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Post by 𝕸𝖞𝖓𝖎𝖆 on Aug 20, 2018 8:38:55 GMT -5
Outsector 6, Central City Crater, 1204 Hours, Central Standard TimeMajor General Standish, Commanding Officer, Central City Reclamation Mission (Operation: Crater Lake) Hot, dusty air blew past as the general took his smoke. The sun beat down mercilessly on his hat and the helms of the men he'd brought along. He was known as something of a wide boy among the top ranks of the military. He played fast and loose with the rules and occasionally disregarded protocols in order to get things done. Though he had yet to pull off anything that would get him court-martialed, quite a few of his peers believed that sooner or later, his maverick modus operandi would mean such a thing was inevitable. Alternatively, one of these days, it was going to get him killed. But this wheeling and dealing seemed to work so far. High Command had placed him in charge of reclaiming Central City, not just because he had a fairly good success rate, but to serve as a test as well. This was the first assignment he'd been given of this scale. And the world was watching him. If he screwed up, his career wouldn't be the only thing at stake. Having finished with his batch of tobacco for the hour, he popped the cigarette out of his mouth and crushed it under his heel. As soon as the chosen few arrived, he would begin the briefing. "There's not much time, so I'll be brief. The King's last known position is here." he pointed a finger at a holomap that one of his men had set up. It was about halfway to the center of the camp, dotted by factory ruins. An industrial graveyard. "We managed to reestablish contact some time ago, but it has been extremely spotty at best." They'd gotten this position some fifteen minutes ago, based on the transmission trace, and computer simulations. "You've probably sensed it already, but scouters are picking up a massive concentration of ki somewhere around the center. Our readings tell us that it's focused over an area the size of a small building. It's not just powerful. It's big. We frankly have no idea what it is. Whenever a satellite does a flyby, we get distorted images. We've sent drones up there. They've all crashed and brought nothing but snowy footage. The King's Guard deployed ki specialists from their elite REGIS unit to attempt an aerial extraction, but they fell to the ground as soon as they passed over the walls. It looks like we're grounded."A brief image flashed onto the holo. A satellite photo with nearly everything distorted by a large dark circle. "Your primary objective is to get His Majesty out of there. I'm not going to ask you to find out what that... thing... is. I'll probably have it blasted by Orbital Cannon once you're in the clear anyway. This is just a heads up."The holo shifted again, this time to live footage along the wall. Soldiers had set up a small beachhead inside the camp and held the horde off for the time, thanks to liberal use of a variety of heavy weapons, like miniguns and flamers. "They'll keep the exit clear. But to keep a path open, you'll have to deploy autoturrets. Their numbers are strangely larger than the recorded population. And from experience, they just swallow up an area as soon as the shooting stops." The weapon in question appeared on-screen. "Based on previous maps of the camp, we've plotted three potential routes to the King's detail. Route A is shorter, but it's a narrow space flooded with Zed. Route B is middle of the road in terms of both. Route C is the longest, but it's also the path of least resistance. It's your call to decide which one to take."The General handed out a set of earpieces. "If you have any questions, you'll have to ask them on the go. We don't have time for extra chit chat. You can pick up the turrets at the entry point. Use them at your discretion."
General Standish has simple instructions. Pick up a turret, choose a path, and drop off turret(s) to keep the path clean. Find the King and any surviving bodyguards, and escort them back to the exit. Also, watch out for the strange power level at the center of the camp. Take this turn to pick up the turret(s), select your path, and ask any questions. Combat and countdowns begin on the next cycle. ABT-25 Auto Turret x 3. Can be deployed once per turn as 1 standard action, each from any two players, or 4 bonus actions, each from all four players. HP: 20 Tuff: 15 Damage: 1d6+2 Traits: Suppressive Fire (Passive: 50% Chance to lower horde actions by 1. Each turret can lower 1 horde action, for a maximum of 3.) Diversionary Fire (Active: Intercept two horde attacks. 2/2) Route A: Alley. A narrow space crammed with zombies, but a shortcut to the King's location. Reach the King in 3 turns. Horde has 4 actions and regenerates 5 HP. Space for 1 Turret. Route B: Main Street. Mid-sized space with a middling amount of zombies. Reach the King in 4 turns. Horde has 6 actions and regenerates 4 HP. Space for 2 Turrets. Route C: The Scenic Route. Large space with relatively sparse amount of zombies, but has the most freedom for them to move, and the longest way. Reach the King in 5 turns. Horde has 8 actions and regenerates 3 HP. Space for 3 Turrets. Will O. Wisp Lute Queen Kuueru T
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Post by T on Aug 20, 2018 11:47:54 GMT -5
S.S Blow Shit Up - Lounge Room Dimension #9001
Yet another space day with little to do. Of course, Cheese had to manage the other servants and activities aboard the ship, but attending to the Lord Breaker was his duty first and foremost. It would seem on that hour that his master was busying himself by listening to another episode of his favourite godcast on GodTube as he played an East City RPG of sorts- turn based no less.
Bleep.
“Jeeves.” T spoke as he stood up slowly, levitating his controller onto a nearby table.
“Yes, my lord?” Asked the butler without so much as a second thought.
“I’m going to go get some potato chips- you’re in charge again.” His master said entirely in prose.
Poof. He then vanished in a cloud of confetti as a clown horn sounded off. Said confetti transformed into gerbils that proceeded to explode out into squeaky fireballs before vaporising simultaneously.
This was certainly a change of pace. Usually, the man would exit in a pillar of hellfire. That or he simply vanishes from existence altogether before materialising elsewhere. T must have had an unbearable level of craving to use the confetti effect as an exit. One could compare the egress to a hastily put together slideshow- rushed and mildly unpleasant to look at.
In any case, time had come for Cheese’s own departure. If the news broadcasted on galactic television; or delivered to him by the scouts on Earth; were anything to go by, he had his work cut cut for him.
“Mr. Jones.” Cheese called out on a slightly higher note. “I believe it is your turn to be; as Lord Breaker says; ‘in charge’.”
Somewhere on Mars, a skeleton butler was spitting out his coffee.
Entry Point
Katchin steel knife— check, .500 calibre magnum— check, uzi submachine gun— check, and last but certainly not least, extra rounds— check. The ability to manifest new weaponry was not absent from his arsenal, yet he held a small amount of nostalgia for battle preparation in the moment. With the earpiece equipped and a turret capsule stowed away safely in one of his pouches, he strutted forth close to the entrance.
"I trust that all of you have payed attention during the briefing." The young man spoke as he surveyed the situation. "If that much is true, I propose we take the most direct path to the King- Major General Standish did express how scarce of a resource time seems to be."
[ Jeeves suggests Route A ]
Battle Info - Cheese
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 3 - At-Will / Standard Action Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.
[ Divination ] - Rank 3 - Bonus Action - 10 Ki Gain +20 defense for 3 turns. [ 1 / 1 use ]
[ Wild Sense ] - Rank 3 - Bonus Action - 15 Ki Avoid two Super Attack that would hit. Movement tech. [ 1 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 1 / 1 use ]
[ 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 Clothing 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 : 127,380 | Power Level : 127,380 Hit Points : 50 / 50 | Ki : 100 / 100
Fighting - 30 Defence - 90 Damage Die ( Rank 7 ) - d12+1
𝕸𝖞𝖓𝖎𝖆 Lute Queen Kuueru Will O. Wisp
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Post by Lute on Aug 20, 2018 16:44:39 GMT -5
EASTY CITY, Planet Earth.The front door to Tranquility opened with a jingle as Lute hauled his big green body inside. Along the walls were various zen decoration and shelves lined with a wide assortment jars of different strands of dried tea leaves. It was the shop of a connoisseur, of a tea-making artisan. The man also happened to be a wizard. It was quiet and empty this late in the evening. The Namekian strode up to the counter and stood there with his arms crossed. Part of him wanted to ring the silver bell sitting there, but he decided against it. The owner would have felt his presence long before entering. A black cat with very intelligent golden eyes licked its front paw, watching him from its perch in a nearby window. The store's patron, the enigmatic and rather relaxed wizard Hachi strode out from behind a beaded curtain. He gave a warm smile. "Lute. You're back. So soon too. Did you miss me?""Hachi, have you finished translating the Book of Bibidi?"The wizard held his index finger up tentatively. "I've had a major breakthrough since we last met on New Namek. Soon, I promise."Lute was growing impatient, day after day, to receive the knowledge Hachi had promised. "Fine. I can sense Kuueru's presence. Tell her to come out here.""~Oh, Kuueru dear, Lute wants to know if you'll come out and play," Hachi called. The sarcastic demanor was clearly mocking the way mothers spoke to their children . Lute scowled at the wizard. Once she was present, he spoke up. "I heard rumor that you met Emperor Polaris (Legume )."Lute proceeded to explain to her the details of his own colorful meeting with the Emperor. Although, he skewed the events much in his favor own favor. He didn't lie, but at the same time he didn't include the fact that Polaris has almost punched him in half. He also t briefed Kuueru about the call for assistance that the Earth's military sent out for an operation in Central City. He uttered an incantation and materialized a new set of clothing on himself. It was a tight jumpsuit, the sort worn by the Imperial Patrol in a stark blue color. "Give yourself an outfit similar to mine and assume your human form. After that, we can head out. I will be taking on the alias of Horn during this endeavor. So do not call me Lute. I have a storied history with the Earth's government and do not wish to reveal myself." "And by that, he means that he's killed some of them," Hachi quipped. The wizard filled a kettle up with water and set it down on the stove burner. Lute ignored him. "Doing this as members of the Imperial Patrol will also help paint the Empire in a favorable image to the Earthling king." BATTLE TRACKERSUMMARY
Bonus Action: Zone of Agony (Papa. Rank 3) | -5 ki
Bonus Action: Aura of Malice (Energy Constructs Rank 3) | -10 ki
At-Will: Flow - Restore 3 ki.
ACTIVE EFFECTS Zone of Agony. Still active. Aura of Malice. 6/6 remaining.
FIGHTING STYLE - Reserved Spirit: +15 max ki. Flow: At-will. Heal 3 HP or 3 ki to self or ally during turn.
TRAITS Blitz: Requires 40 Fght. At-will. Make 2 Basic Atks during one Standard Action on turn. Infuse: Passive. 30% Burn chance with Basic Atks. Cleverness: Passive. +15% status effect inflict chance. Talented: At-will. Gain extra use of one Def or Util tech. First use of tech costs 0 ki. 1/1 use Endure: Passive. Getting hit by Super Atks gives Endure stacks. At-will 3 stacks of Endure gives 15 tou.
TRANSFORMATION
Red-Eyed Form: Measured (0 ki cost) & Ferocious (+1 dmg die rank with Basic Atks.)
EQUIPMENT Heavy Weighted Clothing: +50% PL per post/200 words. Arcane Orb: At-Will. Choose one Basic Atk that missed previous turn. Deal half its dmg as direct dmg. Scroll of Hirudegarn: Bonus Action. Gain use of Legendary tech Giant Form Rank 3. Costs 1 less ki per turn. +15% PL. 1/1 use Destron Gas: Bonus Action. 30% Stun, Freeze, Poison chance. If afflicted base PL -15%. 2/2 uses.
OTHER ITEMS War Cruser: 3d4 direct dmg to all targets. 1/1 use. Potral: Paparapapa Sidekick gets +1 to first three rolls. 3/3 uses
SUPER ATTACKS God-Slayer Rank 3 (Signature) | Single - Piercing & Shock | -5 ki Cord of Culling Rank 3 (Signature) | Barrage - Charging | -10 ki
TECHS Deflect Rank 3 - 1/1 use Freeze Rank 3 - 2/2 uses Mend Rank 3 - 1/1 use Clash Rank 3 - 1/1 use Energy Constructs Rank 3 - 1/1 use Kiai Rank 3 - 1/1 use Paparapapa Rank 3 - 1/1 use Energy Shield Rank 3 - 1/1 use Magic Materialization Rank 3- 1/1 use LEGENDARY Demon Mark Rank 3
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Post by Will O. Wisp on Aug 20, 2018 18:42:09 GMT -5
When Will O. Wisp heard that the king was alive, most likely cause of someone wishing back the people who died from the Central City attacked with the Dragon balls, and that they were being attacked by zombies. Will wanted to take the call. But one thing was on his mind. "Are these actual zombies or are these those fake zombies who were confused people thinking they were zombies now that crazed Mr. Satan fanatic Victor Van Helsinki and those crazy mercenaries he hired killed?" Will O. Wisp inquired. Will wanted to be entirely sure, not because he was afraid of handling real zombies oh no he has no reason to fear shambling corpses at the level he is at. He just did not want to kill any innocent people that were confused due to being brought back to life without knowing why. Granted if they are real zombies they would still have had been innocent people before becoming zombies but if this was the cause of someone or something else as this Ki signature implies then Will has to kick someone's ass who deserves it today. Also his ability to already to be able to communicate with the dead somewhat so maybe he can talk with and try to reason with the zombies or even control them to make them stop if he can. Although it didn't help that he could feel not so kindly Ki coming from the three people he will be fighting with. One is apparently some kind of eye patch dude carrying an entire arsenal of weaponry as if he was Rambo or Arnold Schwarzenegger's character from Commando. And two imperial soldiers from Polaris' Galactic Empire which made Will a little wary of these two considering the rumors he heard that the empire has done. Also he tries to hold in from chuckling at the fact that the one with eye patch is named Cheese. "I agree with Cheese, if we are gonna get the king safe and sound and not a zombie then we must plow through Route A with everything we got. As long as we attack from faraway with ranged attacks we should be safe from being infected if it works like the movies and if we get beaten we're one of them too." Word Count: 382 BATTLE TRACKERSUMMARY
Enemy Attack #1: Name - 0 acc vs 0 def - dmg dealt or miss.
Bonus Action: Name - Effect | -0 ki cost
At-Will:
Standard Action: Attack Name - Effects | -0 ki cost Acc - *Roll Here* Dmg - *Roll Here* Status Chance (00%) - *Roll Here
At-Will: Name - Effect
ACTIVE EFFECTS
FIGHTING STYLE Tenacious
TRAITS Alacrity , Effiency , Haste , Resolve , Talented EQUIPMENT Turtle-Style Gi, Staff (Light Weapon), Senzu Bean, Lucky Coin (Trinket)
OTHER ITEMS War Cruser: 3d4 direct dmg to all targets. 1/1 use.
SUPER ATTACKS
Original Kamehameha - Rank 1 Area Charging
Dragon Soul - Rank 1 Barrage Slashing
TECHS
Kiai
Sonic Sway
Clash LEGENDARY
CURRENT PL: 120,026 HP: 75/75 | KI: 100/100 | DEF: 75 | DMG DIE: d12 | ACC: +25
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Post by Queen Kuueru on Aug 20, 2018 18:59:50 GMT -5
Kuueru had spent the past few weeks learning from and doing the simple errands of the great magician, Hachi. As much as she wanted to believe he was so great, his outrageous sexual advances and lack-luster demon deciphering was leaving her tired of the old man. She huffed, watching as the magician clad in a bucket hat jumped to his feet at the sound of a new customer, however it was clearly Lute. She was able to deduce that from the raw pressure of his aura.
The demon came quickly when called, eager to get out of the tea shop she had been glued to since Lute first abandoned her on Earth.
The mortal realm wasn’t so bad, the food was decent and though the abundant energy in the environment was missing here, she was still managing to keep up on her magic studies. Under secret guidance of both Hachi and Kouzi the witch she pursued the darker arts of mystical energy.... unbeknownst to Lute. Of course, she pleaded Hachi not to tell the Namekian…. but they were close.
Lute greeted the pair, his objective clear as he began barking orders at the demon.
“Yes, I met him. I have heard of your own politics with the guy as well. It seems we both work towards the same goals, for now.” Kuueru responded somberly. Lute’s body shifted, an awkwardly fitting uniform covering his frame. Kuueru felt embarrassed for the Namekian and immediately began attempting to hold back an awkward cackle.
“W-What is that?” Kuueru snorted and looked away from the horrid sight.
She did as he ordered however. Her brilliant pink locks of hair shifted into a tight militia style bun upon her head. Her shapely figure was also now hugged by the resilient yet horrifying blue spandex. She pulled the cloth from invading her crevices; shame spread over her visage. She felt flush as the Magician’s greedy eyes admired her new disguise.
Both Lute and Kuueru soon left the shop after she noted to refer to the man by an alias. She shrugged, wondering if a person never born on the mortal plane needed a ‘fake’ name as well. Maybe she could think of one on the trip over.
It took them a while to reach Central City, they descended and approached the groups on foot in their new disguises. Kuueru stood up straight, trying to appear as poised as the men and women around her.
BATTLE TRACKER
EFFECTS
FIGHTING STYLE - Analytical Moxy: Fighting +5 Guile: At-Will. Add second major effect onto Super Atk.
TRAITS Efficiency: Passive. Barrage-type Super Atks cost 3 less ki. Assault: At-will. Roll better of two d100s for Sup Atks on turn. 2/2 uses remain Blur: One Movement tech can be at-will on turn. Talented: Gain extra use of one Def or Util tech you know. Rush: At Will. Super atk does 25% direct damage on miss.
EQUIPMENT Weighted Clothing: +50% PL per post or 200 words. Scouter: +15 defense against Super Atks. Senzu Bean: Bonus Action. Restore 15 ki and 15 HP to self or ally. 1/1 use remains Hero's Flute: Bonus Action. 75% chance for 2 stacks of Stun and Pacified effect. Pacified reduces dmg die by 1 rank for 4 turns. 2/2 uses remain.
SUPER ATTACKS Infernal Eradication (Rank 3) (Barrage) | Charging | -7 ki <- efficiency God-Slayer (Rank 3) (Single) | Piercing Shock | -5 ki
TECHS After Image (Rank 3): 1/1 use remains Sonic Sway (Rank 3): 1/1 use remains Kiai (Rank 3): 1/1 use remain Solar Flare (Rank 3): 2/2 uses remain Wild Sense (Rank 3) 1/1 use remains Deflect (Rank 3): 2/2 uses remain Psychic Powers (Rank 1) Hypnosis (Rank 3): 2/2 uses remain Magic Materialization (Rank 1): 1/1 use remains Paparapapa (Rank 2): 1/1 sidekick used
LEGENDARY Instant Transmission (Rank 1): Bonus Action. Avoid any atk that would hit. Or make a single-type Super Atk an instant crit. Movement tech. 1/1 use remain
CURRENT PL: 127,018 | BASE PL: 127,018 HP: 50/50| KI: 100/100| DEF: 90 | DMG DIE: d12 | ACC: +40
Lute 𝕸𝖞𝖓𝖎𝖆 Will O. Wisp T
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Post by 𝕸𝖞𝖓𝖎𝖆 on Aug 21, 2018 8:45:02 GMT -5
Whiskey Platoon, Beachhead DetailUnidentified Undead As you enter the gate, you are greeted by the thunderous report of multiple automatic firearms going off in short bursts. The odor of combusted chemical propellants mixes with that of sizzling rotten flesh, the vague hint of burning fuel, and the clean, after-rainy scent of ozone from air ionized by plasma weaponry. Several dozen soldiers stand in position behind barricades, both makeshift and prefabricated. The loud hum of a mini-fusion reactor at the centre of the chokepoint, indicates the presence of a barrier. Confirmed when one of the horde attempts to jump over the barricade, only to slam into an invisible wall that momentarily shimmers in blue waves. "Keep those routes locked down!" one of the soldiers, in a fully enclosed hardshell suit, barks out as he points at a subordinate manning a minigun turret. "Harley, wax the Dozer at ten o'clock!""Roger that, El-Tee!" The turret swings to the left, spewing an arc of solid fire that decapitates some undead unfortunate enough to be nearby. Harley focuses on a large brutish beast that stands twice over the others. While the shells don't seem to be doing any damage, their sheer velocity makes the creature pause before roaring. This is its last mistake, as the bullets pour into its mouth, shredding its head from the inside. "How do ya like that, bitch!?"The officer turns around after seeing the confirmed kill and contemplates for a moment upon seeing you. "The General says you're cleared to move through. We can pop an opening in the shield at one point for your route of choice, but make it quick! We can't risk any of these things getting inside. Grab any other turrets you need over there," he points to a makeshift table with a set of capsules. An explosion turns his attention around. "The hell was that?""Plasma Grenade, El-Tee! Another Dozer was coming in!""Check your fire! We'll be here for a while yet, and I don't want you lot needlessly wasting ordnance!""Sir!"He turns back. "Just give us the signal, and we'll make an opening."Beyond the barricade, the ruins of the camp swarm with fearsome creatures, unmistakably mutated beyond ordinary physique.
You may pick up (2) more turrets. Select your route and proceed: Route A: Alley. A narrow space crammed with zombies, but a shortcut to the King's location. Reach the King in 3 turns. Horde has 4 actions and regenerates 5 HP. Space for 1 Turret. Route B: Main Street. Mid-sized space with a middling amount of zombies. Reach the King in 4 turns. Horde has 6 actions and regenerates 4 HP. Space for 2 Turrets. Route C: The Scenic Route. Large space with relatively sparse amount of zombies, but has the most freedom for them to move, and the longest way. Reach the King in 5 turns. Horde has 8 actions and regenerates 3 HP. Space for 3 Turrets. Combat begins THIS round. Turret(s) CANNOT be deployed. 1 TURN to reach your chosen Route. PLAYERS have the INITIATIVE. BATTLE TRACKERBeachhead Horde HP: 320/320 PL: 320,000 Def: 50 Acc: 40 Dmg: d12 Techniques: Indiscriminate Swarming (Area Assault | 2d4 damage @ all targets.) Coordinated Swarming (Concentrated Assault | 3d8 damage @ single target. Once per turn.) Charge of the Horde (Full Assault | 4d12 @ all targets. Once per battle.) Caution (Defensive Formation | +15 defense against all attacks. Once per turn. One formation per turn.) Aggression (Attack Formation | +15 attack bonus with all attacks. Once per turn. One formation per turn.)
Traits: Endless Numbers (+10 HP Regen/Turn) Beware the Dozer (Unit Starts with 20 Tuff) Ignited Horde (Attacks made by the Unit while Burned have a 30% chance to cause Burn when they hit because they're BURNING ZOMBIES trying to DOGPILE you) Unit (Unit loses 25% PL and Acc for every 25% HP lost. Unit takes +25% Damage from AOE Attacks)
Will O. Wisp Lute Queen Kuueru T
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Post by Lute on Aug 21, 2018 10:05:37 GMT -5
OUTSIDE CENTRAL CITY RUINS, Planet Earth.After arriving to the briefing Lute--who played the role of Lieutenant Horn of the Galactic Patrol--stood and listened to the briefing, nodding and remaining silent. To be honest, Horn felt the humans were weak and foolish. They were setback by a group of undead. That meant there was some sort of magic at play here. There were viruses and nano-machines that could animate a corpse, but it wasn't true undeath. No, undeath was something propagated through necromancy. He figured the Earthlings would know the difference and mention it. Lieutenant Horn strode forward with striking confidence, marching to the entrance way into the forlorn city. A group of Earthling soldiers were using a turret to keep the masses of bodies at bay behind their barricades and energy shield. The Namekian glared out through the desert haze at the dilapidated city with disgust. "Yes. We go down the alley."Before stepping out from behind the barrier, he began to weave an incantation. This was Dragon Clan magic, a spell of binding. Words both deep and ancient escaped his lips and he raised his hand. All around the horde pillars of white stone erupted out of the ground, forming three overlapping triangles, each several hundred yards in diameter. The pillars served as the foci for the arcane power he was about to summon. Raw magic shot through them, first a coursing over the horde as lighting, followed by a scintillating burst of ice, and finishing with a dark cloud of poison gas that rippled through the writhing masses, seeping in and eroding away at tissue and sinew. After casting the spell, Lieutenant Horn stepped through the opening in the barrier. Each step forward was accompanied by his body shifting and swelling in size. Ten steps later he stood forty feet tall, the zombies little more than insects at his feet. With a roar balled his fists unleashed his aura, erupting out in a concussive burst that would level buildings and flatten bodies. All around him exerted a pressure for dozens of yards. Any creature he deemed his enemy (and it was all of the horde) would feel this unrestrained power crushing down on them. It was as though they were stepping into a corrosive jelly rather than moving through the air. To those keen enough, they would detect the sheer volume malice and hatred pouring out of the Lieutenant. It was palpable and quite disgusting. Horn couldn't hide that aspect about himself, even if he wore a disguise. It didn't matter though. The only thing that mattered was victory. "I will distract the horde. Retrieve the king!" Lieutenant Horn roared out, his voice like liquid thunder in the air. BATTLE TRACKERSUMMARY
Bonus Action: Dragon Clan Magic: Spell of Binding [Destron Gas w/ Cleverness] @ Horde Stun [45%] - NsuccPDU1d100 Freeze [45%] - 1d100 Poison [45%] - 1d100 SUCCESS! TARGET STRAINED (-15% PL)
Bonus Action: Dragon Clan Magic: Spell of Binding [Destron Gas w/ Cleverness] @ Horde Stun [45%] - 1d100 Freeze [45%] - 1d100 Poison [45%] - 1d100 SUCCESS!
Bonus Action: Great Namekian [Giant Form Rank 3] | -2 ki
At-Will: Aura Burst @ Horde [War Cruiser] 3d4 [+25% = 6] direct dmg.
At-will: Zone of Agony @ Horde [w/ Portal]
1d6+1 direct damage.
At-Will: Magic Materialization Rank - Grenade to replace Destron Gas | -10 ki
At-Will: Flow - Restore 3 ki.
ACTIVE EFFECTS Zone of Agony [Paparapapa Sidekick]. Still active. Aura of Malice [Energy Constructs]. 6/6 remaining. Great Namekian [Giant Form]: PL x1.5 (398,294) and +1 dmg die rank w/ Basic Atks. Area Basic Atks. 2 ki per turn [Scroll of Hidedugarn] Toughness: 10/10
FIGHTING STYLE - Reserved Spirit: +15 max ki. Flow: At-will. Heal 3 HP or 3 ki to self or ally during turn.
TRAITS Blitz: Requires 40 Fght. At-will. Make 2 Basic Atks during one Standard Action on turn. Infuse: Passive. 30% Burn chance with Basic Atks. Cleverness: Passive. +15% status effect inflict chance. Talented: At-will. Gain extra use of one Def or Util tech. First use of tech costs 0 ki. 1/1 use Endure: Passive. Getting hit by Super Atks gives Endure stacks. At-will 3 stacks of Endure gives 15 tou.
TRANSFORMATION
Red-Eyed Form: Measured (0 ki cost) & Ferocious (+1 dmg die rank with Basic Atks.)
EQUIPMENT Heavy Weighted Clothing: +50% PL per post/200 words. Arcane Orb: At-Will. Choose one Basic Atk that missed previous turn. Deal half its dmg as direct dmg. Scroll of Hirudegarn: Bonus Action. Gain use of Legendary tech Giant Form Rank 3. Costs 1 less ki per turn. +15% PL. 0/1 use
Destron Gas: Bonus Action. 30% Stun, Freeze, Poison chance. If afflicted base PL -15%. 0/2 uses. Grenade: Bonus Action. Area Basic Attack. 2/2 uses.
OTHER ITEMS War Cruser: 3d4 direct dmg to all targets. 0/1 use. Potral: Paparapapa Sidekick gets +1 to first three rolls. 2/3 uses
SUPER ATTACKS God-Slayer Rank 3 (Signature) | Single - Piercing & Shock | -5 ki Cord of Culling Rank 3 (Signature) | Barrage - Charging | -10 ki
TECHS
Deflect Rank 3 - 1/1 use Freeze Rank 3 - 2/2 uses Mend Rank 3 - 1/1 use Clash Rank 3 - 1/1 use Energy Constructs Rank 3 - 0/1 use Kiai Rank 3 - 1/1 use Paparapapa Rank 3 - 0/1 use Energy Shield Rank 3 - 1/1 use Magic Materialization Rank 3- 0/1 use LEGENDARYDemon Mark Rank 3 1d100·1d100·1d100·1d100·1d100·1d100·3d4·1d6+1
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Post by T on Aug 21, 2018 11:27:51 GMT -5
How putrid. The stench made by liquifying flesh would take ages to clear from the surrounding area. Perhaps it was a mildly better alternative to allowing the carcasses to rot on their own accord, or being gnawed on by said carcasses while they were still on the move. It would seem they were in dire need of a butler to clean up the mess.
Luckily enough, one so happened to come across the scene.
With the Uzi in his right and his left freed up, Cheese made his way past the shielding systems and into the alleyway. Their attempts at halting the horde from progressing further into various sections of the city may have been mildly amusing to him if not for the unwarranted loss of life. Napalm or other flaming weaponry should do the trick. With how much ammonia collected in the air and the amount of decay the bodies underwent, a napalm strike or two should clear the area in no time.
Then again, the most important person in the world was somewhere within the vicinity. Collateral hardly mattered when most of the city was in ruins, but causing as such would most likely result in the loss of the King. Again. They were the military’s greatest hope no less.
Once again, nostalgic.
[ Jeeves starts off through Route A ]
Even the Galactic Empire decided to aid with the situation on Earth. Odd, he found it. Usually these affairs would be better off left to the denizens of the planet. Nothing to fret about for the time being. Additional arms would certainly be useful in this endeavour of theirs. A watchful eye needed to be kept on both enemy and ally later on. Rest assured, his own may very well be fit for that task alone.
Cheese inhaled deeply through his nostrils, counted to ten, and then breathed out. His feet left the ground in a hurry as a spirited dash was made for the alley. With a swift flick of his wrist and a pull of the trigger, bullets rained out for undead targets ahead. An ordinary Uzi submachine gun shoots at around six hundred rounds per minute despite it’s magazine usually only holding thirty two rounds. Nevertheless when adding a mystical energy such as Ki into the equation, he could accelerate the rate of fire even further while adding additional ammunition.
Earlier, he overheard the soldiers chatting about a ‘Dozer’ of sorts. If he was a betting man, Cheese reckoned the term was spoken while regarding the muscle-bound, bloated golems among the horde. He wondered how they would fare against fifty rounds each- give or take a dozen or so. Onwards the butler pressed while sending off waves of lead.
Battle Info - Cheese
Defence Phase None
[ Attack Phase ]
Bonus Action : Inhuman Swiftness (Paparapapa) - 5 Ki
At-Will : Targeted Shots (Impact) - Standard Action 1
Standard Action 1 : Bullet Hell (DIE!DIE!DIE!DIE!DIE!) - 7 Ki - Charging To Hit : OmfhXnQO1d100+30 Damage Roll 1 : 4d12+4 Damage Roll 2 : 4d12+4
Standard Action 2 : Bullet Hell (DIE!DIE!DIE!DIE!DIE!) - 7 Ki - Charging To Hit : 1d100+30 Damage Roll 1 : 3d12+3 Damage Roll 2 : 3d12+3
[ 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 3 - At-Will / Standard Action Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.
[ Divination ] - Rank 3 - Bonus Action - 10 Ki Gain +20 defense for 3 turns. [ 1 / 1 use ]
[ Wild Sense ] - Rank 3 - Bonus Action - 15 Ki Avoid two Super Attack that would hit. Movement tech. [ 1 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 1 / 1 use ]
[ 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 Clothing 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 : 127,380 | Power Level : 127,380 Hit Points : 50 / 50 | Ki : 81 / 100
Fighting - 30 Defence - 90 Damage Die ( Rank 7 ) - d12+1
𝕸𝖞𝖓𝖎𝖆 Lute Queen Kuueru Will O. Wisp 1d100+30·4d12+4·4d12+4·1d100+30·3d12+3·3d12+3
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Post by Queen Kuueru on Aug 21, 2018 18:16:58 GMT -5
Lute seemed to be playing his role to a T, even taking on a different alias seemed to be a bit much. She could only grow curious about what Hachi mentioned earlier about the Namekian killing off Earth’s military. She sighed, tuning out the barking and gunfire that filled the air. Orders were shouted to and from and anyone could get lost in the chaos. Not a demon though. She just chose not to listen.
Her face seemed to snap back to reality as her comrade rushed forth past the barrier to begin his onslaught on the horde. He then turned into a giant Lute. She hadn’t seen this form of the man yet, and she would rather not again frankly. He was hard enough to look like in his normal scale.
Next the weird man with an eyepatch, he looked like a butler. She didn’t catch his name if he said it. She only watched him on his own turn, choosing to attack down the same path. There was another there, a feline of sorts. She was beginning to wonder what sort of clusterfuck Lute had hauled her to.
She was so engrossed by the weird array of people gathering to help that she seemed oblivious to the horde her comrades were blowing up.
“Oh, so we have to go passed those things….” She finally got the idea, her full brazen eyes scanning the path of the alleyway.
“Why not just blow em up?” Kuueru mumbled, her eyes watching the pair restraint. Perhaps it was better not to blow up everything due to the King being inside, but Kuueru didn’t much care for them one way or another.
The demon stepped through the barrier next, ignoring the turrets that sat idle still.
“Dude, I think we got some of your kind back home.” Kuueru mumbled idly while flipping through the book of a rather thick grimoire. She had stole it from the magician Hachi while he was arguing with Lute.
A few odd sounds and clicks of the tongue and some sort of guttural moan and a crimson rune formed at her feet. Whether or not it sacrificed itself to the horde mattered not, so she summoned it.
From the ground seemed to rise a horned beast like some sort of Yu-Gi-Oh monster. He appeared angelic from behind, but the horns and second set of demonic wings hid in front. “Lucifer, help me out for a bit.” Kuueru mumbled, the conjured demon sending forward a smothering veil of dark energy.
“Now.” The demoness looked very much normal, her awkward fitting Galactic Empire outfit throwing off all her vibes. She huffed in annoyance as she long string of azure energy sprouted from her grip.
It stretched on for a few meters, taking on the shape of a whip. She cracked the weapon at the ground for measure before sending it down the alleyway wildly. Surely it would hit something in such river of enemies.
BATTLE TRACKER
EFFECTS
SUMMARY
Kuueru uses Hero's Flute on the Horde! Kuueru activates Assault! Kuueru summons sidekick using Papaprparpar! Kuueru uses sidekick to attack! Kuueru uses Cord of Culling (x2)! -14 ki
ACTIONS AND ROLLS
AT WILL: Kuueru uses Hero's Flute on the Horde: 75% chance for 2 stacks of Stun and Pacified effect. Pacified reduces dmg die by 1 rank for 4 turns. BONUS ACTION: Summon Sidekick using Paparapapa Rank 2 -10 ki AT WILL: Sidekick Attack at Horde tVNiXnp91d6 AT WILL: Activate Guile on SA2 - Slashing STANDARD 1: Cord of Culling | Barrage | Charging [ASSUALT] Accuracy 1: 1d100+40 Accuracy 2: 1d100+40 Damage 1: 3d12 Damage 2: 3d12 STANDARD 2: Cord of Culling | Barrage | Charging & Slashing (crit on 85+) [GUILE] [ASSUALT] Accuracy 1: 1d100+40 Accuracy 2: 1d100+40 Damage 1: 3d12 Damage 2: 3d12
Hero's Flute 75% chance for 2 stacks of Stun and Pacified 1d100
FIGHTING STYLE - Analytical Moxy: Fighting +5 Guile: At-Will. Add second major effect onto Super Atk.
TRAITS Efficiency: Passive. Barrage-type Super Atks cost 3 less ki. Assault: At-will. Roll better of two d100s for Sup Atks on turn. 1/2 uses remain Blur: One Movement tech can be at-will on turn. Talented: Gain extra use of one Def or Util tech you know. Rush: At Will. Super atk does 25% direct damage on miss.
EQUIPMENT Weighted Clothing: +50% PL per post or 200 words. Scouter: +15 defense against Super Atks. Senzu Bean: Bonus Action. Restore 15 ki and 15 HP to self or ally. 1/1 use remains Hero's Flute: Bonus Action. 75% chance for 2 stacks of Stun and Pacified effect. Pacified reduces dmg die by 1 rank for 4 turns. 1/2 uses remain.
SUPER ATTACKS Infernal Eradication (Rank 3) (Barrage) | Charging | -7 ki <- efficiency God-Slayer (Rank 3) (Single) | Piercing Shock | -5 ki
TECHS After Image (Rank 3): 1/1 use remains Sonic Sway (Rank 3): 1/1 use remains Kiai (Rank 3): 1/1 use remain Solar Flare (Rank 3): 2/2 uses remain Wild Sense (Rank 3) 1/1 use remains Deflect (Rank 3): 2/2 uses remain Psychic Powers (Rank 1) Hypnosis (Rank 3): 2/2 uses remain Magic Materialization (Rank 1): 1/1 use remains Paparapapa (Rank 2): 1/1 sidekick remain
LEGENDARY Instant Transmission (Rank 1): Bonus Action. Avoid any atk that would hit. Or make a single-type Super Atk an instant crit. Movement tech. 1/1 use remain
CURRENT PL: 127,018 | BASE PL: 127,018 HP: 50/50| KI: 100/100| DEF: 90 | DMG DIE: d12 | ACC: +40
Lute 𝕸𝖞𝖓𝖎𝖆 Will O. Wisp T 1d6·1d100+40·1d100+40·3d12·3d12·1d100+40·1d100+40·3d12·3d12·1d100
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Post by Will O. Wisp on Aug 21, 2018 21:40:54 GMT -5
Will asked a question and he got his answer and he can smell the rotting fleshes of the walking corpses that the soldiers are gunning down. With his powers he can feel no mind and soul coming from the zombies but can feel some kind of evil energy emanating from them. Guess trying to reason or control them isn't an option because whoever did this must be a very skilled in terms of magic. And whoever did this is definitely gonna get karma for what they did. And Will is eager to be the one to dish out said karma. He witnessed "Lieutenant Horn" use a strange spell on the zombies, grow in size, and release a burst of energy around him blasting any zombies caught in his range giving off a malicious aura. He then sees the other Galactic Empire soldier summon kind of strange half demon half angel thing that Will could hear with his ears was called Lucifer by the female one. Yeah these guys aren't even trying to hide that they are evil. And then there's the butler shooting at the zombies with a barrage of bullets as if he was in some kind of first person shooter. Will is the only one here who here is here with good intentions it seems, but he should be glad that these people are working with him instead of against him for now. He decides to utilize a new technique that was an old strange one passed down through legends due to how bizarre it was. Something began forming in his mouth and he hacked a bit as if he were about to puke, or throw up a hairball since well he is a cat, but instead spits out strange ghost like beings made of Ki that all resemble him. The five guys flew around the area and exploded on contact with the zombies that had the misfortune of being their way. With that done Will summoned Dragon Soul and then told everyone to "Stand back." as he and Dragon take a stand together and begin charging a Kamehameha together which they release together as a gigantic devastating blue wave of energy. Word Count: 364 BATTLE TRACKERSUMMARY
Enemy Attack #1: Name - 0 acc vs 0 def - dmg dealt or miss.
Bonus Action: Name - Effect | -0 ki cost
At-Will: Super Kamekaze Ghost Attack (War Cruiser)
|s9q|O603d4 (AoE attack +25% damage)
At-Will: Turtle- Style Gi - +20 attack and +1 damage rank to the two attacks this turn.
Standard Action 1: Kamehameha (Dragon Soul) - Slashing (Crits at 85) | -17 ki cost (Efficiency) Acc - 1d100+45 Dmg - 3d12+3 Status Chance (00%) - *Roll Here
Standard Action 1: Original Kamehame - Charging | -15 ki cost Acc - 1d100+45 Dmg roll 1 - 2d12+2 (If hits +25% more damage) Dmg roll 2 - 2d12+2 (If hits +25% more damage)
At-Will:
ACTIVE EFFECTS
FIGHTING STYLE Tenacious
TRAITS Alacrity , Effiency , Haste , Resolve , Talented EQUIPMENT Turtle-Style Gi, Staff (Light Weapon), Senzu Bean, Lucky Coin (Trinket)
OTHER ITEMS War Cruser: 3d4 direct dmg to all targets. 0/1 use.
SUPER ATTACKS
Original Kamehameha - Rank 1 Area Charging
Dragon Soul - Rank 1 Barrage Slashing
TECHS
Kiai - Bonus Action. Cannot be hit by atks with acc roll under nat 65. 1/1 use
Sonic Sway - Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1/1 use
Clash - Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. 1/1 use. LEGENDARY
CURRENT PL: 120,026 HP: 75/75 | KI: 68/100 | DEF: 75 | DMG DIE: d12 | ACC: +25 3d4·1d100+45·3d12+3·1d100+45·2d12+2·2d12+2
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Post by 𝕸𝖞𝖓𝖎𝖆 on Aug 22, 2018 22:05:15 GMT -5
The wave bucked under the initial onslaught of attacks from the new reinforcements. Alien energies swept among the horde, throwing lightning, ice, and noxious fumes. Whether it be the worst kind of luck, or some mysterious immunity, it seemed only the poison held any effect, flesh liquefying at a horrendous rate. Still, the horde did not abate, as they continued to charge forward. Seeing a much bigger target than any previous, most seemed strangely drawn to the towering new threat, attempting to pile on him with all sorts of fleshly appendages and ganglia. The smaller threats, however, were equally dangerous. The one-eyed many-gunned man, for instance, quickly got the horde's attention as he opened fire on one of the larger samples, the one the soldiers had dubbed the 'dozer'. Not for any sleepy lummoxian tendency to fall asleep, but more of its sheer mass and momentum that reminded them of a particularly large and powerful construction machine. Unfortunately for said beast, it was quickly saturated by the incoming swarm of ki-charged fire, which brought it down immediately. Others would appear in its place later on, but for now, no other such form stood out from the faceless masses. Masses which, of them many were caught in the crossfire and splattered to bits on the ruined vestiges of the street. The rest attempted to swarm the butler, swiping at him with mutated claw and acidic vomited bile. The other, more refined combatant called in a monster of her own, something appearing to emerge from ancient mythology, and acted as such, an angel of death unleashed upon the reanimated mass. Coupled with her razor-sharp whip-like armament, the path to the alleyway was completely cleared, and they would be able to enter. Those who were not caught in either onslaught, attempted to tackle her, madly rushing forth for lack of any truly ranged attacks. Dangling makeshift weapons of mutilated flesh and serrated bone, vile acidic saliva... these were turned against this attacker. Yet the smallest one was perhaps the most dangerous. The little cat with command over the dead, calling forth a squad of ghosts to charge at the mass of flesh to sacrifice their own ectoplasm as highly explosive ordnance. This cleared out quite a number, but it was the cat's own wave power, coupled with that of the mighty dragon spirit, which claimed the most of his victims. If you could call them that. Apparently no less enraged than the others, those who survived rushed to bury the feline in their fetid rotting flesh, their overgrown bones that had snapped into grotesque claws... From behind the safety of the shield and barricade, the soldiers cheered at what looked like what was was going to be a good break. Even as the heroes made their way into the alley, they would be greeted by abnormal darkness, unusual even for a narrow road, considering it was high noon. Those of a certain volume would be loathe to pass through, and it would perhaps be easier to just demolish some of these buildings to make their traversal easier... That said, this would destroy any space for the positioning of defensive armaments. It is in this darkness, that more sounds could be heard. The angered hisses of shadows, dripping ichor along the walls... And a sense of foreboding that heralds the arrival of an angry horde of blackened flesh that wastes no time in its attack. Arachnoid nightmares the size of suitcases descend from above, screeching with unearthly cries that sound oddly like angry old women berating children to get off their lawn. This is reinforced by the black tide of even further mutilated creatures on the ground. So far is their alteration that one would have to expand the term 'humanoid' to include razor sharp scales and heads splitting down the middle to unveil bristling maws.
I got a baaaad feeling about this... Route A: Alley 3 Turns to reach the King Horde has 4 actions1 Turret SlotGiants receive a -15 Defense penalty for tight spaces. This may be removed by spending 1 Standard Action to demolish the buildings, but will also destroy the turret slotAlley Horde takes the initiative BATTLE TRACKERBeachhead Horde
Defensive Phase
Attacker: Lute Destron Gas : Success (Poison x 2 turns, Strained Permanently) Destron Gas: Success (Poison x 2 turns) War Cruiser: 6 Dmg Sidekick: 4 DDmg Total: 13 Dmg
Attacker: T Super Barrage | 57 v 50 (Hit): 27 dmg (-20 Tuff): 7 dmg Super Barrage | 59 v 50 (Hit): 26 dmg Total: 33 dmg
Attacker: Kuueru Sidekick: 6 dmg Super Barrage | 54 v 50 (Hit): 17 dmg Super Barrage (Guile) | 109 v 50 (Hit): 22 dmg Total: 45 dmg Hero's Flute: Success (Stun x 4 turns, Pacified x 8)
Attacker: Will War Cruiser: 12 dmg Super Barrage: 123 v 50 (Hit): 25 dmg Super AOE: 122 v 50 (Hit): 18 dmg Total: 55 dmg
Offensive Phase
20 Tuff used Passive: Endless Numbers: +10 HP regenerated
Coordinated Swarming (Concentrated Assault | 3d8 damage @ Lute) Hit: gBQhlv8F1d100+30 Dmg: 3d6
Indiscriminate Swarming (Area Assault | 2d4 damage @ all targets) Hit: 1d100+30 (Edge 1 v Will, T, Kuu: +5 Hit) Dmg: 2d3
Indiscriminate Swarming (Area Assault | 2d4 damage @ all targets) Hit: 1d100+30 (Edge 1 v Will, T, Kuu: +5 Hit) Dmg: 2d3
HP: 184/320 PL: 204,000 (Strained) Def: 50 Acc: 30 Effects: (4 Turns Poisoned, 8 Turns Pacified, Strained for whole Battle) Techniques: Indiscriminate Swarming (Area Assault | 2d4 damage @ all targets.) Coordinated Swarming (Concentrated Assault | 3d8 damage @ single target. Once per turn.) Charge of the Horde (Full Assault | 4d12 @ all targets. Once per battle.) Caution (Defensive Formation | +15 defense against all attacks. Once per turn. One formation per turn.) Aggression (Attack Formation | +15 attack bonus with all attacks. Once per turn. One formation per turn.)
Traits: Endless Numbers (+10 HP Regen/Turn)
Beware the Dozer (Unit Starts with 20 Tuff) Ignited Horde (Attacks made by the Unit while Burned have a 30% chance to cause Burn when they hit because they're BURNING ZOMBIES trying to DOGPILE you) Unit (Unit loses 25% PL and Acc for every 25% HP lost. Unit takes +25% Damage from AOE Attacks)
Alley Horde Offensive Phase
Indiscriminate Swarming (Area Assault | 2d4 damage @ all targets | Spinster's Web: Passive: Attacks have a 20% chance to cause Freeze and Stun when they hit) Hit: 1d100+40 (Edge 2 v T, Will, Kuu: +10 Acc and +10 Def) Dmg: 2d4 Stun (20%): 1d100 Freeze (20%): 1d100
Indiscriminate Swarming (Area Assault | 2d4 damage @ all targets | Spinster's Web: Passive: Attacks have a 20% chance to cause Freeze and Stun when they hit) Hit: 1d100+40 (Edge 2 v T, Will, Kuu: +10 Acc and +10 Def) Dmg: 2d4 Stun (20%): 1d100 Freeze (20%): 1d100
Indiscriminate Swarming (Area Assault | 2d4 damage @ all targets | Spinster's Web: Passive: Attacks have a 20% chance to cause Freeze and Stun when they hit) Hit: 1d100+40 (Edge 2 v T, Will, Kuu: +10 Acc and +10 Def) Dmg: 2d4 Stun (20%): 1d100 Freeze (20%): 1d100
Indiscriminate Swarming (Area Assault | 2d4 damage @ all targets | Spinster's Web: Passive: Attacks have a 20% chance to cause Freeze and Stun when they hit) Hit: 1d100+40 (Edge 2 v T, Will, Kuu: +10 Acc and +10 Def) Dmg: 2d4 Stun (20%): 1d100 Freeze (20%): 1d100
HP: 360/360 PL: 360,000 Def: 55 Acc: 40 Techniques: Indiscriminate Swarming (Area Assault | 2d4 damage @ all targets.) Coordinated Swarming (Concentrated Assault | 3d8 damage @ single target. Once per turn.) Charge of the Horde (Full Assault | 4d12 @ all targets. Once per battle.) Caution (Defensive Formation | +15 defense against all attacks. Once per turn. One formation per turn.) Aggression (Attack Formation | +15 attack bonus with all attacks. Once per turn. One formation per turn.)
Traits: Vast Numbers (+5 HP Regen/Turn) Spinster's Web (Passive: Attacks have a 20% chance to cause Freeze and Stun when they hit) Unit (Unit loses 25% PL and Acc for every 25% HP lost. Unit takes +25% Damage from AOE Attacks)
NOTE:Defensive action may still be taken against Beachhead Horde, but offense must now be directed at Alley Horde. Beachhead Horde is now dormant, save for HP Regeneration. Status effect countdowns will resume upon leaving dormancy. Will O. Wisp Lute Queen Kuueru T1d100+30·3d6·1d100+30·2d3·1d100+30·2d3·1d100+40·2d4·1d100·1d100·1d100+40·2d4·1d100·1d100·1d100+40·2d4·1d100·1d100·1d100+40·2d4·1d100·1d100
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Post by T on Aug 23, 2018 2:37:06 GMT -5
Paper-thin seemed like an appropriate term to use when describing the fragility of the initial wave they faced. Whether the horde may have been caught off-guard by the sudden assault or simply been this weak to begin with was no reason for him to lower his guard. In spite of this, it seemed that the Beachhead onslaught of unerring corpses managed to tag his clothing along the way with wild flailing. Meanwhile, unnatural webbing had latched itself onto one of the legs of his pants.
“Tch,” Cheese darted up and onto one of the nearby roofs of the alleyway.
In most cases, fire would be a suitable method of removing armies of spider-like beings. Be that as it may, Cheese had a different idea at hand. The narrow alleyway made for a brilliant firing range. No human targets in sight, all the monsters in the world to shoot, and little old him with only an uzi in hand. Perhaps he could do with something other than a submachine gun at his disposal. After all, there was somewhat of a limit to how much the weapon could be enhanced.
He decided to change that.
A capsule was pulled out of his left pocket prior to being tossed over in an underarm manner ahead of himself. Click. Pshhhh. Machine Gun, High Rate, Caliber 7.62-mm, M134- a ‘minigun’ as one would call it. It rested a single feet above the ground on a dramatically raised tripod. Humming lowly, the barrels began to rotate and come to life as the hunk of metal pieces awaited commands.
His arms were brought behind his back to rest idly. The blows wrought from the swarms managed to mildly scuff up his clothes. Thus, he took a moment to wipe the dust off himself as he gave the command- “Allegro.”
Almost like a mop coming to life to clean up, the head of said Minigun directed itself at various targets while unleashing a torrent of lead. Bullets sent out from this automated metal monstrosity tore at the air they passed through. Loud, innumerable screeches punctuated by severe splatters upon each and every impact would fill the vicinity. Battle Info - Cheese Defence Phase = Beachhead Horde = Indiscriminate Swarming (Area Assault) - (92 Attack vs 90 Defence) - Hit! - 4 Damage Indiscriminate Swarming (Area Assault) - (102 Attack vs 90 Defence) - Hit! - 3 Damage
=Alley Horde= Indiscriminate Swarming (Area Assault) - (54 Attack vs 90 Defence) - Miss Indiscriminate Swarming (Area Assault) - (138 Attack vs 90 Defence) - Hit! - 7 Damage
[ Attack Phase ]
At-Will : Take Aim (Impact) - Standard Action 1
Standard Action 1 : Aerial Daka (DIE!DIE!DIE!DIE!DIE!) - [ Alley Horde ] - 7 Ki - Charging To Hit : vAxDon5F1d100+30 Damage Roll 1 : 4d12+4 Damage Roll 2 : 4d12+4
Standard Action 2 : Aerial Daka (DIE!DIE!DIE!DIE!DIE!) - [ Alley Horde ] - 7 Ki - Charging To Hit : 1d100+30 Damage Roll 1 : 3d12+3 Damage Roll 2 : 3d12+3
Bonus Action : Composure (Power Up) - (+25 Ki) (25/50 Ki Restored Through Power Up)
[ 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 3 - At-Will / Standard Action Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.
[ Divination ] - Rank 3 - Bonus Action - 10 Ki Gain +20 defense for 3 turns. [ 1 / 1 use ]
[ Wild Sense ] - Rank 3 - Bonus Action - 15 Ki Avoid two Super Attack that would hit. Movement tech. [ 1 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 1 / 1 use ]
[ 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 Clothing 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 : 127,380 | Power Level : 127,380 Hit Points : 36 / 50 | Ki : 92 / 100
Fighting - 30 Defence - 90 Damage Die ( Rank 7 ) - d12+1
𝕸𝖞𝖓𝖎𝖆 Lute Queen Kuueru Will O. Wisp 1d100+30·4d12+4·4d12+4·1d100+30·3d12+3·3d12+3
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Post by Lute on Aug 23, 2018 5:56:35 GMT -5
Turning into a forty foot tall Super Namekian had its advantages. The horde of undead monsters were minuscule and easily bowled over. But, the ruins of the city around them proved to make standing and moving difficult. Lieutenant Horn could hardly defend against the attacks that pattered in, most the sharp pain they cdealt concentrated around his feet and his lower leg. Due to his own skin's resistance and the protection offered by his suit, he remained fine for the moment. "Ankle biters," he grumbled. The gun-happy butler definitely was more than met the eye. Liutenant Horn could feel a great deal of power in him, despite his use of more traditional arms. Each fighter had their own style, it seemed. Strength was all that mattered in the Namekian's eye, and this fellow fit that glove well enough. Even more surprising to Horn was the destructive power the small feline was able to produce. He weaved both magic and martial arts into his onslaught, something Horn himself also excelled at. Kuueru summoned another demon to help her. Horn was surprised. It seemed her short time with the wizard Hachi had proven to be enlightening. Wasting little time, Horn laid into the enemy ranks too, starting with a double shot of focused eye lasers. The amethyst beams cut down the center of the alley, turning any undead monstrosity that was unlucky enough to cross their paths into dust. He then sucked back breath and unleashed a far wider beam of ki from his mouth, much like the kaiju that he was inadvertently imitating. He swept it back around so it could also clear some of the beachhead. "You may want to take cover," Horn's voice boomed. This was a warning to his comrades and any others close by. The undead probably wouldn't heed the warning. Bending his knees he jumped into the air, pulling both to his chest and thrust them back down. The kinetic force and weight of the double stomp hit the ground like a warhead, thundering on impact. A pressure wave rippled across the area followed by a whipping ring of dust and debris. BATTLE TRACKERSUMMARY
Lute is effected by Tight Confines: -15 defense. Beachead Horde: 35 acc vs 55 def - miss! Beachead Horde: 87 acc vs 55 def - 4 dmg. Spend 4 tou to reduce to 0. Beachead Horde: 102 acc vs 55 def - 3 dmg. Spend 3 tou to reduce to 0. Alley Horde: 47 acc vs 55 def - miss! Alley Horde: 44 acc vs 55 def - miss! Alley Horde: 44 acc vs 55 def - miss! Alley Horde: 128 acc vs 55 def - 7 dmg. Spend 3 tou to reduce to 4.
Standard Action: Eye Lasers (Cord of Culling Rank 3) @ Alley Horde [Barrage][Charging] | -10 ki Acc x7gHqkTl1d100+40 Dmg 3d12 or 3d12 [Charging]
At-Will: Aura of Malice x3 [Spend 3 Constructs]
Bonus Action: Sweeping Mouth Beam (Grenade) [w/ Infuse + Cleverness] @ Beachead Horde & Alley Horde Acc 1d100+40 Dmg 1d12+1 + 1d4 [Construct] [+25%] = 16 total Burn [45%] 1d100
Standard Action: Blitz - x2 Basic Attacks
Left Foot Stomp [w/ Infuse + Cleverness] @ Beachead Horde & Alley Horde Acc 1d100+40 Dmg 1d12+1 + 1d4 [Construct] [+25%] = 16 total Burn [45%] 1d100
Right Foot Stomp [w/ Infuse + Cleverness] @ Beachead Horde & Alley Horde Acc 1d100+40 Dmg 1d12+1 + 1d4 [Construct] [+25%] = 14 total Burn [45%] 1d100
At-will: Zone of Agony @ Alley Horde [w/ Portal] 1d6+1 direct damage. OUT OF THE FIGHT.
At-Will: Flow - Restore 3 HP.
ACTIVE EFFECTS Tight Confines: -15 defense.
Zone of Agony [Paparapapa Sidekick]. Out of the fight. Aura of Malice [Energy Constructs]. 3/6 remaining. Great Namekian [Giant Form]: PL x1.5 (398,294) and +1 dmg die rank w/ Basic Atks. Area Basic Atks. 2 ki per turn [Scroll of Hidedugarn] Toughness: 0/10
FIGHTING STYLE - Reserved Spirit: +15 max ki. Flow: At-will. Heal 3 HP or 3 ki to self or ally during turn.
TRAITS Blitz: Requires 40 Fght. At-will. Make 2 Basic Atks during one Standard Action on turn. Infuse: Passive. 30% Burn chance with Basic Atks. Cleverness: Passive. +15% status effect inflict chance. Talented: At-will. Gain extra use of one Def or Util tech. First use of tech costs 0 ki. 1/1 use Endure: Passive. Getting hit by Super Atks gives Endure stacks. At-will 3 stacks of Endure gives 15 tou.
TRANSFORMATION
Red-Eyed Form: Measured (0 ki cost) & Ferocious (+1 dmg die rank with Basic Atks.)
EQUIPMENT Heavy Weighted Clothing: +50% PL per post/200 words. Arcane Orb: At-Will. Choose one Basic Atk that missed previous turn. Deal half its dmg as direct dmg.
Scroll of Hirudegarn: Bonus Action. Gain use of Legendary tech Giant Form Rank 3. Costs 1 less ki per turn. +15% PL. 0/1 use
Destron Gas: Bonus Action. 30% Stun, Freeze, Poison chance. If afflicted base PL -15%. 0/2 uses. Grenade: Bonus Action. Area Basic Attack. 1/2 uses.
OTHER ITEMS
War Cruser: 3d4 direct dmg to all targets. 0/1 use. Potral: Paparapapa Sidekick gets +1 to first three rolls. 1/3 uses
SUPER ATTACKS God-Slayer Rank 3 (Signature) | Single - Piercing & Shock | -5 ki Cord of Culling Rank 3 (Signature) | Barrage - Charging | -10 ki
TECHS
Deflect Rank 3 - 1/1 use Freeze Rank 3 - 2/2 uses Mend Rank 3 - 1/1 use Clash Rank 3 - 1/1 use
Energy Constructs Rank 3 - 0/1 use Kiai Rank 3 - 1/1 use
Paparapapa Rank 3 - 0/1 use Energy Shield Rank 3 - 1/1 use Magic Materialization Rank 3- 0/1 use LEGENDARY Demon Mark Rank 3 1d100+40·3d12·3d12·1d100+40·1d12+1·1d4·1d100·1d100+40·1d12+1·1d4·1d100·1d100+40·1d12+1·1d4·1d100·1d6+1
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Post by Queen Kuueru on Aug 23, 2018 17:39:44 GMT -5
After the crew of ‘heroes’ initiated their attacks, the zombie horde before them began to melt and expose the long alleyway; albeit littered with corpses. Still, the group pushed forth, filing into the tight maze. Kuueru stepped on the skulls, bones and discarded innards of slain bodies. The sound it made oozed wetness, occasionally ribs would break beneath her weight. Her face twisted in disgust, but a hint of delight.
“G-Guh get off of me!” Kuueru belted, the several rotten arms and mouths ripping at anything they could get a hand on. Her already uncomfortable morphsuit became ripped as a purple blood spurted from her wounds. She fought to fight off the zombies in the alley and dredge forth.
The demon huffed angrily, her hands engorging with her dark energy. Instead of fighting from afar, the woman decided to delve headfirst into the maw. Strikes to heads, and flurries of kicks disintegrated the limbs of all she could touch. She aimed to at least make a dent in their numbers like the earlier attack did.
She had no time to worry about her comrade Lute or the others who helped carved the way through the never-ending parade of stinch.
“Eat shit.” The demoness grinned while slaying as many men she could get her hands on.
**plz imagine dis with scary dark aura n morphsuit. BATTLE TRACKER
EFFECTS
SUMMARY Area Assualt 92 v 90 def = hit! 4 damage Area Assault 107 v 90 def = hit! 3 damage
Area Assualt 57 v 90 def = miss! Area Assualt 54 v 90 def = miss! Area Assault 54 v 90 def = miss! Area Assault 138 v 90 def = hit! 7 damage
Kuueru uses sidekick to attack! Kuueru uses Cord of Culling (x2)! -14 ki
ACTIONS AND ROLLS
BONUS ACTION: AT WILL: Sidekick Attack at Alley Horde N2A3EEf21d6 >>> SIDEKICK DISMISSED! AT WILL: Activate Guile on SA2 - Slashing STANDARD 1: Cord of Culling | Barrage | Charging @alley Horde Accuracy 1: 1d100+40 Damage 1: 3d12 Damage 2: 3d12
STANDARD 2: Cord of Culling | Barrage | Charging & Slashing (crit on 85+) [GUILE] @alley Horde Accuracy 1: 1d100+40 Damage 1: 3d12 Damage 2: 3d12
FIGHTING STYLE - Analytical Moxy: Fighting +5 Guile: At-Will. Add second major effect onto Super Atk.
TRAITS Efficiency: Passive. Barrage-type Super Atks cost 3 less ki. Assault: At-will. Roll better of two d100s for Sup Atks on turn. 1/2 uses remain Blur: One Movement tech can be at-will on turn. Talented: Gain extra use of one Def or Util tech you know. Rush: At Will. Super atk does 25% direct damage on miss.
EQUIPMENT Weighted Clothing: +50% PL per post or 200 words. Scouter: +15 defense against Super Atks. Senzu Bean: Bonus Action. Restore 15 ki and 15 HP to self or ally. 1/1 use remains Hero's Flute: Bonus Action. 75% chance for 2 stacks of Stun and Pacified effect. Pacified reduces dmg die by 1 rank for 4 turns. 1/2 uses remain.
SUPER ATTACKS Infernal Eradication (Rank 3) (Barrage) | Charging | -7 ki <- efficiency God-Slayer (Rank 3) (Single) | Piercing Shock | -5 ki
TECHS After Image (Rank 3): 1/1 use remains Sonic Sway (Rank 3): 1/1 use remains Kiai (Rank 3): 1/1 use remain Solar Flare (Rank 3): 2/2 uses remain Wild Sense (Rank 3) 1/1 use remains Deflect (Rank 3): 2/2 uses remain Psychic Powers (Rank 1) Hypnosis (Rank 3): 2/2 uses remain Magic Materialization (Rank 1): 1/1 use remains
Paparapapa (Rank 2): 0/1 sidekick remain
LEGENDARY Instant Transmission (Rank 1): Bonus Action. Avoid any atk that would hit. Or make a single-type Super Atk an instant crit. Movement tech. 1/1 use remain
CURRENT PL: 127,018 | BASE PL: 127,018 HP: 50/50| KI: 62/100| DEF: 90 | DMG DIE: d12 | ACC: +40
Lute 𝕸𝖞𝖓𝖎𝖆 Will O. Wisp T 1d6·1d100+40·3d12·3d12·1d100+40·3d12·3d12
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Post by Will O. Wisp on Aug 23, 2018 23:31:58 GMT -5
With the strange quartet of a cat, a man with guns, and two what appear to be be alien soldiers working in the name of an intergalactic empire, they managed to clear a path through the mutated zombie horde from the beachhead to the alley. Now you think with a universe as strange and vast as this one that this would be something of a common occurrence, but as far as Will knows this is the only instance of such a thing ever happening. Dragon Soul vanished and Will flew through the empty space between the zombies in a burst of speed. Unfortunately for him some zombies managed to swarm onto him and try to bite into Will, but he manipulates his muscles to tighten up and harden to become incredibly durable which causes the zombies biting him to lose what little teeth they had left. And then they made it to the dark dank alleyway and were met with the wonderful sight of big zombie spiders coming towards them. "Spider zombies, of course. As if regular ones weren't bad enough." Will groaned. As he was got caught by surprise from the shock of seeing corpses mutated into spider monsters he was caught by one of them. He managed to toughen his muscles once more to break some of the teeth from the maw of the one that bit them. They didn't seem to feel much or any pain from that but it sure as hell was an inconvenience for them when it came to chewing ripe juicy flesh. Will broke free from the spider's grasp and went to his back to try to grab one of the turrets those army guys provided. However he realizes he didn't grab any and that the only who did was the guy with the guns. Sighing he runs back in a blazing speed through the opening through the beachhead horde and comes running back carrying a huge pack on his back containing the turret. Unfortunately Will had no idea had to activate it so he just set it down and whacked it with his staff. Which automatically assembled itself and started firing an array of videos at the zombies. After the turret stops firing and begins to cool down Will jumps on top of the turret and follows up with another Original Kamehameha at the zombie horde. Word Count: 394 BATTLE TRACKERSUMMARY
Beachead Horde: 35 acc vs 55 def - miss! Beachead Horde: 87 acc vs 55 def - 4 dmg. Spend 4 tou to reduce to 0. Beachead Horde: 102 acc vs 55 def - 3 dmg. Spend 3 tou to reduce to 0. Alley Horde: 47 acc vs 55 def - miss! Alley Horde: 44 acc vs 55 def - miss! Alley Horde: 44 acc vs 55 def - miss! Alley Horde: 128 acc vs 55 def - 7 dmg. Spend t tou to reduce to 0.
Gains 14 Ki with Resolve. 14/50
Gains +15 Defense with Alacrity till the end of the next turn.
Bonus Action: Name - Effect | -0 ki cost
At-Will 1: ABT-25 Auto Turret fire
Damage: e75qVT7n1d6+2
Chance Roll: 1d100 (If 50% then enemy is suppressed)
At-Will 2: Turtle- Style Gi - +20 attack and +1 damage rank to the Original Kamehameha
Standard Action 1 Buildin a Sentry (Deploying ABT-25 Auto Turret)
Standard Action 2: Original Kamehame - Charging | -15 ki cost Acc - 1d100+45 Dmg roll 1 - 2d12+2 (If hits +25% more damage) Dmg roll 2 - 2d12+2 (If hits +25% more damage)
At-Will:
ACTIVE EFFECTS
FIGHTING STYLE Tenacious
TRAITS Alacrity , Effiency , Haste , Resolve , Talented EQUIPMENT Turtle-Style Gi, Staff (Light Weapon), Senzu Bean, Lucky Coin (Trinket)
OTHER ITEMS War Cruser: 3d4 direct dmg to all targets. 0/1 use.
ABT-25 Auto Turret HP: 20 Tuff: 15 Damage: 1d6+2 Traits: Suppressive Fire (Passive: 50% Chance to lower horde actions by 1. Each turret can lower 1 horde action, for a maximum of 3.) Diversionary Fire (Active: Intercept two horde attacks. 2/2)
SUPER ATTACKS
Original Kamehameha - Rank 1 Area Charging
Dragon Soul - Rank 1 Barrage Slashing
TECHS
Kiai - Bonus Action. Cannot be hit by atks with acc roll under nat 65. 1/1 use
Sonic Sway - Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1/1 use
Clash - Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. 1/1 use. LEGENDARY
CURRENT PL: 120,026 HP: 75/75 | KI: 67/100 | DEF: 75 (Alacrity + 15 =90 DEF) | Tuff 01/15 | DMG DIE: d12 | ACC: +25 1d6+2·1d100·1d100+45·2d12+2·2d12+2
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Post by 𝕸𝖞𝖓𝖎𝖆 on Aug 24, 2018 9:11:16 GMT -5
If the autoturrets proved unwieldy for deployment in the alley, the one eyed many gunned man had just the solution: open up a capsule loaded with an even more compact source of firepower: a minigun that seemed to take on a life of its, own, shredding through numbers and numbers of undead, both humanoid and arachnid. 100 rounds per second was no joke when it came to firing rate, and much like the weapons back on the beachhead, it would cut through them like a hot knife through butter. Those that weren't melted by the onslaught would attempt to attack the living minigun, surrounding it from multiple sides, while the ample others would fire webs on its master, in some attempt to slow him down. The giant Imperial Patrolman was another major concern, as he unleashed more of his attacks, blazing lights from his eyes that swept a segment of the alley clean. And if his eyes were bad enough, bad breath jokes had nothing on what came out of his mouth, as it swept around the area, blasting anything caught in its malevolent purple light. Ruined buildings crumbled further, undead flesh was vaporized, and spiders were cooked, even as he stomped about, creating shockwaves that further battered the alley that had already been severely damaged by the Frieza Force attack and then worn out by two years of exposure to the elements. This was apparently enough to drive them into a frenzy, as more spiders and charred men emerged from the woodwork and concentrated their wrath on the giant. Still, others charged at the rest of the party. The assault on the beachhead got their attention, and they pulled away from the soldiers' little fortification, swarming instead to exact their vengeance on the giant. This played right into the hands of the demoness, who stopped playing with range and moved into close quarters combat, vaporizing swaths of undead biomass with her furious hand to hand style. But where she annihilated one, three emerged to take their place. The little cat proved resourceful enough to use the chaos in order to get his hands on one of the turrets, and despite his unfamiliarity with its systems, somehow managed to get it online. Dozen barrels whirred to life as they sprayed hot lead on the undead horde. It seemed to do its job very well, almost slowing down the advance. He fired off another blast of energy. Though whether it was because they saw it coming head on, or because they were growing tired of being vaporized, the waves of arachnids parted, allowing the shot a path to pass. It flew clear down the alley and up into a factory ruin ahead, completely obliterating the dilapidated remains of the facility. Debris rained down on everything within a close proximity. The soldiers, at least, seemed to appreciate it, as they cheered the explosion. Almost as if things weren't exciting enough already. Either way, this was proving to be quite a show as they reloaded and attempted to get more good shots at the beachhead horde before they got out of the way. WC: 520
Why did it have to be spiders... Route A: Alley 2 Turns to reach the King Horde has 4 actions1 Turret Slot ConsumedGiants receive a -15 Defense penalty for tight spaces. This may be removed by spending 1 Standard Action to demolish the buildings, but will also destroy the turret slotBeachhead Horde has been provoked to reactivation and attacks Lute BATTLE TRACKERBeachhead Horde
Defensive Phase
Attacker: Lute Grenade: 16 Dmg AOE Blitz: 16 Dmg AOE Blitz: 14 Dmg Poison: 3 DDmg (3 turns remaining) Burn: 3 DDmg (2 Turns remaining) Total: 54 dmg
Offensive Phase
Passive: Endless Numbers: +10 HP regenerated
Coordinated Swarming (Concentrated Assault | 3d8 damage @ Lute | Ignited: 30% Chance to Burn) Hit: NC1P1gKm1d100+30 Dmg: 3d6 Burn (30%): 1d100
Coordinated Swarming (Concentrated Assault | 3d8 damage @ Lute | Ignited: 30% Chance to Burn) Hit: 1d100+30 Dmg: 3d6 Burn (30%): 1d100
HP: 141/320 PL: 136,000 (Strained) Def: 50 Acc: 30 Effects: (2 Turns Burned, 3 Turns Poisoned, 7 Turns Pacified, Strained for whole Battle) Techniques: Indiscriminate Swarming (Area Assault | 2d4 damage @ all targets.) Coordinated Swarming (Concentrated Assault | 3d8 damage @ single target. Once per turn.) Charge of the Horde (Full Assault | 4d12 @ all targets. Once per battle.) Caution (Defensive Formation | +15 defense against all attacks. Once per turn. One formation per turn.) Aggression (Attack Formation | +15 attack bonus with all attacks. Once per turn. One formation per turn.)
Traits: Endless Numbers (+10 HP Regen/Turn)
Beware the Dozer (Unit Starts with 20 Tuff) Ignited Horde (Attacks made by the Unit while Burned have a 30% chance to cause Burn when they hit because they're BURNING ZOMBIES trying to DOGPILE you) Unit (Unit loses 25% PL and Acc for every 25% HP lost. Unit takes +25% Damage from AOE Attacks)
Alley Horde Defensive Phase
Attacker: T Super: 29 Dmg Super: 23 Dmg Total: 52 Dmg
Attacker: Lute Super: 26 Dmg Grenade: 16 Dmg AOE Blitz: 16 Dmg AOE Blitz: 14 Dmg Sidekick: 2 DDmg Burn: 3 DDmg (2 Turns remaining) Total: 77 dmg
Attacker: Kuueru Super: 31 Super: 24 Sidekick: 1 Total Dmg: 56
Attacker: Will Turret: 6 DDmg Super: Miss!
Offensive Phase Vast Numbers (Recover +5 HP)
Aggression (Attack Formation | +15 attack bonus with all attacks. Once per turn. One formation per turn.)
Charge of the Horde (Full Assault | 4d12 @ all targets. Once per battle | Spinster's Web: Passive: Attacks have a 20% chance to cause Freeze and Stun when they hit) Hit: 1d100+55 Dmg: 4d12 Stun (20%): 1d100 Freeze (20%): 1d100
HP: 174/360 PL: 180,000 Def: 55 Acc: 40 Techniques: Indiscriminate Swarming (Area Assault | 2d4 damage @ all targets.) Coordinated Swarming (Concentrated Assault | 3d8 damage @ single target. Once per turn.) Charge of the Horde (Full Assault | 4d12 @ all targets. Once per battle.) Caution (Defensive Formation | +15 defense against all attacks. Once per turn. One formation per turn.) Aggression (Attack Formation | +15 attack bonus with all attacks. Once per turn. One formation per turn.)
Traits: Vast Numbers (+5 HP Regen/Turn) Spinster's Web (Passive: Attacks have a 20% chance to cause Freeze and Stun when they hit) Unit (Unit loses 25% PL and Acc for every 25% HP lost. Unit takes +25% Damage from AOE Attacks)
Will O. Wisp Lute Queen Kuueru T1d100+30·3d6·1d100·1d100+30·3d6·1d100·1d100+55·4d12·1d100·1d100
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Post by Lute on Aug 24, 2018 9:59:15 GMT -5
Spiders, zombies, explosions, crumbling buildings and collapsing rubble--it was quite the warzone in Central City. The poor city--it could never catch a break and could never die. Much like the reanimated corpses inhabiting it. Rebuilding the place was never on the table, not unless someone could fill the giant crater somehow. Lieutenant Horn growled in frustration as attacks pelted him from all sides. Then again, he couldn't be too mad. To do maximum damage, he had chosen to assume the Great Namekian form. Dealing with tiny pests while in it was part of the job description. It seemed though that the group's combined efforts against the horde had spurred it into a full on assault. Horn's knees buckled as the spiders and bodies assailed him in one big push. Even after stomping out numerous, more had come out of the wood work to replace them. The shambling and skittering masses were also headed towards Kuueru, the bulter, and the cat. Instead of let them reach, Horn charged forward. His enormous legs swept up and down, kicking and flinging the monstrosities hundreds of feet into the air. The momentum proved troublesome it ended with Horn sliding into an ancient cathedral, the roof caving and the wall buckling from his knee and his palm. This is taking too long. We need to get to the king, Horn thought. "We don't have the luxury to play around," he said aloud to his comrades, his voice like a loud-speaker in the form. Tiling around, his eyes began to shimmer with purple light again. Twin beams sizzled out of Horn's pupils bent on incinerating all that they touched in an instant. He titled his head, moving his line of vision as he dragged the lasers through the crowd. They needed to kill as many as they could in short order. BATTLE TRACKERSUMMARY
Beachead Horde: 57 vs 55 def - 9 dmg and Burned. Beachhead Horde: 49 vs 55 def - miss! 3 dmg from Burn
Bonus Action: Going Bowling! (Clash Rank 3) vs Charge of the Horde | -10 ki 33 dmg reduced to 16. 17 direct damage at the Alley Horde!
Standard Action: Eye Lasers (Cord of Culling Rank 3) @ Alley Horde [Barrage][Charging] | -10 ki Acc YyDj6nNh1d100+40 Dmg 3d12 or 3d12[Charging]
Standard Action: Standard Action: Eye Lasers (Cord of Culling Rank 3) @ Alley Horde [Barrage][Charging] | -10 ki Acc 1d100+40 Dmg 3d12 or 3d12 [Charging]
At-Will: Flow - Restore 3 HP.
ACTIVE EFFECTS Tight Confines: -15 defense. Burned: 1/2 turns. Aura of Malice [Energy Constructs]. 3/6 remaining. Great Namekian [Giant Form]: PL x1.5 (398,294) and +1 dmg die rank w/ Basic Atks. Area Basic Atks. 2 ki per turn [Scroll of Hidedugarn] Toughness: 0/10
FIGHTING STYLE - Reserved Spirit: +15 max ki. Flow: At-will. Heal 3 HP or 3 ki to self or ally during turn.
TRAITS Blitz: Requires 40 Fght. At-will. Make 2 Basic Atks during one Standard Action on turn. Infuse: Passive. 30% Burn chance with Basic Atks. Cleverness: Passive. +15% status effect inflict chance. Talented: At-will. Gain extra use of one Def or Util tech. First use of tech costs 0 ki. 1/1 use Endure: Passive. Getting hit by Super Atks gives Endure stacks. At-will 3 stacks of Endure gives 15 tou.
TRANSFORMATION
Red-Eyed Form: Measured (0 ki cost) & Ferocious (+1 dmg die rank with Basic Atks.)
EQUIPMENT Heavy Weighted Clothing: +50% PL per post/200 words. Arcane Orb: At-Will. Choose one Basic Atk that missed previous turn. Deal half its dmg as direct dmg.
Scroll of Hirudegarn: Bonus Action. Gain use of Legendary tech Giant Form Rank 3. Costs 1 less ki per turn. +15% PL. 0/1 use
Destron Gas: Bonus Action. 30% Stun, Freeze, Poison chance. If afflicted base PL -15%. 0/2 uses. Grenade: Bonus Action. Area Basic Attack. 1/2 uses.
OTHER ITEMS
War Cruser: 3d4 direct dmg to all targets. 0/1 use. Potral: Paparapapa Sidekick gets +1 to first three rolls. 1/3 uses
SUPER ATTACKS God-Slayer Rank 3 (Signature) | Single - Piercing & Shock | -5 ki Cord of Culling Rank 3 (Signature) | Barrage - Charging | -10 ki
TECHS
Deflect Rank 3 - 1/1 use Freeze Rank 3 - 2/2 uses Mend Rank 3 - 1/1 use Clash Rank 3 - 0/1 use
Energy Constructs Rank 3 - 0/1 use Kiai Rank 3 - 1/1 use
Paparapapa Rank 3 - 0/1 use Energy Shield Rank 3 - 1/1 use Magic Materialization Rank 3- 0/1 use LEGENDARY Demon Mark Rank 3 1d100+40·3d12·3d12·1d100+40·3d12·3d12
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Post by T on Aug 24, 2018 20:58:39 GMT -5
Waiting for a wide enough path to be made through the alleyway made for a mildly drawn-out method of combat. Nevertheless, Cheese had to admit that this was a more efficient way to create an opportunity for them to break through to the King. If he had to wait for the minigun to complete it’s work, then so be it. Once it had sufficiently blasted away enough of the horde, he looked over and down into the alleyway.
Ratatatatatatata- click. Click. Click- click, click, click.
An eyebrow raised in mild surprise at the incoming eight-legged abominations which were climbing up the walls to leap out at him. His attention shifted to the gun back on it’s tripod. What a fantastic time to run out of ammunition in it’s box. At the very least, it had served it’s intended purpose. Perhaps a little more would not hurt.
Said armament was picked up swiftly. The legs of it’s tripod folded together in a lopsided pole prior to literally melting into a pole which held up the minigun as a head. A makeshift war hammer if nothing else, but one that would hold together with the level of Ki imbued. With it in his hands, he leapt up and higher into the air above. Twisting masses climbing up over one another towards him tried, and failed.
Cheese be nimble, Cheese be quick, Cheese swung at them with his minigun stick. One after another as he eventually plummeted down back onto the tower of creatures. The ridiculous weapon was not exactly his favoured form of fighting. Thus, gathering his footing came first.
Then he bounded from rooftop to rooftop while following the route. He drew his Uzi again to fire off a few rounds into the incoming enemies. Meanwhile, the war-hammer-gun was held idly in his left. Battle Info - Cheese Defence Phase =Alley Horde= Charge Of The Horde (Full Assault) - (91 Attack vs 90 Defence) - Hit!
At-Will - Blur : [ GO FAST ] (Rapid Movement) - 10 Ki - (Full Assault) - DODGED!
[ Attack Phase ]
Bonus Action : Reinvigoration (Senzu Bean) - +15 HP and 15 Ki - Self
Standard Action 1 : Minigun Slaps (Basic Attack) - Alley Horde To Hit : i9rZXlr11d100+30 Damage Roll : 1d12+1
Standard Action 2 : Economy Bullets (Basic Attack) - Alley Horde To Hit : 1d100+30 Damage Roll : 1d12+1
[ 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 3 - At-Will / Standard Action Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.
[ Divination ] - Rank 3 - Bonus Action - 10 Ki Gain +20 defense for 3 turns. [ 1 / 1 use ]
[ Wild Sense ] - Rank 3 - Bonus Action - 15 Ki Avoid two Super Attack that would hit. Movement tech. [ 1 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 1 / 1 use ]
[ 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 Clothing 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. [ 0/1 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 : 127,380 | Power Level : 127,380 Hit Points : 50 / 50 | Ki : 97 / 100
Fighting - 30 Defence - 90 Damage Die ( Rank 7 ) - d12+1
𝕸𝖞𝖓𝖎𝖆 Lute Queen Kuueru Will O. Wisp 1d100+30·1d12+1·1d100+30·1d12+1
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Post by Will O. Wisp on Aug 25, 2018 1:25:56 GMT -5
Will really hoped that that factory that he just blew up was not something that was gonna be rebuilt and was gonna be demolished anyway. Also probably a bad idea to use such a powerful attack in such a cramped alley space. And also so he does not hit any of his quote unquote allies. The giant one appears to be doing more laser eyes and the one with the guns continues to be firing them at a rapid rate. If they keep this up they could potentially clear out the whole horde before they get to the king and make the way back a lot safer, but they would still have the horde of zombies in front of the beachhead to worry about. Will then finds himself surrounded by more spider zombies about to be chewed once more. Unfortunately for Will tightening his muscles like what he did earlier isn't something he can do often as it causes a lot of strain on his body and if he does it too much his whole body could end up feeling body cramps and that is something no one wants to feel. Unleashing a loud Kiai in the form of a really intimidating meow like a lion's roar he pushes the spider's back spooking them a bit. He whacks the turret with a stick a few more times to try to get it firing again which also somehow manages to work. Will then started making another Kamehameha but this time concentrating to make it smaller and when he fires he puts hand in two different directions in an attempt to fire two separate beam blasts through a bunch of the spider zombies. Word Count: 281 BATTLE TRACKERSUMMARY
Beachead Horde: 57 acc vs 90 def - miss! Beachead Horde: 49 acc vs 90 def - miss!
Alley Horde: 91 acc vs 90 def - Miss due to Kiai
Bonus Action: Kiai - As a bonus action you cannot be hit by any attacks that roll a natural (unmodified) 65 or lower on their accuracy. | -15 ki cost
At-Will: Talented - One extra use of Kiai. Can only be done once per battle.
At-Will 1: ABT-25 Auto Turret fire
Damage: kubom7tN1d6+2
Chance Roll: 1d100 (If 50% then enemy is suppressed)
At-Will 2: Turtle- Style Gi - +20 attack and +1 damage rank to both Split Kamehameha
Standard Action 1 Split Kamehameha (Basic Attack) | Uses Light Weapon Acc - 1d100+45 Dmg roll 1: 1d12+1 Dmg roll 2: 1d12+1
Standard Action 2: Original Kamehame - Charging | Uses Light Weapon Acc - 1d100+45 Dmg roll 1 - 1d12+1 Dmg roll 2 - 1d12+1
At-Will:
ACTIVE EFFECTS
FIGHTING STYLE Tenacious
TRAITS Alacrity , Effiency , Haste , Resolve , Talented EQUIPMENT Turtle-Style Gi, Staff (Light Weapon), Senzu Bean, Lucky Coin (Trinket)
OTHER ITEMS War Cruser: 3d4 direct dmg to all targets. 0/1 use.
ABT-25 Auto Turret HP: 20 Tuff: 15 Damage: 1d6+2 Traits: Suppressive Fire (Passive: 50% Chance to lower horde actions by 1. Each turret can lower 1 horde action, for a maximum of 3.) Diversionary Fire (Active: Intercept two horde attacks. 2/2)
SUPER ATTACKS
Original Kamehameha - Rank 1 Area Charging
Dragon Soul - Rank 1 Barrage Slashing
TECHS
Kiai - Bonus Action. Cannot be hit by atks with acc roll under nat 65. 1/1 use
Sonic Sway - Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1/1 use
Clash - Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. 1/1 use. LEGENDARY
CURRENT PL: 120,026 HP: 75/75 | KI: 52/100 | DEF: 75 (Alacrity + 15 =90 DEF) | Tuff 01/15 | DMG DIE: d12 | ACC: +25 1d6+2·1d100·1d100+45·1d12+1·1d12+1·1d100+45·1d12+1·1d12+1
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Post by Queen Kuueru on Aug 25, 2018 13:44:57 GMT -5
Kuueru seemed to hit a lot of marks with her hand to hand combat style. Just watching the bones in a person’s face collapse under her energy infused strikes made her skin tingle. She chuckled, her fingers even managing to dig into the eye socket of an unsuspecting horde. She tossed the creature like a bowling ball towards his swarming companions.
“Get it.” The demoness hissed through her teeth before taking a moment to marvel all of the different types of people gathered for a single cause. Lute shouted some words of encouragement or---a threat towards the rest of the party. Kuueru found herself rolling her eyes at the oversized Namekian.
“Yeah, Yeah whatever you say Horny.” Kuueru retorted, her pearly white grin shining towards the giant. She then continued on, her hands pelting and slicing at heads and necks. She had to try and hit all of the spots that would result in instant death. Eventually with this method the path would be clear and the king in sight.
“Welp, this is getting boring. Are we there yet?” Kuueru questions anyone, but perhaps it was rhetoric. Still, finishing up her punches she shot a wild energy blast of azure color down the alley. She aimed to know them over like a bunch of bowling pins. BATTLE TRACKER
EFFECTS
SUMMARY
Kuueru uses Kiai to avoid all attacks against her! -5 ki Kuueru uses Cord of Culling x2 - 14 ki
ACTIONS AND ROLLS
BONUS ACTION: Sonic Sway!
AT WILL: Activate Guile on SA2 - Slashing STANDARD 1: Cord of Culling: Charging & | Barrage | @alley Horde Accuracy 1: 5qW2typJ1d100+40 Damage 1: 3d12 Damage 2: 3d12
STANDARD 2: Cord of Culling | Barrage & Slashing (crit on 85+) [GUILE] | Charging @alley Horde Accuracy 1: 1d100+40 Damage 1: 3d12 Damage 2: 3d12CRIT! +11 damage = 33 Total!
FIGHTING STYLE - Analytical Moxy: Fighting +5 Guile: At-Will. Add second major effect onto Super Atk.
TRAITS Efficiency: Passive. Barrage-type Super Atks cost 3 less ki. Assault: At-will. Roll better of two d100s for Sup Atks on turn. 1/2 uses remain Blur: One Movement tech can be at-will on turn. Talented: Gain extra use of one Def or Util tech you know. Rush: At Will. Super atk does 25% direct damage on miss.
EQUIPMENT Weighted Clothing: +50% PL per post or 200 words. Scouter: +15 defense against Super Atks. Senzu Bean: Bonus Action. Restore 15 ki and 15 HP to self or ally. 1/1 use remains Hero's Flute: Bonus Action. 75% chance for 2 stacks of Stun and Pacified effect. Pacified reduces dmg die by 1 rank for 4 turns. 1/2 uses remain.
SUPER ATTACKS Infernal Eradication (Rank 3) (Barrage) | Charging | -7 ki <- efficiency God-Slayer (Rank 3) (Single) | Piercing Shock | -5 ki
TECHS After Image (Rank 3): 1/1 use remains Sonic Sway (Rank 3): 1/1 use remains
Kiai (Rank 3): 0/1 use remain
Solar Flare (Rank 3): 2/2 uses remain Wild Sense (Rank 3) 1/1 use remains Deflect (Rank 3): 2/2 uses remain Psychic Powers (Rank 1) Hypnosis (Rank 3): 2/2 uses remain Magic Materialization (Rank 1): 1/1 use remains
Paparapapa (Rank 2): 0/1 sidekick remain
LEGENDARY Instant Transmission (Rank 1): Bonus Action. Avoid any atk that would hit. Or make a single-type Super Atk an instant crit. Movement tech. 1/1 use remain
CURRENT PL: 127,018 | BASE PL: 127,018 HP: 50/50| KI: 43/100| DEF: 90 | DMG DIE: d12 | ACC: +40
Lute 𝕸𝖞𝖓𝖎𝖆 Will O. Wisp T 1d100+40·3d12·3d12·1d100+40·3d12·3d12
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