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Post by Sanjugo on Aug 11, 2018 11:28:12 GMT -5
Sanjugo sat inside the deserted town hall, quietly reading some they found on a nearby bookshelf. It was a book about folktales that originated from this area of Earth. It intrigued them because an artist’s rendition of their face made up the cover. They were happy to know that they were not forgotten by the locals of this land, even though this area was now forgotten.
They continued to read until they sensed an odd energy nearby. This alarmed them because it was a strong presence. This was their domain, and they were going to defend it to the death!... well, maybe not to the death, but they will defend it until they cannot defend it any longer. They did not go out of their way to kill intruders, but if they needed to, they would. This is their first encounter with an intruder, so this might be interesting.
The being tossed the book away before rushing outside, looking around to see if they can see the source of the energy. A sickening grin formed on the mask, and the ever flowing black liquid leaked from their open mouth.
“WHERE ARE YOU!?” They exclaimed in a female voice, their head looking around rapidly to catch a glimpse of the source.
Word Count: 282.
T
Reaction Phase.
N/A.
Offensive Phase.
N/A.
Stats.
HP: 55.
Toughness: 15.
Ki: 100.
Def: 80.
Base PL: 2,500.
Accuracy: 1d100+10.
Damage Die: 1d4.
0/50 Power Up Ki Regained.
Traits.
N/A.
Items.
Weighted Clothing: +50% PL per post or 200 words. Passive.
Techniques.
Oozing Keter: Single, Charging, Wound, -15 ki, Rank 1.
Barrier: You create a barrier. The barrier negates the damage bonus from critical hits and makes it so you cannot be inflicted by non-special status effects for the duration (Bonus Action). -15 ki, Rank 1.
Sonic Sway: You avoid the damage taken from any damage die that rolls a natural 8 or lower (Bonus Action). Considered a Movement technique. -15ki, Rank 1.
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Post by T on Aug 12, 2018 0:00:23 GMT -5
If the rumours were true, there was another being of mystical origin located within the ruins of this settlement. Surprising for the area, but not entirely unexpected. There had been a rise in the number of reports concerning arcane matters on Earth recently. Either small, out of place activities or larger attacks occurring made for an odd observation. Most of which could have been stopped by Earth’s new forces to some extent.
Still, some smaller villages had the potential to suffer if left unprotected by Earth’s main forces. One such example so happened to be the one that the demon mask had invaded and terrorised. Perhaps now was the time to pay the price of wanton destruction.
Grey clouds gathered overhead. What one sensed as a formidable energy level was scattered about almost everywhere. It was almost like the land itself possessed a life force that could be felt rising out of the ground. Though, only a most peculiar figure would bear it’s face. Or rather, it’s skull.
“Evening.” Greeted the skeletal figure from everywhere and nowhere in particular. Shaking loose dirt and dust off it’s many bones, it stood at about ten feet tall. Mist collected under it’s ribs, around it’s limbs, and within it’s skull- forming somewhat of a layer mimicking flesh. The rodent-like skull aimed itself in the demon’s direction.
Battle Info - The Thing
Defence Phase None
[ Attack Phase ]
Bonus Action :
Standard Action 1 :
Standard Action 2 :
[ Active Effects ] None
[ Fighting Style ] [ Brutal ] - At-WIll. Roll add. dmg die with one Super Atk on turn.
[ Super Attacks ] DIE!DIE!DIE!DIE!DIE! - Signature - Rank 3 - 10 Ki Barrage (Three Damage Dice); Charging - Roll two sets of dice for damage, take the better one.
[ Techniques ] [ After Image ] - Rank 3 - Bonus Action - 5 Ki Avoid all basic atks during turn. Movement tech. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action - 10 Ki Take half dmg from two Super Atks. [ 2 / 2 uses ]
[ Drunken Fist ] - Rank 3 - Bonus Action - 5 Ki Deal half dmg from missed or avoided Basic Attack back at attacker. Movement tech. [ 4 / 4 uses ]
[ Sonic Sway ] - Rank 3 - Bonus Action - 5 Ki Avoid dmg from any die that rolls under a nat 8. Movement tech. [ 1 / 1 use ]
[ Psychic Powers ] - Rank 1 - At-Will / Standard Action Standard Action. Make a Basic Atk with +5\10 acc but the dmg die is 2\1 ranks lower.
[ Divination ] - Rank 3 - Bonus Action - 10 Ki Gain +20 defense for 3 turns. [ 1 / 1 use ]
[ Wild Sense ] - Rank 1 - Bonus Action - 25 Ki Avoid two Super Attack that would hit. [ 1 / 1 use ]
[ Magic Materialisation ] - Rank 1 - Bonus Action - 15 Ki Create an item to go into a gear slot. Replaces item. [ 1 / 1 use ]
[ Paparapapa ] - Rank 3 - Bonus Action - 5 Ki Summon sidekick that deals 1d6 dmg as at-will action. 1-2 on die removes sidekick. Can sacrifice to take hit from Basic or Super Atk. One sidekick per battle.
[ Demon Eye ] - Rank 3 - Bonus Action - 5 Ki 80% chance to Cripple. Target loses 3 ki per turn until Cripple wears off. [ 2 / 2 uses ]
[ Legendary Techniques ] [ Teleport ] - Rank 3 - Standard Action - 15 Ki Avoid all atks that would hit. Or flee from battle. Outside of battle can travel to Other World. [ 1 / 1 use ]
[ Traits ] Avarice - Bonus Action. Steal non-artifact gear slot item and replace one of yours. Once per enemy. Assault - At-will. Roll better of two d100s for Sup Atks on turn. [ 2 / 2 uses ] Efficiency - Passive. Barrage-type Super Atks cost 3 less ki. 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 ] - 0 Ki per turn. - Malicious - Measured
[ Items ]
[ Outfit ] - Weighted Gi 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 At-will. 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 : 124,880 | Power Level (Suppressed) : 2,500 Hit Points : 50 / 50 | Ki : 115 / 115 Fighting - 30 | Defence - 90 Damage Die ( Rank 7 ) - d12+1 Current Damage Die (Reduced) : 1d4
Sanjugo
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Post by Sanjugo on Aug 12, 2018 23:02:45 GMT -5
It watched as cloud of energy formed above it. This was rather interesting, and it knew that this must be due to the presence of the other being. It cannot wait to see what this thing is! It wants a good fight here. It needs to test out this body. She was pretty strong back then, so it hopes that she can stand up to a beating… even though it had decayed. As soon as it heard the voice, it turns its head to face the skeleton in their non-existent face. “You look so fucking scary! If I were one of these weak Humans, I would be running away in fear. But I am not a Human. So, I will stay and fight!” It exclaims in the same female voice, the grin plastered onto it’s mask. It remained silent for a few moments before turning it’s whole body towards the thing, running a hand through it’s brown hair while doing so. “We will fight, and you will leave my domain after I kick your bony ass.” It says before getting itself into a simple fighting stance. It wanted them to launch the first strike of this once-in-a-lifetime battle!... well, it isn’t that amazing of a fight, but it will be fun!
Word Count: 211.
T
Reaction Phase.
N/A.
Offensive Phase.
N/A.
Stats.
HP: 55. Toughness: 15. Ki: 100. Def: 80. Base PL: 2,500. Accuracy: 1d100+10. Damage Die: 1d4. 0/50 Power Up Ki Regained.
Traits.
Mettle: You can use the Guard technique as an at-will action and can use the Intercept team technique an unlimited number of times (Passive, Indefinite).
Items.
Weighted Clothing: +50% PL per post or 200 words (Passive).
Techniques.
Oozing Keter: Single, Charging, Wound, -15 ki, Rank 1.
Barrier: You create a barrier. The barrier negates the damage bonus from critical hits and makes it so you cannot be inflicted by non-special status effects for the duration (Bonus Action, Once Per Battle, -15 ki, Rank 1).
Sonic Sway: You avoid the damage taken from any damage die that rolls a natural 8 or lower (Bonus Action - Reactive, Once Per Battle, -15 ki, Rank 1). Considered a Movement technique.
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Post by T on Aug 13, 2018 1:42:47 GMT -5
Not much would come of grand expectations. A powerful presence was indeed there, but only for a moment. All that one would be able to sense was now collected within the skeleton ahead of the demon mask. It seemed to be more or less on the same level as it’s opponent for the most part. This would be more of a test of skill rather than flinging raw power at one another until the enemy drops. “Set.” Responded the rodent-like skeleton with all the enthusiasm of a restless panda. So it’s foe had decided to drive the bone creature out of their supposed domain. The sentiment it found to be mildly ironic when taking into account how the original inhabitants were either taken or driven out from their homes. For this, a due was set tenfold. After it had uttered that single word, the gasses within it’s ribcage hissed prior to shooting from the gabs in each separate rib. They formed long, thin tendrils with a sharp, spike-like tip that raced forward to both stab and slash out at the demon mask directly as it stood. Whether or not they actually managed to hit was a matter completely, but the attacks made were more to gauge the person’s physical capabilities. Battle Info - The Thing Defence Phase None
[ Attack Phase ]
Bonus Action : None
Standard Action 1 : Piercing Mist To Hit : AeyYP_rN1d100+30 Damage : 1d4
Standard Action 2 : Piercing Mist To Hit : 1d100+30 Damage : 1d4
[ Active Effects ] None
[ Fighting Style ] [ Brutal ] - At-WIll. Roll add. dmg die with one Super Atk on turn.
[ Super Attacks ] DIE!DIE!DIE!DIE!DIE! - Signature - Rank 3 - 10 Ki Barrage (Three Damage Dice); Charging - Roll two sets of dice for damage, take the better one.
[ Techniques ] [ After Image ] - Rank 3 - Bonus Action - 5 Ki Avoid all basic atks during turn. Movement tech. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action - 10 Ki Take half dmg from two Super Atks. [ 2 / 2 uses ]
[ Drunken Fist ] - Rank 3 - Bonus Action - 5 Ki Deal half dmg from missed or avoided Basic Attack back at attacker. Movement tech. [ 4 / 4 uses ]
[ Sonic Sway ] - Rank 3 - Bonus Action - 5 Ki Avoid dmg from any die that rolls under a nat 8. Movement tech. [ 1 / 1 use ]
[ Psychic Powers ] - Rank 1 - At-Will / Standard Action Standard Action. Make a Basic Atk with +5\10 acc but the dmg die is 2\1 ranks lower.
[ Divination ] - Rank 3 - Bonus Action - 10 Ki Gain +20 defense for 3 turns. [ 1 / 1 use ]
[ Wild Sense ] - Rank 1 - Bonus Action - 25 Ki Avoid two Super Attack that would hit. [ 1 / 1 use ]
[ Magic Materialisation ] - Rank 1 - Bonus Action - 15 Ki Create an item to go into a gear slot. Replaces item. [ 1 / 1 use ]
[ Paparapapa ] - Rank 3 - Bonus Action - 5 Ki Summon sidekick that deals 1d6 dmg as at-will action. 1-2 on die removes sidekick. Can sacrifice to take hit from Basic or Super Atk. One sidekick per battle.
[ Demon Eye ] - Rank 3 - Bonus Action - 5 Ki 80% chance to Cripple. Target loses 3 ki per turn until Cripple wears off. [ 2 / 2 uses ]
[ Legendary Techniques ] [ Teleport ] - Rank 3 - Standard Action - 15 Ki Avoid all atks that would hit. Or flee from battle. Outside of battle can travel to Other World. [ 1 / 1 use ]
[ Traits ] Avarice - Bonus Action. Steal non-artifact gear slot item and replace one of yours. Once per enemy. Assault - At-will. Roll better of two d100s for Sup Atks on turn. [ 2 / 2 uses ] Efficiency - Passive. Barrage-type Super Atks cost 3 less ki. 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 ] - 0 Ki per turn. - Malicious - Measured
[ Items ]
[ Outfit ] - Weighted Gi 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 At-will. 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 : 124,880 | Power Level (Suppressed) : 2,500 Hit Points : 50 / 50 | Ki : 100 / 100 Fighting - 30 | Defence - 90 Damage Die ( Rank 7 ) - d12+1 Current Damage Die (Reduced) : 1d4
Sanjugo 1d100+30·1d4·1d100+30·1d4
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Post by Sanjugo on Aug 13, 2018 12:40:31 GMT -5
Sanjugo tilted it’s head to the side as The Thing began it’s attack. It thought that this was a very interesting way to attack someone. Sanjugo asked itself:
‘Where is this mist coming from? That thing must be from the Demon Realm as well!’ Now it was even more excited to be fighting this Thing. It hasn’t fought a fellow Demon in ages. This makes this battle much more interesting in Sanjugo’s eyes!
The tendrils were another interesting surprise, but they were not fast enough to hit this Demon. It dodged the first swiftly, doing so by jumping over it. The second was dodged by a mid-air flip. It was showing off, obviously. “You’ll have to try harder than that if you want to hit me!~” It exclaimed before rushing towards the skeleton while creating two balls of black ooze in each of its hands. “Let’s see how you like these!” It threw both of the balls towards the hulking skeleton. After doing so, it would retreat back a few feet just incase that Thing decided to launch another attack while it was close.
It might be strong, but it may be a little rusty since it has been in hibernation for many years. Word Count: 204.
T
Reaction Phase.
Piercing Mist 1 misses and deals 0 damage.
Piercing Mist 2 misses and deals 0 damage.
Offensive Phase.
Standard Action 1 - Ooze Ball (Basic Attack).
Accuracy: Hf68kRKr1d100+10
Damage: 1d4
Standard Action 2 - Ooze Ball (Basic Attack).
Accuracy: 1d100+10
Damage: 1d4
Stats.
HP: 55.
Toughness: 15.
Ki: 100.
Def: 80.
Base PL: 2,500.
Accuracy: 1d100+10.
Damage Die: 1d4.
0/50 Power Up Ki Regained.
Traits.
Mettle: You can use the Guard technique as an at-will action and can use the Intercept team technique an unlimited number of times (Passive, Indefinite).
Items.
Weighted Clothing: +50% PL per post or 200 words (Passive).
Techniques.
Oozing Keter: Single, Charging, Wound, -15 ki, Rank 1.
Barrier: You create a barrier. The barrier negates the damage bonus from critical hits and makes it so you cannot be inflicted by non-special status effects for the duration (Bonus Action, Once Per Battle, -15 ki, Rank 1).
Sonic Sway: You avoid the damage taken from any damage die that rolls a natural 8 or lower (Bonus Action - Reactive, Once Per Battle, -15 ki, Rank 1). Considered a Movement technique.
1d100+10·1d4·1d100+10·1d4
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Post by T on Aug 13, 2018 21:26:00 GMT -5
Spheres composed of a slimy substance were launched in it’s direction after the first assault failed. It’s opponent was more agile that it had originally thought, or so the demon would seem. Nevertheless, the skeleton had some tricks up it’s own gaseous sleeves as well. In response to the incoming projectile, a cloud of white mist stretched outward to apparently no avail. Both balls of ooze made their mark flat on the creature. A loud fizzling and hissing filled the air as the being screamed in agony. “Melting.” It groaned out in a deep voice.
“Melting.” Deeper.
“Melti-” Deeper still.
Looking closer at it would allow one to notice that the bones within the cloud looked greyer than before. Fluid animation fled from the thing’s movements. A mere puppet being controlled by an unseen puppeteer. All was silent save for the sound of the figure dissolving under the ooze. Keeping a keen eye out came handy in almost any situation. It was then that the very same skeleton from before leapt out from thin air Sanjugo’s right, rearing it’s thick skull before aiming to slam it into the mask.
“Hit.” It announced aptly whether or not the attack actually made it’s mark.
Battle Info - The Thing
Defence Phase Ooze Ball - 79 Attack vs 90 Defence (Miss) Ooze Ball - 64 Attack vs 90 Defence (Miss)
[ Attack Phase ]
Bonus Action : None
Standard Action 1 : Skull Bash To Hit : bfKef_qd1d100+30 Damage : 1d4
Standard Action 2 : Skull Bash To Hit : 1d100+30 Damage : 1d4
[ Active Effects ] None
[ Fighting Style ] [ Brutal ] - At-WIll. Roll add. dmg die with one Super Atk on turn.
[ Super Attacks ] DIE!DIE!DIE!DIE!DIE! - Signature - Rank 3 - 10 Ki Barrage (Three Damage Dice); Charging - Roll two sets of dice for damage, take the better one.
[ Techniques ] [ After Image ] - Rank 3 - Bonus Action - 5 Ki Avoid all basic atks during turn. Movement tech. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action - 10 Ki Take half dmg from two Super Atks. [ 2 / 2 uses ]
[ Drunken Fist ] - Rank 3 - Bonus Action - 5 Ki Deal half dmg from missed or avoided Basic Attack back at attacker. Movement tech. [ 4 / 4 uses ]
[ Sonic Sway ] - Rank 3 - Bonus Action - 5 Ki Avoid dmg from any die that rolls under a nat 8. Movement tech. [ 1 / 1 use ]
[ Psychic Powers ] - Rank 1 - At-Will / Standard Action Standard Action. Make a Basic Atk with +5\10 acc but the dmg die is 2\1 ranks lower.
[ Divination ] - Rank 3 - Bonus Action - 10 Ki Gain +20 defense for 3 turns. [ 1 / 1 use ]
[ Wild Sense ] - Rank 1 - Bonus Action - 25 Ki Avoid two Super Attack that would hit. [ 1 / 1 use ]
[ Magic Materialisation ] - Rank 1 - Bonus Action - 15 Ki Create an item to go into a gear slot. Replaces item. [ 1 / 1 use ]
[ Paparapapa ] - Rank 3 - Bonus Action - 5 Ki Summon sidekick that deals 1d6 dmg as at-will action. 1-2 on die removes sidekick. Can sacrifice to take hit from Basic or Super Atk. One sidekick per battle.
[ Demon Eye ] - Rank 3 - Bonus Action - 5 Ki 80% chance to Cripple. Target loses 3 ki per turn until Cripple wears off. [ 2 / 2 uses ]
[ Legendary Techniques ] [ Teleport ] - Rank 3 - Standard Action - 15 Ki Avoid all atks that would hit. Or flee from battle. Outside of battle can travel to Other World. [ 1 / 1 use ]
[ Traits ] Avarice - Bonus Action. Steal non-artifact gear slot item and replace one of yours. Once per enemy. Assault - At-will. Roll better of two d100s for Sup Atks on turn. [ 2 / 2 uses ] Efficiency - Passive. Barrage-type Super Atks cost 3 less ki. 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 ] - 0 Ki per turn. - Malicious - Measured
[ Items ]
[ Outfit ] - Weighted Gi 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 At-will. 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 : 124,880 | Power Level (Suppressed) : 2,500 Hit Points : 50 / 50 | Ki : 100 / 100 Fighting - 30 | Defence - 90 Damage Die ( Rank 7 ) - d12+1 Current Damage Die (Reduced) : 1d4
Sanjugo 1d100+30·1d4·1d100+30·1d4
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Post by Sanjugo on Aug 19, 2018 18:54:45 GMT -5
Sanjugo watched as their fluid did it’s work on the skeleton of the other fighter. It didn’t seem to do very much, but it was doing something alright. A cackle escaped the demonic mask as it heard the screaming. The fact that it was causing immense pain to the other creature excited it greatly. It was a bit of a sadist, so this shouldn’t seem odd if someone knows of this little secret. It wanted to cause even more pain to the other, but it wouldn’t be able to due to the skull bash that would make contact with it’s delicate mas.
The first skull bash caught it off guard, and it’s mask was smacked into with great force. It reeled back in pain, covering it’s mask as it groaned. It didn’t cause much damage to the durable creature, but it did sting quite a bit. It shook its head before looking back at the tall creature, releasing a low growl before clenching both of it’s fist. “OH. You shouldn’t have hit my face, you fucktard!” It exclaims before throwing an intense roundhouse kick. It was aimed right for the face of the creature. This was going to be payback for that fucking headbutt.
Word Count: 204.
T
Reaction Phase.
At-Will Action - Guard (Mettle). Negate half the damage of Skull Bash #1. Lowers damage from 2 to 1.
Skull Bash 2 misses and deals 0 damage.
Offensive Phase.
Standard Action 1 - Roundhouse Kick (Basic Attack). Accuracy: tgPWIW6n1d100+10 Damage: 1d4
Standard Action 2 - Roundhouse Kick (Basic Attack). Accuracy: 1d100+10 Damage: 1d4
Stats.
HP: 55.
Toughness: 15 - 1 = 14.
Ki: 100.
Def: 80.
Base PL: 2,500.
Accuracy: 1d100+10.
Damage Die: 1d4.
0/50 Power Up Ki Regained.
Traits.
Mettle: You can use the Guard technique as an at-will action and can use the Intercept team technique an unlimited number of times (Passive, Indefinite).
Items.
Weighted Clothing: +50% PL per post or 200 words (Passive).
Techniques.
Oozing Keter: Single, Charging, Wound, -15 ki, Rank 1.
Barrier: You create a barrier. The barrier negates the damage bonus from critical hits and makes it so you cannot be inflicted by non-special status effects for the duration (Bonus Action, Once Per Battle, -15 ki, Rank 1).
Sonic Sway: You avoid the damage taken from any damage die that rolls a natural 8 or lower (Bonus Action - Reactive, Once Per Battle, -15 ki, Rank 1). Considered a Movement technique.
1d100+10·1d4·1d100+10·1d4
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Post by T on Aug 19, 2018 22:02:04 GMT -5
Crude as they came, the demon had tried it’s luck at a Hail Mary attempt at kicking it. No luck there as the attack seemingly passed through the being instead of making contact- most likely due to it being a mere afterimage which faded away a second after. When the being next appeared, it stood on the very top of the town hall. The thing gazed down almost condescendingly at the mask.
“Slow.” If this was the stance it wished to fight using, a lesson in true swiftness should be dished out. Out from the darkest corners of the village, shadows crept quickly to collect at a single point five meters ahead of Sanjugo. Smoke wafted up from that point. They brought along a single shady figure as they came. A humanoid being whose features were obscured by both lack of light and the clouds of haze.
Whoever the person was, they bent their left knee while keeping a straight right leg. Arms were brought to a raise as a martial stance was adopted. In the blink of an eye, they stood right in front of the demon- arms shooting out rapidly in a combination of rolling, clawing motions and palm strikes. All of this of course being ceremoniously started by a kick and ending with a simultaneous palm strike.
Once the attempt was made, it vanished. Battle Info - The Thing
Defence Phase Ooze Ball - 61 Attack vs 90 Defence (Miss) Ooze Ball - 86 Attack vs 90 Defence (Miss)
[ Attack Phase ]
At-Will : Summon Mythical Shade Fragment ( Release ) ( Increase PL to 10,000 ) - Edge 4 - Increase Die Rank to d12+1
Bonus Action : None
At-Will : Impact - Standard Action 1
Standard Action 1 : Wolf Fang Fist (DIE!DIE!DIE!DIE!DIE!) - 7 Ki To Hit : 5FwQ0mS91d100+50 Damage : 4d12+4
Standard Action 2 : Keep Up (DIE!DIE!DIE!DIE!DIE!) - 7 Ki To Hit : 1d100+50 Damage : 3d12+3
[ Charging Damage Roll ] - Standard Action 1 - 4d12+4
[ Charging Damage Roll ] - Standard Action 2 - 3d12+3
At-Will : Mythical Shade Fragment Disappears ( Suppress ) ( Decrease PL to 2,500 ) - Decrease Die Rank to 1d4
[ Active Effects ] None
[ Fighting Style ] [ Brutal ] - At-WIll. Roll add. dmg die with one Super Atk on turn.
[ Super Attacks ] DIE!DIE!DIE!DIE!DIE! - Signature - Rank 3 - 10 Ki Barrage (Three Damage Dice); Charging - Roll two sets of dice for damage, take the better one.
[ Techniques ] [ After Image ] - Rank 3 - Bonus Action - 5 Ki Avoid all basic atks during turn. Movement tech. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action - 10 Ki Take half dmg from two Super Atks. [ 2 / 2 uses ]
[ Drunken Fist ] - Rank 3 - Bonus Action - 5 Ki Deal half dmg from missed or avoided Basic Attack back at attacker. Movement tech. [ 4 / 4 uses ]
[ Sonic Sway ] - Rank 3 - Bonus Action - 5 Ki Avoid dmg from any die that rolls under a nat 8. Movement tech. [ 1 / 1 use ]
[ Psychic Powers ] - Rank 1 - At-Will / Standard Action Standard Action. Make a Basic Atk with +5\10 acc but the dmg die is 2\1 ranks lower.
[ Divination ] - Rank 3 - Bonus Action - 10 Ki Gain +20 defense for 3 turns. [ 1 / 1 use ]
[ Wild Sense ] - Rank 1 - Bonus Action - 25 Ki Avoid two Super Attack that would hit. [ 1 / 1 use ]
[ Magic Materialisation ] - Rank 1 - Bonus Action - 15 Ki Create an item to go into a gear slot. Replaces item. [ 1 / 1 use ]
[ Paparapapa ] - Rank 3 - Bonus Action - 5 Ki Summon sidekick that deals 1d6 dmg as at-will action. 1-2 on die removes sidekick. Can sacrifice to take hit from Basic or Super Atk. One sidekick per battle.
[ Demon Eye ] - Rank 3 - Bonus Action - 5 Ki 80% chance to Cripple. Target loses 3 ki per turn until Cripple wears off. [ 2 / 2 uses ]
[ Legendary Techniques ] [ Teleport ] - Rank 3 - Standard Action - 15 Ki Avoid all atks that would hit. Or flee from battle. Outside of battle can travel to Other World. [ 1 / 1 use ]
[ Traits ] Avarice - Bonus Action. Steal non-artifact gear slot item and replace one of yours. Once per enemy. Assault - At-will. Roll better of two d100s for Sup Atks on turn. [ 2 / 2 uses ] Efficiency - Passive. Barrage-type Super Atks cost 3 less ki. 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 ] - 0 Ki per turn. - Malicious - Measured
[ Items ]
[ Outfit ] - Weighted Gi 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 At-will. 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 : 124,880 | Power Level (Suppressed) : 2,500 Hit Points : 50 / 50 | Ki : 86 / 100 Fighting - 30 | Defence - 90 Damage Die ( Rank 7 ) - d12+1 Current Damage Die (Reduced) : 1d4
Sanjugo 1d100+50·4d12+4·1d100+50·3d12+3·4d12+4·3d12+3
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Post by T on Aug 22, 2018 21:59:05 GMT -5
A large explosion punctuated the combo. After it had finished, there was nothing left by the skeletal hamster. No power levels, no Ki signatures, no lifeforms for miles. One could only wonder where they went- perhaps ‘space’ would be a good answer to the enigmatic question. Then again, it was not exactly a satisfying one for someone who happened to be watching this on their inter-dimensional television.
“Did they die?” T tilted his head slightly to the right, popping a piece of popcorn into his mouth.
“Well, it’s only a spar so they can’t technically ‘die’.” Answered a plate of jello with a tie to his left.
“Hey. Hey.” Snapping his fingers repeatedly in the direct of his servant, the man’s eyebrows furrowed. “Hey. What did I say about breaking that wall?” He asked with a
Sighing to itself, the jello groaned out. “We just had it fixed a few days ago.” It replied hesitantly.
T pointed to the door using his left index finger. Nodding his head for confirmation, he would speak once more. “Now think about what you’ve done.”
Grumbling to itself, the plate of jello levitated up into the air before leaving it’s master alone in the room.
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