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Post by 𝕸𝖞𝖓𝖎𝖆 on Sept 1, 2018 12:18:31 GMT -5
| | MAJ Grayze, REGIS-02 | SGT Hattowicz, REGIS-02 |
HM Ches I "He was an expert at 4D chess," Hattowicz chuckled, hefting his gigantic gun in preparation for a fight. "At least that's what the preacher men would tell us on Friday Mass. Makin' himself look dumb so's the enemy would underestimate 'im." Grayze shrugged. "Cell's potency was pretty well documented," he said, flexing his limbs as the Imperial Patrolman approached the statue. "If the S-Man could beat him, I'm not questioning anything." Blue ki surged as he prepared to engage in combat. They did train, of course. But the Major wasn't going to be the first to point out the irony of how bad things had gotten since those ancient days of Mr. Satan's fame. Some of the first ki fighters in the Galactic Patrol, the Empire's predecessor, came from Earth. That much, he was aware of. And now here they were, five centuries later, getting lectured on 'training their ki'. As someone once said, how the mighty had fallen. Still, he'd been following the Emperor's career and knew well of his exploits. It wasn't surprising at all that he would eventually take out one of the Frieza Force's Warlords. When you keep at your job with the best competence, then barring any sour politics, you'd eventually get to where you're headed. The problem, of course, was that sour politics were practically a given in any professional environment. You either had to play the game, or else cut it out entirely. Kind of like that purge he pulled. "Yes..." the King coughed awkwardly. Not that he didn't want to train himself in the martial arts, but because of the remark about his so-called 'survival'. "It was quite miraculous indeed. Even I'm not quite sure how it happened."He was, after all, sure of it. He had been dead. And for that, he was certainly still somewhat confused. But being the King, he did have some knowledge of the Guardian, and his role in oversight of the world, and more importantly, his ownership of the Dragonballs, it wasn't hard to put two and two together. A miraculous wish-granting dragon god. That was the only sensible explanation. "Your suggestion, however, is a welcome one, Lieutenant." A certain resolve with his nod. "I shall begin training with ki." As soon as they got out of this mess, at any rate. The Patrolman shattered the statue with a simple punch, the power reverberating down the entire street as well. And even before the dust settled, they came. The familiar hisses of enraged undead. But more than that... It seemed as though the destruction of the image served as some sort of affront. For an unfamiliar sound emerged from within the darkness of the Cathedral... Scraping. Scratching. Voiceless. Grayze took a stance, while Hattowicz stepped in between the King and the dilapidated religious structure. From the inky blackness, emerged a faceless entity. As if someone slapped together a starfish, octopus, man, and giant talons, then called it a day. Even as the burning fleshy hordes streamed in to attack everyone, attempting to engulf them in their own flames, it lunged at the group of six.
Really ugly. The brave warrior cat and the annoyed supermarket seeker fought on against the pile of flesh. Abominable entities melted, burned, exploded, shrivelled and died, as the mysterious other one-eyed man gave simple, comprehensible instructions to just... well... die. (Presumably again). The feline martial artist used a simpler approach, striking them with his combat staff. And despite its simplicity, it actually worked. Together, they carved a path through this horde of disgusting reeking, festering rot. But that didn't mean they would take it lying down. Still with their beastly instincts, they would charge and assault those who were not part of their little group. Clawing, headbutting, tackling, spitting acrid ichorous corrosion... anything to harm these intruders. Nevertheless, they finally cleared enough of a path to find their way at the burned out gates of the park. It was strange. Despite thin, brittle metal fences, it appeared as though this abominable horde avoided entering the perimeter. It's dead, Jim. Faced with nothing but a forest of dead trees, the signal only grew stronger. Yet, it wasn't quite visible just yet. If one listened carefully, the faint echo of mechanical beeping whisped amongst the fogged dead trees. And if one attuned their senses, a particular feeling of being watched would creep upon those who entered... WC: 733 Let's Split Up, Gang!No face here! King's Escort: You've destroyed the statue and resumed the fight against the horde. However, an apparently angry churchgoer isn't going to let you get away that easily! Defeat it to advance to the beachhead!
Feeling watched... Mario Team: You've made your way past the Abominable horde while dealing some nice damage (defensives can still be used this turn). They'll leave you alone for now... The signal draws nearer, but now you're in some very dead, and very... observant... woods. What do you do? BATTLE TRACKERREGIS-02
Attacker:
Offensive Phase
HP: 150/150 PL: 200,000 Def: 75 Acc: 40 Ki: 120/120 Effects: Damage: d12 Techniques: REGIS CQC III (Super: Ki -5, Single, Slashing, Cripple 50%) BFG-4000 "Phaeton" III (Special Super: Ki -5, AOE, Splash, Disorient 35%) Energy Shield III (Ki -5, Rective: +15 Tuff | 1/1) Deflect III (Ki -10, Reactive: Halve damage from 2 attacks | 1/1)
Fighting Style: Tenacious Courage: Start with 15 Tuff Mettle: Guard At-Will. Unlimited Intercepts.
Traits: Talented: Extra use for 1 Util/Def Indomitable: Negate 3 super dmg and 1 basic dmg Rush: Rushing to one Single Super (25% dmg when avoided) Grit: +15 Acc when below 50% HP Disorient: Special Status: Cancel 1 Standard Action for 1 Turn
THE CLAW(s)
Attacker:
Offensive Phase
Action 1: Acrid Claws III (Poison: Ki -10, 50% Poison on Basics for 5 Turns | 0/1)
Action 2: Basic (Claw Strike) (Poison 50%, Siphoners, 30% Burn, d12+1 @ Lute) Hit: o5O9Ep2n1d100+30 Dmg: 1d12+1 Poison (50%): 1d100 Burn (30%): 1d100 Action 3: Basic (Claw Strike) (Poison 50%, Siphoners, 30% Burn, d12+1 @ Kuupo) Hit: 1d100+30 Dmg: 1d12+1 Poison (50%): 1d100 Burn (30%): 1d100
Action 4: Basic (Claw Strike) (Poison 50%, 30% Burn, d12+1 @ REGIS-02) Hit: 1d100+30 Dmg: 1d12+1 Poison (50%): 1d100 Burn (30%): 1d100
At-Will: Flow restores 3 Ki
HP: 240/240 PL: 300,000 Def: 75 Acc: 30 Ki: 143/150 Effects: Damage: d12+1 Techniques: Multi-Flay III (Super: Ki -7, Efficient, Barrage, Slashing) Intimidation III (Freeze: Ki -5, 80% Freeze. 2/2) Acrid Claws III (Poison: Ki -10, 50% Poison on Basics for 5 Turns | 0/1) Girth III (EShield: Ki -5, +15 Tuff | 1/1)
Fighting Style: Undead Assaulter Flow: +3 Ki or HP per turn Impact: +1 Die Rank to 1 attack per turn
Traits: Willpower: AW | Delay damage to the end of next turn | 2/2 Indomitable: Negate 3 super dmg and 1 basic dmg Efficiency: Barrages cost -3 Ki Infuse: 30% for Basics to Burn Assault: Use the best of 2 acc rolls for supers on this turn | 2/2
Equipment Parasitic Claws (Siphoners: 2 Basics siphon 5 ki on hit)
Beachhead Horde
Attacker: Lute Burn: 3 DDmg (1 turns remaining) Total: 3 dmg
Offensive Phase
Passive: Endless Numbers: +10 HP regenerated
Indiscriminate Swarming (Area Assault | 2d4 damage @ all targets. Ignited Horde: 30% Burn) Hit: 1d100+30 Dmg: 2d3 Burn (30%): 1d100
Indiscriminate Swarming (Area Assault | 2d4 damage @ all targets. Ignited Horde: 30% Burn) Hit: 1d100+30 Dmg: 2d3 Burn (30%): 1d100
HP: 126/320 PL: 136,000 (Strained) Def: 50 Acc: 30 Effects: (1 Turns Burned, 2 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)
Abominable Horde
Defensive Phase Attacker: T Super: 48 Super: 21 Total: 69 Dmg
Attacker: Will Basic: 8 Basic: 8 Total: 16 Dmg
Total Total: 85 Dmg - 10 Tuff: 75 Dmg
Offensive Phase
Endless Numbers (Passive: +10 HP) Strange Bodies (Passive: +5 Tuff/Turn)
Aggression (Attack Formation | +15 attack bonus with all attacks. Once per turn. One formation per turn.)
Indiscriminate Swarming (Area Assault | 2d4 damage @ Will, T | Ichorous Slober (Passive: Attacks have a 25% chance to cause Poison, and a 25% chance to cause Cripple) ) Hit: 1d100+45 Dmg: 2d4 Poison (25%): 1d100 Cripple (25%): 1d100
Indiscriminate Swarming (Area Assault | 2d4 damage @ Will, T | Ichorous Slober (Passive: Attacks have a 25% chance to cause Poison, and a 25% chance to cause Cripple) ) Hit: 1d100+45 Dmg: 2d4 Poison (25%): 1d100 Cripple (25%): 1d100
Indiscriminate Swarming (Area Assault | 2d4 damage @ Will, T | Ichorous Slober (Passive: Attacks have a 25% chance to cause Poison, and a 25% chance to cause Cripple) ) Hit: 1d100+45 Dmg: 2d4 Poison (25%): 1d100 Cripple (25%): 1d100
HP: 215/320 PL: 240,000 Def: 50 Acc: 30 Effects: 0 Tuff 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 (Passive: +10 HP Regen/Turn) Strange Bodies (Passive: +5 Tuff/Turn) Ichorous Slober (Passive: Attacks have a 25% chance to cause Poison, and a 25% chance to cause Cripple) 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+30·1d12+1·1d100·1d100·1d100+30·1d12+1·1d100·1d100·1d100+30·1d12+1·1d100·1d100·1d100+30·2d3·1d100·1d100+30·2d3·1d100·1d100+45·2d4·1d100·1d100·1d100+45·2d4·1d100·1d100·1d100+45·2d4·1d100·1d100
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Post by Lute on Sept 1, 2018 14:25:35 GMT -5
"I can speak to my Emperor on your behalf. Perhaps we can arrange some personal lessons from him. I imagine he would be ecstatic to help Earth's monarch."Horn had been nearly been punched in half by Polaris. He shuddered to think what he could do to the little Earthling. Still, the thought made him smile. A genuine smile, if even filled with a little bit of dark humor. The Namekian stopped all a sudden and clicked his tongue to warn the others without making too much noise. Once she made eye contact, Horn motioned for Kuueru to take a point position with him. There was something coming from inside the wrecked cathedral. Scrabbling its way forward, the creature looked little more than an amalgamation of appendages--a veritable claw. Also from the opposite end of the alley, the shambling hordes returned in force, breaking away the beachhead to intercept--on fire and still hungry. "Form up you three," the Lieutenant motioned to Grayze, Hattowwicz, and Cheese. "Shield the King with your flesh if you have to. Office Ku.." He paused for a second, not sure what to call Kuueru. They hadn't come up with an alias. "Officer Kupo and I will take down these monstrosities."The Claw lunged at Horn, its nails scraping his arm, shredding the uniform he wore. He held it back with one arm just as a zombie collided with him from behind, sinking teeth into his shoulder blade. Horn opened his mouth, sucking back a vast amount of air--filling his lungs and his chest like a balloon. He exhaled a plume of icy mist, which rushed over the abomination--flash freezing everything in an instant. As it moved on to other targets, Lute followed, a blade of ghostly blue flame materializing from his fingertips. He tried to lop off one of its wicked limbs with a diagonal slash and a sweeping backstroke. SUMMARY
The Claws: 45 acc vs 70 def - miss! Beachhead Horde: 110 acc vs 70 def - 5 dmg and Burned. Beachhead Horde: 79 acc vs 70 def - 3 dmg and Burned.
Bonus Action: Freeze Rank 3 @ The Claws [Cleverness] | -5 ki Freeze GEu7MEcN1d100 [x2 stacks - Rank 3] SUCCESS!
Standard Action: Godslayer Rank 3 @ The Claws [Piercing][Stun w/ Cleverness] | -5 ki Acc - 1d100+40 Piering Dmg - 2d12 Stun [65%] - 1d100
Standard Action: Godslayer Rank 3 @ The Claws [Piercing][Stun w/ Cleverness] | -5 ki Acc - 1d100+40 Piercing Dmg - 2d12 Stun [65%] - 1d100
At-Will: Flow - Restore 3 HP.
ACTIVE EFFECTS Burn: 3 dmg per turn. 1/4 turns. 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. 0/2 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 - 0/1 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 1d100·1d100+40·2d12·1d100·1d100+40·2d12·1d100
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Post by Will O. Wisp on Sept 1, 2018 18:09:54 GMT -5
Will noticed the viscous fluid coming out of every orifices out of these monstrosities. Seeing them drop on the ground and steam coming off from it as it starts to dissolve some of the ground is a big sign telling Will that it would not be a good thing if it ended up hitting him. He ends up feeling a sudden surge of power within him that surprises him and he ends up getting scratched and beaten with some of the strange ooze getting onto him and on his wounds while distracted. Will had to get out his lucky charm a strange old golden oval shaped coin with an kanji embedded on it that means good luck. He then says the magic words out loud for it to work. "Buy the coin, hold it up! All day long you'll have good luck!" Will says and then holds his right paw up looking like those cat statues you see next to shops and all of the poison exiting his body. He even let out a nya after he said the magic words. It wasn't a part of the ritual he just felt like doing that. After an opening was made he rushes to the park. He was about to fire an attack to make them go back but noticed they aren't coming to within the park's vicinity. "They aren't coming inside, it's like they are scared of something within the forest. Also I feel like we are being watched by someone, but the only one who should be here should be the princess unless something worse got to her first." Will says. Will manages to hear where to faint beeping noise comes from and follows it. "I think I can hear the device this signal is reacting to from here!" Will says and dashes to the direction of the noise. He gets out a Senzu Bean and pops it in his mouth while running he's gonna need a lot of energy for what's about to come next cause he's got a gut feeling that something really bad is about to happen. Word Count: 336 BATTLE TRACKERSUMMARY
Indiscriminate Swarming | 49 Acc vs. 85 Def | Miss!
Indiscriminate Swarming | 103 Acc vs. 85 Def | Hit for 5 damage! Poison!
Indiscriminate Swarming | 122 Acc vs. 85 Def | Hit for 5 damage! Poison!
Bonus Action 1: Trinket | Cures all status ailments and +5 Toughness to Will O. Wisp | 0/1 use
Bonus Action 2: Senzu Bean | +15 HP and +15 Ki to Will O. Wisp | 0/1 use
At-Will 1:
At-Will 2:
Standard Action 1
Standard Action 2
At-Will:
ACTIVE EFFECTS
FIGHTING STYLE Tenacious
TRAITS Alacrity , Efficiency , 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
Tags: 𝕸𝖞𝖓𝖎𝖆 , Lute , T , Queen Kuueru BASE PL: 120,026 | CURRENT PL: 215,561 HP: 72/75 | KI: 99/100 | DEF: 75 (Alacrity +10 Defense till the end of next turn) | Tuff 05/15 | DMG DIE: d12 | ACC: +25
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Post by T on Sept 2, 2018 0:30:14 GMT -5
So his order had somewhat worked that time. It was an apt, straightforward tactic that he used to eliminate weaker opponents en masse without causing damage to nearby structures. Ironic for the Lord Breaker to utilise such a clean method of execution. Nevertheless, the situation called for it and he could not be bothered to use more effort to get through these sections of the horde. Simply heading on to the destination was the only goal he had in mind.
Thus, he ignored the splotches of highly corrosive slobber that splattered on his cloak as he continued. Or at the very least, he tried to ignore it. It managed to sear clean through the back of his coat, though the damage inflicted was short lived as the cloth melted over like a wound being patched.
T leapt high up into the air- right over and past the fence of the park.
A grim, foreboding sight met his eye. Attempting to sense for lifeforms within the area only brought a sinister impression to mind. It felt quite like he was in the Walkway- not one of his favourite places, T had to admit. Though at least in that section of subspace, the man was free to erase away at anything that bothered him. The seals restricting his power from flowing freely felt evermore of a burden in there. If they were not careful, they could very well have died at the hands of whatever threat awaited them.
“I see.” So close. So very close to the objective. The thought of facing something at the end of this tunnel stirred up a small amount of excitement. Whatever it was, he could finally cut loose. Or at least, as loose as the limiters would allow him to. Battle Info - Stranger Defence Phase Indiscriminate Swarming - 49 Acc vs. 90 Def - Miss! Indiscriminate Swarming - 103 Acc vs. 90 Def - Hit - 5 Damage - Poison! Indiscriminate Swarming - 122 Acc vs. 90 Def - Hit! - 4 Damage - Poison!
Bonus Action - Reactive : Just that tough (Trinket) - +5 Toughness - Remove all negative status effects
At-Will : Spend 5 Toughness to negate 5 Damage
[ Attack Phase ]
Standard Action 1 (Sacrificed For A Bonus Action) : Moment to Breathe (Power Up) (+8 Ki) - Power Up Max
Standard Action 2 (Sacrificed For A Bonus Action) : Preparation (Magic Materialisation) - 5 Ki - Trinket
[ Active Effects ] Righteous Devil (Transformed - T1) - 0 Ki Per Turn - PL increased by 3x - Damage Die Increased By 1 Rank For Super Attacks
[ 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. [ 0 / 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 ] - Grand Kai Seals (Weighted Clothing) Passive. +50% PL per post or 200 words. [ Accessory ] - Multiple Limit Enforcers (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. [ 0/1 use ]
[ Gear ] - Trinket - Magic Materialisation 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. [ 0 / 1 use ] Portal - Facility. Spend 2,500 zeni to ravel to Otherworld. Paparapapa sidekick has +1 to damage die rolls for first 3 turns.
[ Stats ] Base Power Level : 127,380 | Power Level : 382,140 Hit Points : 41 / 50 | Ki : 79 / 100
Fighting - 30 Defence - 90 Base Damage Die ( Rank 7 ) - d12+1 Current Damage Die ( Rank 8 ) - d12+2
BASE PL: 127,380 | CURRENT PL: 382,140 HP: 45/50 | KI: 79/100 | DEF: 90 | ACC: +30 BASE DMG DIE (Rank 7): d12+1 | CURRENT DMG DIE (Rank 8): d12+2
𝕸𝖞𝖓𝖎𝖆 Lute Will O. Wisp Queen Kuueru
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Post by Queen Kuueru on Sept 2, 2018 9:21:40 GMT -5
The demon noted the stupid grin on Lute’s face as he arranged a playdate for Earth’ monarch and the Emperor of the Empire. She could imagine how much fun Polaris would have, however, it would more than likely be toying with a powerful figurehead that got him off.
Click! Lute’s tongue made the most obnoxious sounds. He was sure to gather everyone’s gaze with that singular action. As everyone turned a few hand signals boasted the empire serving pair to watch point. She preferred being a leader anyhow.
“We will?” Kuueru asked inquisitively before a stupid grin played on her lips. It was a joke, but in such a situation it only brought unease. The woman waved her hands at the group, an expression of remorse painting her visage.
“I’m just kidding! Just kidding!~” The demoness pleaded with the men trailing behind her before watching Lute begin his attacks He managed target the huge claw monstrosity that suddenly joined the party. Unfortunately in this game, there was not ‘run’ option. Lute began, freezing the beast in an amazing chomp. Then, the Namekian began trying to dissect the grotesque amalgamation.
“Welp, hope y’all are hungry.” She turned back to the group, shooting them a wave before her body vanish. She teleported to the flank of the clawed beast, a dense blade of energy was now rippling from her elbow down. It formed a wicked sickle-like curvature ready to harvest what limbs it could from the beast.
“WOOO GOT EM!” She swiped the sickle in a large horizontal sweep. It would hit, but who knew the collateral damage. Afterwards the woman aimed the same sickle with less accuracy. A barrage of quick slashing motions aimed to wear the bizzare creature down further.
BATTLE TRACKER
EFFECTS Burned turn 1/2 -3 HP
SUMMARY →All dat shit misses except for Beachheads Area Assault 1 -5 damage and burned! →Kuu Powers up! →Kuu uses IT offensive for auto crit! →Kuu uses Infernal eradication
►AT-WILL: Adding Guile to SA2 SLASHING
►BONUS ACTION(Blur): Power up +25 ki/50
►BONUS ACTION: Instant Transmission, auto crit SA1 Godslayer! @ CLAW
►SA1: God-Slayer | Single w/ Piercing & Stun | -5 ki @ CLAW Accuracy: CRIT! Damage: MjdJw|Q52d12 + 10 = 25 total damage!!! Stun 50%: 1d100
►SA2: Infernal Eradication | Barrage w/ Charging (SLASHING GUILE) | -7 ki @ CLAW Accuracy: 1d100+40 Damage: 3d12 OR 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. 0/1 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. 0.5/1 use remain
CURRENT PL: 127,018 | BASE PL: 127,018 HP: 42/50| KI: 56/100| DEF: 90 | DMG DIE: d12 | ACC: +40
Lute 𝕸𝖞𝖓𝖎𝖆 Will O. Wisp T 2d12·1d100·1d100+40·3d12·3d12
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Post by 𝕸𝖞𝖓𝖎𝖆 on Sept 4, 2018 11:00:20 GMT -5
| | MAJ Grayze, REGIS-02 | SGT Hattowicz, REGIS-02 |
HM Ches I How does this guy breathe? The King nodded in thought as he considered this offer. There wasn't much time to consider any sort of offer, however, given the sudden emergence of the Claw(s) from the darkness of the broken Cathedral. Even before the Patrolman had given instructions, his guards had already moved into position, with Major Grayze taking the flank facing the swarm, and Hattowicz taking up the fore. Perhaps it was its initial emergence from the darkness, or the fact that it lacked eyes. Either way, the apparently fearsome beast ended up being rather clumsy, and missed its first two targets, while the Sergeant caught the attack with a newly expanded collapsible riot shield. Talk about a waste of firepower. In response, Lieutenant Horn countered with some highly frigid breath that slowed it down, following this up with the precise amputation of one of its several appendages... which then grew back, claw and all. That said, it would seem this reduced speed and momentum would probably be detrimental to future attacks. Officer Kuupo cut off another arm... although the following barrage surprisingly didn't quite finish it off, as the Claws moved to intercept the scythe's following strokes at every turn, shockwaves further demolishing the already suffering alley. Alas, this seemed like little inconvenience, as the stump apparently sealed itself off and from the uninjured flesh beneath, two smaller, but no less agile clawed tentacles grew to take its place. One might consider the possibility that its abnormal appearance actually resembled that of a starfish... Hattowicz wasted no time, and pulled the trigger down on his cannon, sending a bright blue flash at the creature and any nearby zombies, while Grayze killed anything that got too close to the King.... that didn't stop him from catching fire though, given he was killing them by punches, kicks, and advanced grappling moves. Didn't seem to bother him all too much, though. The Claw was not down, however. Instead, it seemed to even redouble its efforts. Opening up what might have been the first instance of a 'mouth', a maw filled with... even more little tentacles tipped with claws, wiggling about like a forest of angry worms. It unleashed a hypersonic scream that might just tinker with the psychology of the King's Guard standing in front of it, before launching an assault of stabbity little bits on all those who would hurt it. The rest of the horde just did what zombies do, and as the fires petered out, they continued to attack...
Really don't like being watched... Twigs snapped underfoot, ash left behind two lonely pairs of footprints. One feline, and another of shoes. A trail leading into the dead wood. What might from a distance be mistaken as snow was in fact, ash. As that had been most of this dead park's life in some bygone age. Ash that rained today, because of the disturbance in the distance caused by the... thing, looming just over the horizon. The mechanical beeping of the tracking app drew closer. Finally... a shadow in the distance. Not quite what one would expect from a little fox. But upon closer approach, the image became... clearer.... Maybe it needs 20 dollars. It was... tall... slender. Easy to miss, if one didn't pay close attention, as its height and girth (or lack of it) made it fit very well in this world of dead trees. Its peculiar silence also helped, though in this case, this was offset by the fact that it was holding a beeping phone. With the next blink, it was another 30 yards away, almost fading into the fog. The signal, and the sound, however, kept it in view. Perhaps it knew where the Princess was? Unless of course, it had already done something to her... WC: 673 King's Escort: Keep it up. Team Mario: It seems you've encountered a relatively Slender Fellow. He also seems to have the Princess' phone. Unfortunately, he seems to be as shy as he is slender, and does not like being spotted. Roll 1d100+Reflex to pursue. Gap Size: 2 Both Below 75: +1 to Gap Size. When Gap Size reaches 4, it leaves visual range but remains in beeping range. When Gap size reaches 6, it leaves beeping range but remains in tracking range (which is unlimited). At least one 75 or higher: Gap is halved. At least one Critical: You catch up regardless of Gap Size and can interact with it (catch, talk, punch, etc) BATTLE TRACKERREGIS-02
Attacker: Claw(s) Basic: Miss!
Attacker: Beachhead Horde Basic: Hit! 5 dmg (-1 Indom) | Burn for 2 Turns Basic: Hit! 3 dmg (-1 Indom) Burn: 3 Dmg Total: 9 Dmg
Offensive Phase
Standard 1: Super REGIS CQC III (Super: Ki -5, Single, Slashing, Cripple 50%) @ Beachhead Horde Hit: lmsyAgd01d100+40 Dmg: 2d12 Cripple (50%): 1d100
Standard 2: Super BFG-4000 "Phaeton" III (Special Super: Ki -7, AOE, Splash, Disorient 35%) @ The Claw(s) Hit: 1d100+40 Dmg: 2d12 Disorient (35%): 1d100
Bonus: Defensive Energy Shield III (Ki -5, Rective: +15 Tuff | 1/1)
HP: 141/150 PL: 200,000 Def: 75 Acc: 40 Ki: 103/120 Effects: 30 Tuff Damage: d12 Techniques: REGIS CQC III (Super: Ki -5, Single, Slashing, Cripple 50%) BFG-4000 "Phaeton" III (Special Super: Ki -5, AOE, Splash, Disorient 35%) Energy Shield III (Ki -5, Rective: +15 Tuff | 0/1)
Deflect III (Ki -10, Reactive: Halve damage from 2 attacks | 0/1)
Fighting Style: Tenacious Courage: Start with 15 Tuff Mettle: Guard At-Will. Unlimited Intercepts.
Traits: Talented: Extra use for 1 Util/Def Indomitable: Negate 3 super dmg and 1 basic dmg Rush: Rushing to one Single Super (25% dmg when avoided) Grit: +15 Acc when below 50% HP Disorient: Special Status: Cancel 1 Standard Action for 1 Turn
THE CLAW(s)
Attacker: Lute Super 1: 3 Dmg (-3 Indom) Super 2: 15 Dmg (-3 Indom) Freeze: Success | -2 Dmg Tier for 2 Turns Total: 12 Dmg
Attacker: Kuupo Super 1: Crit! 25 Dmg (-3 Indom) Super 2: Avoid! Total: 22 Dmg
Offensive Phase
At-Will Impact: +1 Die Rank to Action 3
Action 1: Rapid Movement (Ki -10 | Avoid Kuupo Super 2)
Action 2: Intimidation III (Freeze: Ki -5, 80% Freeze. 1/2) @ REGIS-02 Freeze(80%): 1d100
Action 3: Basic (Claw Strike) (Poison 50%, Siphoners, 30% Burn, d12 @ Lute) Hit: 1d100+30 Dmg: 1d12 Poison (50%): 1d100 Burn (30%): 1d100
Action 4: Basic (Claw Strike) (Poison 50%, Siphoners, 30% Burn, d10 @ Kuupo) Hit: 1d100+30 Dmg: 1d10 Poison (50%): 1d100 Burn (30%): 1d100
At-Will: Flow restores 3 HP
HP: 209/240 PL: 300,000 Def: 75 Acc: 30 Ki: 128/150 Effects: Freeze for 2 Turns Damage: d12+1 d10 Techniques: Multi-Flay III (Super: Ki -7, Efficient, Barrage, Slashing) Intimidation III (Freeze: Ki -5, 80% Freeze. 1/2) Acrid Claws III (Poison: Ki -10, 50% Poison on Basics for 5 Turns | 0/1)
Girth III (EShield: Ki -5, +15 Tuff | 0/1)
Fighting Style: Undead Assaulter Flow: +3 Ki or HP per turn Impact: +1 Die Rank to 1 attack per turn
Traits: Willpower: AW | Delay damage to the end of next turn | 2/2 Indomitable: Negate 3 super dmg and 1 basic dmg Efficiency: Barrages cost -3 Ki Infuse: 30% for Basics to Burn Assault: Use the best of 2 acc rolls for supers on this turn | 2/2
Equipment Parasitic Claws (Siphoners: 2 Basics siphon 5 ki on hit)
Beachhead Horde
Attacker:
Offensive Phase
Passive: Endless Numbers: +10 HP regenerated
Indiscriminate Swarming (Area Assault | 2d4 damage @ all targets.) Hit: 1d100+30 Dmg: 2d3
Indiscriminate Swarming (Area Assault | 2d4 damage @ all targets.) Hit: 1d100+30 Dmg: 2d3
HP: 136/320 PL: 136,000 (Strained) Def: 50 Acc: 30 Effects: (1 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)
Abominable Horde
Defensive Phase Attacker: T Attacker: Will
Offensive Phase
Endless Numbers (Passive: +10 HP) Strange Bodies (Passive: +5 Tuff/Turn)
Horde is Waiting outside
HP: 225/320 PL: 240,000 Def: 50 Acc: 30 Effects: 5 Tuff 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 (Passive: +10 HP Regen/Turn) Strange Bodies (Passive: +5 Tuff/Turn) Ichorous Slober (Passive: Attacks have a 25% chance to cause Poison, and a 25% chance to cause Cripple) 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+40·2d12·1d100·1d100+40·2d12·1d100·1d100·1d100+30·1d12·1d100·1d100·1d100+30·1d10·1d100·1d100·1d100+30·2d3·1d100+30·2d3
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Post by Lute on Sept 4, 2018 15:48:26 GMT -5
Horn growled in frustration, pain wracking him the beast and from the mass of undead. Of course thing thing wouldn't go down easy. Of course, the horde of zombies from the beachhead were converging upon them. They were slowed down by their surroundings and by the ambush. They couldn't fly away either. The thing was preventing that, with whatever dark and foreboding power it possessed. They couldn't just push through the horde and get out, because there was a chance they could converge and crush the king. Lieutenant Horn's dark aura seeped out of his pores once again, rising in purple strands like smoke. The resurgence came with it a pressure that would wrack any creature standing close by with the the purest of agony. He dismissed his ki blade and launched his arm like a grappling hook at the claw monstrosity. It unfurled through the air, moving with the speed of meteor hammer. Upon hitting Horn would grab and tear all in one vicious motion to sunder it. After the attack, Horn's arm retracted back to its normal size, snapping back into his shoulder socket with a sickening thud. Jumping, the Lieutenant landed atop atop of a section of roof still intact and ran along it. At the roof's end he sprang, sailing over the alley and onto the opposite side. The building he now stood upon was some sort of old timey gift shop, as he could still hear the eerie sound of wind chimes rattling inside its hollowed out shell. Tilting, he fired another set of sizzling purple eye lasers this time trying to blast the clawed creature from afar. Unfurling his arm unnaturally again, he dropped it down like a line of rope above the King of Earth's head. "Grab hold Your Majesty. I will carry you out of here. The longer you remain, the worse this situation gets."Horn could care less about the two soldiers. It was a waste of time to fight the horde and they would make the perfect distraction. He didn't need to say anything to them, instead he delivered a grim nod. They would get it, he hoped. Kuueru he didn't worry too much about either. She could keep up. Regardless, the escort team had to get clear of the city as fast as possible. Horn intended fully to use the rooftops as the form of transportation, bypassing most of the fighting. Even if the clawed monster chased them, he could probably out pace it before long. He would lead it straight to the beachhead and beeline for General Standish. SUMMARY
**Forgot to subtract -5 ki from Siphoners last turn. Accounted for this turn.
The Claws: 58 acc vs 70 def - miss! Beachhead Horde: 73 acc vs 70 def - 3 dmg. Beachhead Horde: 85 acc vs 70 def - 4 dmg.
At-Will: Talented - Second use of Zone of Agony [Paparapapa]
Bonus Action: Zone of Agony [Paparapapa Rank 3] | -5 ki
Standard Action: Mystic Attack (Cord of Culling Rank 3) @ The Claws [Barrage][Charging] | -10 ki Acc lPM_zYS21d100+40 Dmg 3d12 or 3d12 [Charging]
Standard Action: Standard Action: Eye Beams (Cord of Culling Rank 3) @ The Claws [Barrage][Charging] | -10 ki Acc 1d100+40 Dmg 3d12 or 3d12 [Charging]
At-will: Zone of Agony @ The Claws [w/ Portal] 1d6+1 direct damage.
At-Will: Flow - Restore 3 HP.
ACTIVE EFFECTS Burn: 3 dmg per turn. 1/4 turns. 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. 0/1 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. 0/2 uses.
OTHER ITEMS
War Cruser: 3d4 direct dmg to all targets. 0/1 use. Potral: Paparapapa Sidekick gets +1 to first three rolls. 0/3 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 - 0/1 use
Clash Rank 3 - 0/1 use
Energy Constructs Rank 3 - 0/1 use Kiai Rank 3 - 1/1 use
Paparapapa Rank 3 - 0/2 uses Energy Shield Rank 3 - 1/1 use Magic Materialization Rank 3- 0/1 use LEGENDARY Demon Mark Rank 3 1d100·1d100+40·3d12·3d12·1d100+40·3d12·3d12·1d6+1
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Post by Will O. Wisp on Sept 4, 2018 16:55:22 GMT -5
Will got closer and his eyes light up as he believed they would be able to find the princess, but then is met with confusion when instead of the princess he sees a strange slender zombie. It didn't seem to be very strong and seemed very weak, but for some reason it was fast. Will was worried that they were too late and that this zombie is the princess not transformed into a hideous abomination beyond recognition like the zombies they faced earlier or even worse that this thing did something to her. But Will's is not gonna give up, after he just plowed through a horde of mashed together corpses he is not gonna give up. He sprints as fast as he can towards the creature. "I have questions and you better be able to speak so I can get answers! Where's the princess, she's a little fox girl that was supposedly in this area. Where did you get that phone?! And most importantly did you do anything to her?! Did you kill her?! Answer me you indie horror game reject!" Will shouted as he was running towards the strange creature. A flaming rage is building up inside of him. He is soon to reach to breaking point and could snap at any second. There is no telling what could happen once he can no longer contain his anger. Word Count: 230 BATTLE TRACKERSUMMARY
Bonus Action 1:
Bonus Action 2: At-Will 1:
At-Will 2:
Standard Action 1
Pursue: jJHBwxGJ1d100+25
Standard Action 2
At-Will:
ACTIVE EFFECTS
FIGHTING STYLE Tenacious
TRAITS Alacrity , Efficiency , 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
Tags: 𝕸𝖞𝖓𝖎𝖆 , Lute , T , Queen Kuueru BASE PL: 120,026 | CURRENT PL: 215,561 HP: 72/75 | KI: 99/100 | DEF: 75 (Alacrity +10 Defense till the end of next turn) | Tuff 05/15 | DMG DIE: d12 | ACC: +25 1d100+25
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Post by T on Sept 5, 2018 5:30:38 GMT -5
Well that was certainly a thing.
T tilted his head slightly to the right as he looked over at the thing with a belly. Or an abdomen. He did not know whether it was an insect or just an extremely deformed humanoid figure, but ‘abdomen’ would work in either case. Whatever the thing they faced appeared to be, it amused him a little. He could appreciate a short chase in the midst of a dire situation. Not quite like he had anything better to do in this situation except pursue what the cat was running after.
Wishing to play this game all the same, the man stood as still while his hands rested in his pockets.
Blink.
Now he was gone. Closer, closer, and even closer to the thing. A rapid sprint took place in his attempt to win this match. Charred leaves scattered and disintegrated into dust behind him as both feet deftly left the ground- one after the other. Teleporting alongside the being could be done, though he was not sure if it was worth the effort overall.
Meanwhile, he reached out with another anomalous ability in his reservoir. T reached out with a telepathic hold, aiming to communicate with it to the best of his abilities. Whether it actually worked was up to various factors, but even a failure could narrow down the possibilities of what this thing was.
“Y̵ ̵o̸” Battle Info - Stranger Defence Phase None
[ Attack Phase ]
At-Will : Ṁ̴̨̡̛͖̗͎̘̳̒̂̓͋͆ͅĮ̴̱̱̘͉̺̹̪̞̜̂͐̔Ņ̵̖̺͚͎̋̒̈Ď̸̤̗͉̝̗͎̹͋̎͑̑̋͆ ̴̭̺̅̊́͊͐͝P̷̢̨̛̙̫̻͖̖̈́̎́̆̇͐̑͜Ö̴̼̗́̽̾̋̅̄͑W̷̥̼̤̻̺̰̦̣̱̉̇̓̃̉̈̒͂̕͠Ę̵̨͕̲͈̜͕̩͕̼́̑́̀͋̄͠R̷̹̙̹̝̱͉͉̺̯̈́̽̃̽̆͊̅̕͝͠ (Psychic Powers) - Slender Creature
Blink Blink Blink Blink Blink - u|6y2u7k1d100+40
Bonus Action : None
Standard Action 1 : None
Standard Action 2 : None
[ Active Effects ] Righteous Devil (Transformed - T1) - 0 Ki Per Turn - PL increased by 3x - Damage Die Increased By 1 Rank For Super Attacks
[ 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. [ 0 / 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 ] - Grand Kai Seals (Weighted Clothing) Passive. +50% PL per post or 200 words. [ Accessory ] - Multiple Limit Enforcers (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. [ 0/1 use ]
[ Gear ] - Trinket - Magic Materialisation 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. [ 0 / 1 use ] Portal - Facility. Spend 2,500 zeni to ravel to Otherworld. Paparapapa sidekick has +1 to damage die rolls for first 3 turns.
[ Stats ] Base Power Level : 127,380 | Power Level : 382,140 Hit Points : 41 / 50 | Ki : 79 / 100
Fighting - 30 Defence - 90 Base Damage Die ( Rank 7 ) - d12+1 Current Damage Die ( Rank 8 ) - d12+2
BASE PL: 127,380 | CURRENT PL: 382,140 HP: 45/50 | KI: 79/100 | DEF: 90 | ACC: +30 BASE DMG DIE (Rank 7): d12+1 | CURRENT DMG DIE (Rank 8): d12+2
𝕸𝖞𝖓𝖎𝖆 Lute Will O. Wisp Queen Kuueru 1d100+40
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Post by Queen Kuueru on Sept 5, 2018 17:35:55 GMT -5
As much as the demon was enjoying her vicious assault against the clawed monstrosity; she would rather it stay down when she hit it. Last time she used an attack empowered by her teleportation, she nearly knocked them out. However, this resilient beast was something else. She shrunk away from the maw that revealed itself, the stench it emitted brought tears to the eyes.
Out of her peripheral she noticed ‘Horn’ making his way to the rooftops, and then began pleading with the King to follow him. The woman stood there in awe, her mouth slightly agape as the creature roared out in her direction. Still, the beast was significantly slower than the reflexive Kuueru. She managed to glide between his attacks, although one seemed to catch her off guard. Her body was forced to disappear just before the hit made it to her body.
“Damn, where are you going?” Kuueru mumbled under her breath towards the Namekian, of course he couldn’t hear her annoyed whisper. She appeared behind the claw, with her own claws. Dark mystical ki ripped from her fingertips and formed a wicked manicure. She chose to impale this time, instead of her slashing methods.
“Can you just stay down already?”
The demon questioned the drooling beast, meanwhile the other men were hard at work defending and attacking by her side. She imagined, if she too abandoned the men they would perish. Was this Lute’s plan? She found herself eyeballing the man as he anxiously awaited King Ches’ response.
BATTLE TRACKER
EFFECTS Burned turn 2/2 -3 HP
SUMMARY -Kuueru uses Talented to reuse Kiai! -5 ki -All attacks miss, that or I kiai'd that shit.
-Kuueru throws some fire or somethin'.
►AT-WILL: Adding Guile to SA2 SLASHING
►BONUS ACTION: Hero's Flute! 75% chance for 2 stacks of Stun and Pacified effect. Pacified reduces dmg die by 1 rank for 4 turns. Accuracy 75%: XagEyqij1d100
►BONUS ACTION(blur): Kiai! on the one attack that hit.
►SA2: Infernal Eradication | Barrage w/ Charging (SLASHING GUILE) | -7 ki @ CLAW Accuracy: 1d100+40 Damage: 3d12 OR 3d12
►SA2: Infernal Eradication | Barrage w/ Charging (SLASHING GUILE) | -7 ki @ CLAW Accuracy: 1d100+40 Damage: 3d12 OR 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. 0/1 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. 0/2 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. 0.5/1 use remain
CURRENT PL: 127,018 | BASE PL: 127,018 HP: 39/50| KI: 37/100| DEF: 90 | DMG DIE: d12 | ACC: +40
Lute 𝕸𝖞𝖓𝖎𝖆 Will O. Wisp T 1d100·1d100+40·3d12·3d12·1d100+40·3d12·3d12
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Post by 𝕸𝖞𝖓𝖎𝖆 on Sept 6, 2018 12:48:33 GMT -5
| | MAJ Grayze, REGIS-02 | SGT Hattowicz, REGIS-02 |
HM Ches I The monster reeled with the combined attacks that went its way. Where flesh was cut, it grew. But where it was cauterized, things did not go so well... "Well, if this ain't gonna suck." Hattowicz yawned at the apparently scary display of teeth the monster unleashed. Seeing and hearing the Patrolman's signaling on the King made him frown beneath his helmet, but at this point, there was no arguing with that kind of logic. Someone had to hold the line and that's what he was really good at. "This is the part where I say 'It's been an honor'," Grayze chuckled as he punched another zombie out, "But I'm hopelessly optimistic." The Major motioned for their liege to take the Patrolman's rope. "So instead, I'll say 'See you on the outside', Sire."King Ches took what might have seemed like forever to have a good look at these two men. REGIS, the King's personal Guard force. The acronym whose meaning seemed more tied into the word it spelled than what each letter constituted. It was from an old dead language, the possessive form of the word meaning 'King'. In short... they were quite literally, 'the King's'. As such, it only made sense that they would give their lives to ensure his survival. It pained him greatly to leave, but everybody was in agreement, whether spoken or otherwise. Inhaling deeply, he chose to make it brief. "That's an order for you both then, Major. Meet with us on the outside."Grabbing hold of Lieutenant Horn's rope, the King secured himself to it and tugged, hard enough to be taken as a signal. "Fire in the hole!" Hattowicz unleashed a shot into the horde. The Major turned to Officer Kuupo and the butler ( T), and gestured up at the roof. "His Majesty's got better odds of surviving with three people looking after him. We'll deal with this."There were certainly better odds of surviving up there... With a loud whistle, he called on the monster and unleashed a ki blast in its direction. "Hey, Ugly! Let's dance!"As if successfully taunted, the Claw(s) advanced on their position. It was now all on them...
Perhaps for someone unused to such destruction, it was an eerie sight. Surrounded by a wall of rubble in a rough circle, the Camp bore testament to the power of Frieza Force's Lords. Defunct it may have been, but that did not make the scars they left behind any easier to clear. Skeletons of buildings, at least the ones that still lasted, stood perilously close to collapse. As if held together by mere threads. Surrounding them lay other scattered ruins, as far as the eye could see. Any 'trees' that remained standing, did so in death. Burned out ashen sticks devoid of all life. In the distance, toward the center of the camp, one could see the... thing... towering over every other edifice. Like a grotesque idol to some foreign god. Below, gunfire and ki blasts continued as the King's Guard fought in the alley, while further away, in the direction of the nearest wall, the troops at the beachhead continued to hold the line with their heavy firepower. Somewhere in between the top of the gift shop and their destination, strange noises abounded. Not animalistic, like the beasts beneath. Something more... ethereal. Almost like the voices of children. If one paid attention, they might see unusual wisps of thin light sweeping above the rooftops. Trippy... "Please don't fall...""We can't catch you...""Why is fly?"Traveling this way had its own difficulties, but perhaps, without any undead interference, it would be worth it. One would just have to be careful with their footing, however...
Not quite Deadwood, is it? Maybe it just wants to be in a movie... They pursued, and it paid off. Despite its shyness, the particularly Slender Fellow couldn't quite avoid those who were now on its proverbial tail. More importantly, one was trying to speak with it. Not from voice to voice, but from one mind to another. Instead of seemingly attempting to run away, it turned around to face the little brave warrior cat and the one eyed lord breaker. It didn't exactly have a mouth with which to speak. And what eyes it possessed looked more like bleeding empty sockets. So if anything, one would wonder where the voice came from. More likely than not, an equal effectiveness in telepathic ability. "She flies soon." Strange noises, like the speechless trying to speak. Parsed into words by minds seeking to find meaning. It held up the phone, and pointed deeper into the woods. Not quite in the direction of the... thing... more of at an angle, but nonetheless closer to it than away from it. "Must hurry. Broken wings don't fly. Catch before she falls... Hurry."With another blink of an eye, it was further now. But this time, it raised a hand and beckoned those to follow. WC: 834 King's Escort: The option is now open to take to the rooftops. REGIS 02 has opted to stay on the ground, and has successfully gotten everyone's attention. Up there, you now have a clear view of the... thing... as well as a smoother path to the exit. The roofs are unstable, however, so be careful. There are also anomalous phenomena going on up at that altitude. Perhaps related to the current state of the... thing. They may or may not be safe to touch. Roll 1d100+Reflex to proceed. 50+: The roofs hold. 65+: You deftly avoid all the lights. Team Mario: In addition to pointing in a certain direction and making (perhaps unintentionally) cryptic statements, the Slender Fellow seems to want you to follow. It's in a hurry, however. You could follow along, or uhm... do something else. But if you do continue on, you'll have to move, because it won't slow down for you too much. Roll 1d100+Reflex to pursue. 60+: You manage to keep up. BATTLE TRACKERREGIS-02
Offensive Phase
HP: 141/150 PL: 200,000 Def: 75 Acc: 40 Ki: 103/120 Effects: 30 Tuff Damage: d12 Techniques: REGIS CQC III (Super: Ki -5, Single, Slashing, Cripple 50%) BFG-4000 "Phaeton" III (Special Super: Ki -5, AOE, Splash, Disorient 35%) Energy Shield III (Ki -5, Rective: +15 Tuff | 0/1)
Deflect III (Ki -10, Reactive: Halve damage from 2 attacks | 0/1)
Fighting Style: Tenacious Courage: Start with 15 Tuff Mettle: Guard At-Will. Unlimited Intercepts.
Traits: Talented: Extra use for 1 Util/Def Indomitable: Negate 3 super dmg and 1 basic dmg Rush: Rushing to one Single Super (25% dmg when avoided) Grit: +15 Acc when below 50% HP Disorient: Special Status: Cancel 1 Standard Action for 1 Turn
THE CLAW(s)
Attacker: Lute Super 1: Miss Super 2: Miss Sidekick: 6 dmg Total: 6 Dmg
Attacker: Kuupo Super 1: Miss Super 2: Miss
Attacker: REGIS Super 2: 5 dmg
Offensive Phase
HP: 198/240 PL: 300,000 Def: 75 Acc: 30 Ki: 128/150 Effects: Freeze for 2 Turns Damage: d12+1 d10 Techniques: Multi-Flay III (Super: Ki -7, Efficient, Barrage, Slashing) Intimidation III (Freeze: Ki -5, 80% Freeze. 1/2) Acrid Claws III (Poison: Ki -10, 50% Poison on Basics for 5 Turns | 0/1)
Girth III (EShield: Ki -5, +15 Tuff | 0/1)
Fighting Style: Undead Assaulter Flow: +3 Ki or HP per turn Impact: +1 Die Rank to 1 attack per turn
Traits: Willpower: AW | Delay damage to the end of next turn | 2/2 Indomitable: Negate 3 super dmg and 1 basic dmg Efficiency: Barrages cost -3 Ki Infuse: 30% for Basics to Burn Assault: Use the best of 2 acc rolls for supers on this turn | 2/2
Equipment Parasitic Claws (Siphoners: 2 Basics siphon 5 ki on hit)
Beachhead Horde
Attacker:
Offensive Phase
Passive: Endless Numbers: +10 HP regenerated
HP: 136/320 PL: 136,000 (Strained) Def: 50 Acc: 30 Effects: (1 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)
Abominable Horde
Defensive Phase Attacker: T Attacker: Will
Offensive Phase
Endless Numbers (Passive: +10 HP) Strange Bodies (Passive: +5 Tuff/Turn)
Horde is Waiting outside
HP: 225/320 PL: 240,000 Def: 50 Acc: 30 Effects: 5 Tuff 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 (Passive: +10 HP Regen/Turn) Strange Bodies (Passive: +5 Tuff/Turn) Ichorous Slober (Passive: Attacks have a 25% chance to cause Poison, and a 25% chance to cause Cripple) 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 Will O. Wisp on Sept 6, 2018 18:33:26 GMT -5
This thing seemed to at least be sorta friendly as it's communicating to them so it does have a mind still unlike the others. Maybe it's someone whose will was too strong to be changed into a monster by the curse that plagues this area. Or perhaps the person had some power of their own since they could telepathically communicate to them. Either way they gave a vague cryptic saying that either means the princess is in danger and they need to follow it to it's location or she's falling down from above for some reason and they have to fly to catch her. Just in case the messages were more literally Will he would need to be sure to catch her as that giant pillar thing that's causing all of this seems to prevent them from flying too which makes things a lot difficult especially considering they could've flew over all of the zombies and get to the king and back quickly if they. And he zooms through the forest dodging any tree that is in his way trying to catch up to the slender...he wants to say man but he doesn't want to assume anything. Come to think of it Slender Man does kinda have a nice ring to it though. Will should stop being distracted by such dumb thoughts though and focus on what's going on in the present. BATTLE TRACKERSUMMARY
Bonus Action 1:
Bonus Action 2:
At-Will 1:
At-Will 2:
Standard Action 1
Follow: cIzbHMGe1d100+25
Standard Action 2
At-Will:
ACTIVE EFFECTS
FIGHTING STYLE Tenacious
TRAITS Alacrity , Efficiency , 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
Tags: 𝕸𝖞𝖓𝖎𝖆 , Lute , T , Queen Kuueru BASE PL: 120,026 | CURRENT PL: 215,561 HP: 72/75 | KI: 99/100 | DEF: 75 (Alacrity +10 Defense till the end of next turn) | Tuff 05/15 | DMG DIE: d12 | ACC: +25 1d100+25
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Post by T on Sept 6, 2018 19:43:34 GMT -5
Clap.
Clap.
Clap.
Cheese could not help but clap his hands together upon witnessing the display of both loyalty and bravery to their king. Any form of rhythm that his claps possessed were slow, methodical, and powerful. The one-eyed, many-gunned, gunman carried quite a lot with him until that point, but never until now had he possessed a truly genuine smile on display. In the heat of the moment, the fact that he carried any semblance of warmth left managed to mildly surprise even him.
“Bravo,” stated the man as he ceased. “Magnificent.” It had been such a long time since Cheese had witnessed soldiers fighting for a cause they truly believed in. To face a horrible end awaiting them at the end of the tunnel; despite the odds, despite the hardship, despite not having anything more to gain at the finishing line; all with a smile as they do.
The spirited attitude of Grayze.
The gruff, stoic mannerisms Regis wore.
All of it and more.
If the King did not take priority among the lot, the veteran-turned-butler would have liked to fight along their side for far longer. “Please forgive the moment of discourse.” Shaking his head slowly, he began to amble over towards the starfish-like creatures. “-and if I may be so rude as to make a request.” Quite like his master, a peek over his shoulder was carried out. “You will make it through this.”
“For now, I leave you with a parting gift.” The .500 calibre magnum was drawn. Six in the chamber. Six shots to make. A swift step forward was all it took before the image of him blurred violently- vanishing altogether as all he left with the departure was a low-hanging cloud of dust.
One.
First and foremost, he was out of ammunitions for all of his other weapons. That much was taken into account while considering his assault on the atrocities upon nature. An immense amount of Stamina, Ki, and other anomalous energies had been expended in the earlier waves. What little he was using left was being drawn directly from the life force keeping him together. Such was the shot being made directly to the centre mass of his target.
Two.
When the butler next appeared, he seemed to be in the air above this creature. A roaring blast emerged from the barrel the magnum as another tremendously enhanced bullet flew down to; yet again; the centre mass. Not a split second more did Cheese hang overhead. It was as if one could only catch glimpses of him between staggeringly quick movements.
Three.
For the point that this gift could be the best the pair received in this event. Each pellet fired shook the Earth beneath. Every cock of the hammer went unheard. Ending his target was not the aim of his actions. That would require more time spent without guarding the King. Increasing the chances of the bait’s survival, however, was on the agenda for him. Three left in the barrel.
Then and only then did the gunman stay still within ordinary sight. Right behind the Claw to deliver-
Four. Five. Six.
Whether the creature was full of holes or quickly regenerating was now no longer of his concern. Grayze and Regis had their duties in place. They would be the ones to distract, defeat, and hopefully survive that encounter.
A thin line of translucent white fume wafted upwards from the barrel of his magnum.
“See you on the other side.” Cheese parroted solemnly without looking back at them. Thereafter, he leapt up into the air and onto the rooftops to catch up in the escort. T's Side
“Tch-” T felt the weight of the seals bearing down ever harder on him during the sprint. “That idiot.” He mused, covering his mouth before coughing lightly into it. A second could not be spared in this chase- all the while, his power was dwindling. The Lord Breaker was sure of it now. Cheese spent a large portion of his vitality to carry out a grand attack of sorts- more likely than not, it was flashy and melodramatic as well.
In any other circumstances, not a single care would be in his mind if one of his servants decided to exhaust themselves. However, the butler that fought was neither dead, nor alive.
The form of resurrection he bestowed to Cheese was not true.
Unlike the Dragon Balls, T did not have the power to restore life truly to the deceased. Corpses could be risen via various methods, abominations could be cultured, and ghosts could be brought back and forth between the Otherworld. Yet to enhance this personal servant of his own, a link of sorts had to be established.
A ‘life link’ if you may. This ensured that a small fraction of his power could be utilised by the butler- power that Cheese did not originally have in life. If the Lord Breaker was immortal, this would not have been a problem in the slightest. He could simply bring back the dead with said link, sever said link, and be fine otherwise.
Regardless, he was not. T’s true strength was restricted, what energy he had was apparently being funnelled into maintaining the literal existence of another being, and the man was chasing after another in the time being. A being who was capable of warping reality, killed by overextending himself. That was certainly a strange way to go.
It did somewhat raise the stakes for him.
“That idiot.” The ends of his lips tugged lightly into a smirk.
“Oh I’ll hurry alright!” He was getting pumped for this. Full speed ahead and alongside the thing.Battle Info - Stranger Defence Phase None
[ Attack Phase ]
Bonus Action : I am a very dutiful butler (Demon Eye - Rank III) - THE CLAWS(s) - 5 Ki Cripple (80%) : ZVnJuRls1d100 (Crippled!)
At-Will : .500 calibre magnum (Impact) - Standard Action 1
At-Will : To Kill A Claw (Assault) - Roll two sets of dice for each super; take the better result.
Standard Action 1 : D.I.E Crescendo (DIE!DIE!DIE!DIE!DIE!) - THE CLAWS(s) - 7 Ki To Hit : 1d100+30 To Hit : 1d100+30 Damage Roll 1 : 4d12+8 Damage Roll 2 : 4d12+8
Standard Action 2 : D.I.E Crescendo (DIE!DIE!DIE!DIE!DIE!) - THE CLAWS(s) - 7 Ki To Hit : 1d100+30 To Hit : 1d100+30 Damage Roll 1 : 3d12+6 Damage Roll 2 : 3d12+6
(Either Damage Roll- They Have The Same In Total)
Cheese Then Takes To The Roofs - 1d100+40
T Follows The Thing - 1d100+40 (CRITICAL FOLLOW)
[ Active Effects ] Righteous Devil (Transformed - T1) - 0 Ki Per Turn - PL increased by 3x - Damage Die Increased By 1 Rank For Super Attacks
[ 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. [ 0 / 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. [ 1 / 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. [ 1 / 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 ] - Grand Kai Seals (Weighted Clothing) Passive. +50% PL per post or 200 words. [ Accessory ] - Multiple Limit Enforcers (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. [ 0/1 use ]
[ Gear ] - Trinket - Magic Materialisation 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. [ 0 / 1 use ] Portal - Facility. Spend 2,500 zeni to ravel to Otherworld. Paparapapa sidekick has +1 to damage die rolls for first 3 turns.
[ Stats ] Base Power Level : 127,380 | Power Level : 382,140 Hit Points : 41 / 50 | Ki : 60 / 100
Fighting - 30 Defence - 90 Base Damage Die ( Rank 7 ) - d12+1 Current Damage Die ( Rank 8 ) - d12+2
BASE PL: 127,380 | CURRENT PL: 382,140 HP: 45/50 | KI: 60/100 | DEF: 90 | ACC: +30 BASE DMG DIE (Rank 7): d12+1 | CURRENT DMG DIE (Rank 8): d12+2
𝕸𝖞𝖓𝖎𝖆 Will O. Wisp Lute Queen Kuueru 1d100·1d100+30·1d100+30·4d12+8·4d12+8·1d100+30·1d100+30·3d12+6·3d12+6·1d100+40·1d100+40
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Post by Lute on Sept 7, 2018 12:22:31 GMT -5
Horn's arm slithered back into the socket and with it he brought up the King of Earth. Crouching, he motioned for the shorter fox man to hop on his back. All the while, he gritted his teeth and swallowed his pride. I really hope Polaris appreciates this.Standing to full, he gazed out past the gift shop, both dark eyes swiveling as they searched for the best way through the skeletal husk of a city. Only then did he shift to the right and saw the thing. Crimson tendrils writhed and pulsed among the rubble. It clamored above the tops of the buildings in one great stringy mass. At the very top of this towering monster of depravity was a face--if one could call it that. More like a hole that seemed to suck in time, space, and matter around it. Horn felt locked onto it, eyes drawn and glued. Never before had he faced such a thing. It took a lot to unsettle him, a creature who had studied the demon ways. This wasn't demonic in the least bit--it was truly foreign and quiet terrifying. Just where had it come from? Just where-- Cheese landed next to Horn, who realized it was time to go. To move. "Hang on tight Your Majesty."Despite being seven feet of dense viridian slug mass--Lute didn't move as such. The balls of his feet where where he distributed his weight, leaping and jumping as a blue-green blur from section to section. Years of being an assassin helped in this endeavor. Sometimes, a bit of roof would collapse as he sprang. A few times an entire building went with it. The only thing his mind did was concentrate where he would land next. Despite the haunting child-like whispers that reverberated from above.
Reflex Test soCCYgEe1d100+20
SUMMARY
At-Will: Flow - Restore 3 HP.
ACTIVE EFFECTS Burn: 3 dmg per turn. 1/4 turns. 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. 0/1 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. 0/2 uses.
OTHER ITEMS
War Cruser: 3d4 direct dmg to all targets. 0/1 use. Potral: Paparapapa Sidekick gets +1 to first three rolls. 0/3 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 - 0/1 use
Clash Rank 3 - 0/1 use
Energy Constructs Rank 3 - 0/1 use Kiai Rank 3 - 1/1 use
Paparapapa Rank 3 - 0/2 uses Energy Shield Rank 3 - 1/1 use Magic Materialization Rank 3- 0/1 use LEGENDARY Demon Mark Rank 3 1d100+20
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Post by Queen Kuueru on Sept 9, 2018 17:28:12 GMT -5
Kuueru was growing tired of all the needless exercise Lute had submitted her to today. First his dumb alias name, then the outrageous outfit. For what? To fight endless hordes of wretched zombies. Her skin crawled and goosebumps raised upon her sun kissed skin.
As the fight against not only the Claw-thing, but the looming wall of bodies behind it, progressed; Kuueru couldn’t help but notice a flash of green aiming for the skies. The Namekian was playing Spiderman and trying to climb questionable fire escapes. Then, the explosive butler came in with an onslaught on the Claw before following ‘Horn’ who now had the furry king upon his back. At this distance it almost looked like a cute animal backpack for a child.
“Welp, Like the Fromage said. Good luck,” retorted the demon before she too skirted her way up the side of a building. Whether or not her footing would hold up as she tried to keep up with the escort, was to be found out.
However, much to surprise all the eating she had been partaking in while exploring the mortal realm wasn’t affecting her waistline. Yet. She managed to keep up with the convoy with a graceful eloquence.
ROLL FOR NOT DYING ON ROOFTOP! wKuuhB_C1d100+40
BATTLE TRACKER
EFFECTS
SUMMARY -Kuueru uses Rapid movement against the Claw's Basic! -Fly to the rooftops, maybe...
►BONUS ACTION: Rapid Movement -5 ki
►SA1:
►SA2:
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. 0/1 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. 0/2 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. 0.5/1 use remain
CURRENT PL: 127,018 | BASE PL: 127,018 HP: 39/50| KI: 32/100| DEF: 90 | DMG DIE: d12 | ACC: +40
Lute 𝕸𝖞𝖓𝖎𝖆 Will O. Wisp T 1d100+40
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Post by 𝕸𝖞𝖓𝖎𝖆 on Sept 10, 2018 20:52:41 GMT -5
| | MAJ Grayze, REGIS-02 | SGT Hattowicz, REGIS-02 |
There once was a movie that declared the .44 magnum the most powerful handgun in the world. A few decades after that, however, a new champion rose up, the .500, which by its larger calibre, overthrew its predecessor with ease. Now, a gun with that same calibre, firing rounds enhanced with some very lethal ki, went into play. Six bullets. More than enough to kill anything that moves. There were of course provisions for things like otherworldly things that moved. So while the clawed monstrosity wasn't quite dead yet, it was well on its way. Each shot struck with the power to shatter fortresses, blowing large holes in its body that struggled to get back together. Emboldened by this move, the King's Bodyguards got to work. "Hattz, give me crowd control! He's mine!" The Sergeant and Major switched places, with the former unleashing his firepower on the horde, as the latter rushed in to unleash a combination of punches and kicks on the monster. That wasn't to say it wouldn't fight back, but it was still reeling from the earlier attack.
Above the rooftops, the King's escort effortlessly navigated the extremely rickety surfaces of dead buildings. Some roofs remained solid enough throughout the walk while others collapsed as soon as they were touched. Fortunately, these individuals were fast, so fast that they could move on to the next steps even as the edifices crumbled beneath their feet. The motes of light, at least while ambient, were also deftly evaded. You wouldn't want to touch them, as while they were rather beautiful, the whispering voices that seemed to connect to them were at the very least, disconcerting. "Don't fall!""Watch out, the roofs are breaking!""Won't you fly instead?"While apparently benign, mostly harmless motes of light that floated through the air, and the voices associated with them speaking words of concern, one just couldn't get over the fact that they seemed to be associated with the... thing... in the distance. But more than that, actions spoke louder than words. Actions such as how their behavior changed from floating without direction, to a sudden coordinated conglomeration, as they swirled together into a psychedelic wall, completely covering the width of the building. "Let us catch you.""We don't want you to fall.""We'd never let you get hurt...""Something tells me they don't want us to go," the King dryly observed. "Could we perhaps break through, or go around?"On either side of the building lay roads and alleys filled with zombies. But if one could jump well enough past those gaps, they could land on the unoccupied rooftops waiting. Or one could hazard an attempt to jump over the wall. It didn't seem particularly tall. The risk, of course, was that attempting to go around or over, meant that the lights could easily pursue them, if they so desired. The other suggestion, to break through, sounded somewhat riskier, but what if this 'attack' destroyed them entirely? There are of course, other options...
2spooky4me All it needs to join up is a nice-looking business suit... Head turned to face the people who... somehow, managed to catch up entirely. No more need for waiting, then. Especially since they were already where they needed to be. It was dead, like the others. But it was... much larger. One might even say, large enough to keep its own host of secrets. The Slender Feller held up the still beeping phone, and pointed at it, before slowly reorienting that finger to point at the tree. "Broken wings don't fly." This done, the next time someone blinked, it would be standing motionless next to a hole at the foot of the tree. An 'entrance', if you would. What now? WC: 624 King's Escort: The lights don't seem to want to let you go. You could try going around/over them, but they could just try bothering you again after you've done so. Or, you could try to break through with ki, maybe throw in some destructive properties while you're at it. They might fight back, or get destroyed entirely. Go Around: Roll 1d100+Reflex. 50 to succeed. If anyone crits, they are left behind entirely. Break Through: Roll 1d100+EC. 60 to succeed. If anyone crits, they are destroyed entirely. Something Else: Roll 1d100+Reflex. 60 to succeed. If anyone crits, you do it so well they are rendered irrelevant. Team Mario: Slender Feller has led you to a big dead tree. What secrets does it hide? Only one way to find out... BATTLE TRACKERREGIS-02
Offensive Phase
Standard 1: REGIS CQC III (Super: Ki -5, Single, Slashing, Cripple 50%, Rush) @ CLAW(s) Hit: McgQ3|tO1d100+40 Dmg: 2d12 Cripple: 1d100
Standard 2 BFG-4000 "Phaeton" III (Special Super: Ki -5, AOE, Splash, Disorient 35%) @ Horde Hit: 1d100+40 Dmg: 2d12 Disorient: 1d100
Bonus: Power Up: +25 Ki | 25/50
HP: 141/150 PL: 200,000 Def: 75 Acc: 40 Ki: 116/120 Effects: 30 Tuff Damage: d12 Techniques: REGIS CQC III (Super: Ki -5, Single, Slashing, Cripple 50%) BFG-4000 "Phaeton" III (Special Super: Ki -5, AOE, Splash, Disorient 35%) Energy Shield III (Ki -5, Rective: +15 Tuff | 0/1)
Deflect III (Ki -10, Reactive: Halve damage from 2 attacks | 0/1)
Fighting Style: Tenacious Courage: Start with 15 Tuff Mettle: Guard At-Will. Unlimited Intercepts.
Traits: Talented: Extra use for 1 Util/Def Indomitable: Negate 3 super dmg and 1 basic dmg Rush: Rushing to one Single Super (25% dmg when avoided) Grit: +15 Acc when below 50% HP Disorient: Special Status: Cancel 1 Standard Action for 1 Turn
THE CLAW(s)
Attacker: Jeeves Super 1: 33 Super 2: 26 Cripple: 2 Turns Total: 59 Dmg
Offensive Phase
Action 1 Basic: @ REGIS (Siphoners, Poison 50%, Infuse 30%) Hit: 1d100+30 Dmg: 1d10 Poison: 1d100 Infuse: 1d100
Action 2 Basic: @ REGIS (Siphoners, Poison 50%, Infuse 30%) Hit: 1d100+30 Dmg: 1d10 Poison: 1d100 Infuse: 1d100
HP: 139/240 PL: 300,000 Def: 75 Acc: 30 Ki: 128/150 Effects: Freeze for 1 Turns Cripple for 2 Turns Damage: d12+1 d10 Techniques: Multi-Flay III (Super: Ki -7, Efficient, Barrage, Slashing) Intimidation III (Freeze: Ki -5, 80% Freeze. 1/2) Acrid Claws III (Poison: Ki -10, 50% Poison on Basics for 5 Turns | 0/1)
Girth III (EShield: Ki -5, +15 Tuff | 0/1)
Fighting Style: Undead Assaulter Flow: +3 Ki or HP per turn Impact: +1 Die Rank to 1 attack per turn
Traits: Willpower: AW | Delay damage to the end of next turn | 2/2 Indomitable: Negate 3 super dmg and 1 basic dmg Efficiency: Barrages cost -3 Ki Infuse: 30% for Basics to Burn Assault: Use the best of 2 acc rolls for supers on this turn | 2/2
Equipment Parasitic Claws (Siphoners: 2 Basics siphon 5 ki on hit)
Beachhead Horde
Attacker:
Offensive Phase
Passive: Endless Numbers: +10 HP regenerated
HP: 136/320 PL: 136,000 (Strained) Def: 50 Acc: 30 Effects: (1 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)
Abominable Horde
Defensive Phase Attacker: T Attacker: Will
Offensive Phase
Endless Numbers (Passive: +10 HP) Strange Bodies (Passive: +5 Tuff/Turn)
Horde is Waiting outside
HP: 225/320 PL: 240,000 Def: 50 Acc: 30 Effects: 5 Tuff 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 (Passive: +10 HP Regen/Turn) Strange Bodies (Passive: +5 Tuff/Turn) Ichorous Slober (Passive: Attacks have a 25% chance to cause Poison, and a 25% chance to cause Cripple) 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+40·2d12·1d100·1d100+40·2d12·1d100·1d100+30·1d10·1d100·1d100·1d100+30·1d10·1d100·1d100
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Post by Will O. Wisp on Sept 10, 2018 23:03:35 GMT -5
Will stopped by putting his heels on the ground breaking as his little foot paws leave little ruts in the ground as they ended up to what appeared to be a tree a giant dead tree. Again the being telepathically told them broken wings don't fly. Will thought it meant it was meant to be taken literally and she was gonna be falling from the sky to this spot or something, but it seems to be more metaphorical in this sense. Hindsight is twenty twenty he thought as he walked towards the hole. It would seem like a good hiding place for a small child especially considering all of the dead trees in the area would make it difficult to to find out which tree is one is a hiding spot especially this deep in the forest. Before jumping into the hole and climbing through it he turned to the Spindly Man which Will now decides to call him cause he feels like the name Slender Man was taken. "I don't know if you were once friends with the princess or what you're deal is or why you're apparently helping us. But if this turns out to be a trap, or she's dead or worse, no matter where you run or hide, I will find you, and put you out of your miserable existence." Will said with his pupils slanted as he gives an angry stare and a menacing aura. He then jumps into the hole ready for whatever is to come. BATTLE TRACKERSUMMARY
Bonus Action 1:
Bonus Action 2:
At-Will 1:
At-Will 2:
Standard Action 1
Standard Action 2
At-Will:
ACTIVE EFFECTS
FIGHTING STYLE Tenacious
TRAITS Alacrity , Efficiency , 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
Tags: 𝕸𝖞𝖓𝖎𝖆 , Lute , T , Queen Kuueru BASE PL: 120,026 | CURRENT PL: 215,561 HP: 72/75 | KI: 99/100 | DEF: 75 | Tuff 05/15 | DMG DIE: d12 | ACC: +25
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Post by Lute on Sept 11, 2018 6:42:52 GMT -5
Lieutenant Horn refused to listen to the whispers, for he knew they only lead to death. That big writhing red thing in the distance was only trouble. The amount of depravity he sensed from it astounded him. Deep down inside he wanted to stand against it and rip it from reality with his bare hands. But, he had a tiny fox Earthling on his back, one of royal consequence. He needed to deliver the man to safety. An abrupt technicolor mass walled them off. Horn was in mid leap from an old shopping center to a apartment building when he saw it. With precise burst of ki he shot sideways as though he had rocket boosters. He landed atop the glass atrium of an old courthouse and skidded across it, his boots squelching on the smooth surface. It was reinforced glass, perhaps even transparisteel. Good thing for modern construction methods. Reaching up he wiped sweat from his brow. "Brace yourself. I'm going to try to punch through."The swirling mass of color and light was hard to look at for Horn. Grimacing, the Namekian focused ki into his palm and braced his forearm with his offhand. It crackled and surged into his fingertips, sparking and popping as it swelled in both density and pressure. The rumbling blast was ready before long and he stepped forward putting his shoulders into the launch. It surged away from his hands in a purple streak and splashed into the wall--hopefully shattering it and allowing the lot of them to rush through to the end.
EC Test 00O0WHI21d100+30
SUMMARY
At-Will: Flow - Restore 3 HP.
ACTIVE EFFECTS Burn: 3 dmg per turn. 1/4 turns. 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. 0/1 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. 0/2 uses.
OTHER ITEMS
War Cruser: 3d4 direct dmg to all targets. 0/1 use. Potral: Paparapapa Sidekick gets +1 to first three rolls. 0/3 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 - 0/1 use
Clash Rank 3 - 0/1 use
Energy Constructs Rank 3 - 0/1 use Kiai Rank 3 - 1/1 use
Paparapapa Rank 3 - 0/2 uses Energy Shield Rank 3 - 1/1 use Magic Materialization Rank 3- 0/1 use LEGENDARY Demon Mark Rank 3 1d100+30
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Post by T on Sept 11, 2018 9:18:41 GMT -5
Floating Lights
As his master once said: “Don’t mess with unknown forces unless you’re me.”
Seeing as he was not the owner of the aforementioned quote, Cheese figured that darting around the spiralling mess of varying colours was a better plan of action than trying to touch it. That being said, the consequences of being followed by spirits could bring about an unsavoury event to watch when they reached the safe zone. Anything to that had the potential for unnecessary loss of human lives should be removed from the equation.
Simply breaking through too had it’s faults. An unexpected backlash of energy certainly posed a greater threat than he would have liked. Hence, the butler settled on a different course of action. Something else entirely might have worked.
But first, Cheese had to find a door. There was one directly by his side- as it stands to allow entrance to the building from the rooftop.
His left hand calmly reached for the doorknob, and then proceeded to open said door.
All at once, air started to rush past him and past the doorframe. Beyond the door was not what one would expect, but an empty void reaching out into the infinite unknown. A portal to the otherworld. He had created a funnel for spiritual entities towards the very start of a particular Check-In station. As far as he was concerned, their judgements were far overdue.
Cheese carried on by the King’s side once a sizeable gap was made in their ranks either by Lieutenant Horn’s force, or his own unorthodox cleaning method.
Big Dead Tree
If surreal had a child, it would be the area that he currently arrived on. Twisted dead tree- check. Other trees refusing to grow near it- check. A hole in the ground next to it- checkerooni, you can bet that it’s surname rhymes with ‘tooti’. The only thing that T thought could make this more aesthetically amusing was if there were faces on the trunks, and also if every so often, the trees shifted- not too much that it would be noticeable to everyone, yet enough that someone would notice it.
An A in both effort and practice.
“Well,” T stared at the hole. There just had to be a metaphor for this situation somewhere, but he was not able to find it for the life of his. It did not stand as much of a concern for him considering this was a life-or-death situation, and not a literature class. “I’d like to make fun of the cat’s death threats, but that would be hypocritical of me.” Announced the man after the cat had already gone in.
The scene of him coming down from dark swirling clouds in a pillar of flame replayed in his mind.
“Five seconds. After that I’m killing everything in the immediate area except for the princess and the elected warrior.”
Lord Breaker looked solemnly into the hole, attempting to keep his quickly-fading stoic demeanour. He was not used to keeping up a formal, serious attitude for such a long time. Luckily enough for him, there was no one nearby except for the long-limbed creature-thing-being.
Escape from this topic immediately. Escape from this topic immediately. Escape from this topic immediately. “Oh right, I’m making this new place called ‘Purgatory’.” He pulled out an ace of spades from his right pocket. It was left out to place on an absurdly tall wooden stool which materialised to his left. “Mrm, tinkering with the name- anyway, I think you’d be absolutely perfect for a job there.” Inching closer to the hole, T placed his hands back into his pockets. “If you’re interested, we’ll know.”
Then, he jumped in. Battle Info - Stranger Defence Phase None
[ Attack Phase ]
Bonus Action : None
Standard Action 1 : None
Standard Action 2 : None
Cheese Opens A Door To The Other World (Something Else) - Reflex - gVNCBNtT1d100+40
T jumps into the menacing hole
[ Active Effects ] Righteous Devil (Transformed - T1) - 0 Ki Per Turn - PL increased by 3x - Damage Die Increased By 1 Rank For Super Attacks
[ 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. [ 0 / 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. [ 1 / 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. [ 1 / 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 ] - Grand Kai Seals (Weighted Clothing) Passive. +50% PL per post or 200 words. [ Accessory ] - Multiple Limit Enforcers (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. [ 0/1 use ]
[ Gear ] - Trinket - Magic Materialisation 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. [ 0 / 1 use ] Portal - Facility. Spend 2,500 zeni to ravel to Otherworld. Paparapapa sidekick has +1 to damage die rolls for first 3 turns.
[ Stats ] Base Power Level : 127,380 | Power Level : 382,140 Hit Points : 41 / 50 | Ki : 60 / 100
Fighting - 30 Defence - 90 Base Damage Die ( Rank 7 ) - d12+1 Current Damage Die ( Rank 8 ) - d12+2
BASE PL: 127,380 | CURRENT PL: 382,140 HP: 45/50 | KI: 60/100 | DEF: 90 | ACC: +30 BASE DMG DIE (Rank 7): d12+1 | CURRENT DMG DIE (Rank 8): d12+2
𝕸𝖞𝖓𝖎𝖆 Will O. Wisp Lute Queen Kuueru 1d100+40
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Post by Queen Kuueru on Sept 11, 2018 18:02:56 GMT -5
Kuueru managed to catch up to the group despite them leaving little to nothing to use as a path forward. Her eyes intensely focused on her foot as she managed to dance among the rooftops with relative ease. Ahead she spotted the furry king strapped to Lute’s back, as well as the butler.
All around them, white wisps of light seemed to fall and hover through the air. Kuueru marveled at them, and then back towards the monstrosity that it seemed they stemmed from. However, the voices that accompanied them seemed odd. They seemed to carry worry, but only wished for their demise…. Why? So far in this game they had fought onslaughts of mindless and mute zombies, now there was some form of intelligence ready to torment them here? Was there a mastermind behind all of this? Perhaps a targeted attack was happening to this city and the king.
She tucked the knowledge away as the disorientating wall of rainbow stopped the group in their tracks. Lute chose to try and blast through it, the butler taking a doorway to somewhere. Kuueru looked down towards the looming alley of zombies. She rushed for it, her body blurring with intense speeds. She jumped into the air, over the alleyway and managed to get a running start on the fire escapes and textures walls. She was now trying to run like Sonic the hedgehog to make it back to the rest of the ground and past the stupid roadblock.
Sonic the Hedgehog wall run! 80KF0AKQ1d100+40
BATTLE TRACKER
EFFECTS
SUMMARY -Kuueru uses Rapid movement against the Claw's Basic! -Fly to the rooftops, maybe...
►BONUS ACTION: Rapid Movement -5 ki
►SA1:
►SA2:
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. 0/1 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. 0/2 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. 0.5/1 use remain
CURRENT PL: 127,018 | BASE PL: 127,018 HP: 39/50| KI: 32/100| DEF: 90 | DMG DIE: d12 | ACC: +40
Lute 𝕸𝖞𝖓𝖎𝖆 Will O. Wisp T 1d100+40
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