May make an extra Basic on bonus this turn | 5 ki | At-Will/Bonus to make atk | (2/2) Restrictive Gust I (Hypnosis) - 70% Immobilize | 5 ki | Bonus | (1/2)
Aeolus’ Summons III (Magic Materialization) – make and equip 1 Gear slot item in place of another | 10 ki (5 if item is in inventory) | Bonus | (0/1)
Iron Hide III(Botamo Shield) - Take 1/2 dmg from non-crits for 3 turns | Bonus | 15 ki | (0/1)
Thunder Grip II (Stone Spit) - 70% Petrifies target for three turns; deals three Direct Dmg that can’t be negated or blocked by Tou | 15 ki | Bonus | (0/2) Cam 1d100+40·1d10·1d100·1d100·1d100·1d100+40·1d10·1d100·1d100·1d100·1d100+40·1d10·1d100·1d100·1d100
|
|
|
Supporter🌟
Pressure can make a diamond or crush you into dust. Which will it be?
|
Post by Cam on Sept 12, 2018 16:15:49 GMT -5
Ishmael's hidden blade found purchase, though once against it was one of those actions that seemed to simply agitate the Emperor. He clutched his side where the blade had been plunged. Fire in his eyes, he raised a shield that would take the bite off of the incoming damage. Cam's aura would bite at Ishmael for even getting close enough to touch him. A snarl of pain was given before like some Olympian of old, he sent shot-put two orbs of ki out of one hand at Ishmael, the pair twirling around each other like a bola, the motion hypnotic if it wasn't a herald to a massive level of destruction. At this point Cam had been cut and stabbed many times though it didn't seem to slow him down. "You might want to rethink your strategy, Assassin. You and I both know you don't have enough time to take me out and get away. Not at this rate, you'd have to do some real wet work with that blade!" Cam taunted, "I don't think you got the stones for that!" His scathing insult leveled at Ishmael as he loosed his attack, "Now dodge this!" Even wounded, the Emperor was cocky as ever. He didn't pay much mind to what Ishmael was saying, it really didn't matter, as at this point the fight was well under way. Cam's intent was to beat down the assassin and get him to tell him just who had hired him to try and kill him. Was it Empire? Dominion? Some other enemy he had yet to know about? Information was critical and the chances of Ishmael simply lowering his blades and giving up were low to begin with, it would be more enjoyable to flex his newfound muscles anyway, and so far Cam indeed had been enjoying himself despite the very real threat to his life. He wondered if his foe had realized just how much danger he was in yet. Summary: At-will actions: Flow (+3 HP), Ishmael takes 3 direct damage for laying his hands upon the greatest known Emperor, his Divinity, Carambolis.Bonus action: Energy Shield (-5 ki, +15 toughness) Standard action: Crusher Orb (Rank 3 Single Piercing, Cripple 50% Signature attack, -5 ki) First attack roll: b98xOd7J1d100+40 Damage roll: 2d12+2 Cripple 50%: 1d100Standard action: Crusher Orb (Rank 3 Single Piercing, Cripple 50% Signature attack, -5 ki) Second attack roll: 1d100+40 Damage roll: 2d12+2 Cripple 50%: 1d100 Success! Ishmael is crippled for 2 rounds!
ACTIVE EFFECTS Cosmic Bindings (T1) PL: 362,371 Deadly (+5 Accuracy w/Basic attacks) Resentful (Inflict 1 DR DMG to attacker when stuck, -3 ki) Edge 2 (As a passive effect accuracy increased by 10, defense is increased by 10.) Cam is Petrified for 1 rounds! (-3 HP per bonus action taken.) Cam is sapped (x2) for the battle (-20 ki total and -20% PL.) Cam is poisoned for 6 rounds!(-3 HP) Cam is wounded for 2 rounds! (-3 HP) Cam is burned for 2 rounds! (-3 HP) FIGHTING STYLE Reserved (+15 Base Ki, access to Flow ability) Flow: Activate. At-Will Effect. As an at-will action you restore 3 HP or 3 Ki to self or a comrade during your turn. Limit. Indefinite Xeno Trait: Last Stand Condition. You fall below a quarter of your max HP. Activate. None (Passive) Effect. As a passive effect you gain an additional Standard Action on the turn after the condition is met. Limit. Once per battle. TRAITS Assault (Effect. As an at-will action roll two sets of d100 for each accuracy roll you make with Super Attacks. Use the better of the two rolls for each.) 0/2 Blitz ( Effect. Effect. As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.) Crush (Effect. Scoring a critical hit with a Basic Attack gives the special status effect Crushed. While Crushed the target's defense is lowered by 15 for the duration. Duration: 2 turns) Indomitable (Effect. As a passive effect you negate 3 damage taken from every Super Attack that hits you.) Pummel (Effect. As an at-will action you can add a bonus 2d4 damage all Super Attacks made during your turn.) 0/2 EQUIPMENT Battle Armor (Effect. As a passive effect your max HP is increased by 15. Also as a passive effect you negate 2 damage from every Super Attack that hits you.) Heavy Weapon (Effect. As a passive effect your Basic Attacks score a critical hit on a natural 85 or higher.) Neo-gete Star (Emperor's Blood Amulet) (Effect. As an at-will action you create a Temporal Shield around self or a comrade. It negates 3 damage taken from all Super Attacks for the duration. Also, when you use the technique Heal,As a bonus action action you summon android clone(s) of yourself. Allows you to use Multi-Form legendary technique at Rank 3 as it's laid out without knowing it or having it count as a use. As an at-will action the clone(s) can recover 3 HP for itself at the end of your turn.) Senzu Bean (Effect. As a bonus action you restore 15 HP and 15 ki to self or a comrade. Considered a restorative item.) 1/1 Dampening Field (Effect. At-will/Reactive You and a comrade of choice gain 10 toughness.) 1/1 OTHER ITEMS War Cruiser (Effect. Serves as base that can hold two facilities. Also lets you call down a bombardment as an at-will action, once per battle. The bombardment deals 3d4 direct damage to all foes.) 0/1 SUPER ATTACKS Crusher Orb (Rank 3 Single Piercing, Cripple 50% Signature attack, -5 ki) Helix Beam (Charging Barrage Rank 3, -10 ki) LEGENDARY TECHS: Multiform (Granted by Neo-gete star, Effect: As a bonus action you create a number of copies of yourself (you can RP one or multiple, its up to you -- the mechanic works the same). While active your PL is split 50%/50% between you and your clone(s). The clone(s) have HP equal to 20% of your max HP. They receive a standard action to make a Basic Attack. They also can Intercept for you and your teammates. They benefit from all of your traits and equipped items, as if they were you. They can be one of the three targets in an area attack. Max of one extra Standard Action per turn can be gained. -15 ki) 1/1 Time Freeze (Effects. As an at-will action you gain additional standard action on your turn. Max of one extra Standard Action per turn can be gained. -15 ki) 0/2 TECHS Clash (Rank 3, -10 ki) 1/1 Deflect (Rank 3 -10 ki) 2/2 Eight Arms (Rank 3, -5 ki) 1/3 Energy Shield (Rank 3 -5 ki) 0/1 Psychic Powers (Rank 3, +10 to Accuracy, -1 to Damage die step) Divination (Rank 3, +15 Defense for 3 turns, -10 Ki) 1/1 Kiai (Rank 3, -5 ki) 1/1 Lightning Aura (Rank 3, -10 ki, last 4 rounds) 1/1 TRANSFORMATION PL: 362,371 Deadly (+5 Accuracy w/Basic attacks) Resentful (Inflict 1 DR DMG to attacker when stuck, -3 ki) STATS PL: 289,897 (362,371 - 72,474 (20%)) Fighting: 40 Energy Control: 40 (+10 due to Edge 2) Reflexes: 20 Resilience: 10 (+10 due to racial) HP: 45/75 (-15 due to Energy shield and flow) Ki: 45/95 (-20 ki) Def: 80 (+10 due to edge) (Negate 5 Damage from every Super attack) DMG Die: 1d12+1 Ishmael 1d100+40·2d12+2·1d100·1d100+40·2d12+2·1d100
|
|
|
|
Post by Ishmael on Sept 13, 2018 14:58:31 GMT -5
Ishmael’s blade pierced through, sliding smoothly through Cam’s armor. Blood bloomed over his sleeve, but Cam didn’t seem to give much of a reaction to having been impaled through the left lung. Adrenaline, no doubt, or the Emperor was able to hold his breath for a ridiculous amount of time.
Ishmael’s own sides stung with the burn of his opponent’s ki orbs, burn marks smoldering painfully as he slipped down the alley. When he blitzed out of the shadows and hurled the harpoon, Cam’s back was turned, but the Emperor’s reflexes were remarkably quick; the spear was slowed drastically by a shield of shimmering energy as the assassin flitted back.
Hoping that his motion had made it seem as if he meant to disappear into the alleyways, Ishmael came up on the roof on the other end of the building, Cam again facing the other direction, and again the accursed shield came up and blocked a good bit of the attack, stopping his slash dead for a moment and forcing him to push to restart its momentum. It hit Cam’s chest, but Ishmael couldn’t tell whether the katchin penetrated his armor to any real extent.
“Really,” the assassin chided, rolling beneath the bola, getting only slightly singed in the process, “Shouldn’t a high and mighty Emperor be above such unimaginative insults?” He rolled to his feet and jumped in a single, fluid motion, flying forward and to the side before kicking off the wall and spinning in a quick downward slash with a five-foot drop’s worth of momentum behind it.
Word Count: 271
Ishmael
Initial Stats Health: 27/95 Ki: 45/100 Toughness: 0 Energy Constructs: 0 Defense: 40 (55) Damage Die: d12 Attack Modifier: 30 Power Level: 135,362
Crushed - 8 turns Battle Stim - 1 turn Poison (technique) - 2 turn
Defensive Phase Incoming Attacks
Ki Orb (Super) Attack: 89 Defense: 40 Damage: 19
Ki Orb (Super) Attack: 45 Defense: 40 Damage: 19
Negation: RM second Super! Guard halves first Super to 10 Damage! Battle Armor and Indomitable reduce to 5 Damage!
Final Result: 38 - 19 - 10 - 5 = 4 Dmg sustained!
Offensive Phase
At-Will: Sap drains 5 ki! At-Will: Guard first Super | 5 ki At-Will: Siphoners restore 10 ki! At-Will: Adrenaline activates
Bonus Action 1: Rapid Movement second Super | 10 ki
Standard Action 1: Slash (Psychic Powers) | 0 ki Attack: Q_eXyN9Y1d100+40 Damage: 1d10 Burn: 1-45 1d100 Wound: 1-65 1d100 Poison: 1-65 1d100 Siphons 5 ki on-hit!
Standard Action 2: Slash (Psychic Powers) | 0 ki Attack: 1d100+40 Damage: 1d10 Burn: 1-45 1d100 Wound: 1-65 1d100 Poison: 1-65 1d100
End Stats Health: 20/95 Ki: 40/100 Toughness: 0 Energy Constructs: 0 Defense: 55 Damage Die: d12 Attack Modifier: 30 Power Level: 135,362
Crushed - 7 turns Poison (technique) - 1 turn Adrenaline - 2 turns
Fighting Style: Tenacious
Traits Adrenaline - Gain 15 Def for 2 turns | At-Will | must have fallen under 25% max HP Vigor (Courage) - Start battle with 15 Tou | Passive Honed Defense (Mettle) - May Guard At-Will, unlimited # of Intercept uses | Passive Riposte (Resist) - Negate 1 Damage and deal back 1 Direct Damage each time hit by a Basic | Passive Durable (Indomitable) - Negate 3 Damage each time hit by a Super Atk | Passive Voltaic Blade (Infuse) - Basics have 30% Burn Vampiric Touch (Sap) - Each time hit by Super Atk(s), may drain 5 ki from attacker (5 ki per turn max!) | At-Will Assassin's Alchemy (Cleverness) - Chance to inflict any status effect increased by 15% | Passive
Items Leather Hauberk(Battle Armor) - Negates 2 Dmg per Super Atk, increases max Health by 15 | Passive Conductive Blade (Siphoners) - At-Will 2 Basics per turn may siphon 5 ki on hit
Parry (Dampening Field) - Self and any allies gain 10 Tou | At-Will | (0/1) Gourd of Mist - 50% Sap enemy; siphons 10% target’s PL and 10 ki from target; reduces target max ki by 10 | Bonus | (0/2) Serrated Edge (Battle Stim) - Basics 50% Wound for 3 turns | At-Will | (0/1) Spectroblast (War Cruiser) - 3d4 Direct Dmg to all foes | At-Will | (0/1)
Techniques Fatal Crescent III- Signature Charging Barrage | 10 ki
Toxic Coat III (Poison) – Basics have 50% Poison for 5 turns | 10 ki | Bonus (0/1)
Return Stroke III (Lightning Aura) - Deal 1 Direct damage back to foes for each damage die they roll against you for 4 turns | 10 ki | (0/1) Expert Swordplay III(Deflect) – Negate half the Damage from 2 Super attacks | 10 ki |Bonus | (2/2) Flow Like Water II (Sonic Sway) - Negates all damage die at or below 8 | 10 ki | (1/1)
Energy Reserves II (Energy Constructs - Form 5 Constructs, may command to add 2d4 Dmg each to all Basics on turn or negate 2 Dmg each from Super Atks | 15 ki | Bonus/At-Will Order | (0/1) Attrition Style III (Psychic Powers) | May make Basics w/ +10 Atk but -1 Dmg rank | 0 ki | Standard
Powerful Pulse III (Barrier) - Immune to effects and Crits for 3 turns | 10 ki | Bonus | (0/1) Backhand II (Eight Arms) - May make an extra Basic on bonus this turn | 5 ki | At-Will/Bonus to make atk | (2/2) Restrictive Gust I (Hypnosis) - 70% Immobilize | 5 ki | Bonus | (1/2)
Aeolus’ Summons III (Magic Materialization) – make and equip 1 Gear slot item in place of another | 10 ki (5 if item is in inventory) | Bonus | (0/1)
Iron Hide III(Botamo Shield) - Take 1/2 dmg from non-crits for 3 turns | Bonus | 15 ki | (0/1)
Thunder Grip II (Stone Spit) - 70% Petrifies target for three turns; deals three Direct Dmg that can’t be negated or blocked by Tou | 15 ki | Bonus | (0/2) Cam
1d100+40·1d10·1d100·1d100·1d100·1d100+40·1d10·1d100·1d100·1d100
|
|
|
Supporter🌟
Pressure can make a diamond or crush you into dust. Which will it be?
|
Post by Cam on Sept 17, 2018 14:27:27 GMT -5
Ishmael's assault paid off--or so it seemed, his blade biting into the Kabochan's cheek before the pommel cracked against his face, his lip bloodying and the inside of his mouth gaining several cuts as soft flesh was crushed against his teeth. Quickly, a spark psychic energy would lash out at the assassin instinctually, the kind of trauma that was internal and could make your nose, ears, or eyes bleed if it did too much damage to a person. Cam spat a pink colored saliva as he raised an armored hand to separate himself from Ishmael's next attack as a field of energy manifested in a wall of ki that would stop the next blow from doing any further damage. Gritting his teeth and giving an exasperated sigh towards his would be assassin, Cam's expression turning into a snarl as he whipped both his hands forward as if to crack a bullwhip, the sudden and immediate burst of not one, but two beams of energy Cam was able to sweep across and around the alley they were fighting in. Such an enclosed space made it hard for there not to be collateral damage, yet somehow Cam's beams would hit either Ishmael or nothing at all, sweeping through the air at an upwards angle into the sky. Should they collide with Ishmael, Cam would sneer, "How's that for a insult then, hrm?" His foe was a fearsome one indeed, but not an insurmountable one, not by a long shot, and as his mixture of bright silver energy cut across the space it would illuminate everything, Ishmael was left with few place to hide and nearly the full force of this Emperor's might down on his head, though if he withstood this blow, Cam would make certain he didn't withstand the next. The walls and ground around them super-heated after an attack like that, even with all his control, some measure of destruction was always assured, lidding his eyes just for a second Cam steadied his breathing as the world seemed to slow down around him and he could see the flow of ki energy inside Ishmael's body, a telegraph for his attacks that he couldn't hide even if his fighting stance and form were immaculate. Summary: At-will actions: Flow (+3 ki),Dampening Field (+10 toughness), Ishmael takes 1 Direct Damage for laying his filthy, unwashed hands on the majesty of Emperor Carambolis.Bonus action: Sight beyond (Divination +15 Defense for 3 Turns) Standard action: Helix Beam (Charging Barrage Rank 3, -10 ki) First Attack roll: sKYeY2Cv1d100+50 Damage roll: 3d12+3 or 3d12+3Standard action: Helix Beam (Charging Barrage Rank 3, -10 ki) Second Attack roll: 1d100+50 Damage roll: 3d12+3 or 3d12+3
ACTIVE EFFECTS Cosmic Bindings (T1) PL: 362,371 Deadly (+5 Accuracy w/Basic attacks) Resentful (Inflict 1 DR DMG to attacker when stuck, -3 ki) Edge 2 (As a passive effect accuracy increased by 10, defense is increased by 10.) Cam is sapped (x2) for the battle (-20 ki total and -20% PL.) Cam is poisoned for 5 rounds!(-3 HP) Cam is wounded for 3 rounds! (-3 HP) Cam is burned for 3 rounds! (-3 HP) FIGHTING STYLE Reserved (+15 Base Ki, access to Flow ability) Flow: Activate. At-Will Effect. As an at-will action you restore 3 HP or 3 Ki to self or a comrade during your turn. Limit. Indefinite Xeno Trait: Last Stand Condition. You fall below a quarter of your max HP. Activate. None (Passive) Effect. As a passive effect you gain an additional Standard Action on the turn after the condition is met. Limit. Once per battle. TRAITS Assault (Effect. As an at-will action roll two sets of d100 for each accuracy roll you make with Super Attacks. Use the better of the two rolls for each.) 0/2 Blitz ( Effect. Effect. As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.) Crush (Effect. Scoring a critical hit with a Basic Attack gives the special status effect Crushed. While Crushed the target's defense is lowered by 15 for the duration. Duration: 2 turns) Indomitable (Effect. As a passive effect you negate 3 damage taken from every Super Attack that hits you.) Pummel (Effect. As an at-will action you can add a bonus 2d4 damage all Super Attacks made during your turn.) 0/2 EQUIPMENT Battle Armor (Effect. As a passive effect your max HP is increased by 15. Also as a passive effect you negate 2 damage from every Super Attack that hits you.) Heavy Weapon (Effect. As a passive effect your Basic Attacks score a critical hit on a natural 85 or higher.) Neo-gete Star (Emperor's Blood Amulet) (Effect. As an at-will action you create a Temporal Shield around self or a comrade. It negates 3 damage taken from all Super Attacks for the duration. Also, when you use the technique Heal,As a bonus action action you summon android clone(s) of yourself. Allows you to use Multi-Form legendary technique at Rank 3 as it's laid out without knowing it or having it count as a use. As an at-will action the clone(s) can recover 3 HP for itself at the end of your turn.) Senzu Bean (Effect. As a bonus action you restore 15 HP and 15 ki to self or a comrade. Considered a restorative item.) 0/1 Dampening Field (Effect. At-will/Reactive You and a comrade of choice gain 10 toughness.) 0/1 OTHER ITEMS War Cruiser (Effect. Serves as base that can hold two facilities. Also lets you call down a bombardment as an at-will action, once per battle. The bombardment deals 3d4 direct damage to all foes.) 0/1 SUPER ATTACKS Crusher Orb (Rank 3 Single Piercing, Cripple 50% Signature attack, -5 ki) Helix Beam (Charging Barrage Rank 3, -10 ki) LEGENDARY TECHS: Multiform (Granted by Neo-gete star, Effect: As a bonus action you create a number of copies of yourself (you can RP one or multiple, its up to you -- the mechanic works the same). While active your PL is split 50%/50% between you and your clone(s). The clone(s) have HP equal to 20% of your max HP. They receive a standard action to make a Basic Attack. They also can Intercept for you and your teammates. They benefit from all of your traits and equipped items, as if they were you. They can be one of the three targets in an area attack. Max of one extra Standard Action per turn can be gained. -15 ki) 1/1 Time Freeze (Effects. As an at-will action you gain additional standard action on your turn. Max of one extra Standard Action per turn can be gained. -15 ki) 0/2 TECHS Clash (Rank 3, -10 ki) 1/1 Deflect (Rank 3 -10 ki) 2/2 Eight Arms (Rank 3, -5 ki) 1/3 Energy Shield (Rank 3 -5 ki) 0/1 Psychic Powers (Rank 3, +10 to Accuracy, -1 to Damage die step) Divination (Rank 3, +15 Defense for 3 turns, -10 Ki) 0/1 Kiai (Rank 3, -5 ki) 1/1 Lightning Aura (Rank 3, -10 ki, last 4 rounds) 1/1 TRANSFORMATION PL: 362,371 Deadly (+5 Accuracy w/Basic attacks) Resentful (Inflict 1 DR DMG to attacker when stuck, -3 ki) STATS PL: 289,897 (362,371 - 72,474 (20%)) Fighting: 40 Energy Control: 40 (+10 due to Edge 2) Reflexes: 20 Resilience: 10 (+10 due to racial) HP: 44/75 (-1 due to Dampening field) Ki: 13/95 (-35 and +3) Def: 95 (+10 due to edge and +15 from Divination) (Negate 5 Damage from every Super attack) DMG Die: 1d12+1 Ishmael 1d100+50·3d12+3·3d12+3·1d100+50·3d12+3·3d12+3
|
|
|
|
Post by Ishmael on Sept 18, 2018 10:32:24 GMT -5
Ishmael’s sword bit into Cam’s face, glancing off his cheekbone and leaving only a shallow cut. A flicker of invisible force made the assassin wince, capillaries bursting and blood blooming over his cornea. He snarled and leapt back, the Emperor baring a shield of energy at him.
Twin beams of energy flashed from Cam’s hands, burning a tunnel through the air at the ground and searing their way up through the alley. Ishmael hurled himself aside, kicking off the wall an instant before the heat hit.
Stone cracked and bubbled; Ishmael’s skin blistered under the assault. He only survived it because of the sheath of frost he continually generated over himself, acting as a buffer against the storm.
”A damn sight more regal, Your Highness,” he shot back. Cam seemed to be studying him intently, no doubt anticipating his next move.
Ishmael reached back, arm at his waist as if drawing back to make a quick slash, but he released his grip and lightly flung the saber back into its sheath. In the same backward motion, he drew another flintlock, leveling it directly at Cam’s chest and firing. Immediately afterward, a gust of wind would blow him back, off of his collision course with the Kabochan, landing right in front of him in a crouch and making a powerful upward stab with his remaining saber.
Word Count: 230
Ishmael
Initial Stats Health: 20/95 Ki: 40/100 Toughness: 0 Energy Constructs: 0 Defense: 55 Damage Die: d12 Attack Modifier: 30 Power Level: 135,362
Crushed - 7 turns Poison (technique) - 1 turn Adrenaline - 2 turns
Defensive Phase Incoming Attacks
Rising Beam (Helix Beam) Attack: 101 Defense: 55 Damage: 24
Rising Beam (Helix Beam) Attack: 71 Defense: 55 Damage: 15
Negation: Sonic Sway avoids second super entirely and reduces first to 15 Damage! Guard halves first Super to 8 Damage! Battle Armor and Indomitable reduce by 5 Damage!
Final Result: 3 Dmg sustained!
Offensive Phase
At-Will: Sap drains 5 ki! At-Will: Guard first Super | 5 ki At-Will: Siphoners restore 5 ki!
Bonus Action 1: Sonic Sway | 10 ki
Standard Action 1: Pistol (Psychic Powers) | 0 ki Attack: xC3AzUa|1d100+40 Damage: 1d10 Burn: 1-45 1d100 Poison: 1-65 1d100 Siphons 5 ki on-hit!
Standard Action 2: Stab (Psychic Powers) | 0 ki Attack: 1d100+40 Damage: 1d10 Burn: 1-45 1d100 Poison: 1-65 1d100
End Stats Health: 17/95 Ki: 30/100 Toughness: 0 Energy Constructs: 0 Defense: 55 Damage Die: d12 Attack Modifier: 30 Power Level: 135,362
Crushed - 6 turns Adrenaline - 1 turn
Fighting Style: Tenacious
Traits Adrenaline - Gain 15 Def for 2 turns | At-Will | must have fallen under 25% max HP Vigor (Courage) - Start battle with 15 Tou | Passive Honed Defense (Mettle) - May Guard At-Will, unlimited # of Intercept uses | Passive Riposte (Resist) - Negate 1 Damage and deal back 1 Direct Damage each time hit by a Basic | Passive Durable (Indomitable) - Negate 3 Damage each time hit by a Super Atk | Passive Voltaic Blade (Infuse) - Basics have 30% Burn Vampiric Touch (Sap) - Each time hit by Super Atk(s), may drain 5 ki from attacker (5 ki per turn max!) | At-Will Assassin's Alchemy (Cleverness) - Chance to inflict any status effect increased by 15% | Passive
Items Leather Hauberk(Battle Armor) - Negates 2 Dmg per Super Atk, increases max Health by 15 | Passive Conductive Blade (Siphoners) - At-Will 2 Basics per turn may siphon 5 ki on hit
Parry (Dampening Field) - Self and any allies gain 10 Tou | At-Will | (0/1) Gourd of Mist - 50% Sap enemy; siphons 10% target’s PL and 10 ki from target; reduces target max ki by 10 | Bonus | (0/2)
Serrated Edge (Battle Stim) - Basics 50% Wound for 3 turns | At-Will | (0/1)
Spectroblast (War Cruiser) - 3d4 Direct Dmg to all foes | At-Will | (0/1)
Techniques Fatal Crescent III- Signature Charging Barrage | 10 ki
Toxic Coat III (Poison) – Basics have 50% Poison for 5 turns | 10 ki | Bonus (0/1)
Return Stroke III (Lightning Aura) - Deal 1 Direct damage back to foes for each damage die they roll against you for 4 turns | 10 ki | (0/1) Expert Swordplay III(Deflect) – Negate half the Damage from 2 Super attacks | 10 ki |Bonus | (2/2)
Flow Like Water II (Sonic Sway) - Negates all damage die at or below 8 | 10 ki | (0/1)
Energy Reserves II (Energy Constructs - Form 5 Constructs, may command to add 2d4 Dmg each to all Basics on turn or negate 2 Dmg each from Super Atks | 15 ki | Bonus/At-Will Order | (0/1) Attrition Style III (Psychic Powers) | May make Basics w/ +10 Atk but -1 Dmg rank | 0 ki | Standard
Powerful Pulse III (Barrier) - Immune to effects and Crits for 3 turns | 10 ki | Bonus | (0/1) Backhand II (Eight Arms) - May make an extra Basic on bonus this turn | 5 ki | At-Will/Bonus to make atk | (2/2) Restrictive Gust I (Hypnosis) - 70% Immobilize | 5 ki | Bonus | (1/2)
Aeolus’ Summons III (Magic Materialization) – make and equip 1 Gear slot item in place of another | 10 ki (5 if item is in inventory) | Bonus | (0/1)
Iron Hide III(Botamo Shield) - Take 1/2 dmg from non-crits for 3 turns | Bonus | 15 ki | (0/1)
Thunder Grip II (Stone Spit) - 70% Petrifies target for three turns; deals three Direct Dmg that can’t be negated or blocked by Tou | 15 ki | Bonus | (0/2) Cam 1d100+40·1d10·1d100·1d100·1d100+40·1d10·1d100·1d100
|
|
|
Supporter🌟
Pressure can make a diamond or crush you into dust. Which will it be?
|
Post by Cam on Sept 18, 2018 14:15:03 GMT -5
Fighting when you broke down exactly what it was, wasn't a complex thing, even trained warriors were doing very simple things when you thought about it for a second. Fighting styles, no matter how graceful, brutal, silly, or exotic they were, were simply a set of patterned movements that allowed a person to exert strength and technique together, this resulted in two universal truths in combat: When your pattern was identified, your enemy can anticipate and counter your moves, and that in order to counter one had to think whilst fighting. It sounded simple, but the truth of the matter was that once trained, most fighter didn't think at all, relying on that ingrained instincts honed via training to succeed. What made Cam a threat was he knew this, he knew the importance of thought in battle, but Cam took this theory one step further. He knew how to recognize when his foe was trying to think. It read on Ishmael's features in the slightest pause as he sheathed his saber, that slight pause for the mind to figure out what to do next was all Cam needed, when a flintlock was produced he saw it for what it was. The bullet going off, Cam's eyes surged a deep violet as his hand reached out and caught the musket shot, it stopping mere inches from Cam's armored Chest as physic energy whirled around it. When the gust of wind came forward Cam pushed back, charging against it, he rotated his wrist around and flicked the musket ball back at Ishmael with more force than what any kind of gun could generate, aiming for Ishmael's hand with the musket ball try try and disarm him as he swung that sword upwards. Cam thrust a hand out at the assassin, once again that giant invisible hand would try to crush Ishmael, grabbing him and giving a hard squeeze before slamming him against a nearby wall, then dropping him on the ground, "Don't get up," Cam would order. Summary: Neither attack lands! Cam is then sapped for 5 ki! At-will actions: Flow (+3 ki), Blitz, Eight arms (-5 ki) Bonus action: (Eight arms) Psychic Strike First attack roll: O084auVw1d100+65 Damage roll: 1d12Standard action: (Blitz) Psychic Strike Second attack roll: 1d100+65 Damage roll: 1d12Third attack roll: 1d100+65 Damage roll: 1d12Standard action: Psychic Strike Fourth attack roll: 1d100+65 Damage roll: 1d12
ACTIVE EFFECTS Cosmic Bindings (T1) PL: 362,371 Deadly (+5 Accuracy w/Basic attacks) Resentful (Inflict 1 DR DMG to attacker when stuck, -3 ki) Edge 2 (As a passive effect accuracy increased by 10, defense is increased by 10.) Cam is sapped (x2) for the battle (-20 ki total and -20% PL.) Cam is poisoned for 4 rounds!(-3 HP) Cam is wounded for 2 rounds! (-3 HP) Cam is burned for 2 rounds! (-3 HP) FIGHTING STYLE Reserved (+15 Base Ki, access to Flow ability) Flow: Activate. At-Will Effect. As an at-will action you restore 3 HP or 3 Ki to self or a comrade during your turn. Limit. Indefinite Xeno Trait: Last Stand Condition. You fall below a quarter of your max HP. Activate. None (Passive) Effect. As a passive effect you gain an additional Standard Action on the turn after the condition is met. Limit. Once per battle. TRAITS Assault (Effect. As an at-will action roll two sets of d100 for each accuracy roll you make with Super Attacks. Use the better of the two rolls for each.) 0/2 Blitz ( Effect. Effect. As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.) Crush (Effect. Scoring a critical hit with a Basic Attack gives the special status effect Crushed. While Crushed the target's defense is lowered by 15 for the duration. Duration: 2 turns) Indomitable (Effect. As a passive effect you negate 3 damage taken from every Super Attack that hits you.) Pummel (Effect. As an at-will action you can add a bonus 2d4 damage all Super Attacks made during your turn.) 0/2 EQUIPMENT Battle Armor (Effect. As a passive effect your max HP is increased by 15. Also as a passive effect you negate 2 damage from every Super Attack that hits you.) Heavy Weapon (Effect. As a passive effect your Basic Attacks score a critical hit on a natural 85 or higher.) Neo-gete Star (Emperor's Blood Amulet) (Effect. As an at-will action you create a Temporal Shield around self or a comrade. It negates 3 damage taken from all Super Attacks for the duration. Also, when you use the technique Heal,As a bonus action action you summon android clone(s) of yourself. Allows you to use Multi-Form legendary technique at Rank 3 as it's laid out without knowing it or having it count as a use. As an at-will action the clone(s) can recover 3 HP for itself at the end of your turn.) Senzu Bean (Effect. As a bonus action you restore 15 HP and 15 ki to self or a comrade. Considered a restorative item.) 0/1 Dampening Field (Effect. At-will/Reactive You and a comrade of choice gain 10 toughness.) 0/1 OTHER ITEMS War Cruiser (Effect. Serves as base that can hold two facilities. Also lets you call down a bombardment as an at-will action, once per battle. The bombardment deals 3d4 direct damage to all foes.) 0/1 SUPER ATTACKS Crusher Orb (Rank 3 Single Piercing, Cripple 50% Signature attack, -5 ki) Helix Beam (Charging Barrage Rank 3, -10 ki) LEGENDARY TECHS: Multiform (Granted by Neo-gete star, Effect: As a bonus action you create a number of copies of yourself (you can RP one or multiple, its up to you -- the mechanic works the same). While active your PL is split 50%/50% between you and your clone(s). The clone(s) have HP equal to 20% of your max HP. They receive a standard action to make a Basic Attack. They also can Intercept for you and your teammates. They benefit from all of your traits and equipped items, as if they were you. They can be one of the three targets in an area attack. Max of one extra Standard Action per turn can be gained. -15 ki) 1/1 Time Freeze (Effects. As an at-will action you gain additional standard action on your turn. Max of one extra Standard Action per turn can be gained. -15 ki) 0/2 TECHS Clash (Rank 3, -10 ki) 1/1 Deflect (Rank 3 -10 ki) 2/2 Eight Arms (Rank 3, -5 ki) 0/3 Energy Shield (Rank 3 -5 ki) 0/1 Psychic Powers (Rank 3, +10 to Accuracy, -1 to Damage die step) Divination (Rank 3, +15 Defense for 3 turns, -10 Ki) 0/1 Kiai (Rank 3, -5 ki) 1/1 Lightning Aura (Rank 3, -10 ki, last 4 rounds) 1/1 TRANSFORMATION PL: 362,371 Deadly (+5 Accuracy w/Basic attacks) Resentful (Inflict 1 DR DMG to attacker when stuck, -3 ki) STATS PL: 289,897 (362,371 - 72,474 (20%)) Fighting: 40 Energy Control: 40 (+10 due to Edge 2) Reflexes: 20 Resilience: 10 (+10 due to racial) HP: 35/75 (-9) Ki: 6/95 (-10 and +3 due to flow) Def: 95 (+10 due to edge and +15 from Divination) (Negate 5 Damage from every Super attack) DMG Die: 1d12+1 Ishmael 1d100+65·1d12·1d100+65·1d12·1d100+65·1d12·1d100+65·1d12
|
|
|
|
Post by Ishmael on Sept 18, 2018 15:18:29 GMT -5
Cam was a dangerous fighter, no doubt about it. The Emperor’s every attack was a reminder.
The Kabochan somehow caught the musket ball in his hand. A disturbance in the air swirled around it - a powerful buildup of invisible energy - and Cam harnessed said energy to hurl the bullet back at its owner.
Ishmael was forced to abort the upwards stab, instead pulling the sword back to deflect the bullet from his arm, the impact painfully jarring his wrist.
Ducking his vision into the spirit realm, the assassin observed a large wave of Cam’s psychic power rushing towards him. He deftly sidestepped it, but its subsequent sideways swipe caught him. Ishmael grunted, looking up to see the stone wall rushing up to meet him.
Lightning exploded from his position, blasting a hole in the building’s side six feet in diameter. A part of the lightning would also jump to Cam, hopefully searing the Emperor.
Ishmael turned in midair to land on the wall inside, summoning his magic and sucking all the air from the house, unleashing it in a sheet of rushing wind that would buffet Cam with the force of a runaway truck. Jumping into the slipstream, the whale hunter shot out of the hole, slamming into the wall on the opposite side of the alley feet-first and lunging skyward.
The instant he left the wall on the other side of the alley, the gale-force wind ceased. Air was sucked back into the house, dragging him sideways and lending extra momentum to the huge sideways slash he delivered as he shot past Cam.
This was largely a diversion, however. The real show lay with the spikes of hardened ice that suddenly shot upward from the ground behind the Emperor, threatening to impale him from behind.
Something that had been nagging at him all along forced Ishmael to speak, though. It was just so strange, and he needed to know- to assuage the feeling that he was in the wrong place.
“I’m still confused. When did you name this place Kabocha?”
Word Count: 301
Ishmael
Initial Stats Health: 17/95 Ki: 30/100 Toughness: 0 Energy Constructs: 0 Defense: 55 Damage Die: d12 Attack Modifier: 30 Power Level: 135,362
Crushed - 6 turns Adrenaline - 1 turn
Defensive Phase Incoming Attacks
Bullet Fling (Psychic Powers) Attack: 70 Defense: 55 Damage:
Psychic Grab (Psychic Powers) Attack: 123 Defense: 55 Damage: 9
Wall Smash (Psychic Powers) Attack: 136 Defense: 55 Damage: 4
Drop (Psychic Powers) Attack: 92 Defense: 55 Damage: 7
Negation: RM avoids second Basic! Guard halves fourth Basic to 4 Damage! Resist negates 3 Damage!
Final Result: 12 Dmg sustained!
Offensive Phase
At-Will: Lightning (Resist) deals back 3 Direct Damage! At-Will: Guard fourth Basic | 0 ki
Bonus Action 1: Rapid Movement second Basic | 5 ki
Standard Action 1: Wind Gust (Psychic Powers) | 0 ki Attack: aZ60Go3e1d100+40 Damage: 1d10 Burn: 1-45 1d100 Siphons 5 ki on-hit!
Standard Action 2: Ice (Psychic Powers) | 0 ki Attack: 1d100+40 Damage: 1d10 Burn: 1-45 1d100
End Stats Health: 4/95 Ki: 25/100 Toughness: 0 Energy Constructs: 0 Defense: 55 Damage Die: d12 Attack Modifier: 30 Power Level: 135,362
Crushed - 5 turns
Fighting Style: Tenacious
Traits Adrenaline - Gain 15 Def for 2 turns | At-Will | must have fallen under 25% max HP Vigor (Courage) - Start battle with 15 Tou | Passive Honed Defense (Mettle) - May Guard At-Will, unlimited # of Intercept uses | Passive Riposte (Resist) - Negate 1 Damage and deal back 1 Direct Damage each time hit by a Basic | Passive Durable (Indomitable) - Negate 3 Damage each time hit by a Super Atk | Passive Voltaic Blade (Infuse) - Basics have 30% Burn Vampiric Touch (Sap) - Each time hit by Super Atk(s), may drain 5 ki from attacker (5 ki per turn max!) | At-Will Assassin's Alchemy (Cleverness) - Chance to inflict any status effect increased by 15% | Passive
Items Leather Hauberk(Battle Armor) - Negates 2 Dmg per Super Atk, increases max Health by 15 | Passive Conductive Blade (Siphoners) - At-Will 2 Basics per turn may siphon 5 ki on hit
Parry (Dampening Field) - Self and any allies gain 10 Tou | At-Will | (0/1) Gourd of Mist - 50% Sap enemy; siphons 10% target’s PL and 10 ki from target; reduces target max ki by 10 | Bonus | (0/2)
Serrated Edge (Battle Stim) - Basics 50% Wound for 3 turns | At-Will | (0/1)
Spectroblast (War Cruiser) - 3d4 Direct Dmg to all foes | At-Will | (0/1)
Techniques Fatal Crescent III- Signature Charging Barrage | 10 ki
Toxic Coat III (Poison) – Basics have 50% Poison for 5 turns | 10 ki | Bonus (0/1)
Return Stroke III (Lightning Aura) - Deal 1 Direct damage back to foes for each damage die they roll against you for 4 turns | 10 ki | (0/1) Expert Swordplay III(Deflect) – Negate half the Damage from 2 Super attacks | 10 ki |Bonus | (2/2)
Flow Like Water II (Sonic Sway) - Negates all damage die at or below 8 | 10 ki | (0/1)
Energy Reserves II (Energy Constructs - Form 5 Constructs, may command to add 2d4 Dmg each to all Basics on turn or negate 2 Dmg each from Super Atks | 15 ki | Bonus/At-Will Order | (0/1) Attrition Style III (Psychic Powers) | May make Basics w/ +10 Atk but -1 Dmg rank | 0 ki | Standard
Powerful Pulse III (Barrier) - Immune to effects and Crits for 3 turns | 10 ki | Bonus | (0/1) Backhand II (Eight Arms) - May make an extra Basic on bonus this turn | 5 ki | At-Will/Bonus to make atk | (2/2) Restrictive Gust I (Hypnosis) - 70% Immobilize | 5 ki | Bonus | (1/2)
Aeolus’ Summons III (Magic Materialization) – make and equip 1 Gear slot item in place of another | 10 ki (5 if item is in inventory) | Bonus | (0/1)
Iron Hide III(Botamo Shield) - Take 1/2 dmg from non-crits for 3 turns | Bonus | 15 ki | (0/1)
Thunder Grip II (Stone Spit) - 70% Petrifies target for three turns; deals three Direct Dmg that can’t be negated or blocked by Tou | 15 ki | Bonus | (0/2) Cam 1d100+40·1d10·1d100·1d100+40·1d10·1d100
|
|
|
Supporter🌟
Pressure can make a diamond or crush you into dust. Which will it be?
|
Post by Cam on Sept 20, 2018 11:34:24 GMT -5
The wind pushed Cam back, toppling him backwards though it would prove to be a mere inconvenience as when Ishmael loosed his salvo of ice on Cam, a sweep of the emperor's hand would conjure a heated flash of ki that turned ice to water. Lifting off the ground Cam surged with energy of a different kind, psychic energy swirling into existence, making that silvery orb of ki that Ishmael was now quite well acquainted with, "Kabocha has always been and will always be, Kabocha. No assassin will change that, now you will submit!" Cam ordered before his powering up appeared to be over, sending not one, but three orbs of distorted psychic power came crashing down at the further resistant Ishmael, though Cam could see the cracks--he wasn't keeping his arms up to guard himself as high, his breathing was more labored, his stance not as strong. All the signs of fatigue, Cam just needed to outlast his foe, though that had always been the case hadn't it? He had outlasted Sawba, Taro, Alexander, the entirety of the Frieza Force, he would outlast one simple assassin. Returning to the ground after his attacks had been loosed, Cam took an offensive stance, ready to attack again if needed, "I'll give you one more chance, I hate to break a good fighter for being stubborn, Assassin," though the tone in Cam's voice hinted that if necessary, he would do just that. Cam was not beyond torture if it were necessary, though he much preferred other methods of such unsavory actions, "Who sent you?" Cam Demanded, "Tell me and you'll ensure you at least walk away from this planet alive." Summary: At-will actions: Flow, blitz, Ishmael takes 1 Direct Damage for touching his Highness, the Emperor of Kabocha Carambolis.Bonus action: Power up! (50/50 ki restored) Standard action: (Blitz) Psychic Strike First attack roll: MEAf1Hi_1d100+65 CRIT! Damage roll: 1d12 +3 CRIT damage, new total: 6 and is crushed for 2 turns!Second attack roll: 1d100+65 Damage roll: 1d12Standard action: Psychic Strike Third attack roll: 1d100+65 CRIT! Damage roll: 1d12 +11 CRIT Damage, new total: 22 and is crushed for 2 turns!
ACTIVE EFFECTS Cosmic Bindings (T1) PL: 362,371 Deadly (+5 Accuracy w/Basic attacks) Resentful (Inflict 1 DR DMG to attacker when stuck, -3 ki) Edge 2 (As a passive effect accuracy increased by 10, defense is increased by 10.) Cam is sapped (x2) for the battle (-20 ki total and -20% PL.) Cam is poisoned for 3 rounds!(-3 HP) Cam is wounded for 1 round! (-3 HP) Cam is burned for 1 round! (-3 HP) FIGHTING STYLE Reserved (+15 Base Ki, access to Flow ability) Flow: Activate. At-Will Effect. As an at-will action you restore 3 HP or 3 Ki to self or a comrade during your turn. Limit. Indefinite Xeno Trait: Last Stand Condition. You fall below a quarter of your max HP. Activate. None (Passive) Effect. As a passive effect you gain an additional Standard Action on the turn after the condition is met. Limit. Once per battle. TRAITS Assault (Effect. As an at-will action roll two sets of d100 for each accuracy roll you make with Super Attacks. Use the better of the two rolls for each.) 0/2 Blitz ( Effect. Effect. As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.) Crush (Effect. Scoring a critical hit with a Basic Attack gives the special status effect Crushed. While Crushed the target's defense is lowered by 15 for the duration. Duration: 2 turns) Indomitable (Effect. As a passive effect you negate 3 damage taken from every Super Attack that hits you.) Pummel (Effect. As an at-will action you can add a bonus 2d4 damage all Super Attacks made during your turn.) 0/2 EQUIPMENT Battle Armor (Effect. As a passive effect your max HP is increased by 15. Also as a passive effect you negate 2 damage from every Super Attack that hits you.) Heavy Weapon (Effect. As a passive effect your Basic Attacks score a critical hit on a natural 85 or higher.) Neo-gete Star (Emperor's Blood Amulet) (Effect. As an at-will action you create a Temporal Shield around self or a comrade. It negates 3 damage taken from all Super Attacks for the duration. Also, when you use the technique Heal,As a bonus action action you summon android clone(s) of yourself. Allows you to use Multi-Form legendary technique at Rank 3 as it's laid out without knowing it or having it count as a use. As an at-will action the clone(s) can recover 3 HP for itself at the end of your turn.) Senzu Bean (Effect. As a bonus action you restore 15 HP and 15 ki to self or a comrade. Considered a restorative item.) 0/1 Dampening Field (Effect. At-will/Reactive You and a comrade of choice gain 10 toughness.) 0/1 OTHER ITEMS War Cruiser (Effect. Serves as base that can hold two facilities. Also lets you call down a bombardment as an at-will action, once per battle. The bombardment deals 3d4 direct damage to all foes.) 0/1 SUPER ATTACKS Crusher Orb (Rank 3 Single Piercing, Cripple 50% Signature attack, -5 ki) Helix Beam (Charging Barrage Rank 3, -10 ki) LEGENDARY TECHS: Multiform (Granted by Neo-gete star, Effect: As a bonus action you create a number of copies of yourself (you can RP one or multiple, its up to you -- the mechanic works the same). While active your PL is split 50%/50% between you and your clone(s). The clone(s) have HP equal to 20% of your max HP. They receive a standard action to make a Basic Attack. They also can Intercept for you and your teammates. They benefit from all of your traits and equipped items, as if they were you. They can be one of the three targets in an area attack. Max of one extra Standard Action per turn can be gained. -15 ki) 1/1 Time Freeze (Effects. As an at-will action you gain additional standard action on your turn. Max of one extra Standard Action per turn can be gained. -15 ki) 0/2 TECHS Clash (Rank 3, -10 ki) 1/1 Deflect (Rank 3 -10 ki) 2/2 Eight Arms (Rank 3, -5 ki) 0/3 Energy Shield (Rank 3 -5 ki) 0/1 Psychic Powers (Rank 3, +10 to Accuracy, -1 to Damage die step) Divination (Rank 3, +15 Defense for 3 turns, -10 Ki) 0/1 Kiai (Rank 3, -5 ki) 1/1 Lightning Aura (Rank 3, -10 ki, last 4 rounds) 1/1 TRANSFORMATION PL: 362,371 Deadly (+5 Accuracy w/Basic attacks) Resentful (Inflict 1 DR DMG to attacker when stuck, -3 ki) STATS PL: 289,897 (362,371 - 72,474 (20%)) Fighting: 40 Energy Control: 40 (+10 due to Edge 2) Reflexes: 20 Resilience: 10 (+10 due to racial) HP: 28/75 (-10 and +3 due to flow) Ki: 23/95 (-8 and +25) Def: 95 (+10 due to edge and +15 from Divination) (Negate 5 Damage from every Super attack) DMG Die: 1d12+1 Ishmael 1d100+65·1d12·1d100+65·1d12·1d100+65·1d12
|
|
|