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Post by Van on Oct 23, 2018 9:56:54 GMT -5
T
INTRO Radia was just as icy as it's Queen. In some parts maybe. Others were more favorable to his needs. Yama found himself in a valley deep in the mountains of the frigid planet. It was an oasis of sorts. The atmospheric generators allowed a forest to thrive here. Tall pine trees reached up to the clouds. A thin river flowed down through the mountains and cut a path through the trees before emptying into a small lake. He was standing by the river bank, stretching before his workout. His heavy suit of armor was packed away on his ship. It waited for him to need it but that day would not be today. Today he was just training. He wanted to diminish his reliance on the armor and his hammer. As old as he had gotten, he needed to be able to fight without them in a serious battle. They were just things after all, items and tools that could fail. His body could not be subject to any such failure. He couldn't afford to be weak. After his stretches, he bounced back and forth on his toes and threw a few phantom punches. He was wearing a white tank top and a pair of camo colored cargo pants. His boots were tossed to the side with a pack of food and medical supplies. He planned to be here for some time. He threw a few more punches at the air and then launched into a backwards flip-kick. He landed somewhat unsteady and took an extra step back to catch his balance again. This was why he needed to train without the armor. He wasn't used to moving like this.
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Post by T on Oct 23, 2018 10:45:25 GMT -5
Saiyan. If there was one thing that the strange warriors he fought time and time again had called him; besides idiot, of course; it would be Saiyan. Along with that, it always had something to do with energy signatures, scouters, or even blood of some sort. Despite him being raised on Earth for all of his childhood by two human parents, there was no proof that he was human. Only physical evidence existed supporting the likelihood of him being part of an otherworldly species of brutes.
Yet he rejected the notion. He rejected the notion based on the fact that he knew none of the people who described them as such. From a lizard-man to a green-slug-person to another man he so happened to fight in an asteroid field, all of those encounters had one thing in common: the only interaction Russ ever had with them before being called a Saiyan was fighting. Ironically, he did not even want to engage in those battles.
From his somewhat-regular teenage life, the boy was picked up and chucked into a universe of muscular men that shot lasers, gods that sit under trees all day, muscular gods that shot lasers at trees all day, and cats. He only could only wish that he was in a different genre at that point in time. Perhaps a slice-of-life comedy would be more to his liking.
Then again, there was an intergalactic war that needed him. No time for slice-of-life anything unless it involved literal slicing of life.
Rumours spread with absurd swiftness in that galactic age, especially in the Otherworld. It so happened that news of an incoming battle that would decide the fate of all that lived in said galaxy found its way into Russ’ ears. It was a conflict between a side that he did not really like and another side that he disliked even more. Hence, he conjured up a possible solution to avoid meaningless loss of life.
Join the Saiyan Dominion for the war, win the war without causing a bunch of damage, and save the day. Clearly, this could be considered the pinnacle of an ingenious strategy with absolutely no holes or flaws in it. The first step in doing so was landing on Radia- which he did. It was a wonder how his pod was not immediately shot out of the atmosphere. Then again, that would have done little more than hasten his landing onto the planet.
Stretching his arms overhead, Russ let out a small yawn. All that was left for him to do on this planet was get conscripted into their army.
Battle Info - Russ
Defence Phase None
[ Attack Phase ]
Bonus Action : Tough Boy (Energy Shield) - 5 Ki
Standard Action 1 (Sacrificed For A Bonus Action) : Zenkai Powa (T1 Transformation) - 0 Ki per Turn
Standard Action 2 : None
[ Active Effects ] Zenkai (Transformed - T1) - 0 Ki per Turn PL increases by 3x. [ Stubborn ] - Gain 3 Toughness at the end of each turn.
[ Fighting Style ] [ Analytical ] [ Guile ] - At-Will. Add second major effect to one Super Atk.
[ Super Attacks ] ATTACK - Signature - Rank 3 - 5 Ki Single (Two Damage Dice); Slashing - Critical hit on natural roll of 85+; Crippling (50%)
[ Techniques ] [ After Image ] - Rank 3 - Bonus Action-Reactive - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action-Reactive - 10 Ki Take half dmg from two Atks that hit you. [ 2 / 2 uses ]
[ Aura Guard ] - Rank 3 - At-Will-Reactive - 5 Ki Immune to non-special status effects and negates critical hit bonus dmg. [ 3 / 3 uses ]
[ Sonic Sway ] - Rank 3 - Bonus Action-Reactive - 5 Ki Avoid dmg from any die that rolls under a nat 8. Movement tech. [ 1 / 1 use ]
[ Psychic Powers ] - Rank 3 - At-Will / Standard Action Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.
[ Divination ] - Rank 3 - Bonus Action - 10 Ki Gain +15 defense for 3 turns. [ 1 / 1 use ]
[ Wild Sense ] - Rank 3 - Bonus Action - 10 Ki Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades. [ 1 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 1 / 1 use ]
[ Magic Slime ] - Rank 3 - Bonus Action - 5 Ki 80% chance to Cripple. Target also is inflcited with Agony. [ 2 / 2 uses ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 20 Toughness. [ 1 / 1 use ]
[ Legendary Techniques ] [ Time Skip ] - Rank 3 - Bonus Action - 10 Ki Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. [ 1 / 1 use ]
[ Traits ] Cleverness - Passive. +15% status effect inflict chance. Alacrity - Passive. +10 def while above 50% HP. Rush - At-Will. One single-type Super Atk deals direct dmg equal to lowest die rolled and inflicts succesful status. Talented - At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki. [ 1 / 1 use ] Blur - Requires 40 Ref. Passive. One Movement tech can be at-will on turn.
[ Transformations ] [ Tier 1 ] - Zenkai - 0 Ki per turn. - Stubborn - Measured
[ Items ]
[ Outfit ] - Weighted Clothes Passive. +50% PL per post or 200 words. [ Accessory ] - Kai Weights Passive. Increase PL per post/200 words by +25. Also gain +200 PL when using MP to train. [ Gear ] - Senzu Bean Bonus Action. Restore 15 ki and 15 HP to self or ally. [ 1/1 use ] [ Gear ] - Trinket Bonus Action - Reactive. Remove all status effects. Gain 5 tou. [ 1/1 use ]
[ etc ] War Cruiser - Base that holds 2 facilities. At-will. Call down bombardment with that deals 3d4 direct dmg to all foes. [ 1 / 1 use ] Portal - Facility. Spend 2,500 zeni to ravel to Otherworld. Paparapapa sidekick has +1 to damge die rolls for first 3 turns.
[ Stats ] Base Power Level : 253,438 | Power Level : 760,314 Hit Points : 50 / 50 | Ki : 95 / 100 Toughness : 23
Fighting - 30 Defence - 100 Damage Die ( Rank 6 ) - d12
BASE PL: 253,438 | CURRENT PL: 760,314 HP: 50/50 | KI: 95/100 | DEF: 110 | ACC: +30 BASE DMG DIE (Rank 6): d12 ( Post Count : 1 )
Van
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Post by Van on Oct 23, 2018 11:44:38 GMT -5
T
Another flip kick and another landing he stuck awkwardly, but stuck all the same. The big guy sighed, shook his head, and then readied himself to try it again. That is, until he heard the echo of a sonic boom in the sky above him. Yama instantly shot his head skyward to scan the area above him. Was it a ship or a person? No telling with all of the high level Saiyans on the planet. He caught sight of a pod falling to the planet's surface. It cut through the clouds and crash landed on the other end of the valley. The old man narrowed his eyes. He always expected the worst. Yama crouched down and then sprung up into the air, launching himself with a powerful jump. The ground quaked as he left the surface. At the apex of his jump's arc, he could see smoke come from the crater where the craft had landed. He used little bursts of ki to direct his descent towards it. Yama landed with a loud boom and another quake to the ground. He made a small crater himself. He saw a young man stretching near the pod and raised a brow. Yama approached him with caution, but he didn't feel any kind of killer intent and his gut told him this person wasn't a threat. Not yet anyway. He waved at the man as he closed the distance between them. "Hey there! Bit of a rough landing eh?"
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Post by T on Oct 24, 2018 4:28:26 GMT -5
After returning his arms down to his sides, the boy bent both knees in preparation of a leap. Without the ability to fly, extreme speed or grand jumps were utilised as his quickest mode of transport. Or at least that would have been the case if not for him hearing a voice from a few metres away.
Turning to face the source of that greeting brought Russ the sight of a stout, towering man waving over at him. The boy was unable to identify whether the incoming figure was human, a humanoid, unidentified Xeno, or a Saiyan with white hair. From what little he knew of Saiyans, he picked up three important things: they liked fighting, they had black hair, and their names had specific type of structure to them. The boy wondered how many of those would be fulfilled when meeting someone of the Saiyan race.
“Good morning.” Russ waved back to the person while making his own greeting. True as stated, it seemed like good enough of a morning to deem it as such. By his standard, there did not appear to be swarms of locusts, fire raining from the sky, or a workday scheduled for that very morning.
Rubbing the back of his head, he nodded his head. “Eh, it’s one of the smoother ones so far.”
Far better than the time that he fell from the sky on Hera, the time he fell from the sky on Kabocha, or that other time he fell from the sky on some sand planet before the sand planet was blown up. That last one might have explained the halo floating above his head at the time he crossed paths with Yama, but no such thing was mentioned thus far.
“Sooooooo, do you know where I can go see the leader of this planet?” Asked the teenager nonchalantly.
It was an innocent query in its own right. Yet when one combined the grand level of power he possessed, what he said may exude an air of suspiciousness.
Battle Info - Russ
Defence Phase None
[ Attack Phase ]
Bonus Action : Tough Boy (Energy Shield) - 5 Ki
Standard Action 1 (Sacrificed For A Bonus Action) : Zenkai Powa (T1 Transformation) - 0 Ki per Turn
Standard Action 2 : None
[ Active Effects ] Zenkai (Transformed - T1) - 0 Ki per Turn PL increases by 3x. [ Stubborn ] - Gain 3 Toughness at the end of each turn.
[ Fighting Style ] [ Analytical ] [ Guile ] - At-Will. Add second major effect to one Super Atk.
[ Super Attacks ] ATTACK - Signature - Rank 3 - 5 Ki Single (Two Damage Dice); Slashing - Critical hit on natural roll of 85+; Crippling (50%)
[ Techniques ] [ After Image ] - Rank 3 - Bonus Action-Reactive - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action-Reactive - 10 Ki Take half dmg from two Atks that hit you. [ 2 / 2 uses ]
[ Aura Guard ] - Rank 3 - At-Will-Reactive - 5 Ki Immune to non-special status effects and negates critical hit bonus dmg. [ 3 / 3 uses ]
[ Sonic Sway ] - Rank 3 - Bonus Action-Reactive - 5 Ki Avoid dmg from any die that rolls under a nat 8. Movement tech. [ 1 / 1 use ]
[ Psychic Powers ] - Rank 3 - At-Will / Standard Action Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.
[ Divination ] - Rank 3 - Bonus Action - 10 Ki Gain +15 defense for 3 turns. [ 1 / 1 use ]
[ Wild Sense ] - Rank 3 - Bonus Action - 10 Ki Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades. [ 1 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 1 / 1 use ]
[ Magic Slime ] - Rank 3 - Bonus Action - 5 Ki 80% chance to Cripple. Target also is inflcited with Agony. [ 2 / 2 uses ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 20 Toughness. [ 1 / 1 use ]
[ Legendary Techniques ] [ Time Skip ] - Rank 3 - Bonus Action - 10 Ki Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. [ 1 / 1 use ]
[ Traits ] Cleverness - Passive. +15% status effect inflict chance. Alacrity - Passive. +10 def while above 50% HP. Rush - At-Will. One single-type Super Atk deals direct dmg equal to lowest die rolled and inflicts succesful status. Talented - At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki. [ 1 / 1 use ] Blur - Requires 40 Ref. Passive. One Movement tech can be at-will on turn.
[ Transformations ] [ Tier 1 ] - Zenkai - 0 Ki per turn. - Stubborn - Measured
[ Items ]
[ Outfit ] - Weighted Clothes Passive. +50% PL per post or 200 words. [ Accessory ] - Kai Weights Passive. Increase PL per post/200 words by +25. Also gain +200 PL when using MP to train. [ Gear ] - Senzu Bean Bonus Action. Restore 15 ki and 15 HP to self or ally. [ 1/1 use ] [ Gear ] - Trinket Bonus Action - Reactive. Remove all status effects. Gain 5 tou. [ 1/1 use ]
[ etc ] War Cruiser - Base that holds 2 facilities. At-will. Call down bombardment with that deals 3d4 direct dmg to all foes. [ 1 / 1 use ] Portal - Facility. Spend 2,500 zeni to ravel to Otherworld. Paparapapa sidekick has +1 to damge die rolls for first 3 turns.
[ Stats ] Base Power Level : 253,438 | Power Level : 760,314 Hit Points : 50 / 50 | Ki : 95 / 100 Toughness : 26
Fighting - 30 Defence - 100 Damage Die ( Rank 6 ) - d12
BASE PL: 253,438 | CURRENT PL: 760,314 HP: 50/50 | KI: 95/100 | DEF: 110 | ACC: +30 BASE DMG DIE (Rank 6): d12 ( Post Count : 2 )
Van
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Post by Van on Oct 27, 2018 20:10:16 GMT -5
T
The Saiyan simply nodded as Russ greeted him. “Eh, it’s one of the smoother ones so far.”Yama chuckled a bit, glancing over to the crash site and then back to the young man before him. He had a halo hovering over his head. The elder saiyan raised a brow but learned a long time ago to go poking his nose where it didn't belong. So he made no mention of it. “Sooooooo, do you know where I can go see the leader of this planet?” The old man narrowed his eyes out of suspicion but soon enough dismissed the thoughts of a preemptive attack. Again, there seemed to be no ill intent, murderous or otherwise, coming from Russ. Perhaps he was an emissary of some kind? Though they usually arrived with a plethora of company, servants and guards. A whole entourage of sorts. The large saiyan crossed his muscular arms over his chest and grinned. "Not sure what you want with the Queen, lad, but if you want to get to her..."He paused for effect. "You'll have to go through me."He held a stern look for a moment or two and then let out an uproarious chuckle. "Just teasing you, son. But whatever business you have with her can wait."He unfurled his large arms and concentrated his power. "I want to get the measure of you first. I can sense a great power sleeping inside you, boy. Show me what you've got and I'll take you to her myself."The ground rumbled beneath them. Yama's muscles tensed up, his fists clenched tightly. He took a deep breath and then roared out. His voice echoed across the valley as the skies suddenly darkened as if clouds had suddenly rolled in. The sound of thunder cracked and snapped across the sky. A huge lightning bolt crashed down upon the old saiyan as he yelled out. It sounded like a bomb had dropped. The surrounding area went up in smoke and debris as Yama's power was pushed outward. Once the smoke had cleared, the elder saiyan was standing at the ready, a white aura emanating off of him. His hair was raised slightly and flowing as if in water. Little jolts of electricity ran over his body. His one good eye glowed white. "My name is Yama. Come at me when you are ready."BATTLE INFOPassive Battle EffectsNegate 4 dmg and deal 2 dmg back when hit with Basic Atk. (Resentful, Resist, Indomitable, & God Armor) Negate 6 dmg and deal 3 dmg back from all Super Atks. (Resentful, Resist, Indomitable, & God Armor) Negate up to 6 direct dmg from all sources per turn. (Helmet) Take 10 dmg to hp/toughness to give stacks of “Endure”. 3 stacks = 15 toughness. (Endure) SummaryYama enters the fray! At-Will: Dampening Field (+10 toughness) Bonus Action #1: Transform! (-2 ki) Bonus Action #2: Intimidation (Stone Spit)(-10 ki) Bonus Action #3: Energy Shield (-5 ki)(+20 toughness) Stone Spit Roll: 37XrQToo1d100 < 70% SUCCESS!Attack Roll: N/A Damage Roll: N/A PL: 565,786 (Base: 188,595) TGH: 48/48 HP: 105/105 Ki: 58/100 Def: 50 Accuracy: +25 Damage Tier: d12+2 Notes Fighting Style Tenacious - Courage: Start battle with 15 toughness. - Mettle: Passive. Guard is at-will. Can Intercept unlimited times. TraitsImmortality (Cannot be killed) Resist: Passive. Deal 2 dmg back with Super Atks and 1 dmg with Basic Atks. Talented: At-will. Gain extra use of one Def or Utility tech you know. Endure: Passive. Gain stacks of “Endure” when hit with combined 10+ dmg to hp/toughness. 3 stacks = 15 toughness. Indomitable: Passive. Negates 4 dmg from all Super Atks and 2 dmg from every Basic Atk. Rampage: At-will. Add dmg die to atks. 2d4 to Supers and 1d4 to Basics. (3/3) TransformationSuper Charged (Bonus Action) (-2 ki per turn) - Stubborn: Passive. Gain 3 toughness at the end of your turn. - Resentful: Passive. Deal 1 damage directly back to any attacker that hits you. TechniquesThunder Strike: (-5 ki) Rank 3 Signature Super Attack. 2d12. Single. Piercing/Crippling. Thunder Storm: (-10 ki) Rank 3 Super Attack. 2d12. Area. Splash. Deflect: (-10 ki) Bonus Action. Take half dmg from 2 atks that hit you. (2/2) Clash: (-10 ki) Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. (1/1) Aura Guard: (-10 ki) At-Will. Immune to non-special status effects and negates critical hit bonus dmg. (2/2) Energy Shield: (-5 ki) Bonus Action. Gain 20 toughness. (0/1)Magic Materialization: (-15 ki) Bonus Action. Create an item to go into a gear slot. Replaces item. (1/1) Intimidation (Stone Spit): (-10 ki) Bonus Action. 70% Petrified chance. Petrified deals 3 dmg per bonus action used, for 6 turns. Cannot be reduced via toughness or negated. (1/2) ItemsGod Armor: PL +15%. Increase HP by +25. Negate 2 dmg from any type of atk. Helmet: Passive. Negate up to 6 direct dmg from all sources per turn. Thunder Bolt (War Cruiser): 3d4 Direct Dmg (Area) (1/1) Dampening Field: At-Will. Self and comrade gain 10 tough. (0/1)Trinket: Bonus Action. Remove all status effects. Gain 5 toughness. (1/1) 1d100
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Post by T on Oct 28, 2018 10:09:14 GMT -5
The boy’s body tensed up as the elder Saiyan mentioned going through him in order to reach his current goal. He only just landed on the planet, and not thirty seconds later another challenger came up to face him. Of course, this fear was quickly remedied as Yama revealed the act was only in jest. It caused him to blink twice in disbelief. Events like these occurred so often that reciprocating in turn became common.
“Aha- AhaHAhaHA.” Russ could hardly strain himself to laugh any more than that. “That is a good joke.”
But after this short period of relief, a storm brewed. Russ lifted a hand to cover his eyes as lightning descended from the heavens to blast the absurdly muscular man. By the amount of yelling that took place, the boy deduced that someone was powering up for something. The sudden crackle of thunder combined with this blast caused him to leap back in surprise. It was like internet jump scares all over again.
A single hand swiped left to send away whatever smoke resided in the area. Dust and debris alike was blown away by the sheer strength of the simple movement.
“Oh.” He transformed. “You transformed.” Commander Obvious to the rescue yet again.
Considering the electric-man introduced himself, the young man decided to do so as well.
“Well, I’m Russ.” With that, he rowed his right arm around slowly. The boy felt uneasy about engaging foes in combat without much of a motive, but if he was to get ready for a war, this was the best course of action. Practice makes perfect. “I’m not really ready, but here’s a special move I guess.” Slowly walking up to the man ahead, he reeled his right fist behind him.
Once he got into range, a single punch was made towards his foe’s stomach. Yet nothing came after it. No collision of his fist with a body, no impact directly thereafter, no grand amount of force. For a split second following this attack, all that the boy did was retract his arm back in front of him as both fists were lifted.
Then, all at once, the kinetic force of a cannon putting the surface of a star to shame came billowing out in Yama’s direction. Dirt, stone, and sand alike growled before bursting out in a wailing hail of particles from all ends.
It was a punch so fast that his body managed to move before the momentum even finished travelling.
Battle Info - Russ
Defence Phase Intimidation (Stone Spit) - Petrified!
[ Attack Phase ]
Bonus Action : None
Standard Action 1 : Single (ATTACK) - 5 Ki - Slashing; Crippling To Hit : TuZj7n|M1d100+30 Damage Roll : 2d12 Cripple (65%) : 1d100
At-Will : Wind Up (Rush) - Standard Action 2 - Deal lowest damage die as Direct Damage on miss; Inflict status on successful chance roll. At-Will : Lag (Guile) - Add Versatile to Standard Action 2 At-Will : Surprise (Versatile) - Change minor effect to Shock
Standard Action 2 : Punch (ATTACK) - 5 Ki - Versatile; Slashing; Shock To Hit : 1d100+30 Damage Roll : 2d12 Stun (65%) : 1d100 (Stunned!)
[ Active Effects ] Zenkai (Transformed - T1) - 0 Ki per Turn PL increases by 3x. [ Stubborn ] - Gain 3 Toughness at the end of each turn.
Petrified; 2 Stacks ; 6 Turns [ Petrified ] - Take 3 Damage every time you use a bonus action for something.
[ Fighting Style ] [ Analytical ] [ Guile ] - At-Will. Add second major effect to one Super Atk.
[ Super Attacks ] ATTACK - Signature - Rank 3 - 5 Ki Single (Two Damage Dice); Slashing - Critical hit on natural roll of 85+; Crippling (50%)
[ Techniques ] [ After Image ] - Rank 3 - Bonus Action-Reactive - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action-Reactive - 10 Ki Take half dmg from two Atks that hit you. [ 2 / 2 uses ]
[ Aura Guard ] - Rank 3 - At-Will-Reactive - 5 Ki Immune to non-special status effects and negates critical hit bonus dmg. [ 3 / 3 uses ]
[ Sonic Sway ] - Rank 3 - Bonus Action-Reactive - 5 Ki Avoid dmg from any die that rolls under a nat 8. Movement tech. [ 1 / 1 use ]
[ Psychic Powers ] - Rank 3 - At-Will / Standard Action Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.
[ Divination ] - Rank 3 - Bonus Action - 10 Ki Gain +15 defense for 3 turns. [ 1 / 1 use ]
[ Wild Sense ] - Rank 3 - Bonus Action - 10 Ki Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades. [ 1 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 1 / 1 use ]
[ Magic Slime ] - Rank 3 - Bonus Action - 5 Ki 80% chance to Cripple. Target also is inflcited with Agony. [ 2 / 2 uses ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 20 Toughness. [ 1 / 1 use ]
[ Legendary Techniques ] [ Time Skip ] - Rank 3 - Bonus Action - 10 Ki Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. [ 1 / 1 use ]
[ Traits ] Cleverness - Passive. +15% status effect inflict chance. Alacrity - Passive. +10 def while above 50% HP. Rush - At-Will. One single-type Super Atk deals direct dmg equal to lowest die rolled and inflicts succesful status. Talented - At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki. [ 1 / 1 use ] Blur - Requires 40 Ref. Passive. One Movement tech can be at-will on turn.
[ Transformations ] [ Tier 1 ] - Zenkai - 0 Ki per turn. - Stubborn - Measured
[ Items ]
[ Outfit ] - Weighted Clothes Passive. +50% PL per post or 200 words. [ Accessory ] - Kai Weights Passive. Increase PL per post/200 words by +25. Also gain +200 PL when using MP to train. [ Gear ] - Senzu Bean Bonus Action. Restore 15 ki and 15 HP to self or ally. [ 1/1 use ] [ Gear ] - Trinket Bonus Action - Reactive. Remove all status effects. Gain 5 tou. [ 1/1 use ]
[ etc ] War Cruiser - Base that holds 2 facilities. At-will. Call down bombardment with that deals 3d4 direct dmg to all foes. [ 1 / 1 use ] Portal - Facility. Spend 2,500 zeni to ravel to Otherworld. Paparapapa sidekick has +1 to damge die rolls for first 3 turns.
[ Stats ] Base Power Level : 253,438 | Power Level : 760,314 Hit Points : 50 / 50 | Ki : 85 / 100 Toughness : 29
Fighting - 30 Defence - 100 Damage Die ( Rank 6 ) - d12
BASE PL: 253,438 | CURRENT PL: 760,314 HP: 50/50 | KI: 85/100 | DEF: 110 | ACC: +30 BASE DMG DIE (Rank 6): d12 ( Post Count : 3 )
Van 1d100+30·2d12·1d100·1d100+30·2d12·1d100
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Post by Van on Oct 28, 2018 17:10:18 GMT -5
T
Yama stood ready, his hair flowing in his white aura. Even his beard had a bit of an ethereal wave to it. He watched as Russ strode up to him and the big Saiyan prepared for his attack. Mentally anyway, he didn't move or take a defensive position. He just stood there. Russ cocked his arm back and then released. Yama could barely follow the flow of the move. It was incredibly fast. He felt the pressure of it though. Almost like a phantom punch of sorts. The boy pulled his arm back again and Yama raised a brow over his good eye. He wasn't entirely sure what had just happene-- Then the immense force struck him dead on in the stomach. It had felt like a mega cannon blast from a war ship. The intense heat and destructive force was incredible. A resounding boom echoed out into the distance as the after-effect of the punch hit Yama. A shock wave rolled out from the point of impact and destroyed everything in it's path. Once the smoke had cleared, the area behind Yama, to the left and right was completely wiped away with the pure destructive force of the blow. Yama, however, was unscathed. His aura still billowed out and his position hadn't changed. The attack hit, but he took no negative affect from it at all. The giant of a man turned to look over his shoulder at the destruction behind him. The valley was partly obliterated to both sides of him. He turned to look back at Russ and grinned. "That was intense, lad! Well done!"Yama rolled his neck, cracking it in several places before speaking again. "... but not quite enough."He shrugged his shoulders. "I'll give ya another shot. Hit me with everything you've got!"BATTLE INFOPassive Battle EffectsNegate 4 dmg and deal 2 dmg back when hit with Basic Atk. (Resentful, Resist, Indomitable, & God Armor) Negate 6 dmg and deal 3 dmg back from all Super Atks. (Resentful, Resist, Indomitable, & God Armor) Negate up to 6 direct dmg from all sources per turn. (Helmet) Take 10 dmg to hp/toughness to give stacks of “Endure”. 3 stacks = 15 toughness. (Endure) SummaryAttack #1: HIT/ 6 DMG / Cripple roll failed / Russ takes 3 Direct DMG back per Resist & Resentful- Indomitable & God Armor reduce to 0 DMG taken Attack #2: HIT / 5 DMG / Stun roll success / Russ takes 3 Direct DMG back per Resist & Resentful- Indomitable & God Armor reduce to 0 DMG taken At-Will: Transformation (-2 ki) Bonus Action #1: Standard Action #1: Recuperate (+50 ki) Standard Action #2: Attack Roll: N/A Damage Roll: N/A PL: 565,786 (Base: 188,595) TGH: 51/51 HP: 105/105 Ki: 100/100 Def: 50 Accuracy: +25 Damage Tier: d12+2 Notes STUNNED. Super Attacks cost an additional 10 ki to use for 2 turns. (2/2)Fighting Style Tenacious - Courage: Start battle with 15 toughness. - Mettle: Passive. Guard is at-will. Can Intercept unlimited times. TraitsImmortality (Cannot be killed) Resist: Passive. Deal 2 dmg back with Super Atks and 1 dmg with Basic Atks. Talented: At-will. Gain extra use of one Def or Utility tech you know. Endure: Passive. Gain stacks of “Endure” when hit with combined 10+ dmg to hp/toughness. 3 stacks = 15 toughness. Indomitable: Passive. Negates 4 dmg from all Super Atks and 2 dmg from every Basic Atk. Rampage: At-will. Add dmg die to atks. 2d4 to Supers and 1d4 to Basics. (3/3) TransformationSuper Charged (Bonus Action) (-2 ki per turn) - Stubborn: Passive. Gain 3 toughness at the end of your turn. - Resentful: Passive. Deal 1 damage directly back to any attacker that hits you. TechniquesThunder Strike: (-5 ki) Rank 3 Signature Super Attack. 2d12. Single. Piercing/Crippling. Thunder Storm: (-10 ki) Rank 3 Super Attack. 2d12. Area. Splash. Deflect: (-10 ki) Bonus Action. Take half dmg from 2 atks that hit you. (2/2) Clash: (-10 ki) Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. (1/1) Aura Guard: (-10 ki) At-Will. Immune to non-special status effects and negates critical hit bonus dmg. (2/2) Energy Shield: (-5 ki) Bonus Action. Gain 20 toughness. (0/1)Magic Materialization: (-15 ki) Bonus Action. Create an item to go into a gear slot. Replaces item. (1/1) Intimidation (Stone Spit): (-10 ki) Bonus Action. 70% Petrified chance. Petrified deals 3 dmg per bonus action used, for 6 turns. Cannot be reduced via toughness or negated. (1/2) ItemsGod Armor: PL +15%. Increase HP by +25. Negate 2 dmg from any type of atk. Helmet: Passive. Negate up to 6 direct dmg from all sources per turn. Thunder Bolt (War Cruiser): 3d4 Direct Dmg (Area) (1/1) Dampening Field: At-Will. Self and comrade gain 10 tough. (0/1)Trinket: Bonus Action. Remove all status effects. Gain 5 toughness. (1/1)
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Post by T on Oct 29, 2018 5:24:29 GMT -5
That did not pan out quite like how Russ predicted it do.
Despite stopping his punch short before it collided with Yama, it seemed as though an arc of electricity jumped off the opposing side’s body and onto the boy’s fist. It left a tingly feeling in the palm of his hand for a moment or two while the fighter took notice of the apparent lack of damage. He held up the fist utilised in that attack. No signs of harm on his person so far.
Either the person that asked the teenager to punch him was invincible or they were simply very very durable. Neither option mattered in this situation, albeit he was curious as to reason it was. Perhaps it could have been a different explanation altogether.
All he knew for sure was that another round for punching came right up his own alley.
“Ok.” Russ swiftly swung his left fist in a harsh uppercut. Not quite everything he had, but it was something at the very least. Whether it met its mark, missed, or did the former without injuring his target in the slightest was none of his concern. All the young man wished to do was to bring this fight into the air where no collateral damage could be inflicted upon the surrounding area.
Battle Info - Russ
Defence Phase 6 Direct Damage taken from Resist and Resentful
At-Will : Spend 6 Toughness to negate 6 Damage
Total Damage Taken : 6 - 6 = 0 [ Attack Phase ]
Bonus Action : None
Standard Action 1 : Real (Condense) - 5 Ki - Add 2 additional damage dice to a super attack; super attack cannot be avoided via Rapid Movement; cannot be halved using Guard
At-Will : Wind Up (Rush) - Standard Action 2 - Deal lowest damage die as Direct Damage on miss; Inflict status on successful chance roll. At-Will : Lag (Guile) - Add Bashing to Standard Action 2
Standard Action 2 : Uppercut (ATTACK) - 5 Ki - Bashing; Slashing; Cripple To Hit : NIrpmIrs1d100+30 Damage Roll : 4d12 Cripple (65%) : 1d100
[ Active Effects ] Zenkai (Transformed - T1) - 0 Ki per Turn PL increases by 3x. [ Stubborn ] - Gain 3 Toughness at the end of each turn.
Petrified; 2 Stacks ; 5 Turns [ Petrified ] - Take 3 Damage every time you use a bonus action for something.
[ Fighting Style ] [ Analytical ] [ Guile ] - At-Will. Add second major effect to one Super Atk.
[ Super Attacks ] ATTACK - Signature - Rank 3 - 5 Ki Single (Two Damage Dice); Slashing - Critical hit on natural roll of 85+; Crippling (50%)
[ Techniques ] [ After Image ] - Rank 3 - Bonus Action-Reactive - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action-Reactive - 10 Ki Take half dmg from two Atks that hit you. [ 2 / 2 uses ]
[ Aura Guard ] - Rank 3 - At-Will-Reactive - 5 Ki Immune to non-special status effects and negates critical hit bonus dmg. [ 3 / 3 uses ]
[ Sonic Sway ] - Rank 3 - Bonus Action-Reactive - 5 Ki Avoid dmg from any die that rolls under a nat 8. Movement tech. [ 1 / 1 use ]
[ Psychic Powers ] - Rank 3 - At-Will / Standard Action Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.
[ Divination ] - Rank 3 - Bonus Action - 10 Ki Gain +15 defense for 3 turns. [ 1 / 1 use ]
[ Wild Sense ] - Rank 3 - Bonus Action - 10 Ki Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades. [ 1 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 1 / 1 use ]
[ Magic Slime ] - Rank 3 - Bonus Action - 5 Ki 80% chance to Cripple. Target also is inflcited with Agony. [ 2 / 2 uses ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 20 Toughness. [ 1 / 1 use ]
[ Legendary Techniques ] [ Time Skip ] - Rank 3 - Bonus Action - 10 Ki Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. [ 1 / 1 use ]
[ Traits ] Cleverness - Passive. +15% status effect inflict chance. Alacrity - Passive. +10 def while above 50% HP. Rush - At-Will. One single-type Super Atk deals direct dmg equal to lowest die rolled and inflicts succesful status. Talented - At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki. [ 1 / 1 use ] Blur - Requires 40 Ref. Passive. One Movement tech can be at-will on turn.
[ Transformations ] [ Tier 1 ] - Zenkai - 0 Ki per turn. - Stubborn - Measured
[ Items ]
[ Outfit ] - Weighted Clothes Passive. +50% PL per post or 200 words. [ Accessory ] - Kai Weights Passive. Increase PL per post/200 words by +25. Also gain +200 PL when using MP to train. [ Gear ] - Senzu Bean Bonus Action. Restore 15 ki and 15 HP to self or ally. [ 1/1 use ] [ Gear ] - Trinket Bonus Action - Reactive. Remove all status effects. Gain 5 tou. [ 1/1 use ]
[ etc ] War Cruiser - Base that holds 2 facilities. At-will. Call down bombardment with that deals 3d4 direct dmg to all foes. [ 1 / 1 use ] Portal - Facility. Spend 2,500 zeni to ravel to Otherworld. Paparapapa sidekick has +1 to damge die rolls for first 3 turns.
[ Stats ] Base Power Level : 253,438 | Power Level : 760,314 Hit Points : 50 / 50 | Ki : 75 / 100 Toughness : 26
Fighting - 30 Defence - 100 Damage Die ( Rank 6 ) - d12
BASE PL: 253,438 | CURRENT PL: 760,314 HP: 50/50 | KI: 75/100 | DEF: 110 | ACC: +30 BASE DMG DIE (Rank 6): d12 ( Post Count : 4 )
Van 1d100+30·4d12·1d100
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Post by Van on Oct 31, 2018 21:28:30 GMT -5
T
Yama watched as the boy replied and then immediately launched into a terrifyingly fast uppercut aimed right at the big man's jaw. Out of instinct Yama leaned back, away from the strike. Russ's fist passed through nothing but air, just barely missing the elder Saiyan's beard hairs. "Hrm..."He leaned forward again and crossed his arms over his chest. "I sense a fire in you, boy."Yama looked past the younger Saiyan and out into the valley behind him. "But you won't get anywhere if you don't give it your all. You need to feed that fire to get it to burn brightly."He sensed a hesitation to the young man before him. Maybe he didn't feel like he could really let loose in their current surroundings. Yama nodded as if agreeing with himself. Then he lifted up off the ground and rose high into the air, gesturing for the boy to do the same. He flew a few miles up, plenty high as to avoid damaging the environment as long as they weren't careless. With his white aura flowing still and little currents of electricity running over his body, he motioned with his hand for Russ to come at him. "Third time's the charm. Crank it up to 11 and show me what you can really do."He smiled but it quickly turned to a grin. "Because I'm coming for you after... Ha ha haaa!"The big Saiyan slapped his knee and then readied himself for Russ's attack. BATTLE INFOPassive Battle EffectsNegate 4 dmg and deal 2 dmg back when hit with Basic Atk. (Resentful, Resist, Indomitable, & God Armor) Negate 6 dmg and deal 3 dmg back from all Super Atks. (Resentful, Resist, Indomitable, & God Armor) Negate up to 6 direct dmg from all sources per turn. (Helmet) Take 10 dmg to hp/toughness to give stacks of “Endure”. 3 stacks = 15 toughness. (Endure) SummaryRuss's attack fails to beat Yama's defense. No dmg taken. - 3 dmg from rush is nullified by helmet. At-Will: Transformation (-2 ki) Bonus Action #1: Standard Action #1: Standard Action #2: Attack Roll: N/A Damage Roll: N/A PL: 565,786 (Base: 188,595) TGH: 54/54 HP: 105/105 Ki: 98/100 Def: 50 Accuracy: +25 Damage Tier: d12+2 Notes STUNNED. Super Attacks cost an additional 10 ki to use for 2 turns. (1/2)Fighting Style Tenacious - Courage: Start battle with 15 toughness. - Mettle: Passive. Guard is at-will. Can Intercept unlimited times. TraitsImmortality (Cannot be killed) Resist: Passive. Deal 2 dmg back with Super Atks and 1 dmg with Basic Atks. Talented: At-will. Gain extra use of one Def or Utility tech you know. Endure: Passive. Gain stacks of “Endure” when hit with combined 10+ dmg to hp/toughness. 3 stacks = 15 toughness. Indomitable: Passive. Negates 4 dmg from all Super Atks and 2 dmg from every Basic Atk. Rampage: At-will. Add dmg die to atks. 2d4 to Supers and 1d4 to Basics. (3/3) TransformationSuper Charged (Bonus Action) (-2 ki per turn) - Stubborn: Passive. Gain 3 toughness at the end of your turn. - Resentful: Passive. Deal 1 damage directly back to any attacker that hits you. TechniquesThunder Strike: (-5 ki) Rank 3 Signature Super Attack. 2d12. Single. Piercing/Crippling. Thunder Storm: (-10 ki) Rank 3 Super Attack. 2d12. Area. Splash. Deflect: (-10 ki) Bonus Action. Take half dmg from 2 atks that hit you. (2/2) Clash: (-10 ki) Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. (1/1) Aura Guard: (-10 ki) At-Will. Immune to non-special status effects and negates critical hit bonus dmg. (2/2) Energy Shield: (-5 ki) Bonus Action. Gain 20 toughness. (0/1)Magic Materialization: (-15 ki) Bonus Action. Create an item to go into a gear slot. Replaces item. (1/1) Intimidation (Stone Spit): (-10 ki) Bonus Action. 70% Petrified chance. Petrified deals 3 dmg per bonus action used, for 6 turns. Cannot be reduced via toughness or negated. (1/2) ItemsGod Armor: PL +15%. Increase HP by +25. Negate 2 dmg from any type of atk. Helmet: Passive. Negate up to 6 direct dmg from all sources per turn. Thunder Bolt (War Cruiser): 3d4 Direct Dmg (Area) (1/1) Dampening Field: At-Will. Self and comrade gain 10 tough. (0/1)Trinket: Bonus Action. Remove all status effects. Gain 5 toughness. (1/1)
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Post by T on Nov 1, 2018 8:46:44 GMT -5
The punch failed to hit Yama. Instead, the force sent upwards stirred a heavy updraft- piercing a hole through any clouds that floated peacefully above them. Soon after, the rest of the disturbed layers parted ways to clear the sky. A great expanse of blue hung overhead for the time being. Though that might change quite soon how fickle weather in of itself.
Russ barely registered that he was still located on the ground, and that his attack missed. What he did notice next was the older person flying high up above him.
“Yeah, I’m not sure how to tell you this.” Russ brought his fist down to rub. The volume of his voice raised as he tried to notify his opponent of the current predicament. “But I can’t really fly,” he said while rowing his right shoulder around.
He could jump really high, but flight was unavailable to him. Flapping his arms very fast did little more than send him twirling out of control and conjure up a hurricane in the process. At the very least, the boy supposed he could respond to the command with another of his regular attacks. The fingers on his right fist clenched into his palm once more as he brought the arm behind him.
Next, another strike shot out in the Saiyan warrior’s direction. A grand blast of air pressure tore forth with unrestrained force as a form of Russ’ indirect attacks.
Battle Info - Russ
Defence Phase None
Total Damage Taken : 0 = 0 [ Attack Phase ]
Bonus Action : None
Standard Action 1 : None
At-Will : Wind Up (Rush) - Standard Action 2 - Deal lowest damage die as Direct Damage on miss; Inflict status on successful chance roll. At-Will : Wind Blast (Guile) - Add Versatile to Standard Action 2 At-Will : Pure Strength (Versatile) - Change Minor effect of Standard Action 2 to Shock
Standard Action 2 : Uppercut (ATTACK) - 5 Ki - Versatile; Slashing; Shock To Hit : 49B24MJf1d100+30 Damage Roll : 2d12 (8 Direct Damage on Miss) Stun (65%) : 1d100 (Stunned!)
[ Active Effects ] Zenkai (Transformed - T1) - 0 Ki per Turn PL increases by 3x. [ Stubborn ] - Gain 3 Toughness at the end of each turn.
Petrified; 2 Stacks ; 4 Turns [ Petrified ] - Take 3 Damage every time you use a bonus action for something.
[ Fighting Style ] [ Analytical ] [ Guile ] - At-Will. Add second major effect to one Super Atk.
[ Super Attacks ] ATTACK - Signature - Rank 3 - 5 Ki Single (Two Damage Dice); Slashing - Critical hit on natural roll of 85+; Crippling (50%)
[ Techniques ] [ After Image ] - Rank 3 - Bonus Action-Reactive - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action-Reactive - 10 Ki Take half dmg from two Atks that hit you. [ 2 / 2 uses ]
[ Aura Guard ] - Rank 3 - At-Will-Reactive - 5 Ki Immune to non-special status effects and negates critical hit bonus dmg. [ 3 / 3 uses ]
[ Sonic Sway ] - Rank 3 - Bonus Action-Reactive - 5 Ki Avoid dmg from any die that rolls under a nat 8. Movement tech. [ 1 / 1 use ]
[ Psychic Powers ] - Rank 3 - At-Will / Standard Action Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.
[ Divination ] - Rank 3 - Bonus Action - 10 Ki Gain +15 defense for 3 turns. [ 1 / 1 use ]
[ Wild Sense ] - Rank 3 - Bonus Action - 10 Ki Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades. [ 1 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 1 / 1 use ]
[ Magic Slime ] - Rank 3 - Bonus Action - 5 Ki 80% chance to Cripple. Target also is inflcited with Agony. [ 2 / 2 uses ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 20 Toughness. [ 1 / 1 use ]
[ Legendary Techniques ] [ Time Skip ] - Rank 3 - Bonus Action - 10 Ki Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. [ 1 / 1 use ]
[ Traits ] Cleverness - Passive. +15% status effect inflict chance. Alacrity - Passive. +10 def while above 50% HP. Rush - At-Will. One single-type Super Atk deals direct dmg equal to lowest die rolled and inflicts succesful status. Talented - At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki. [ 1 / 1 use ] Blur - Requires 40 Ref. Passive. One Movement tech can be at-will on turn.
[ Transformations ] [ Tier 1 ] - Zenkai - 0 Ki per turn. - Stubborn - Measured
[ Items ]
[ Outfit ] - Weighted Clothes Passive. +50% PL per post or 200 words. [ Accessory ] - Kai Weights Passive. Increase PL per post/200 words by +25. Also gain +200 PL when using MP to train. [ Gear ] - Senzu Bean Bonus Action. Restore 15 ki and 15 HP to self or ally. [ 1/1 use ] [ Gear ] - Trinket Bonus Action - Reactive. Remove all status effects. Gain 5 tou. [ 1/1 use ]
[ etc ] War Cruiser - Base that holds 2 facilities. At-will. Call down bombardment with that deals 3d4 direct dmg to all foes. [ 1 / 1 use ] Portal - Facility. Spend 2,500 zeni to ravel to Otherworld. Paparapapa sidekick has +1 to damge die rolls for first 3 turns.
[ Stats ] Base Power Level : 253,438 | Power Level : 760,314 Hit Points : 50 / 50 | Ki : 70 / 100 Toughness : 29
Fighting - 30 Defence - 100 Damage Die ( Rank 6 ) - d12
BASE PL: 253,438 | CURRENT PL: 760,314 HP: 50/50 | KI: 70/100 | DEF: 110 | ACC: +30 BASE DMG DIE (Rank 6): d12 ( Post Count : 5 )
Van 1d100+30·2d12·1d100
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Post by Van on Nov 2, 2018 15:06:14 GMT -5
T "Wait... you can't even fl--"Yama's question was cut off as Russ hurled another uppercut at him, though this one was infused with a wind attack like the other before it. The big Saiyan reached out and caught the attack with his bear paw of a hand. The force of the wind pushed him back slightly, but he stopped it all the same without suffering any real damage to his person. Even saying that, his palm was red and aching when the attack finally subsided. He did his best to conceal it and chuckled. "Not bad, kid..."He grinned. "But now it's my turn."He cocked his right arm back and gathered ki energy into his open palm. The ball of ki pulsed and writhed in his grip as if it were unstable. A few jolts of ki lightning lashed out as he charged up the attack. Then, in an instant, he launched down towards the boy. His right arm stretched towards him. He clutched the ki energy and absorbed it into his fist as he hurtled towards Russ. He aimed at the younger Saiyan's chest. His fist glowed white hot and electricity flowed around it. All the while, Yama had a look of pure delight on his face. He was enjoying this for sure, but mainly because he wanted to see what this kid could do. He had great potential. BATTLE INFOPassive Battle EffectsNegate 4 dmg and deal 2 dmg back when hit with Basic Atk. (Resentful, Resist, Indomitable, & God Armor) Negate 6 dmg and deal 3 dmg back from all Super Atks. (Resentful, Resist, Indomitable, & God Armor) Negate up to 6 direct dmg from all sources per turn. (Helmet) Take 10 dmg to hp/toughness to give stacks of “Endure”. 3 stacks = 15 toughness. (Endure) SummaryAttack #1: HIT / 18 DMG / Gain 1 stack of Endure / STUN roll success! / Russ takes 3 Direct DMG back!- Indomitable & God Armor reduce that to 12 DMG / Guard reduces that to 6 DMG! - Spent 6 Toughness to reduce that to 0 DMG taken! At-Will: Transformation (-2 ki) / Guard (-5 ki) / Rampage Bonus Action #1: Standard Action #1: Condense (-5 ki) Standard Action #2: Thunder Strike (-15 ki) Rank 3 Signature Super Attack. 2d12. Single. Piercing/Crippling. Attack Roll: gs5FNB2C1d100+25 CRIT!Damage Roll: 4d12+2 + 2d4 + 8 (CRIT) = 37 DMGCripple Roll: 1d100 < 50% FAIL!PL: 565,786 (Base: 188,595) TGH: 51/54 HP: 105/105 Ki: 71/100 Def: 50 Accuracy: +25 Damage Tier: d12+2 Notes Endure Stacks: 1/3STUNNED. Super Attacks cost an additional 10 ki to use for 2 turns. (2/2)Fighting Style Tenacious - Courage: Start battle with 15 toughness. - Mettle: Passive. Guard is at-will. Can Intercept unlimited times. TraitsImmortality (Cannot be killed) Resist: Passive. Deal 2 dmg back with Super Atks and 1 dmg with Basic Atks. Talented: At-will. Gain extra use of one Def or Utility tech you know. Endure: Passive. Gain stacks of “Endure” when hit with combined 10+ dmg to hp/toughness. 3 stacks = 15 toughness. Indomitable: Passive. Negates 4 dmg from all Super Atks and 2 dmg from every Basic Atk. Rampage: At-will. Add dmg die to atks. 2d4 to Supers and 1d4 to Basics. (2/3) TransformationSuper Charged (Bonus Action) (-2 ki per turn) - Stubborn: Passive. Gain 3 toughness at the end of your turn. - Resentful: Passive. Deal 1 damage directly back to any attacker that hits you. TechniquesThunder Strike: (-5 ki) Rank 3 Signature Super Attack. 2d12. Single. Piercing/Crippling. Thunder Storm: (-10 ki) Rank 3 Super Attack. 2d12. Area. Splash. Deflect: (-10 ki) Bonus Action. Take half dmg from 2 atks that hit you. (2/2) Clash: (-10 ki) Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. (1/1) Aura Guard: (-10 ki) At-Will. Immune to non-special status effects and negates critical hit bonus dmg. (2/2) Energy Shield: (-5 ki) Bonus Action. Gain 20 toughness. (0/1)Magic Materialization: (-15 ki) Bonus Action. Create an item to go into a gear slot. Replaces item. (1/1) Intimidation (Stone Spit): (-10 ki) Bonus Action. 70% Petrified chance. Petrified deals 3 dmg per bonus action used, for 6 turns. Cannot be reduced via toughness or negated. (1/2) ItemsGod Armor: PL +15%. Increase HP by +25. Negate 2 dmg from any type of atk. Helmet: Passive. Negate up to 6 direct dmg from all sources per turn. Thunder Bolt (War Cruiser): 3d4 Direct Dmg (Area) (1/1) Dampening Field: At-Will. Self and comrade gain 10 tough. (0/1)Trinket: Bonus Action. Remove all status effects. Gain 5 toughness. (1/1) 1d100+25·4d12+2·2d4·1d100
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Post by T on Nov 3, 2018 8:52:30 GMT -5
Russ squinted at the flying man saying something a hundred or so metres up into the air. Between his own punch and the incoming attack, he needed to formulate a battle plan as quickly as possible. This person was clearly far more dangerous than a lot of other people he faced before. Running headfirst into a fight would be stupid, reckless, stupidly reckless, and recklessly stupid. It was a wonder what kind of gruelling trials he withstood in order to achieve that level of imperviousness.
“Ok, so the guy uses lightning based attacks.” Thinking to himself, the boy watched closely as the next attack started to charge. “He can fly, shoot electricity, and he’s invincible.” The last of those aspects was debatable in his mind. Hence for all intents and purposes, he decided to let put that gently on the fence for now. “I can punch things really hard, kick things really hard, and do karate chops.”
The young Saiyan had no idea how he lasted this long in any fight at all. Technically he was dead, but-
WHA-BLAM.
A faint, dissipating image of Russ lingered in the spot where the lightning bolt landed for a moment before fading away altogether. Turning back to look at the site of impact, he came to notice that a perfect hemisphere of nothingness was left in its place. No debris or scattered dirt could be found nearby. The land was just gone. Vaporised. Kaput. All sorts of other words for obliterated without a trace.
“Yooooooooooooooooo.” He slowly looked over at Yama once more. Though that intimidated him beyond belief, he decided to throw out another round of concussive force by simply punching the air very hard.
Battle Info - Russ
Defence Phase 3 Direct Damage from Resist and Resentful!
Thunder Strike (Condensed Super) - 122 Attack vs 120 Defence - CRITICAL HIT! - Avoided
At-Will (Blur) : Run Away (Sonic Sway) - 5 Ki - Avoid all damage dice that roll a natural 8 or lower At-Will : Tough (Aura Guard) - 5 Ki - Negate Critical Damage; immune ot non-special status effects At-Will : Spend 5 Toughness to negate 5 Damage
Total Damage Taken : 5 - 5 = 0 [ Attack Phase ]
Bonus Action : None
Standard Action 1 : None
At-Will : Wind Up (Rush) - Standard Action 2 - Deal lowest damage die as Direct Damage on miss; Inflict status on successful chance roll. At-Will : Wind Blast (Guile) - Add Versatile to Standard Action 2 At-Will : Pure Strength (Versatile) - Change Minor effect of Standard Action 2 to Shock
Standard Action 2 : Air Punch (ATTACK) - 5 Ki - Versatile; Slashing; Shock To Hit : Kq5Mpepc1d100+30 Damage Roll : 2d12 Stun (65%) : 1d100 (Stunned!)
[ Active Effects ] Zenkai (Transformed - T1) - 0 Ki per Turn PL increases by 3x. [ Stubborn ] - Gain 3 Toughness at the end of each turn.
Petrified; 1 Stack ; 3 Turns [ Petrified ] - Take 3 Damage every time you use a bonus action for something.
[ Fighting Style ] [ Analytical ] [ Guile ] - At-Will. Add second major effect to one Super Atk.
[ Super Attacks ] ATTACK - Signature - Rank 3 - 5 Ki Single (Two Damage Dice); Slashing - Critical hit on natural roll of 85+; Crippling (50%)
[ Techniques ] [ After Image ] - Rank 3 - Bonus Action-Reactive - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action-Reactive - 10 Ki Take half dmg from two Atks that hit you. [ 2 / 2 uses ]
[ Aura Guard ] - Rank 3 - At-Will-Reactive - 5 Ki Immune to non-special status effects and negates critical hit bonus dmg. [ 2 / 3 uses ]
[ Sonic Sway ] - Rank 3 - Bonus Action-Reactive - 5 Ki Avoid dmg from any die that rolls under a nat 8. Movement tech. [ 0 / 1 use ]
[ Psychic Powers ] - Rank 3 - At-Will / Standard Action Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.
[ Divination ] - Rank 3 - Bonus Action - 10 Ki Gain +15 defense for 3 turns. [ 1 / 1 use ]
[ Wild Sense ] - Rank 3 - Bonus Action - 10 Ki Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades. [ 1 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 1 / 1 use ]
[ Magic Slime ] - Rank 3 - Bonus Action - 5 Ki 80% chance to Cripple. Target also is inflcited with Agony. [ 2 / 2 uses ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 20 Toughness. [ 1 / 1 use ]
[ Legendary Techniques ] [ Time Skip ] - Rank 3 - Bonus Action - 10 Ki Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. [ 1 / 1 use ]
[ Traits ] Cleverness - Passive. +15% status effect inflict chance. Alacrity - Passive. +10 def while above 50% HP. Rush - At-Will. One single-type Super Atk deals direct dmg equal to lowest die rolled and inflicts succesful status. Talented - At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki. [ 1 / 1 use ] Blur - Requires 40 Ref. Passive. One Movement tech can be at-will on turn.
[ Transformations ] [ Tier 1 ] - Zenkai - 0 Ki per turn. - Stubborn - Measured
[ Items ]
[ Outfit ] - Weighted Clothes Passive. +50% PL per post or 200 words. [ Accessory ] - Kai Weights Passive. Increase PL per post/200 words by +25. Also gain +200 PL when using MP to train. [ Gear ] - Senzu Bean Bonus Action. Restore 15 ki and 15 HP to self or ally. [ 1/1 use ] [ Gear ] - Trinket Bonus Action - Reactive. Remove all status effects. Gain 5 tou. [ 1/1 use ]
[ etc ] War Cruiser - Base that holds 2 facilities. At-will. Call down bombardment with that deals 3d4 direct dmg to all foes. [ 1 / 1 use ] Portal - Facility. Spend 2,500 zeni to ravel to Otherworld. Paparapapa sidekick has +1 to damge die rolls for first 3 turns.
[ Stats ] Base Power Level : 253,438 | Power Level : 760,314 Hit Points : 50 / 50 | Ki : 55 / 100 Toughness : 27
Fighting - 30 Defence - 100 Damage Die ( Rank 6 ) - d12
BASE PL: 253,438 | CURRENT PL: 760,314 HP: 50/50 | KI: 55/100 | DEF: 110 | ACC: +30 BASE DMG DIE (Rank 6): d12 ( Post Count : 6 )
Van 1d100+30·2d12·1d100
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Post by Van on Nov 4, 2018 14:30:34 GMT -5
T - BTW Sonic Sway wouldn't have negated the bonus dmg from that attack. It just removes the dice roll dmg.
While he could tell that Russ was incredibly strong for his age, he also noticed that the boy was smart in how he fought. He kept his distance from Yama, knowing that if the big Saiyan caught him, it would be over. So he retreated and hit Yama with another quick gust of wind. The wind broke against his body and dissipated without doing any real damage. Yama looked down at the spot where the wind hit him and then back up at Russ as if to say, " Really?" He shook his head and then strode towards the young Saiyan, picking up speed with each step until he was full on charging him. Then he leaped up high to bring his hammer up over his head with both hands. A bolt of lightning crashed down and hit the hammer as it was in mid-swing. He growled out a yell as the lightning infused hammer came crashing down. Whether he hit Russ or not, the result of the hammer striking the ground once more would cause a ripple effect of sorts. The ground at the impact site would crack and shatter. A shock wave would be sent out in all directions following a surge of electrical energy. The ground would roll outwards like a wave ran just under the surface. Trees would be uprooted and fly in all directions, debris would be launched into the air, and birds could be seen taking to the sky all around them. The echo from the attack could be heard miles away. BATTLE INFOPassive Battle EffectsNegate 4 dmg and deal 2 dmg back when hit with Basic Atk. (Resentful, Resist, Indomitable, & God Armor) Negate 6 dmg and deal 3 dmg back from all Super Atks. (Resentful, Resist, Indomitable, & God Armor) Negate up to 6 direct dmg from all sources per turn. (Helmet) Take 10 dmg to hp/toughness to give stacks of “Endure”. 3 stacks = 15 toughness. (Endure) SummaryAttack #1: HIT / 13 DMG / Gain stack of Endure / Trinket removes Stun / Russ takes 3 Direct DMG back!- Indomitable & God Armor reduce that to 7 DMG / Guard reduces that to 3 DMG! - Spent 3 Toughness to reduce that to 0 DMG taken! At-Will: Transformation (-2 ki) / Guard (-5 ki) / Rampage Bonus Action #1: Trinket (+5 toughness) Standard Action #1: Condense (-5 ki) Standard Action #2: Thunder Strike (-5 ki) Rank 3 Signature Super Attack. 2d12+2. Single. Piercing/Crippling. Attack Roll: mUHi_SCj1d100+25 Damage Roll: 4d12+2 + 2d4 Cripple Roll: 1d100 < 50% PL: 565,786 (Base: 188,595) TGH: 55/58 HP: 105/105 Ki: 54/100 Def: 50 Accuracy: +25 Damage Tier: d12+2 Notes Endure Stacks: 2/3Fighting Style Tenacious - Courage: Start battle with 15 toughness. - Mettle: Passive. Guard is at-will. Can Intercept unlimited times. TraitsImmortality (Cannot be killed) Resist: Passive. Deal 2 dmg back with Super Atks and 1 dmg with Basic Atks. Talented: At-will. Gain extra use of one Def or Utility tech you know. Endure: Passive. Gain stacks of “Endure” when hit with combined 10+ dmg to hp/toughness. 3 stacks = 15 toughness. Indomitable: Passive. Negates 4 dmg from all Super Atks and 2 dmg from every Basic Atk. Rampage: At-will. Add dmg die to atks. 2d4 to Supers and 1d4 to Basics. (1/3) TransformationSuper Charged (Bonus Action) (-2 ki per turn) - Stubborn: Passive. Gain 3 toughness at the end of your turn. - Resentful: Passive. Deal 1 damage directly back to any attacker that hits you. TechniquesThunder Strike: (-5 ki) Rank 3 Signature Super Attack. 2d12+2. Single. Piercing/Crippling. Thunder Storm: (-10 ki) Rank 3 Super Attack. 2d12+2. Area. Splash. Deflect: (-10 ki) Bonus Action. Take half dmg from 2 atks that hit you. (2/2) Clash: (-10 ki) Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. (1/1) Aura Guard: (-10 ki) At-Will. Immune to non-special status effects and negates critical hit bonus dmg. (2/2) Energy Shield: (-5 ki) Bonus Action. Gain 20 toughness. (0/1)Magic Materialization: (-15 ki) Bonus Action. Create an item to go into a gear slot. Replaces item. (1/1) Intimidation (Stone Spit): (-10 ki) Bonus Action. 70% Petrified chance. Petrified deals 3 dmg per bonus action used, for 6 turns. Cannot be reduced via toughness or negated. (1/2) ItemsGod Armor: PL +15%. Increase HP by +25. Negate 2 dmg from any type of atk. Helmet: Passive. Negate up to 6 direct dmg from all sources per turn. Thunder Bolt (War Cruiser): 3d4 Direct Dmg (Area) (1/1) Dampening Field: At-Will. Self and comrade gain 10 tough. (0/1)Trinket: Bonus Action. Remove all status effects. Gain 5 toughness. (0/1) 1d100+25·4d12+2·2d4·1d100
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Post by T on Nov 4, 2018 23:57:08 GMT -5
“Ohboy.” His current state of mind shifted from collected, to mildly scrambled. Yama did manage to figure out his battle plan for the time being. The boy knew not of his opponent’s capabilities save for the ability to create and manipulate lightning. In addition to that, his attacks hardly phased the man at all. Now that a head on charge took place, it seemed as though he had two options of varying effects. A.) Keep on keeping his distance like a wuss or B.) Engage the man in melee combat.
Russ assumed that the former choice would denigrate himself in the eyes of the entire warrior race. Hence, he chose the latter. His pace picked up from a spirited jog to a light speed dash. Almost mimicking his foe’s movements, he too leapt up into the air.
Little to no control over his own direction could be taken in midair. However, he could pivot himself by moving any almost any part of himself with a powerful force. Not too unlike a bird taking flight, a kick was sent downwards to abruptly send himself higher overhead while the hammer landed past him and onto the ground.
Inspiration was taken from the attacks made earlier against him. They descended from the sky- just like him in that split second. He began to spin sideways with a swift rotation anticlockwise. One could almost compare him to a tornado plummeting down from the heavens. Faster. Faster. Faster. The young man’s left leg was kept straight as he closed the distance between them. All in the name of delivering a vertical roundhouse kick aimed at the elder Saiyan’s back.
Lightning Strike. All in the span of a microsecond- hopefully not a nanosecond too late.
Battle Info - Russ
Defence Phase 3 Direct Damage from Resist and Resentful!
Thunder Strike (Condensed Super) - 71 Attack vs 110 Defence - Miss
At-Will : Spend 3 Toughness to negate 3 Damage
Total Damage Taken : 3 - 3 = 0 [ Attack Phase ]
Bonus Action : None
At-Will : Pure Strength (Rush) - Standard Action 1 - Deal lowest damage die as Direct Damage on miss; Inflict status on successful chance roll. At-Will : Grand Strike (Guile) - Add Versatile to Standard Action 1 At-Will : Impeccable Technique (Versatile) - Change Minor effect of Standard Action 1 to Shock
Standard Action 1 : Lightning STRIKE (ATTACK) - 5 Ki - Versatile; Slashing; Shock To Hit : vGt7Amm51d100+30 Damage Roll : 2d12 Stun (65%) : 1d100 (Stunned!)
Standard Action 2 : Inspiration (Recuperate) - +50 Ki Restored
[ Active Effects ] Zenkai (Transformed - T1) - 0 Ki per Turn PL increases by 3x. [ Stubborn ] - Gain 3 Toughness at the end of each turn.
Petrified; 1 Stack ; 2 Turns [ Petrified ] - Take 3 Damage every time you use a bonus action for something.
[ Fighting Style ] [ Analytical ] [ Guile ] - At-Will. Add second major effect to one Super Atk.
[ Super Attacks ] ATTACK - Signature - Rank 3 - 5 Ki Single (Two Damage Dice); Slashing - Critical hit on natural roll of 85+; Crippling (50%)
[ Techniques ] [ After Image ] - Rank 3 - Bonus Action-Reactive - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action-Reactive - 10 Ki Take half dmg from two Atks that hit you. [ 2 / 2 uses ]
[ Aura Guard ] - Rank 3 - At-Will-Reactive - 5 Ki Immune to non-special status effects and negates critical hit bonus dmg. [ 2 / 3 uses ]
[ Sonic Sway ] - Rank 3 - Bonus Action-Reactive - 5 Ki Avoid dmg from any die that rolls under a nat 8. Movement tech. [ 0 / 1 use ]
[ Psychic Powers ] - Rank 3 - At-Will / Standard Action Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.
[ Divination ] - Rank 3 - Bonus Action - 10 Ki Gain +15 defense for 3 turns. [ 1 / 1 use ]
[ Wild Sense ] - Rank 3 - Bonus Action - 10 Ki Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades. [ 1 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 1 / 1 use ]
[ Magic Slime ] - Rank 3 - Bonus Action - 5 Ki 80% chance to Cripple. Target also is inflcited with Agony. [ 2 / 2 uses ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 20 Toughness. [ 1 / 1 use ]
[ Legendary Techniques ] [ Time Skip ] - Rank 3 - Bonus Action - 10 Ki Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. [ 1 / 1 use ]
[ Traits ] Cleverness - Passive. +15% status effect inflict chance. Alacrity - Passive. +10 def while above 50% HP. Rush - At-Will. One single-type Super Atk deals direct dmg equal to lowest die rolled and inflicts succesful status. Talented - At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki. [ 1 / 1 use ] Blur - Requires 40 Ref. Passive. One Movement tech can be at-will on turn.
[ Transformations ] [ Tier 1 ] - Zenkai - 0 Ki per turn. - Stubborn - Measured
[ Items ]
[ Outfit ] - Weighted Clothes Passive. +50% PL per post or 200 words. [ Accessory ] - Kai Weights Passive. Increase PL per post/200 words by +25. Also gain +200 PL when using MP to train. [ Gear ] - Senzu Bean Bonus Action. Restore 15 ki and 15 HP to self or ally. [ 1/1 use ] [ Gear ] - Trinket Bonus Action - Reactive. Remove all status effects. Gain 5 tou. [ 1/1 use ]
[ etc ] War Cruiser - Base that holds 2 facilities. At-will. Call down bombardment with that deals 3d4 direct dmg to all foes. [ 1 / 1 use ] Portal - Facility. Spend 2,500 zeni to ravel to Otherworld. Paparapapa sidekick has +1 to damge die rolls for first 3 turns.
[ Stats ] Base Power Level : 253,438 | Power Level : 760,314 Hit Points : 50 / 50 | Ki : 100 / 100 Toughness : 27
Fighting - 30 Defence - 100 Damage Die ( Rank 6 ) - d12
BASE PL: 253,438 | CURRENT PL: 760,314 HP: 50/50 | KI: 100/100 | DEF: 110 | ACC: +30 BASE DMG DIE (Rank 6): d12 ( Post Count : 7 )
Van 1d100+30·2d12·1d100
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Post by Van on Nov 9, 2018 17:51:18 GMT -5
T
As the hammer hit the ground, Yama watched as Russ sent himself flying even higher up into the air with a well placed kick towards the ground. The force from the kick sent him soaring up above. While up there, he initiated a roundhouse kick and used the momentum of his fall to increase the speed and ferocity of it. The big Saiyan grinned. The boy was good at judging his surroundings and the situation at hand. He was turning it to his advantage. Yama moved to stand. He let go of the hammer and let it sit where it landed previously. The bearded Saiyan looked back over his shoulder just as Russ's kick connected. He felt the pressure of it, like a wrecking ball had just smacked right into him. His body was pushed an inch or so ahead, but Yama didn't look disgruntled or in any kind of pain. In fact, he hadn't felt anything at all from the kick aside from it's force against his body. With the boy suspended in the air after the kick landed, Yama took the opportunity to try and land a few blows of his own. Russ was quick so he knew it would be a challenge. He cocked his left arm back and swung around with a powerful left hook aimed to knock the younger Saiyan back. He then followed up with an uppercut from his right arm. His fist rose up from the ground, aimed directly at the boy's chin. BATTLE INFOPassive Battle EffectsNegate 4 dmg and deal 2 dmg back when hit with Basic Atk. (Resentful, Resist, Indomitable, & God Armor) Negate 6 dmg and deal 3 dmg back from all Super Atks. (Resentful, Resist, Indomitable, & God Armor) Negate up to 6 direct dmg from all sources per turn. (Helmet) Take 10 dmg to hp/toughness to give stacks of “Endure”. 3 stacks = 15 toughness. (Endure) SummaryAttack #1: HIT / 6 DMG / Stunned! / Russ takes 3 Direct DMG back!- Indomitable & God Armor reduce that to 0 DMG / At-Will: Transformation (-2 ki) Bonus Action #1: Standard Action #1: Left Hook (Basic) Standard Action #2: Right Uppercut (Basic) Attack Roll: LGJtHHFn1d100+25 Damage Roll: 1d12+2Attack Roll: 1d100+25 Damage Roll: 1d12+2PL: 565,786 (Base: 188,595) TGH: 58/58 HP: 105/105 Ki: 52/100 Def: 50 Accuracy: +25 Damage Tier: d12+2 Notes Endure Stacks: 2/3STUNNED: Super Attacks cost an additional 10 ki to use for 2 turns. (2/2)Fighting Style Tenacious - Courage: Start battle with 15 toughness. - Mettle: Passive. Guard is at-will. Can Intercept unlimited times. TraitsImmortality (Cannot be killed) Resist: Passive. Deal 2 dmg back with Super Atks and 1 dmg with Basic Atks. Talented: At-will. Gain extra use of one Def or Utility tech you know. Endure: Passive. Gain stacks of “Endure” when hit with combined 10+ dmg to hp/toughness. 3 stacks = 15 toughness. Indomitable: Passive. Negates 4 dmg from all Super Atks and 2 dmg from every Basic Atk. Rampage: At-will. Add dmg die to atks. 2d4 to Supers and 1d4 to Basics. (1/3) TransformationSuper Charged (Bonus Action) (-2 ki per turn) - Stubborn: Passive. Gain 3 toughness at the end of your turn. - Resentful: Passive. Deal 1 damage directly back to any attacker that hits you. TechniquesThunder Strike: (-5 ki) Rank 3 Signature Super Attack. 2d12+2. Single. Piercing/Crippling. Thunder Storm: (-10 ki) Rank 3 Super Attack. 2d12+2. Area. Splash. Deflect: (-10 ki) Bonus Action. Take half dmg from 2 atks that hit you. (2/2) Clash: (-10 ki) Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. (1/1) Aura Guard: (-10 ki) At-Will. Immune to non-special status effects and negates critical hit bonus dmg. (2/2) Energy Shield: (-5 ki) Bonus Action. Gain 20 toughness. (0/1)Magic Materialization: (-15 ki) Bonus Action. Create an item to go into a gear slot. Replaces item. (1/1) Intimidation (Stone Spit): (-10 ki) Bonus Action. 70% Petrified chance. Petrified deals 3 dmg per bonus action used, for 6 turns. Cannot be reduced via toughness or negated. (1/2) ItemsGod Armor: PL +15%. Increase HP by +25. Negate 2 dmg from any type of atk. Helmet: Passive. Negate up to 6 direct dmg from all sources per turn. Thunder Bolt (War Cruiser): 3d4 Direct Dmg (Area) (1/1) Dampening Field: At-Will. Self and comrade gain 10 tough. (0/1)Trinket: Bonus Action. Remove all status effects. Gain 5 toughness. (0/1) 1d100+25·1d12+2·1d100+25·1d12+2
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Post by Van on Nov 14, 2018 19:59:44 GMT -5
TKai Weights: +25 PL per post Weighted Clothing: +50% PL per post 7 Posts 2566 PL 4 MP Dragonball Roll: yILXKG3M1d20 Mark of Fate! Xell War Veteran Token: +100% PL Boost Token: +50% PL Arena 8 Posts 5125 PL 4 MP Dragonball Roll: 1d20 Mark of Fate! 1d20·1d20
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