Supporter馃専
Sweet as sugar. Cold as Ice. Hurt me once and I'll break you twice.
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Post by Audrey on Aug 17, 2018 5:29:16 GMT -5
For the people of the earth, the day was like any other. The only difference being that there were sightings of multiple shooting stars which could be seen in the sky. Little did they know those "shooting stars" were in fact signs of ferocious battle that took place within the space theater. The news had been heavily censored so as not incur panic among the populace. Of course, that only extended to the normal populace. Even now, members of Valkyries forces had been informed of the situation of the space warfare that happened out there. Apparently the Imperial Armada had gathered enough forces to take on the Earth Kingdom military. Atreus was assigned to lead the Earth army forces in the event that they finally break through the defences. However, simply waiting for the enemy to attack was not a good plan. Various starships were already scrambled to support the Earth fleet currently fighting off the armada. Boarding one of the interceptors to greet the enemy before they can even reach the earth was a certain android. At this point, one may ask oneself why not simply blow up the Earth from orbit? Surely it would be far less riskier than leading this invasion, which will save not only zennies but also the blood of the Arm forces. The reason here lay behind the Earth's most robust shield, a protective cyclonic barrier that surrounded the entire planet dubbeed after it's ancient mythology Svalin. As long as this energy shield was up, not even the most ferocious orbital bombardment or planet destroying energy blast could take it down...not unless they surpass the Earth fleet, penetrate the shield and come within the range of the Valkyrie defense system without being shot down. That said, it appeared that the first of those three steps could very well be achieved. Outgunned and outnumbered on all sides, the Earth fleet was taking heavy damage as various frigates and dreadnought exploded despite the heavy resistance they gave towards the Imperial Armada. Things look rather gloom and the battle had yet to reach the surface yet. Panic call for reinforcements can be heard throughout the radio as the number of casualty keep climbing. No doubt, it's the Earth Kingdom's darkest hour. Legume | 375 words.
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Post by Legume on Aug 17, 2018 7:08:54 GMT -5
Emperor of the Galaxy In the world of computer simulations.The time has come. The Empire has been stabilized and mobilized to create the mightiest fleet in the Universe. All the other factions on the Galactic map have either been subjugated or declared neutrality in the face of incoming conflict. There is nothing stopping the Empire now, it is time to take the jewel of the Galaxy, the home planet of the legendary Z-Fighters, the resting place of Lord Frieza, one of the wealthiest and most illustrious worlds this Universe has ever seen. Earth. Intelligence operations and successful espionage have informed the Imperial Fleet, led by Emperor Polaris himself, on the intricacies, strengths and weaknesses of Earth's defenses. The Valkyries had done their best to prepare the planet for the inevitable. A powerful planetwide energy shield protected it from being destroyed from space or turned uninhabitable with orbital bombardment, while Earth's space fleet, equipped with the most cutting-edge battleships provided by the Capsule Corporation, was dealing a heavy dent on the Imperial Fleet. Not that it was an insurmountable advantage, of course. The Earthling ranks were thinning in the face of massive, heavily armored Imperial cruisers and the flurry of auxiliary ships surrounding them - destroyers, interceptors, minelayers, supply ships, so on and so forth... It wasn't long before the last of the Earthling forces succumbed to the Fleet and the path to turning off the energy shield was opened in full. Standing on the bridge of the cruiser Imperial Wrath, Polaris caught note of a particular Earthling interceptor, speeding across the battlefield, destroying vessel after vessel all by itself - clearly, it was controlled by an experienced pilot, maybe even a ki user. However, not a speck of ki could be felt inside that interceptor, as if nobody was piloting it at all. There were a few possibilities on who that could be, but Polaris already had a hypothesis of his own. And he did not want to see it be true. "Officers. Split that ship open." the Frost Demon calmly muttered, pointing his finger at the interceptor. Moments later, heavy laser and plasma turret fire erupted from the cruiser. (357 words) Defensive Phase
Defensive Techniques and Items Activated:
AUDREY, SECOND FIDDLE TO THE MAIN CHARACTER [ATTACK] - atk vs def - result [ATTACK] - atk vs def - result
Offensive Phase
Bonus Action: Imperial Fleet Support (Paparapapa) - Create Sidekick, -5 ki
Standard Action 1:
Standard Action 2:
Passive Modifiers
Ki Recovery (when above 75% ki): 3 per turn Trinket usage: 0/1 uses Gourd of Mist usage: 0/2 uses Assault usage: 0/2 uses Haste usage: 0/2 uses Pummel usage: 0/2 uses Power Up ki recovered: 0/50
Stats
Power Level - 222 525
HP - 100/100 Ki - 113/115 Defense - 50 Accuracy mod - +30 Damage die - Rank 6 (d12)
Traits
Transformation - Fifth Form (T1 + Emboldened and Vicious): You gain x4 PL. As a passive effect you gain a bonus 5 to accuracy with Super Attacks while in the transformation.
Fighting Style - Brutal: +5 Energy Control. At-Will you can add 1 additional dmg die with one Super Atk on your turn.
Assault: At-will. Roll better of two accuracy rolls for Sup Atks on turn. 2 uses. Haste: At-will. Gain a second bonus action. 2 uses. Pummel: At-will. Add 2d4 to to all Super Atks during turn. 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.
Items
Artifact - Sword of Greenskull (Bansho Fan): At-will. One barrage-type Super Atk has 50% Shock and Freeze chance. +15% PL.
Sage Robes: Passive. Max ki +15. At-will - while above 75% ki regain 3 ki at turn end. Trinket: At-will. Remove all status effects. Gain 5 tou. 1 use. Gourd of Mist: Bonus Action. 50% Sapped chance. Sapped drains 10 ki, lowers max ki by 10, and boosts your PL by 10%. 2 uses.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. Dragon Ball Radar
Techniques
Imperial Wrath III (Signature/Barrage - 3 damage dice/Charging - roll two sets of damage dice and take the better), -10 ki Psychic Powers (Standard Action. Make a Basic Atk with +5 acc but the dmg die is 3 ranks lower.) Divination III (Must know Psychic Powers. Bonus Action. Gain +15 defense for 3 turns. 1 use.), -10 ki Kiai III (Bonus Action. Cannot be hit by atks with acc roll under nat 65. 1 use.), -15 ki Clash III (Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. 1 use.), -10 ki Deflect III (Bonus Action. Take half dmg from two Super Atk. 2 uses.), -5 ki Energy Shield III (Bonus Action. Gain 15 tou. 1 use.), -5 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -20 ki Wild Sense III (Requires ability to Sense. Bonus Action. Avoid two Super Attack that would hit. 1 use.), -15 ki Paparapapa III (Requires Magic Material. Bonus Action. 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. 1 sidekick use.), -5 ki
Time Freeze III (Requires Psychic Powers. At-will. Gain an add standard action. 2 uses.), -15 ki Dead Zone (Requires Xeno or EC 30. Standard Action. 60% chance to Banish target below 25% max HP.), -15 ki
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Supporter馃専
Sweet as sugar. Cold as Ice. Hurt me once and I'll break you twice.
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Post by Audrey on Aug 19, 2018 16:25:21 GMT -5
Tapping into the communication of the Imperial Armada, one can easily tell that the they were high on victory. Even now, the remaining starships of the Earth Fleet were crumbling as their energy shield flicker before disappearing thus allowing the enemy forces to sunder them easily. However, overconfidence in battlefield often lead to carelessness. And now they were paying for that careless as they had allowed the interceptor deep within their formation. Perhaps they dismissed her interceptor as a last ditch effort, a suicidal craft of sort. Not that she had any intention to do any such thing, no matter how noble that sounds at first. As long as they're careless, she would deal a lot more damage fighting as she was now than ramming her interceptor at the first starship she can get close to. Multiple lock-on appeared on the screen but the android was not too worried. Her finger danced on the button of the control of one hand and the stick with the other as she maneuver her interceptor according to the threat she faced. Missiles that were following her closely was thrown off scent by her heat flare as her interceptor dance and swayed amongst them before sending them exploding near allied Imperial ships. Space mines were perfect target, as she only had to direct her own beam cannon to them to create an explosion with with far more force thus creating vast heat signature which mask the android's interceptor perfectly. However, against bigger ships like frigates and dreadnoughts the android could only do little damage... at most she can only disable their sensors as the energy shield protected the ship from what little firepower the interceptor possessed. Unlike Hollywood film, there was only so much an interceptor can do against a fully equipped armada. Even if her ship was small and agile, the Imperial fleet's computer was equipped with advance targeting AI, allowing them to predict her next movement based before firing an accurate shot. Already the energy shield of hers were taking rapid hits as a laser beam nearly incinerated her ship. The android let out a click of her tongue...there was no way she could evade the Imperial fleet forever on her own. "It's almost time." The android said to herself, her hand hovering over a specific button before punching it just as the plasma cannon enveloped her interceptor completely. Legume
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Post by Legume on Aug 20, 2018 5:27:31 GMT -5
Emperor of the Galaxy In the world of computer simulations.Cheering broke about among the staff of the Imperial Wrath once the ship's computers confirmed that the vessel's plasma turrets struck the annoying interceptor directly. The burst of plasma enveloped the enemy ship directly, and ki sensors reported no signs of life in the remains. Polaris snickered a little bit, but a frown remained on his face. The rest of the Imperial Fleet was sweeping up the remnants of the Earthlings, so he can afford to go a little ham on those remains. Especially since if his suspicions on who the pilot of that vessel was were correct, then there was no way that a mere plasma cannon would be able to end their life. If you can call a robot alive, that is. But that's a story for another time. Still standing on the heavy cruiser's bridge, Polaris pointed towards what he perceived as the remains of the interceptor, as seen through the window, and spoke: "Continue firing. One lucky hit won't be enough." The crew surrounding him collectively raised their eyebrows, but saw no reason to protest. The Imperial Wrath pointed a series of railguns at the remains of the interceptor, aiming to shred them further. (207 words) Defensive Phase
Defensive Techniques and Items Activated:
AUDREY, SECOND FIDDLE TO THE MAIN CHARACTER [ATTACK] - atk vs def - result [ATTACK] - atk vs def - result
Offensive Phase
At-Will: Imperial Fleet Fire (Sidekick Attack) - Deal rPlJsLpn1d6 direct damage.
Bonus Action:
Standard Action 1:
Standard Action 2:
Passive Modifiers
Ki Recovery (when above 75% ki): 3 per turn Trinket usage: 0/1 uses Gourd of Mist usage: 0/2 uses Assault usage: 0/2 uses Haste usage: 0/2 uses Pummel usage: 0/2 uses Power Up ki recovered: 0/50
Stats
Power Level - 222 525
HP - 100/100 Ki - 115/115 Defense - 50 Accuracy mod - +30 Damage die - Rank 6 (d12)
Traits
Transformation - Fifth Form (T1 + Emboldened and Vicious): You gain x4 PL. As a passive effect you gain a bonus 5 to accuracy with Super Attacks while in the transformation.
Fighting Style - Brutal: +5 Energy Control. At-Will you can add 1 additional dmg die with one Super Atk on your turn.
Assault: At-will. Roll better of two accuracy rolls for Sup Atks on turn. 2 uses. Haste: At-will. Gain a second bonus action. 2 uses. Pummel: At-will. Add 2d4 to to all Super Atks during turn. 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.
Items
Artifact - Sword of Greenskull (Bansho Fan): At-will. One barrage-type Super Atk has 50% Shock and Freeze chance. +15% PL.
Sage Robes: Passive. Max ki +15. At-will - while above 75% ki regain 3 ki at turn end. Trinket: At-will. Remove all status effects. Gain 5 tou. 1 use. Gourd of Mist: Bonus Action. 50% Sapped chance. Sapped drains 10 ki, lowers max ki by 10, and boosts your PL by 10%. 2 uses.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. Dragon Ball Radar
Techniques
Imperial Wrath III (Signature/Barrage - 3 damage dice/Charging - roll two sets of damage dice and take the better), -10 ki Psychic Powers (Standard Action. Make a Basic Atk with +5 acc but the dmg die is 3 ranks lower.) Divination III (Must know Psychic Powers. Bonus Action. Gain +15 defense for 3 turns. 1 use.), -10 ki Kiai III (Bonus Action. Cannot be hit by atks with acc roll under nat 65. 1 use.), -15 ki Clash III (Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. 1 use.), -10 ki Deflect III (Bonus Action. Take half dmg from two Super Atk. 2 uses.), -5 ki Energy Shield III (Bonus Action. Gain 15 tou. 1 use.), -5 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -20 ki Wild Sense III (Requires ability to Sense. Bonus Action. Avoid two Super Attack that would hit. 1 use.), -15 ki Paparapapa III (Requires Magic Material. Bonus Action. 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. 1 sidekick use.), -5 ki
Time Freeze III (Requires Psychic Powers. At-will. Gain an add standard action. 2 uses.), -15 ki Dead Zone (Requires Xeno or EC 30. Standard Action. 60% chance to Banish target below 25% max HP.), -15 ki
1d6
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Supporter馃専
Sweet as sugar. Cold as Ice. Hurt me once and I'll break you twice.
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Post by Audrey on Aug 20, 2018 7:02:09 GMT -5
There was an idea. To create a military instrument that could fight in space without that can carry their own weight against frigates or destroyers. To combine the military's most advance technology with with the fighting ability of a martial artist. Upon observing the Saiyan's ability to turn into giant apes, the Talos scientists had always pondered on how to take on such creatures should the need arise. If reports on other planets can be believed, even if they take a full batallion of all three forces(Army, Navy and Air force) combined they would not be able to halt such a creature. Naturally nuclear weapon was not an option either. The fallout and radiation from firing that weapon would be more harmful than it's worth. So they needed a more efficient solution to kill such gigantic creatures. That was when they invented a giant humanoid mechs in an attempt to stand up to such beings, inspired by films where mecha fight giant kaiju. Initial testing prove positive as trial test disguised as sparring against mercenaries who can grow into a Giant Namekian and Saiyan with Ape form was conducted. However the piloting skills needed to control such mechs was quite demanding that only a few of them were selected. Not to mention it was quite an expensive programme, compared to simply expanding the military force. So only a few of them were made. As the android hovered in space within her cockpit remained, she watched as a couple of railgun shells approached her way. With no hesitation she punched the button causing a sphere of lightning plasma to expand before a giant humanoid mech of about sixty foot emerged out of nowhere. From behind, clavicle antenna sprout out like wings which emanated green particles from it's back. Like a knight that protect her charge, the android's mech stood resolutely, a blade in one hand as it face the Imperial Armada. BATTLE TRACKER Summary Audrey begins the battle. Audrey activated dampening field.(+10 toughness) Audrey transform. Audrey used lightning aura.(-15 ki.) Audrey acitvated Paparapara.(-5 ki.) Audrey used absorb, regaining 12 ki from 6 damage incurred.
Bonus Action: Transform(Embolden+Measured)
Standard Action 1: Lightning Aura(-15 ki.)
Standard Action 2: Paparapara(-5 ki.)
At-will: Absorb(12 ki.)
EFFECTS Flow-Regain 3 ki on this turn. Power Up Restored.(0/50) Absorb.(12/40) Lightning Aura. (5/5) Toughness: 10. Hatchiyak Serum: 6 damage.(1.00 PL)
FIGHTING STYLE -RESERVED Spirit: Max Ki +15 Flow: At-Will. Restore 3 hp or 3 ki to self or comrade during your turn.
TRAITS Efficiency: Passive. Barrage-type Super Atks cost 3 less ki. Indomitable: Passive. Negate 3 damage from all Super Atks. Resist: Passive. Negate 1 damage and deal 1 dmg back when hit with Basic atk. Talented: At-will. Gain an extra use of Def or Util tech. Willpower: Requires 40 Res. At-will. Do not subtract dmg from Hp on turn. Subtract end of next turn. 2 uses.
EQUIPMENT Battle Armor: Passive. +15 hp and negate 2 damage from every super atk. Obi: Passive. Decr4ease cost of one super atk by 3 ki. Hatchiyak Serum: Gain PL +10% with each status effect inflicted and 10 damage taken. This stacks to a max of 100%(x2) PL.
Dampening Field: Bonus Action. Self comrade and gain 10 toughness. 1 use. Trinket: At-will. Remove all status effects. Gain 5 toughness. 1 use.
SUPER ATTACKS Balmung (Rank 3) (Barrage) | Slashing - None| -7 ki Concentrated Fire(Rank 3) (Barrage)|Slashing-Freezing|-4 ki.
TECHS
Barrier (Rank 2): Bonus Action. Cannot be crit or be status infliced for 4 turns. (1/1) Clash (Rank 2): Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. 1/1 use (20 ki) Energy Shield: Bonus Action. Gain 15 tou. 1/1 use. Magic Materialization (Rank 1): Bonus Action. Create an item to go into a gear slot. Replaces item. 1/1 use (20 ki)
Paparapapa (Rank 3): Bonus Action. Summon sidekick that deals 1d6 dmg as at-will action. 1-2 on die removed sidekick. Can sacrifice to take hit from basic or super atk. 1/1 sidekick uses. (5 ki) Kiai: Cannot be hit by atks with acc roll under nat 65.(1/1)
Lightning Aura: Bonus Action. Attack takes 1 dmg per dmg die rolled against you. 3/4 turns. 1 use. Absorb: Requires Android or 30 Res. Each point of damage restores 2 ki to max of 20/40 ki absorbed.(12/40) Teleport: Avoid all atks that would hit. Or flee outside of battle-15 ki. Perfect Barrier: Gain 20 toughness on self and two comrades-15 ki.
CURRENT PL: 734,096(183,524) BASE PL: 183,524 Multiplier: 1.00 HP: 99/105| KI: 110/115| DEF: 50 | DMG DIE: d12 | ACC: +40 WC:330 || Legume
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Post by Legume on Aug 20, 2018 10:05:44 GMT -5
Emperor of the Galaxy In the world of computer simulations.The railgun barrage did its intended task - to draw out the pilot of the interceptor and show their true face. Suddenly, a giant mech suddenly began to build itself practically in front of the Imperial soldiers' eyes, first in the form of a massive glowing sphere of plasma before finally revealing its massive, sixty foot stature. Polaris knew who was responsible for this, however - the footage he had of the Battle of Planet Pepper informed him well that this was Major Audrey. Well, ""Major"" Audrey. Officially, after her betrayal and alignment with Gadon's rebellion, the Empire stripped her of all former Patrolman ranks in absentia, along with placing a bounty on her head. But it's not like Audrey, if she was even aware of this, would have cared much about that. The staff of the Imperial Wrath watched the mech transformation with awe, but Polaris's frown did not change a bit, and the Emperor soon muttered: "Put on oxygen masks and open the hatch into outer space. I'll face her directly." As was ordered, so was done. Less than a minute later, Polaris walked out into the empty cosmos of Earth's orbit, eyes focused directly on mech-form Audrey. Suddenly, a powerful aura began to swirl around his body, moments before it exploded and revealed the Frost Demon in his tall, muscular Fifth Form. A transformation seen, tried and tested on the battlefield thousands of times. Without saying a word, Polaris raised his right hand and began the fight by releasing a barrage of energy blasts, in tandem with the Imperial fleet firing on the mech to soften it up. (278 words) Defensive Phase
Defensive Techniques and Items Activated:
AUDREY, SECOND FIDDLE TO THE MAIN CHARACTER [ATTACK] - atk vs def - result [ATTACK] - atk vs def - result
Offensive Phase
At-Will: Imperial Fleet Fire (Sidekick Attack) - Deal TSEWZoSy1d6 direct damage. At-Will: Haste - Gain a second Bonus Action.
Bonus Action: Transform into Fifth Form (x4 PL)
Bonus Action: Divination - +15 defense for 3 turns, -10 ki
At-Will: Bansho Fan - One barrage-type Super Atk (Std Action 1) has 50% Shock and Freeze chance.
Standard Action 1: Energy Blast Barrage (Imperial Wrath) - Charging Barrage, -7 ki
Accuracy - 1d100+35 Damage - 3d12 3d12 Shock (Need 50 or less) - 1d100 Freeze (Need 50 or less) - 1d100
Standard Action 2: Energy Blast Barrage (Imperial Wrath) - Charging Barrage, -7 ki
Accuracy - 1d100+35 Damage - 3d12 3d12
Lightning Aura gives 6 direct dmg.
Passive Modifiers
T1 Ki Drain: 3 per turn Ki Recovery (when above 75% ki): 3 per turn Trinket usage: 0/1 uses Gourd of Mist usage: 0/2 uses Assault usage: 0/2 uses Haste usage: 1/2 uses Pummel usage: 0/2 uses Power Up ki recovered: 0/50
Divination: 0/3 turns
Stats
Power Level - 890 100 (222 525)
HP - 94/100 Ki - 91/115 Defense - 65 (50) Accuracy mod - +30 Damage die - Rank 6 (d12)
Traits
Transformation - Fifth Form (T1 + Emboldened and Vicious): You gain x4 PL. As a passive effect you gain a bonus 5 to accuracy with Super Attacks while in the transformation.
Fighting Style - Brutal: +5 Energy Control. At-Will you can add 1 additional dmg die with one Super Atk on your turn.
Assault: At-will. Roll better of two accuracy rolls for Sup Atks on turn. 2 uses. Haste: At-will. Gain a second bonus action. 2 uses. Pummel: At-will. Add 2d4 to to all Super Atks during turn. 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.
Items
Artifact - Sword of Greenskull (Bansho Fan): At-will. One barrage-type Super Atk has 50% Shock and Freeze chance. +15% PL.
Sage Robes: Passive. Max ki +15. At-will - while above 75% ki regain 3 ki at turn end. Trinket: At-will. Remove all status effects. Gain 5 tou. 1 use. Gourd of Mist: Bonus Action. 50% Sapped chance. Sapped drains 10 ki, lowers max ki by 10, and boosts your PL by 10%. 2 uses.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. Dragon Ball Radar
Techniques
Imperial Wrath III (Signature/Barrage - 3 damage dice/Charging - roll two sets of damage dice and take the better), -10 ki Psychic Powers (Standard Action. Make a Basic Atk with +5 acc but the dmg die is 3 ranks lower.) Divination III (Must know Psychic Powers. Bonus Action. Gain +15 defense for 3 turns. 1 use.), -10 ki Kiai III (Bonus Action. Cannot be hit by atks with acc roll under nat 65. 1 use.), -15 ki Clash III (Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. 1 use.), -10 ki Deflect III (Bonus Action. Take half dmg from two Super Atk. 2 uses.), -5 ki Energy Shield III (Bonus Action. Gain 15 tou. 1 use.), -5 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -20 ki Wild Sense III (Requires ability to Sense. Bonus Action. Avoid two Super Attack that would hit. 1 use.), -15 ki Paparapapa III (Requires Magic Material. Bonus Action. 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. 1 sidekick use.), -5 ki
Time Freeze III (Requires Psychic Powers. At-will. Gain an add standard action. 2 uses.), -15 ki Dead Zone (Requires Xeno or EC 30. Standard Action. 60% chance to Banish target below 25% max HP.), -15 ki
1d6路1d100+35路3d12路3d12路1d100路1d100路1d100+35路3d12路3d12
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Supporter馃専
Sweet as sugar. Cold as Ice. Hurt me once and I'll break you twice.
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Post by Audrey on Aug 26, 2018 7:25:23 GMT -5
Audrey smirked slightly within her cockpit, as she watched Polaris emerged from his ship. Perhaps the Emperor felt that his size would give him the advantage in avoiding her attacks or that he had enough trust in the crew of the Imperial fleet so as not to direct them himself. An immediate salvo of energy beam followed shortly after, one with enough power to have destroy the Imperial fleet. Rather than avoiding it however, the android remained undaunted and even chose to take all the attacks head-on. By activating a defense matrix, the mecha unleashed a plasma forcefield which not only contained the damage to mere scratches against her mechanoid frame but also zapped part of the Imperial fleet. A small chuckle escape from the android's lip. As expected, neither Polaris nor any of the armada hold back their firepower. Punching a few buttons, the mechanoid frame was soon covered by a sheen which protect it against any ill effect from Polaris or any other Imperial fleet. Then, as if mocking him and the whole Imperial fleet the android made a provoking gesture with her free hand. Audrey was not going to attack them directly, at least not yet. At this point the android wanted to observe more before making her move. It would take her a bit to pilot this thing anyway, as it would be her first time controlling it in space. BATTLE TRACKER Summary Audrey received 3 direct damage from Polaris sidekick. Audrey received 22 damage from 1st attack. Battle Armor and Indomitable reduce the damage to 17. Suffered from Stun and Freeze. Audrey received 24 damage from 2nd attack. Battle Armor and Indomitable reduce the damage to 19. Audrey activated dampening field. (Gain 10 toughness.) Audrey activated perfect barrier.(Gain 20 toughness. Cost 15 ki.) Audrey activated lucky trinket to remove all status inflicted on this turn. Audrey activated barrier.(Reduce crit damage and cannot be inflicted by non-special status effect) Audrey received a mere 9 damage from atttacks on this turn. Audrey dealt back 6 damage to Polaris on this turn via lightning aura. Audrey use flow to regain 3 hp.
Bonus Action: Perfect Barrier.(-15 ki, +20 toughness)
Standard Action 1: Lucky Trinket. (+5 toughness, cleanse all non-special status effect)
Standard Action 2: Barrier. (+10 ki.)
At-will: Absorb(18 ki.)
EFFECTS Flow-Regain 3 ki on this turn. Power Up Restored.(0/50) Absorb.(30/40) Lightning Aura. (4/5) Barrier. (3/5) Toughness: 5 Hatchiyak Serum: 45 damage and 2 status effect.(1.6 multiplier PL)
FIGHTING STYLE -RESERVED Spirit: Max Ki +15 Flow: At-Will. Restore 3 hp or 3 ki to self or comrade during your turn.
TRAITS Efficiency: Passive. Barrage-type Super Atks cost 3 less ki. Indomitable: Passive. Negate 3 damage from all Super Atks. Resist: Passive. Negate 1 damage and deal 1 dmg back when hit with Basic atk. Talented: At-will. Gain an extra use of Def or Util tech. Willpower: Requires 40 Res. At-will. Do not subtract dmg from Hp on turn. Subtract end of next turn. 2 uses.
EQUIPMENT Battle Armor: Passive. +15 hp and negate 2 damage from every super atk. Obi: Passive. Decr4ease cost of one super atk by 3 ki. Hatchiyak Serum: Gain PL +10% with each status effect inflicted and 10 damage taken. This stacks to a max of 100%(x2) PL.
Dampening Field: Bonus Action. Self comrade and gain 10 toughness. 1 use.
Trinket: At-will. Remove all status effects. Gain 5 toughness. 1 use.
SUPER ATTACKS Balmung (Rank 3) (Barrage) | Slashing - None| -7 ki Concentrated Fire(Rank 3) (Barrage)|Slashing-Freezing|-4 ki.
TECHS
Barrier (Rank 2): Bonus Action. Cannot be crit or be status infliced for 4 turns. (1/1) Clash (Rank 2): Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. 1/1 use (20 ki) Energy Shield: Bonus Action. Gain 15 tou. 1/1 use. Magic Materialization (Rank 1): Bonus Action. Create an item to go into a gear slot. Replaces item. 1/1 use (20 ki)
Paparapapa (Rank 3): Bonus Action. Summon sidekick that deals 1d6 dmg as at-will action. 1-2 on die removed sidekick. Can sacrifice to take hit from basic or super atk. 1/1 sidekick uses. (5 ki) Kiai: Cannot be hit by atks with acc roll under nat 65.(1/1)
Lightning Aura: Bonus Action. Attack takes 1 dmg per dmg die rolled against you. 3/4 turns. 1 use. Absorb: Requires Android or 30 Res. Each point of damage restores 2 ki to max of 20/40 ki absorbed.(30/40) Teleport: Avoid all atks that would hit. Or flee outside of battle-15 ki.
Perfect Barrier: Gain 20 toughness on self and two comrades-15 ki.
CURRENT PL: 734,096(183,524) BASE PL: 183,524 Multiplier: 1.6 HP: 90/105| KI: 103/115| DEF: 50 | DMG DIE: d12 | ACC: +40 WC:206 || Legume
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Post by Legume on Aug 26, 2018 7:53:04 GMT -5
In the world of computer simulations.As expected, Audrey and her robot did not falter from such a simple technique - the android had plenty of countermeasures to take care of the barrage of energy blasts and turret fire heading her way. A force field sapped the blasts of most of their destructive potential and a follow-up barrier made sure that no ill effects could turn the tide of battle, at least for the time being. This all was followed by the android inside, and, by extension, the giant mech which Polaris could see, giving a crude gesture to the Emperor. Even though so far during their entire confrontation, all Audrey has done was defend, not even a single direct attack let loose from her likely impressive range of weaponry. Only sparks of lightning, as if she was trying to use attrition to her advantage. And the truth about defensive attrition combat is that it is always a temporary measure, especially if you are fighting against an enemy with superior firepower. Sooner or later, they'll punch through all those barriers and reflectors shields of yours. Polaris hoped for 'sooner', in this case. The Imperial fleet opened fire yet again, this time changing up their tactics and releasing a salvo of shots which, if they were to strike an enemy with a high amount of energy, would start draining it. All while the Emperor himself swung his hand across the air and released an another wide barrage of energy blasts. (249 words) Defensive Phase
Defensive Techniques and Items Activated:
AUDREY, SECOND FIDDLE TO THE MAIN CHARACTER [ATTACK] - atk vs def - result [ATTACK] - atk vs def - result
Offensive Phase
At-Will: Imperial Fleet Fire (Sidekick Attack) - Deal 5Pf97LEU1d6 direct damage.
Bonus Action: Energy Draining Rounds (Gourd of Mist)
Need 50 or less to inflict Sapped - 1d100
At-Will: Bansho Fan - One barrage-type Super Atk (Std Action 1) has 50% Shock and Freeze chance.
Standard Action 1: Energy Blast Barrage (Imperial Wrath) - Charging Barrage, -7 ki
Accuracy - 1d100+35 Damage - 3d12 3d12 Shock (Need 50 or less) - 1d100 Freeze (Need 50 or less) - 1d100
Standard Action 2: Energy Blast Barrage (Imperial Wrath) - Charging Barrage, -7 ki
Accuracy - 1d100+35 Damage - 3d12 3d12
Lightning Aura gives 6 direct dmg.
Passive Modifiers
T1 Ki Drain: 3 per turn Ki Recovery (when above 75% ki): 3 per turn Trinket usage: 0/1 uses Gourd of Mist usage: 1/2 uses Assault usage: 0/2 uses Haste usage: 1/2 uses Pummel usage: 0/2 uses Power Up ki recovered: 0/50
Divination: 1/3 turns
Stats
Power Level - 890 100 (222 525)
HP - 88/100 Ki - 77/115 Defense - 65 (50) Accuracy mod - +30 Damage die - Rank 6 (d12)
Traits
Transformation - Fifth Form (T1 + Emboldened and Vicious): You gain x4 PL. As a passive effect you gain a bonus 5 to accuracy with Super Attacks while in the transformation.
Fighting Style - Brutal: +5 Energy Control. At-Will you can add 1 additional dmg die with one Super Atk on your turn.
Assault: At-will. Roll better of two accuracy rolls for Sup Atks on turn. 2 uses. Haste: At-will. Gain a second bonus action. 2 uses. Pummel: At-will. Add 2d4 to to all Super Atks during turn. 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.
Items
Artifact - Sword of Greenskull (Bansho Fan): At-will. One barrage-type Super Atk has 50% Shock and Freeze chance. +15% PL.
Sage Robes: Passive. Max ki +15. At-will - while above 75% ki regain 3 ki at turn end. Trinket: At-will. Remove all status effects. Gain 5 tou. 1 use. Gourd of Mist: Bonus Action. 50% Sapped chance. Sapped drains 10 ki, lowers max ki by 10, and boosts your PL by 10%. 2 uses.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. Dragon Ball Radar
Techniques
Imperial Wrath III (Signature/Barrage - 3 damage dice/Charging - roll two sets of damage dice and take the better), -10 ki Psychic Powers (Standard Action. Make a Basic Atk with +5 acc but the dmg die is 3 ranks lower.) Divination III (Must know Psychic Powers. Bonus Action. Gain +15 defense for 3 turns. 1 use.), -10 ki Kiai III (Bonus Action. Cannot be hit by atks with acc roll under nat 65. 1 use.), -15 ki Clash III (Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. 1 use.), -10 ki Deflect III (Bonus Action. Take half dmg from two Super Atk. 2 uses.), -5 ki Energy Shield III (Bonus Action. Gain 15 tou. 1 use.), -5 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -20 ki Wild Sense III (Requires ability to Sense. Bonus Action. Avoid two Super Attack that would hit. 1 use.), -15 ki Paparapapa III (Requires Magic Material. Bonus Action. 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. 1 sidekick use.), -5 ki
Time Freeze III (Requires Psychic Powers. At-will. Gain an add standard action. 2 uses.), -15 ki Dead Zone (Requires Xeno or EC 30. Standard Action. 60% chance to Banish target below 25% max HP.), -15 ki
1d6路1d100路1d100+35路3d12路3d12路1d100路1d100路1d100+35路3d12路3d12
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Supporter馃専
Sweet as sugar. Cold as Ice. Hurt me once and I'll break you twice.
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Post by Audrey on Aug 26, 2018 9:02:37 GMT -5
A slight grin creep up her lips as the Imperial fleet fired again, perhaps provoked by her hand gesture which she made in the direction of the Imperial Fleet. Just as before an entire energy wave was fired towards her direction but instead of weathering them she charged forward, the wing like antenna emiting more of the green particle as she made various aerial manuver to evade them. One of the energy blast manage to make contact with her, reducing the power base of her mecha slightly but it was still functional. Just when the android looked up from the screen, the Emperor fired another energy blast in her direction and for a moment it looked as if it would have hit her...only for her to pull a backflip just above the energy wave. Audrey then activated particle transformation field underneath the foot part of the robot, which allowed her to navigate it and skate above the stream of energy wave. Despite it's size, the mecha accelerated towards them with incredible speed as if the energy wave was like a rink of ice. "Pathetic! Is that all you have Emperor??" A taunt came out from her lips as she lifted her light saber sword. With a huge swing, the green beam rushed towards the Emperor and all of the Imperial Armada as if to cleave them all in twain. Should it hit, it would disrupt their electronics and reduce their offensive capability which would have tilted the attrition warfare she wish to commence towards her side of the scale. BATTLE TRACKER Summary Audrey is affected by sap. Base power level is reduced by 5% and max ki is reduced by 10. Audrey dodged the first Imperial Wrath. Audrey avoided the second Imperial Wrath via Rapid Movement. Audrey received no damage on this turn. Audrey used Pricota's signature Concentrated fire twice. Bonus Action: Rapid Movement.(-10 ki.)
Standard Action 1: Concentrated Fire/Beam Slash.(-2 ki)(Reduced by Obi.)
Hit: dy2vtuvL1d100+30
Damage: 2d12(Crit! +5 damage for 11 total!)
Freeze 50%: 1d100
Standard Action 2: Concentrated Fire/Beam Slash.(-2 ki)(Reduced by Flow.)
Hit: 1d100+30
Damage: 2d12
Freeze 50%: 1d100
EFFECTS Flow-Regain 3 ki on this turn. Power Up Restored.(0/50) Absorb.(30/40) Lightning Aura. (4/5) Sapped-Max ki reduced to 105. Barrier. (3/5) Toughness: 5 Hatchiyak Serum: 45 damage and 2 status effect.(1.6 multiplier PL)
FIGHTING STYLE -RESERVED Spirit: Max Ki +15 Flow: At-Will. Restore 3 hp or 3 ki to self or comrade during your turn.
TRAITS Efficiency: Passive. Barrage-type Super Atks cost 3 less ki. Indomitable: Passive. Negate 3 damage from all Super Atks. Resist: Passive. Negate 1 damage and deal 1 dmg back when hit with Basic atk. Talented: At-will. Gain an extra use of Def or Util tech. Willpower: Requires 40 Res. At-will. Do not subtract dmg from Hp on turn. Subtract end of next turn. 2 uses.
EQUIPMENT Battle Armor: Passive. +15 hp and negate 2 damage from every super atk. Obi: Passive. Decr4ease cost of one super atk by 3 ki. Hatchiyak Serum: Gain PL +10% with each status effect inflicted and 10 damage taken. This stacks to a max of 100%(x2) PL.
Dampening Field: Bonus Action. Self comrade and gain 10 toughness. 1 use.
Trinket: At-will. Remove all status effects. Gain 5 toughness. 1 use.
SUPER ATTACKS Balmung (Rank 3) (Barrage) | Slashing - None| -7 ki Concentrated Fire(Rank 3) (Single)|Slashing-Freezing|-4 ki.
TECHS
Barrier (Rank 2): Bonus Action. Cannot be crit or be status infliced for 4 turns. (1/1) Clash (Rank 2): Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. 1/1 use (20 ki) Energy Shield: Bonus Action. Gain 15 tou. 1/1 use. Magic Materialization (Rank 1): Bonus Action. Create an item to go into a gear slot. Replaces item. 1/1 use (20 ki)
Paparapapa (Rank 3): Bonus Action. Summon sidekick that deals 1d6 dmg as at-will action. 1-2 on die removed sidekick. Can sacrifice to take hit from basic or super atk. 1/1 sidekick uses. (5 ki) Kiai: Cannot be hit by atks with acc roll under nat 65.(1/1)
Lightning Aura: Bonus Action. Attack takes 1 dmg per dmg die rolled against you. 3/4 turns. 1 use. Absorb: Requires Android or 30 Res. Each point of damage restores 2 ki to max of 20/40 ki absorbed.(30/40) Teleport: Avoid all atks that would hit. Or flee outside of battle-15 ki.
Perfect Barrier: Gain 20 toughness on self and two comrades-15 ki.
CURRENT PL:1,057,094(165,171) BASE PL: 165,171 Multiplier: 1.6 HP: 87/105| KI: 89/105| DEF: 50 | DMG DIE: d12 | ACC: +40 WC:206 || Legume 1d100+30路2d12路1d100路1d100+30路2d12路1d100
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Post by Legume on Aug 26, 2018 10:03:29 GMT -5
In the world of computer simulations.In response to being once again peppered by weak attacks, Mecha Audrey pulled out a light saber sword and suddenly lunged forward, cleanly cutting through ship after ship. That's no good. That's no good at all. Polaris lunged forward in response, charging right at the mecha towering over him, then clasped his hands right before the saber sword was about to strike him directly, stopping it in its tracks. It hurt. It burned. The very edges of the sword touched Polaris's skin, as if kissing it, if we redefined "kissing" to mean something akin to embers being pressed across his face and charring it. But at least he stopped it in its tracks, and that's what mattered. "...Maybe. You know me well, never improving upon the tried-and-tested basics," Polaris replied to Audrey's earlier comment about his attacks being pathetic. A bluff wouldn't hurt right here. He had definitely improved a lot since the last time they met... but the android also did, undoubtedly. Hell, they might even be on the same footing right now - a vast difference from their first meeting, when he had almost recruited her into the Ultramarines. But there's no time to reminiscence about the past, at least not right now. Polaris channeled a bit of his ki energy into his palms before suddenly releasing his grip over the saber sword and throwing himself to the side, where he instantly released a massive point-blank energy blast at the mecha in front of him. (250 words) Defensive Phase
Defensive Techniques and Items Activated: Rapid Movement
AUDREY, SECOND FIDDLE TO THE MAIN CHARACTER Sapped gives 10 ki and +10% base PL! Concentrated Fire - Crit - 11 dmg Concentrated Fire - 66 vs 65 - Missed with RM
Offensive Phase
At-Will: Imperial Fleet Fire (Sidekick Attack) - Deal lw3YBs|P1d6 direct damage.
Bonus Action: Clasp Hands (Rapid Movement), -10 ki
Standard Action 1: Point-Blank Energy Blast (Imperial Wrath) - Charging Barrage, -7 ki
Accuracy - 1d100+35 Damage - 3d12 3d12
Standard Action 2: Point-Blank Energy Blast (Imperial Wrath) - Charging Barrage, -7 ki
Accuracy - 1d100+35 Damage - 3d12 3d12
Lightning Aura gives 6 direct dmg.
Passive Modifiers
T1 Ki Drain: 2 per turn Ki Recovery (when above 75% ki): 3 per turn Trinket usage: 0/1 uses Gourd of Mist usage: 1/2 uses Assault usage: 0/2 uses Haste usage: 1/2 uses Pummel usage: 0/2 uses Power Up ki recovered: 0/50
Divination: 2/3 turns
Stats
Power Level - 979 112 (244 778)
HP - 71/100 Ki - 61/115 Defense - 65 (50) Accuracy mod - +30 Damage die - Rank 6 (d12)
Traits
Transformation - Fifth Form (T1 + Emboldened and Vicious): You gain x4 PL. As a passive effect you gain a bonus 5 to accuracy with Super Attacks while in the transformation.
Fighting Style - Brutal: +5 Energy Control. At-Will you can add 1 additional dmg die with one Super Atk on your turn.
Assault: At-will. Roll better of two accuracy rolls for Sup Atks on turn. 2 uses. Haste: At-will. Gain a second bonus action. 2 uses. Pummel: At-will. Add 2d4 to to all Super Atks during turn. 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.
Items
Artifact - Sword of Greenskull (Bansho Fan): At-will. One barrage-type Super Atk has 50% Shock and Freeze chance. +15% PL.
Sage Robes: Passive. Max ki +15. At-will - while above 75% ki regain 3 ki at turn end. Trinket: At-will. Remove all status effects. Gain 5 tou. 1 use. Gourd of Mist: Bonus Action. 50% Sapped chance. Sapped drains 10 ki, lowers max ki by 10, and boosts your PL by 10%. 2 uses.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. Dragon Ball Radar
Techniques
Imperial Wrath III (Signature/Barrage - 3 damage dice/Charging - roll two sets of damage dice and take the better), -10 ki Psychic Powers (Standard Action. Make a Basic Atk with +5 acc but the dmg die is 3 ranks lower.) Divination III (Must know Psychic Powers. Bonus Action. Gain +15 defense for 3 turns. 1 use.), -10 ki Kiai III (Bonus Action. Cannot be hit by atks with acc roll under nat 65. 1 use.), -15 ki Clash III (Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. 1 use.), -10 ki Deflect III (Bonus Action. Take half dmg from two Super Atk. 2 uses.), -5 ki Energy Shield III (Bonus Action. Gain 15 tou. 1 use.), -5 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -20 ki Wild Sense III (Requires ability to Sense. Bonus Action. Avoid two Super Attack that would hit. 1 use.), -15 ki Paparapapa III (Requires Magic Material. Bonus Action. 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. 1 sidekick use.), -5 ki
Time Freeze III (Requires Psychic Powers. At-will. Gain an add standard action. 2 uses.), -15 ki Dead Zone (Requires Xeno or EC 30. Standard Action. 60% chance to Banish target below 25% max HP.), -15 ki
1d6路1d100+35路3d12路3d12路1d100+35路3d12路3d12
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Supporter馃専
Sweet as sugar. Cold as Ice. Hurt me once and I'll break you twice.
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Post by Audrey on Aug 26, 2018 12:38:00 GMT -5
Audrey watched as her light saber slice and dice each of the ship, the scream of the Imperial forces through the radio were like music to her ears. For each of Earth fleet ship the Imperial armada took down she made sure to take down ten of them. Simulation it may be, her heart danced with joy as every ship she carved exploded into tiny debris. How odd...the old her would have let out a smirk of satisfaction at most but would not have shown much emotion than that. Did a certain Saiyan rub off too much on her? When the light saber was halted in it's track, the android didn't even need to check her sensors to see who was on the other side of the blade. A remarkable display for certain...and may even rally what little morale the other fleet have in her might. Tried and tested basics? Oddly enough the android and polaris are the same in that regard. Had he not renamed the Galactic Patrol into Galactic Empire and declared war on not just the Saiyan dominion but every Saiyan in existence she would have been more sympathetic with his ideals. Misguided he may be perhaps, he would just need a guiding hand on his side. However, those were not the what-if which the simulator had chosen to entertain. Right now they were on the opposite side determined to take down the other with the earth at stake. Suddenly Polaris let go of the blade to switch to fire a point blank energy blast towards her cockpit. Suddenly there was a bang as one of the plate of her mecha armor broke off absorbing all of Polaris energy blast within it. A reactive armor, meant to be discarded as soon as it was struck to reduce the damage as much as possible. Immediately the android flipped towards Polaris, the turret beside it's head lighting up and peppering him with Katchin bullet to put distance between them. The android didn't stop there of course, raising her blade heavensward before unleashing another broad stroke on the remaining Imperial Fleet. BATTLE TRACKER Summary Audrey used Kiai to repel both attacks. Audrey received no damage on this turn. Audrey used toughness to reduce the direct damage from Imperial fleet to 0. Audrey used Pricota's signature Concentrated fire twice. Bonus Action: Kiai/Reactive armor.(-5 ki. Repelled all attacks below natural roll 65.)
Standard Action 1: Concentrated Fire/Beam Slash.(-2 ki)(Reduced by Obi.)
Hit: K7cLfT9_1d100+30
Damage: 2d12
Freeze 50%: 1d100
Standard Action 2: Concentrated Fire/Beam Slash.(-2 ki)(Reduced by Flow.)
Hit: 1d100+30
Damage: 2d12
Freeze 50%: 1d100
EFFECTS Flow-Regain 3 ki on this turn. Power Up Restored.(0/50) Absorb.(30/40) Lightning Aura. (3/5) Sapped-Max ki reduced to 105. Barrier. (1/3) Toughness: 2 Hatchiyak Serum: 45 damage and 2 status effect.(1.6 multiplier PL)
FIGHTING STYLE -RESERVED Spirit: Max Ki +15 Flow: At-Will. Restore 3 hp or 3 ki to self or comrade during your turn.
TRAITS Efficiency: Passive. Barrage-type Super Atks cost 3 less ki. Indomitable: Passive. Negate 3 damage from all Super Atks. Resist: Passive. Negate 1 damage and deal 1 dmg back when hit with Basic atk. Talented: At-will. Gain an extra use of Def or Util tech. Willpower: Requires 40 Res. At-will. Do not subtract dmg from Hp on turn. Subtract end of next turn. 2 uses.
EQUIPMENT Battle Armor: Passive. +15 hp and negate 2 damage from every super atk. Obi: Passive. Decr4ease cost of one super atk by 3 ki. Hatchiyak Serum: Gain PL +10% with each status effect inflicted and 10 damage taken. This stacks to a max of 100%(x2) PL.
Dampening Field: Bonus Action. Self comrade and gain 10 toughness. 1 use.
Trinket: At-will. Remove all status effects. Gain 5 toughness. 1 use.
SUPER ATTACKS Balmung (Rank 3) (Barrage) | Slashing - None| -7 ki Concentrated Fire(Rank 3) (Single)|Slashing-Freezing|-4 ki.
TECHS
Barrier (Rank 2): Bonus Action. Cannot be crit or be status infliced for 4 turns. (1/1) Clash (Rank 2): Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. 1/1 use (20 ki) Energy Shield: Bonus Action. Gain 15 tou. 1/1 use. Magic Materialization (Rank 1): Bonus Action. Create an item to go into a gear slot. Replaces item. 1/1 use (20 ki)
Paparapapa (Rank 3): Bonus Action. Summon sidekick that deals 1d6 dmg as at-will action. 1-2 on die removed sidekick. Can sacrifice to take hit from basic or super atk. 1/1 sidekick uses. (5 ki)
Kiai: Cannot be hit by atks with acc roll under nat 65.(0/1)
Lightning Aura: Bonus Action. Attack takes 1 dmg per dmg die rolled against you. 3/4 turns. 1 use. Absorb: Requires Android or 30 Res. Each point of damage restores 2 ki to max of 20/40 ki absorbed.(30/40) Teleport: Avoid all atks that would hit. Or flee outside of battle-15 ki.
Perfect Barrier: Gain 20 toughness on self and two comrades-15 ki.
CURRENT PL:1,057,094(165,171) BASE PL: 165,171 Multiplier: 1.6 HP: 87/105| KI: 80/105| DEF: 50 | DMG DIE: d12 | ACC: +40 WC:353 || Legume 1d100+30路2d12路1d100路1d100+30路2d12路1d100
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Post by Legume on Aug 26, 2018 13:13:14 GMT -5
After deflecting the energy blast heading her way with a set of reactive armor, Audrey did not wait a single second and opened fire both on the Emperor and the fleet around them. That's no good. The android had been doing her best to not only fight Polaris in one of the most spectacular fights in recent history, but also to deal as much collateral damage as possible. In this case, this collateral damage was not good for him - every ship here was needed for the landing on Earth's surface, dammit! After Audrey leapt away from him and began peppering him with Katching bullets, Polaris started moving across the battlefield at hypersonic speeds, deflecting and destroying as many of the incoming attacks as he could before they stuck anything important. Thankfull, in his Fifth Form, he was more than fast enough to keep up with the rapidly building up pace of the battle, and even found enough time to send Audrey a counterattack. The Frost Demon's right index finger suddenly began to flicker with a few cracks of purple aura and electricity around it, before Polaris suddenly slashed across the air with it and released a barrage of infinitely sharp energy slashes, heading straight at Audrey and aiming to exploit the weaknesses and cracks in the mech suit's construction. (219 words) Defensive Phase
Defensive Techniques and Items Activated: Wild Sense
AUDREY, SECOND FIDDLE TO THE MAIN CHARACTER Concentrated Fire - Missed with WS Concentrated Fire - Missed with WS
Offensive Phase
At-Will: Imperial Fleet Fire (Sidekick Attack) - Deal ZJJi|Jse1d6 direct damage.
Bonus Action: Protecting the Fleet (Wild Sense), -15 ki
Standard Action 1: Energy Slashes (Imperial Wrath) - Charging Barrage, -7 ki
Accuracy - 1d100+35 Damage - 3d12 3d12
Standard Action 2: Energy Slashes (Imperial Wrath) - Charging Barrage, -7 ki
Accuracy - 1d100+35 Damage - 3d12 3d12
Lightning Aura gives 6 direct dmg.
Passive Modifiers
T1 Ki Drain: 2 per turn Ki Recovery (when above 75% ki): 3 per turn Trinket usage: 0/1 uses Gourd of Mist usage: 1/2 uses Assault usage: 0/2 uses Haste usage: 1/2 uses Pummel usage: 0/2 uses Power Up ki recovered: 0/50
Divination: 3/3 turns
Stats
Power Level - 979 112 (244 778)
HP - 65/100 Ki - 30/115 Defense - 65 (50) Accuracy mod - +30 Damage die - Rank 6 (d12)
Traits
Transformation - Fifth Form (T1 + Emboldened and Vicious): You gain x4 PL. As a passive effect you gain a bonus 5 to accuracy with Super Attacks while in the transformation.
Fighting Style - Brutal: +5 Energy Control. At-Will you can add 1 additional dmg die with one Super Atk on your turn.
Assault: At-will. Roll better of two accuracy rolls for Sup Atks on turn. 2 uses. Haste: At-will. Gain a second bonus action. 2 uses. Pummel: At-will. Add 2d4 to to all Super Atks during turn. 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.
Items
Artifact - Sword of Greenskull (Bansho Fan): At-will. One barrage-type Super Atk has 50% Shock and Freeze chance. +15% PL.
Sage Robes: Passive. Max ki +15. At-will - while above 75% ki regain 3 ki at turn end. Trinket: At-will. Remove all status effects. Gain 5 tou. 1 use. Gourd of Mist: Bonus Action. 50% Sapped chance. Sapped drains 10 ki, lowers max ki by 10, and boosts your PL by 10%. 2 uses.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. Dragon Ball Radar
Techniques
Imperial Wrath III (Signature/Barrage - 3 damage dice/Charging - roll two sets of damage dice and take the better), -10 ki Psychic Powers (Standard Action. Make a Basic Atk with +5 acc but the dmg die is 3 ranks lower.) Divination III (Must know Psychic Powers. Bonus Action. Gain +15 defense for 3 turns. 1 use.), -10 ki Kiai III (Bonus Action. Cannot be hit by atks with acc roll under nat 65. 1 use.), -15 ki Clash III (Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. 1 use.), -10 ki Deflect III (Bonus Action. Take half dmg from two Super Atk. 2 uses.), -5 ki Energy Shield III (Bonus Action. Gain 15 tou. 1 use.), -5 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -20 ki Wild Sense III (Requires ability to Sense. Bonus Action. Avoid two Super Attack that would hit. 1 use.), -15 ki Paparapapa III (Requires Magic Material. Bonus Action. 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. 1 sidekick use.), -5 ki
Time Freeze III (Requires Psychic Powers. At-will. Gain an add standard action. 2 uses.), -15 ki Dead Zone (Requires Xeno or EC 30. Standard Action. 60% chance to Banish target below 25% max HP.), -15 ki
1d6路1d100+35路3d12路3d12路1d100+35路3d12路3d12
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Supporter馃専
Sweet as sugar. Cold as Ice. Hurt me once and I'll break you twice.
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Post by Audrey on Aug 26, 2018 13:51:42 GMT -5
Audrey clicked her tongue slightly, realizing that her attacks were halted even before reaching her target. Being outnumbered, there was only so much firepower she can pour on Polaris imperial fleet and the Emperor had all but intercept most of her attacks. In a more ideal situation, she would have let Atreus fight against this second Napoleon while she concentrate on wrecking the Imperial fleet as much as possible. Alas, her role right now was to buy as much time for the Earth welcoming forces for the inevitable. A couple more energy blasts headed her way and unlike before, the reading she got from the energy signature was on a slightly different level. While not as powerful as the initial waves of energy they were more precise, forcing her to form evasive aerial manuver to shake them off her. Flipping up multiple switches, the android unleashes a couple of funnel drones so that she could engage them all at once without having to be near them physically. Immediately she directed the funnel drones towards the Imperial Fleet, firing energy blast from all direction before turning her attention towards the Emperor. To be honest, it was quite tempting to jump out of the mecha and engage him in a brutal beatdown. In fact, she would have done just so had her only objective was to stop the Emperor on his track. However doing so would risk some of the Imperial forces to slip past her into the shield which was counterproductive to her objective in first place. "Stop holding your punches Emperor. Use that sword of yours or you'll risk being cleft into twain with mine." The android taunted as she ready the energy sword to cut him again. The Sword of Grayskull, said to be Polaris symbol of sovereignty. Of course the earth had similar holy sword legends though beyond their names, the android didn't really know that much. Breaking the invincible legend of the sword however would render a mighty blow against the Imperial Armada which was precisely what she needed right now. BATTLE TRACKER Summary Audrey used Rapid movement to avoid Polaris imperial damage. Audrey received no damage on this turn. Audrey used toughness to reduce the direct damage from Imperial fleet to 2. Audrey used Pricota's signature Concentrated fire twice. Bonus Action: Rapid Movement/Evasive Aerial Manuver.(-10 ki.)
Standard Action 1: Concentrated Fire/Beam Slash.(-2 ki)(Reduced by Obi.)
Hit: OZ7SKOhR1d100+30
Damage: 2d12
Freeze 50%: 1d100
Standard Action 2: Concentrated Fire/Beam Slash.(-2 ki)(Reduced by Flow.)
Hit: 1d100+30
Damage: 2d12
Freeze 50%: 1d100
EFFECTS Flow-Regain 3 ki on this turn. Power Up Restored.(0/50) Absorb.(30/40) Lightning Aura. (2/5) Sapped-Max ki reduced to 105. Barrier. (0/3) Toughness: 2 Hatchiyak Serum: 45 damage and 2 status effect.(1.6 multiplier PL)
FIGHTING STYLE -RESERVED Spirit: Max Ki +15 Flow: At-Will. Restore 3 hp or 3 ki to self or comrade during your turn.
TRAITS Efficiency: Passive. Barrage-type Super Atks cost 3 less ki. Indomitable: Passive. Negate 3 damage from all Super Atks. Resist: Passive. Negate 1 damage and deal 1 dmg back when hit with Basic atk. Talented: At-will. Gain an extra use of Def or Util tech. Willpower: Requires 40 Res. At-will. Do not subtract dmg from Hp on turn. Subtract end of next turn. 2 uses.
EQUIPMENT Battle Armor: Passive. +15 hp and negate 2 damage from every super atk. Obi: Passive. Decr4ease cost of one super atk by 3 ki. Hatchiyak Serum: Gain PL +10% with each status effect inflicted and 10 damage taken. This stacks to a max of 100%(x2) PL.
Dampening Field: Bonus Action. Self comrade and gain 10 toughness. 1 use.
Trinket: At-will. Remove all status effects. Gain 5 toughness. 1 use.
SUPER ATTACKS Balmung (Rank 3) (Barrage) | Slashing - None| -7 ki Concentrated Fire(Rank 3) (Single)|Slashing-Freezing|-4 ki.
TECHS
Barrier (Rank 2): Bonus Action. Cannot be crit or be status infliced for 4 turns. (1/1) Clash (Rank 2): Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. 1/1 use (20 ki) Energy Shield: Bonus Action. Gain 15 tou. 1/1 use. Magic Materialization (Rank 1): Bonus Action. Create an item to go into a gear slot. Replaces item. 1/1 use (20 ki)
Paparapapa (Rank 3): Bonus Action. Summon sidekick that deals 1d6 dmg as at-will action. 1-2 on die removed sidekick. Can sacrifice to take hit from basic or super atk. 1/1 sidekick uses. (5 ki)
Kiai: Cannot be hit by atks with acc roll under nat 65.(0/1)
Lightning Aura: Bonus Action. Attack takes 1 dmg per dmg die rolled against you. 3/4 turns. 1 use. Absorb: Requires Android or 30 Res. Each point of damage restores 2 ki to max of 20/40 ki absorbed.(30/40) Teleport: Avoid all atks that would hit. Or flee outside of battle-15 ki.
Perfect Barrier: Gain 20 toughness on self and two comrades-15 ki.
CURRENT PL:1,057,094(165,171) BASE PL: 165,171 Multiplier: 1.6 HP: 87/105| KI: 66/105| DEF: 50 | DMG DIE: d12 | ACC: +40 WC:344 || Legume 1d100+30路2d12路1d100路1d100+30路2d12路1d100
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Post by Legume on Aug 27, 2018 9:10:37 GMT -5
Oh look at that, Audrey is starting to turn a little cocky. Asking Polaris to not hold back against her anymore and start using his Sword of Greenskull, as if this hasn't been enough of a problem to her. Hell, she was even confident enough that she could slice him in half with her own weapon if he doesn't hurry. Who could have thought that combat robots could showcase such strong emotions? " Are you sure about this, Major?" Polaris replied, snickering - not that Audrey would be able to notice it through the face mask of his Fifth Form. The Frost Demon's right hand trailed around the handle of the Sword of Greenskull hanging on his back, hesitating to pull it out and draw out all of its ancient power for what was supposed to be merely a delay. " Or is this a hunt of arrogance I am seeing?" Fine. He'll humor her. Polaris pulled out the Sword of Greenskull, the aura around him instantly intensifying and imbuing itself with the radiant power of the invincible weapon. Without any further delay, Polaris charged forward, making his way across the battlefield in hypersonic speeds and opening up with a powerful barrage of slashes and strikes with his blade. (209 words) Defensive Phase
Defensive Techniques and Items Activated: Trinket
AUDREY, SECOND FIDDLE TO THE MAIN CHARACTER Concentrated Fire - 11 dmg, reduced to 6. Freeze removed with Trinket. Concentrated Fire - Missed
Offensive Phase
At-Will: Imperial Fleet Fire (Sidekick Attack) - Deal GdCFxrCo1d6 direct damage.
Bonus Action: Trinket (5 tou, remove all status)
At-Will: Haste - You gain a second Bonus Action.
Bonus Action: Power Up (+25 ki)
At-Will: Pummel - Deal additional 2d4 dmg with every Super Atk this turn. At-Will: Assault - Roll better of two accuracy rolls for Sup Atks on turn. At-Will: Impact - Add additional dmg die to one Super Atk on your turn. At-Will: Bansho Fan - 50% chance to Freeze and Shock for one Super Atk on your turn.
Standard Action 1: Sword of Greenskull Slash (Imperial Wrath) - Charging Barrage, -7 ki
Accuracy - 1d100+35 1d100+35 Damage - 4d12 4d12 Pummel dmg - 2d4
Standard Action 2: Sword of Greenskull Slash (Imperial Wrath) - Charging Barrage, -7 ki
Accuracy - 1d100+35 1d100+35 Damage - 3d12 3d12 Pummel dmg - 2d4 Shock (Need 50 or less) - 1d100 Freeze (Need 50 or less) - 1d100
Lightning Aura gives 11 direct dmg if all atks land.
Passive Modifiers
T1 Ki Drain: 2 per turn Ki Recovery (when above 75% ki): 3 per turn Trinket usage: 1/1 uses Gourd of Mist usage: 1/2 uses Assault usage: 1/2 uses Haste usage: 2/2 uses Pummel usage: 1/2 uses Power Up ki recovered: 25/50
Stats
Power Level - 979 112 (244 778)
HP - 59/100 Ki - 39/115 Defense - 50 Accuracy mod - +30 Damage die - Rank 6 (d12)
Traits
Transformation - Fifth Form (T1 + Emboldened and Vicious): You gain x4 PL. As a passive effect you gain a bonus 5 to accuracy with Super Attacks while in the transformation.
Fighting Style - Brutal: +5 Energy Control. At-Will you can add 1 additional dmg die with one Super Atk on your turn.
Assault: At-will. Roll better of two accuracy rolls for Sup Atks on turn. 2 uses. Haste: At-will. Gain a second bonus action. 2 uses. Pummel: At-will. Add 2d4 to to all Super Atks during turn. 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.
Items
Artifact - Sword of Greenskull (Bansho Fan): At-will. One barrage-type Super Atk has 50% Shock and Freeze chance. +15% PL.
Sage Robes: Passive. Max ki +15. At-will - while above 75% ki regain 3 ki at turn end. Trinket: At-will. Remove all status effects. Gain 5 tou. 1 use. Gourd of Mist: Bonus Action. 50% Sapped chance. Sapped drains 10 ki, lowers max ki by 10, and boosts your PL by 10%. 2 uses.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. Dragon Ball Radar
Techniques
Imperial Wrath III (Signature/Barrage - 3 damage dice/Charging - roll two sets of damage dice and take the better), -10 ki Psychic Powers (Standard Action. Make a Basic Atk with +5 acc but the dmg die is 3 ranks lower.) Divination III (Must know Psychic Powers. Bonus Action. Gain +15 defense for 3 turns. 1 use.), -10 ki Kiai III (Bonus Action. Cannot be hit by atks with acc roll under nat 65. 1 use.), -15 ki Clash III (Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. 1 use.), -10 ki Deflect III (Bonus Action. Take half dmg from two Super Atk. 2 uses.), -5 ki Energy Shield III (Bonus Action. Gain 15 tou. 1 use.), -5 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -20 ki Wild Sense III (Requires ability to Sense. Bonus Action. Avoid two Super Attack that would hit. 1 use.), -15 ki Paparapapa III (Requires Magic Material. Bonus Action. 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. 1 sidekick use.), -5 ki
Time Freeze III (Requires Psychic Powers. At-will. Gain an add standard action. 2 uses.), -15 ki Dead Zone (Requires Xeno or EC 30. Standard Action. 60% chance to Banish target below 25% max HP.), -15 ki
1d6路1d100+35路1d100+35路4d12路4d12路2d4路1d100+35路1d100+35路3d12路3d12路2d4路1d100路1d100
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Supporter馃専
Sweet as sugar. Cold as Ice. Hurt me once and I'll break you twice.
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Post by Audrey on Aug 31, 2018 9:27:52 GMT -5
Bloody persistent. The android would have thought the damnable fleet would have fled by now but perhaps whatever clutch the Emperor had on them was too strong for them to consider that option. What was important now was whether Polaris would take the bait. In return, she set her own funnel drones to engage the persistent fleet. As it turned out, he did answer the android's provocation by drawing his sword. Gathering the aura that surrounds them, the Emperor began to unleash his barrage of sword which would have easily cut through battleships and destroyers like hot knife through butter. However, even before the swing completed, the android simulate several scenarios for defending against the sword strike. Within a second she finally decided on a countermeasure. Fragarach-The Retaliator.The name of the technique was taken from a sword that would have retaliate against any any harmful attack against the owner. Often it was used in activation against the opponent trump card. Instead of evading or blocking Polaris's greyskull sword, her own beam saber was swung at the same time as him with no intention of deflecting Polaris's out of the way. Every time Polaris struck the mecha, she gritted her teeth as various electronic equipment around her shortcircuit. Still, it did a pretty bang-up job reducing the damage everytime she was struck and even reflected sopme of the electrical damage back at the cocky Emperor. Meanwhile her sword would attempt to cut him down at the same time, mimicking him like a mirror. BATTLE TRACKER Summary Audrey use talented trait for Clash. Audrey used Clash twice against both Polaris's attack.(-30 ki.) Audrey's first clash reduce the damage to 8. Audrey dealt 13 damage back to Poly. Audrey's second clash reduce the damage to 8. Audrey dealt 14 damage back to Poly. Audrey use flow and toughness to reduce the direct damage of Imperial Fleet to 0. Audrey is stunned. Audrey dealt 11 damage to Poly via Lightning Aura. Audrey used MM to pull restore her trinket. Audrey used absorb to restore 10 ki.
At-will: Funnel Drone(Sidekick attack)-kRayVURn1d6
Bonus Action: Lucky Trinket.
Standard Action 1: Clash II(Fragarach)-15 ki.(Dealt 13 damage to Polaris.)
Standard Action 2: Clash II(Fragarach)-15 ki.(Dealt 14 damage to Polaris.)
Absorb: Restore 10 ki.
At-will: Flow, 3 hp.
EFFECTS Flow-Regain 3 ki on this turn. Power Up Restored.(0/50) Absorb.(40/40) Lightning Aura. (1/5) Sapped-Max ki reduced to 105. Stunned(2/2) Barrier. (0/3) Toughness: 0 Hatchiyak Serum: 61 damage and 3 status effect.(2.0 multiplier PL)
FIGHTING STYLE -RESERVED Spirit: Max Ki +15 Flow: At-Will. Restore 3 hp or 3 ki to self or comrade during your turn.
TRAITS Efficiency: Passive. Barrage-type Super Atks cost 3 less ki. Indomitable: Passive. Negate 3 damage from all Super Atks. Resist: Passive. Negate 1 damage and deal 1 dmg back when hit with Basic atk. Talented: At-will. Gain an extra use of Def or Util tech. Willpower: Requires 40 Res. At-will. Do not subtract dmg from Hp on turn. Subtract end of next turn. 2 uses.
EQUIPMENT Battle Armor: Passive. +15 hp and negate 2 damage from every super atk. Obi: Passive. Decr4ease cost of one super atk by 3 ki. Hatchiyak Serum: Gain PL +10% with each status effect inflicted and 10 damage taken. This stacks to a max of 100%(x2) PL.
Dampening Field: Bonus Action. Self comrade and gain 10 toughness. 1 use. Trinket: At-will. Remove all status effects. Gain 5 toughness. 1 use.
SUPER ATTACKS Balmung (Rank 3) (Barrage) | Slashing - None| -7 ki Concentrated Fire(Rank 3) (Single)|Slashing-Freezing|-4 ki.
TECHS
Barrier (Rank 2): Bonus Action. Cannot be crit or be status infliced for 4 turns. (1/1) Clash (Rank 2): Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. 1/1 use (20 ki) Energy Shield: Bonus Action. Gain 15 tou. 1/1 use. Magic Materialization (Rank 1): Bonus Action. Create an item to go into a gear slot. Replaces item. 1/1 use (20 ki)
Paparapapa (Rank 3): Bonus Action. Summon sidekick that deals 1d6 dmg as at-will action. 1-2 on die removed sidekick. Can sacrifice to take hit from basic or super atk. 1/1 sidekick uses. (5 ki)
Kiai: Cannot be hit by atks with acc roll under nat 65.(0/1)
Lightning Aura: Bonus Action. Attack takes 1 dmg per dmg die rolled against you. 3/4 turns. 1 use.
Absorb: Requires Android or 30 Res. Each point of damage restores 2 ki to max of 20/40 ki absorbed.(40/40) Teleport: Avoid all atks that would hit. Or flee outside of battle-15 ki.
Perfect Barrier: Gain 20 toughness on self and two comrades-15 ki.
CURRENT PL:1,321,368(165,171) BASE PL: 165,171 Multiplier: 2.0 HP: 71/105| KI: 41/105| DEF: 50 | DMG DIE: d12 | ACC: +40 WC: 253 || Legume 1d6
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Post by Legume on Sept 1, 2018 2:50:31 GMT -5
Instead of trying to dodge or nullify the incoming attack, Audrey opted to parry the Sword of Greenskull with her own beam saber, the two weapons clashing with enough power to release shockwaves across the entire battlefield, blowing away ship and personnel alike without remorse. Polaris could tell that Audrey's strategy here was to reduce the damage dealt to her as much as possible while also giving retribution to the Emperor himself - he could already feel deep tinges of electric shocks cracking through his body, all while her blade mirrored his actions and attempted to cut him down. Clever. This simulation accounted for everything. Polaris generated an energy shield around his left arm, coating it with a thin purple glow, then stretched his hand out forward to catch the incoming saber with it. It hurt. Again. Much like the last time he pulled the same maneuver. But at least he avoided too much direct damage on his body. If they're going to be having a sword duel, then let's have a sword duel. Clenching onto the beam saber tightly, Polaris cocked the Sword of Greenskull back moments before sending it forward as a sudden stab maneuver, all while the Imperial Fleet continued to fire upon the mecha. (207 words) Defensive Phase
Defensive Techniques and Items Activated: Energy Shield (15 tou)
AUDREY, SECOND FIDDLE TO THE MAIN CHARACTER Funnel Drones - 1 direct dmg Two Clashes - 27 direct dmg Lightning Aura - 11 direct dmg
Total dmg reduced to 24.
Offensive Phase
At-Will: Imperial Fleet Fire (Sidekick Attack) - Deal 8X4XUp7A1d6 direct damage.
Bonus Action: Energy Shield (+15 tou), -5 ki
Standard Action 1: Power Up (+25 ki)
At-Will: Impact - Add additional dmg die to one Super Atk on your turn. At-Will: Bansho Fan - 50% chance to Freeze and Shock for one Super Atk on your turn.
Standard Action 2: Sword of Greenskull Stab (Imperial Wrath) - Charging Barrage, -7 ki
Accuracy - 1d100+35 Damage - 4d12 4d12 Shock (Need 50 or less) - 1d100 Freeze (Need 50 or less) - 1d100
Passive Modifiers
T1 Ki Drain: 2 per turn Ki Recovery (when above 75% ki): 3 per turn Trinket usage: 1/1 uses Gourd of Mist usage: 1/2 uses Assault usage: 1/2 uses Haste usage: 2/2 uses Pummel usage: 1/2 uses Power Up ki recovered: 50/50
Stats
Power Level - 979 112 (244 778)
HP - 35/100 Ki - 50/115 Defense - 50 Accuracy mod - +30 Damage die - Rank 6 (d12)
Traits
Transformation - Fifth Form (T1 + Emboldened and Vicious): You gain x4 PL. As a passive effect you gain a bonus 5 to accuracy with Super Attacks while in the transformation.
Fighting Style - Brutal: +5 Energy Control. At-Will you can add 1 additional dmg die with one Super Atk on your turn.
Assault: At-will. Roll better of two accuracy rolls for Sup Atks on turn. 2 uses. Haste: At-will. Gain a second bonus action. 2 uses. Pummel: At-will. Add 2d4 to to all Super Atks during turn. 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.
Items
Artifact - Sword of Greenskull (Bansho Fan): At-will. One barrage-type Super Atk has 50% Shock and Freeze chance. +15% PL.
Sage Robes: Passive. Max ki +15. At-will - while above 75% ki regain 3 ki at turn end. Trinket: At-will. Remove all status effects. Gain 5 tou. 1 use. Gourd of Mist: Bonus Action. 50% Sapped chance. Sapped drains 10 ki, lowers max ki by 10, and boosts your PL by 10%. 2 uses.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. Dragon Ball Radar
Techniques
Imperial Wrath III (Signature/Barrage - 3 damage dice/Charging - roll two sets of damage dice and take the better), -10 ki Psychic Powers (Standard Action. Make a Basic Atk with +5 acc but the dmg die is 3 ranks lower.) Divination III (Must know Psychic Powers. Bonus Action. Gain +15 defense for 3 turns. 1 use.), -10 ki Kiai III (Bonus Action. Cannot be hit by atks with acc roll under nat 65. 1 use.), -15 ki Clash III (Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. 1 use.), -10 ki Deflect III (Bonus Action. Take half dmg from two Super Atk. 2 uses.), -5 ki Energy Shield III (Bonus Action. Gain 15 tou. 1 use.), -5 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -20 ki Wild Sense III (Requires ability to Sense. Bonus Action. Avoid two Super Attack that would hit. 1 use.), -15 ki Paparapapa III (Requires Magic Material. Bonus Action. 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. 1 sidekick use.), -5 ki
Time Freeze III (Requires Psychic Powers. At-will. Gain an add standard action. 2 uses.), -15 ki Dead Zone (Requires Xeno or EC 30. Standard Action. 60% chance to Banish target below 25% max HP.), -15 ki
1d6路1d100+35路4d12路4d12路1d100路1d100
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Supporter馃専
Sweet as sugar. Cold as Ice. Hurt me once and I'll break you twice.
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Post by Audrey on Sept 2, 2018 5:52:06 GMT -5
On the defense. For the first time Polaris was on the defense. Never had the android seen the Emperor used a shield against his protection. Normally he would just shrugged off her attacks like nothing but the fact that he had to bring it up means he had his back pushed against the wall. The android tried to move her blade to resume the attack but it didn't budge as Polaris had grabbed his blade. In return Polaris began to skewer her cockpit. However the android didn't move the mecha of the way taking the damage head-on, the blade unleashed blinding pain that fried not just the mecha but also the android herself. A cry of pain escaped from her lips before they curved into a smirk as she look into the Emperor in the eyes. "How sad. If I knew you would be this weak, I would have liberated the Empire much sooner from your vile clutches." the android let go of the beam saber, forming a fist of katchin. Immediately it rocketed towards the Emperor with the attempt to send him flying back in the general direction of his fleet. Even if she missed the sheer shockwave from such an assault would be enough to make space between. "Your Imperial Fleet won't save you now."The android piloted the mecha to follow up before unleashing another right towards Polaris with the impact of an asteroid hitting the earth. BATTLE TRACKER Summary Audrey received 1 direct damage from Imperial Fleet Audrey received 23 damage from Polaris on this turn. Indomitable and Battle Armor reduce the damage to 18. Audrey used flow to regain 3 hp. Audrey received 16 damage total on this turn. Audrey used lucky trinket.(Cleanse status effect and regain 5 toughness). Audrey use Concentrated Fire twice.
At-will: Regain 3 hp.
Bonus Action: Lucky Trinket.
Standard Action 1: Concentrated Fire/Sword Strike.
Hit: unWIUxAB1d100+30
Damage: 2d12
Freeze(50% or less): 1d100
Standard Action 2: Concentrated Fire/Sword Strike.
Hit: 1d100+30
Damage: 2d12
Freeze(50% or less): 1d100
EFFECTS Flow-Regain 3 ki on this turn. Power Up Restored.(0/50) Absorb.(40/40) Sapped-Max ki reduced to 105. Barrier. (0/3) Toughness: 0 Hatchiyak Serum: 61 damage and 3 status effect.(2.0 multiplier PL)
FIGHTING STYLE -RESERVED Spirit: Max Ki +15 Flow: At-Will. Restore 3 hp or 3 ki to self or comrade during your turn.
TRAITS Efficiency: Passive. Barrage-type Super Atks cost 3 less ki. Indomitable: Passive. Negate 3 damage from all Super Atks. Resist: Passive. Negate 1 damage and deal 1 dmg back when hit with Basic atk.
Talented: At-will. Gain an extra use of Def or Util tech. Willpower: Requires 40 Res. At-will. Do not subtract dmg from Hp on turn. Subtract end of next turn. 2 uses.
EQUIPMENT Battle Armor: Passive. +15 hp and negate 2 damage from every super atk. Obi: Passive. Decr4ease cost of one super atk by 3 ki. Hatchiyak Serum: Gain PL +10% with each status effect inflicted and 10 damage taken. This stacks to a max of 100%(x2) PL.
Dampening Field: Bonus Action. Self comrade and gain 10 toughness. 1 use.
Trinket: At-will. Remove all status effects. Gain 5 toughness. 1 use.
SUPER ATTACKS Balmung (Rank 3) (Barrage) | Slashing - None| -7 ki Concentrated Fire(Rank 3) (Single)|Slashing-Freezing|-4 ki.
TECHS
Barrier (Rank 2): Bonus Action. Cannot be crit or be status infliced for 4 turns. (1/1) Clash (Rank 2): Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. 1/1 use (20 ki) Energy Shield: Bonus Action. Gain 15 tou. 1/1 use. Magic Materialization (Rank 1): Bonus Action. Create an item to go into a gear slot. Replaces item. 1/1 use (20 ki)
Paparapapa (Rank 3): Bonus Action. Summon sidekick that deals 1d6 dmg as at-will action. 1-2 on die removed sidekick. Can sacrifice to take hit from basic or super atk. 1/1 sidekick uses. (5 ki)
Kiai: Cannot be hit by atks with acc roll under nat 65.(0/1)
Lightning Aura: Bonus Action. Attack takes 1 dmg per dmg die rolled against you. 3/4 turns. 1 use.
Absorb: Requires Android or 30 Res. Each point of damage restores 2 ki to max of 20/40 ki absorbed.(40/40) Teleport: Avoid all atks that would hit. Or flee outside of battle-15 ki.
Perfect Barrier: Gain 20 toughness on self and two comrades-15 ki.
CURRENT PL:1,321,368(165,171) BASE PL: 165,171 Multiplier: 2.0 HP: 56/105| KI: 31/105| DEF: 50 | DMG DIE: d12 | ACC: +40 WC: 240 || Legume 1d100+30路2d12路1d100路1d100+30路2d12路1d100
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Post by Legume on Sept 2, 2018 8:57:38 GMT -5
Audrey's Katchin fist flew with the force of an asteroid, powerful enough to turn entire planets into uninhabitable wastelands. Merely the punch being thrown sent shockwaves across the battlefield which either ripped Imperial vessels to shreds or forced them to retreat as to not incur additional damage. And then the second one came, with just as much power as the first. And don't forget the second punch, thrown with just as much power as the first, and Audrey's arrogant comments in between. However, once the shockwaves faded, the fist was lowered and the dust had settled, Polaris was still there, unscathed. The strikes were swift and unexpected, indeed, but not fast enough for someone of his caliber to let himself get hit by them. " As if I needed them to save me from anyone." the Emperor replied, sending a series of ki construct chains from his right hand, aiming to wrap them around Audrey's mech to be able to sap energy from it. " I'd be careful if I was you, Major Audrey. Combat droids such as yourself shouldn't be able to express such arrogance, it reflects negatively in battle performance." Whether or not Audrey was wrapped by the energy chains, Polaris would move to take advantage of the position and fire a series of eye beams to try to impale the mecha. (224 words) Defensive Phase
Defensive Techniques and Items Activated: Rapid Movement
AUDREY, SECOND FIDDLE TO THE MAIN CHARACTER Concentrated Fire - Avoided with RM Concentrated Fire - Failed to beat def
Offensive Phase
Bonus Action: Rapid Movement, -10 ki
Standard Action 1: Energy Chains (Gourd of Mist)
Need 50 or less to inflict Sapped - 2Ruw|jEI1d100
At-Will: Impact - Add additional dmg die to one Super Atk on your turn. At-Will: Bansho Fan - 50% chance to Freeze and Shock for one Super Atk on your turn. At-Will: Assault - Roll better of two accuracy rolls for Sup Atks on turn.
Standard Action 2: Eye Beam (Imperial Wrath) - Charging Barrage, -7 ki
Accuracy - 1d100+35 1d100+35 Damage - 4d12 4d12 (CRITICAL! +12 dmg) Shock (Need 50 or less) - 1d100 Freeze (Need 50 or less) - 1d100
Passive Modifiers
T1 Ki Drain: 2 per turn Ki Recovery (when above 75% ki): 3 per turn Trinket usage: 1/1 uses Gourd of Mist usage: 2/2 uses Assault usage: 2/2 uses Haste usage: 2/2 uses Pummel usage: 1/2 uses Power Up ki recovered: 50/50
Stats
Power Level - 979 112 (244 778)
HP - 35/100 Ki - 33/115 Defense - 50 Accuracy mod - +30 Damage die - Rank 6 (d12)
Traits
Transformation - Fifth Form (T1 + Emboldened and Vicious): You gain x4 PL. As a passive effect you gain a bonus 5 to accuracy with Super Attacks while in the transformation.
Fighting Style - Brutal: +5 Energy Control. At-Will you can add 1 additional dmg die with one Super Atk on your turn.
Assault: At-will. Roll better of two accuracy rolls for Sup Atks on turn. 2 uses. Haste: At-will. Gain a second bonus action. 2 uses. Pummel: At-will. Add 2d4 to to all Super Atks during turn. 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.
Items
Artifact - Sword of Greenskull (Bansho Fan): At-will. One barrage-type Super Atk has 50% Shock and Freeze chance. +15% PL.
Sage Robes: Passive. Max ki +15. At-will - while above 75% ki regain 3 ki at turn end. Trinket: At-will. Remove all status effects. Gain 5 tou. 1 use. Gourd of Mist: Bonus Action. 50% Sapped chance. Sapped drains 10 ki, lowers max ki by 10, and boosts your PL by 10%. 2 uses.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. Dragon Ball Radar
Techniques
Imperial Wrath III (Signature/Barrage - 3 damage dice/Charging - roll two sets of damage dice and take the better), -10 ki Psychic Powers (Standard Action. Make a Basic Atk with +5 acc but the dmg die is 3 ranks lower.) Divination III (Must know Psychic Powers. Bonus Action. Gain +15 defense for 3 turns. 1 use.), -10 ki Kiai III (Bonus Action. Cannot be hit by atks with acc roll under nat 65. 1 use.), -15 ki Clash III (Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. 1 use.), -10 ki Deflect III (Bonus Action. Take half dmg from two Super Atk. 2 uses.), -5 ki Energy Shield III (Bonus Action. Gain 15 tou. 1 use.), -5 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -20 ki Wild Sense III (Requires ability to Sense. Bonus Action. Avoid two Super Attack that would hit. 1 use.), -15 ki Paparapapa III (Requires Magic Material. Bonus Action. 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. 1 sidekick use.), -5 ki
Time Freeze III (Requires Psychic Powers. At-will. Gain an add standard action. 2 uses.), -15 ki Dead Zone (Requires Xeno or EC 30. Standard Action. 60% chance to Banish target below 25% max HP.), -15 ki
1d100路1d100+35路1d100+35路4d12路4d12路1d100路1d100
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Supporter馃専
Sweet as sugar. Cold as Ice. Hurt me once and I'll break you twice.
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Post by Audrey on Sept 4, 2018 8:08:21 GMT -5
The android's eyes narrowed slightly as she noticed that despite the damage she inflicted to their surrounding, she made no lasting damage on the Emperor himself. What was worse was that her attempt to taunt him didn't really drive him to anger, instead he remained as calm as ever. Well, it was worth a shot anyway. If he would be so easily provoked, the chance that he would arrive where he stand now would be very low. She would just have to look into the weakness of his personality and push that button. That would trigger the carelessness he speak of. When Polaris try to wrap her up in energy chain the android didn't even dodge and was bound easily. However, through sheer strength she broke the chain which prevented Polaris from draining energy in first place. The screen suddenly warned her of a high energy signature heading her way and for a moment it appeared as if the eye beams would impale the mecha. However, she disappeared before the Emperor's very eyes like a mirage and reappeared behind his back. "Noted. In return, here's a piece of advise. If you dare approach Earth, do not think you will die a warrior's death. I am no hero. So I have no moral qualm to torture you in such a way that would make death preferable. I look forward to see how much pain a lizard can endure before he begs for death. Then, and only then, will you have my permission to die." Audrey's lips curled into a smirk as she let the threat settled in before continuing her words. "An entire Imperial Armada fell in one swoop by an android. I looked forward to how you shall try to cover this up in your Galactic News Network Wormtail. Perhaps you should spend more time polishing your skills than polishing your head every morning." the android continued as the mecha faded out of existence, teleporting to Earth as well as indicating the end of the simulation for the duo. Legume SummaryAudrey has teleported. CURRENT PL:1,321,368(165,171) BASE PL: 165,171 Multiplier: 2.0 HP: 56/105| KI: 19/105| DEF: 50 | DMG DIE: d12 | ACC: +40 WC: 340 || Legume
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Post by Legume on Sept 5, 2018 7:41:38 GMT -5
In the world of computer simulations.
Audrey remained as professional as ever - even after the failed taunt and the energy chain technique, she pushed through by breaking the chains and then getting out of the way of the Emperor's following attacks. However, the fight did not resume. Instead, Audrey appeared behind him and started to monologue, explaining that she would have no moral qualm to torture him to death as much as he would love to torture the life out of her, and that the battle was a defeat for the Imperial forces.
And then, suddenly, the android vanished completely.
"What?!" Polaris exclaimed, hastily looking around and focusing on his senses to check if Audrey wasn't trying to ambush him with a new technique, to no avail. The world around him started to disassemble, dispersing into various shapes and leaving the Emperor in a blank void.
Right. It all was so realistic that for a while, Polaris had even forgotten that he was in a simulation.
Opening his eyes, Polaris saw himself sitting in the middle of an eye-burning white dome, various machinery and electronics lined up around the walls, and the hologram of a female Frost Demon standing in front of him, watching with her hands behind her back. After a few seconds of getting back up to the speed of reality, the Emperor spoke:
"Ice, this simulation was not accurate. This simulated version of Major Audrey does not fit the character of the Audrey I know. She would not be as overconfident and arrogant, I see her as more of a pragmatic and calculated type."
In response, 1-CE let out an innocent snicker.
"So what you're telling me is that you would've lost even worse in reality? Noted." she spoke, playfully. Polaris stood up from the chair with a scowl and shot back:
"I didn't lose in this simulation. The overwhelmingly higher industrial capacity of the First Galactic Empire means that we would be able to replenish our losses in this battle much more easily than Earth ever could. In addition, my alter ego was still alive and only lightly wounded by the end of the fight. A second offensive would likely mean the end of Earthling resistance in this scenario."
Polaris sighed and sat back on the chair.
"But you are correct that there are plenty of improvements to our grand strategy to be made. A direct attack would be a costly affair, an alternative approach is necessary."
(413 words)
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