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Post by Majin Zam on Aug 30, 2018 21:51:23 GMT -5
Earth, Northern Region
Icy wind sang a solemn song between the mountains. Soft snow danced to the tune. The northern region was well known for being frigid around the year. Mighty spruces and towering pine trees dotted the mountainous landscape. Somewhere a hungry beast howled, hunting for unfortunate prey. Cities and villages offered safety, but the wilderness was harsh and merciless. Only the bravest, hardiest and strongest souls dared to call such an unforgiving area their home. ...Well, admittedly sometimes an oddball traveler or two appeared to make a mess of things. Like today for instance.
A small, pink dot moved along the white blanket. It was revealed to be a short girl, teenager judging by quick glance, yet definitely not a human. Her entire bouncy body was bubblegum-colored and two pale antennae peeked through her messy hair. Golden irises glimmered within shiny black eyes. Despite the freezing weather, she was dressed very lightly. White baggy pants were accompanied only by a black tube top with matching arm sleeves and boots. She resembled a genie that had popped out of a story book. An educated person might recognize the telltale signs of a magical creature known as a Majin.
Humming a playful tune, Zam pushed a growing snowball along. Bigger, bigger, bigger... Ah, perfect! Though the snowball had grown much taller than her body, she effortlessly hoisted it up and flew away. Having magical strength helped. She zoomed up to a high mountain top overlooking a lonely village below. Two massive balls had already been balanced on the treacherous stone and now they got a friend. Plopping the third piece down, the grinning girl stopped to admire her progress. This would be the biggest, bestest snowman ever! Next she needed... um... some stones, yup, and a huuuge carrot. She glanced down at the village and wondered if they would borrow her some... The bubble of pondering was popped when she thought she heard some sort of grumble. And was it her imagination or was the snowman leaning juuust a tiny bit forward? BATTLE TRACKER DEFENSE PHASE. Opponent Attack 1: Zam 50 vs Opponent (Acc) = Result Attack 2: Zam 50 vs Opponent (Acc) = Result Total damage dealt =
OFFENSE PHASE.
At-Will: - Bonus Action: -
Standard Action 1: -
Standard Action 2: -
EFFECTS. -
TRAITS. SPIRIT: Max ki +15. FLOW: At-will. Heal 3 HP or 3 ki to self or comrade during turn. SURGE: Can restore 100 ki from Power Up (0/100 restored) PUMMEL: At-will. Add 2d4 to to all Super Atks during turn. 2 uses. GRIT: Passive. Under 50% HP add +15 Acc to all attacks. (Activation threshold 40 HP) ENDURE: Passive. Getting hit by Super Atks gives Endure stacks. At-will 3 stacks of Endure gives 15 tou. TALENTED: At-will. Gain extra use of one Def or Util tech. EQUIPMENT. MARTIAL ARTS GI: At-will. Add +15 acc and +1 dmg die rank to two atks. BIO-SUIT: At-will. Under 50% HP restore 3 HP to self at the end of turn. (Activation threshold 40 HP) SENZU BEAN: Bonus Action. Restore 15 ki and 15 HP to self or ally. 1 use. TRINKET: At-will. Remove all status effects and gain 5 Toughness, self or ally. 1 use. DEFENSE/UTILITY TECHS. MEND: At-will. Restore 10 HP to self or ally. 1 use per target. -5 ki MAGIC MATERIALIZATION: Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use. -20 ki DEMON EYE: Bonus Action. 80% chance to cause Cripple. Target also loses 3 ki per turn while Crippled. -5 ki (Uses left 2/2) ATTACK TECHS. BRIGHT BURST: Barrage, Charging, -20 ki BRIGHT BUSTER: Area, Charging, -20 ki
PL: 35,750 HP: 80/80 | KI: 115/115 | DEF: 50 | ACC: 15 | DMG DIE: d12+2
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Supporter🌟
Crane Master
Justice will prevail
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Post by Marku on Aug 31, 2018 16:28:16 GMT -5
The Crane Master was making his routine visit to this village. Its supplies were limited and the roads were sparse given it was a particularly cold day. While he was more than used to this type of weather from his years of living and training in the mountains it was unusually cold even for him. He had just finished purchasing some of their provisions, they were locally known for growing very good crops in spite of the difficultly to do so in this terrain, anyone else would tend to animals such as goats or cows that were easier work to manage in such plains. But it was a way of life for these people. He was not one to complain as the next village was abit far. He did not make a habit of flying in the sky or use his Master's ship as this would draw more attention than he cared to have. He was whistling an ancient tune as he had just leaving the village and he noticed something unusually bright amongst the endless blanket of snow. It was pink and was moving, it could even be a humanoid. He had an idea or two of what it could be and it wasn't attacking or acting aggressive. But he was abit worried about it's appearance or even the reaction from such villages to such a being. Such panic in the village could cause harm to the locals as they fled in terror. He was determined to go meet this thing and find out it's intentions. He walked in the direction of the pink creature for a few minutes until he was within speaking range. He did not want to fly in this situation either. It might spook this person or be misconstrued as an aggressive action. He was finally near the creature and recognized it as one of those Majin creatures. This one had a female apperance and a non threatening expression. He bowed to the Majin and started greeting it. "I am Marku Ancalime, White Crane Master from the Crane School for this region. May i ask who you might be? I do not believe i have seen a member of your people in area, let alone Earth in what feels like quite awhile... perhaps i can assist you with what you require? the villagers are tired and are limited on resources. While i have more as well as information or transportation if it required for you to go home or wherever you're going" Marku smiled and awaited the Majin's response. Word 424 Majin Zam ----
BATTLE INFO - Marku
Powerlevel 81.764 HP 90, KI 115, Defense 55 Damage Dice: D12
Fighting 30
Energy Control 30
Reflexes 5
Resilence 40
Flow: (At-will , heal 3hp or 3 ki to self or comrade during turn)
DEFENSE PHASE.
OFFENSE PHASE.
EFFECTS.
TRAITS.
Willpower (At-will – does not substract dmg from hp on turn. Subtract end of next turn. 2 uses)
Indomitable (Negate 3 dmg from all super attacks)
ITEMS.
Weighted Clothing
Kai Weights
Senzu Bean
TRANSFORMATIONS.
DEFENSE/UTILITY TECHS.
ATTACK TECHS.
Gurando Kikoho
Kyodai Kikoho
Dodonpa
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Post by Majin Zam on Sept 1, 2018 8:24:45 GMT -5
The cheery tune was cut short in the middle of a note when something new stole the pink creature’s attention. Twirling around, she turned her gaze onto the stranger with a puzzled blink. ...Lime? Immediately an image of a sour, green fruit bubbled into her mind. Bleh. She didn’t like limes... The words just kept on coming until they were spinning around her head and making her all dizzy. She didn’t even know what some of those words meant! But one thing she did understand... Introductions! A vigorous shake cleared the girl’s head and she flashed a wide smile. "Zam is a Majin, is what Zam is! Nice to meetcha, Mister Lime!" Yes that was his name now in her innocent mind.
When the rest of the talk finally sank in, only took a couple of awkwardly long minutes, the childish creature suddenly recoiled in shock. ...Wait, go home? But she wanted to play here! And home was kinda far... "I don’t wanna go home!" Aaand so the misunderstanding was set. Puffs of hot steam whistled into the air, rustling her hair. Trembling hands balled into fists. "I’m just playing nice and you want me to go somewhere else?" Arms and legs flailing wildly, she vehemently shook her head. "Nuh uh, no way! You can’t make Zam go anywhere, you big bully!" She didn’t even give the poor, wrongly accused man a moment to defend himself. Instead she just closed her eyes and stuck out her tongue to underline her opinion.
"Nyuuu~!"
Meanwhile, something let out a slow, strained crack. The mercurial Majin was too busy fuming to notice though. Perhaps it was the echo resonating off of the stone, the wind blowing around the peaks or just the careless way piling, but... The towering start of a snowman suddenly tilted even further forward, teetering precariously. Small stones broke free of the sheer cliff and rolled down, gathering loose snow as they went. Well, now this was just a disaster waiting to happen. As was often the case with the chaotic creature around. BATTLE TRACKER DEFENSE PHASE. Opponent Attack 1: Zam 50 vs Opponent (Acc) = Result Attack 2: Zam 50 vs Opponent (Acc) = Result Total damage dealt =
OFFENSE PHASE.
At-Will: - Bonus Action: -
Standard Action 1: -
Standard Action 2: -
EFFECTS. -
TRAITS. SPIRIT: Max ki +15. FLOW: At-will. Heal 3 HP or 3 ki to self or comrade during turn. SURGE: Can restore 100 ki from Power Up (0/100 restored) PUMMEL: At-will. Add 2d4 to to all Super Atks during turn. 2 uses. GRIT: Passive. Under 50% HP add +15 Acc to all attacks. (Activation threshold 40 HP) ENDURE: Passive. Getting hit by Super Atks gives Endure stacks. At-will 3 stacks of Endure gives 15 tou. TALENTED: At-will. Gain extra use of one Def or Util tech. EQUIPMENT. MARTIAL ARTS GI: At-will. Add +15 acc and +1 dmg die rank to two atks. BIO-SUIT: At-will. Under 50% HP restore 3 HP to self at the end of turn. (Activation threshold 40 HP) SENZU BEAN: Bonus Action. Restore 15 ki and 15 HP to self or ally. 1 use. TRINKET: At-will. Remove all status effects and gain 5 Toughness, self or ally. 1 use. DEFENSE/UTILITY TECHS. MEND: At-will. Restore 10 HP to self or ally. 1 use per target. -5 ki MAGIC MATERIALIZATION: Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use. -20 ki DEMON EYE: Bonus Action. 80% chance to cause Cripple. Target also loses 3 ki per turn while Crippled. -5 ki (Uses left 2/2) ATTACK TECHS. BRIGHT BURST: Barrage, Charging, -20 ki BRIGHT BUSTER: Area, Charging, -20 ki
PL: 35,750 HP: 80/80 | KI: 115/115 | DEF: 50 | ACC: 15 | DMG DIE: d12+2
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Supporter🌟
Crane Master
Justice will prevail
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Post by Marku on Sept 4, 2018 15:18:41 GMT -5
"Unbelievable! - You're putting the Village in danger from your tantrum!" The avalance of snow came tumbling down the surrounding mountains , on a head on collision with the Village. The rumbling could be heard by everyone in the area. Those who could see what was happening were already fleeing from their homes or daily chores. Those still in their houses looked out their windows in horror - Some were too old, disabled or just too young to get away in time. The White Crane Master had to act face. He flew past the Majin lady and raised a humongous energy shield around the two of them and the village below. The pounding his shield was taking was difficult - but tolerable. It took about 5 or so minutes for the avalanche to stop coming down the mountain. He gradually lowered his reinforced shield and went to observer the overall snow that piled down upon him. He let out a sigh of relief. It did not look like it was going to budge any further and the weather was expected to pick up in a matter of days. Any damage to their fields appeared to be minimal and no one lost their lives. "Ok Majin Lady. I must insist you'll be leaving from here. I am sorry but i may have to be a bit rough with you so i can take you away from here, Those villagers will be coming here soon to find out what happened and they may get violent and risk their lives engaging with you.. To make up for this afterwards i will treat you to any food you want that i can muster together" Marku sighed and charged at the Majin , with a barrage of punches and kicks in her direction. His two White Crane techniques in particular were a roundhouse kick aimed at her neck, which he then followed up with a kick from his other leg to her stomach region. words 300 Majin ZamAttack 1: Kick to the neck eHgS87Ti1d100+30 for attack 1d12 for damage Attack 2: Kick to the stomach 1d100+30 for attack 1d12 for damage ---- BATTLE INFO - Marku Powerlevel 81.764 HP 90, KI 115, Defense 55 Damage Dice: D12 Fighting 30 Energy Control 30 Reflexes 5 Resilence 40 Flow: (At-will , heal 3hp or 3 ki to self or comrade during turn) DEFENSE PHASE. OFFENSE PHASE. EFFECTS. TRAITS. Willpower (At-will – does not substract dmg from hp on turn. Subtract end of next turn. 2 uses) Indomitable (Negate 3 dmg from all super attacks) ITEMS. Weighted Clothing Kai Weights Senzu Bean TRANSFORMATIONS. DEFENSE/UTILITY TECHS. ATTACK TECHS. Gurando Kikoho Kyodai Kikoho Dodonpa 1d100+30·1d12·1d100+30·1d12
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Post by Majin Zam on Sept 5, 2018 8:39:56 GMT -5
Zam watched the wave of snow crash down the mountainside. At first she giggled, enjoying the ensuing mayhem. Then, a horrible little realization started creeping into her mind. Slooowly she turned around to see her worst fear come true. Her sad cry echoed in the wind. "Noooo! Mister Snowman is broken!" The carefully rolled balls had tumbled downhill and splattered against the shield. Obviously that could only mean one thing. She turned a tearful glare towards the talking adult. Too bad she was way too upset to listen. "Blah blah blah! You just talk and talk, and talk, and ruin other people’s fun!" Deftly she ducked beneath the incoming kick, squishing her head into her body like she was mimicking a turtle. The second strike caught her off-guard though, finding a critical spot. It hit hard enough bulge through her back, making her squeak like a rubber toy. The sheer impact sent her twirling wildly backwards.
With a burst of energy and another whistle of steam, the little Majin stopped in mid air. She sucked in a deep breath and the dent in her stomach popped back into shape. "This is all your fault, you... you... total meanie! Zam is gonna beat you up!" Making true of the threat, she suddenly closed the distance. Tiny fists unleashed a barrage of punches, aimed mostly for the foe’s face and chest. Though aim was a generous word here. What she lacked in sort of martial arts finesse she made up for in pure speed and magical strength. As the finisher, she brought her fists together above her head and swung them down like a hammer. It was meant to slam the opponent into the cold snow below. BATTLE TRACKER DEFENSE PHASE. Marku Bonus Action: Rapid Movement | Avoid Attack 1 -5ki Attack 1: Zam 50 vs Marku 100 = Miss! Attack 2: Zam 50 vs Marku 125 = Hit! +Crit! 18 dmg Total damage dealt = 18 dmg
OFFENSE PHASE.
At-Will: Flow | Heal 3 HP
Martial Arts Gi Magical Strength | Add +15 acc and +1 dmg tier to two atks
Standard Action 1: Barrage of Punches | Basic Attack Acc Bonus: +30 (+15 Acc, +15 Magical Strength) 6IXAZyC91d100+30 for atk. 1d12+3 for dmg.
Standard Action 2: Hammer Slam | Basic Attack Acc Bonus: +30 (+15 Acc, +15 Magical Strength) 1d100+30 for atk. 1d12+3 for dmg.
EFFECTS. -
TRAITS. SPIRIT: Max ki +15. FLOW: At-will. Heal 3 HP or 3 ki to self or comrade during turn. SURGE: Can restore 100 ki from Power Up (0/100 restored) PUMMEL: At-will. Add 2d4 to to all Super Atks during turn. 2 uses. GRIT: Passive. Under 50% HP add +15 Acc to all attacks. (Activation threshold 40 HP) ENDURE: Passive. Getting hit by Super Atks gives Endure stacks. At-will 3 stacks of Endure gives 15 tou. TALENTED: At-will. Gain extra use of one Def or Util tech. EQUIPMENT. MARTIAL ARTS GI: At-will. Add +15 acc and +1 dmg die rank to two atks. BIO-SUIT: At-will. Under 50% HP restore 3 HP to self at the end of turn. (Activation threshold 40 HP) SENZU BEAN: Bonus Action. Restore 15 ki and 15 HP to self or ally. 1 use. TRINKET: At-will. Remove all status effects and gain 5 Toughness, self or ally. 1 use. DEFENSE/UTILITY TECHS. MEND: At-will. Restore 10 HP to self or ally. 1 use per target. -5 ki MAGIC MATERIALIZATION: Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use. -20 ki DEMON EYE: Bonus Action. 80% chance to cause Cripple. Target also loses 3 ki per turn while Crippled. -5 ki (Uses left 2/2) ATTACK TECHS. BRIGHT BURST: Barrage, Charging, -20 ki BRIGHT BUSTER: Area, Charging, -20 ki
PL: 35,750 HP: 65/80 | KI: 110/115 | DEF: 50 | ACC: 15 | DMG DIE: d12+2 1d100+30·1d12+3·1d100+30·1d12+3
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Supporter🌟
Crane Master
Justice will prevail
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Post by Marku on Sept 7, 2018 3:46:46 GMT -5
Given his expertise in martial arts and his edge in terms of strength the White Crane Master was able to deflect all the initial barrage of punches but her sheer anger and magical enhancement behind her fists suddenly caught him off guard as she brought down her closed fists to his head. this sent him face first into the ground, sending him rather deep under the surface. As the momentum from her blow worn off. He got back up and dusted his uniform off. He then realised his surroundings was a cave of sorts. It was humongous, dark and looked untainted for thousands of years. He rubbed his head and looked up as he sensed her ki was still where she was near the hole. "Looks like i need to show her a little bit of my power too" An aura surrounding his body emerged as he channelled his innate power. he did not force too much through his body as he feared further collapse or instability of this cave below or near his position. But if he shot some energy attacks above he did not the risk was too high. "Here you go Pinky, take this!" He pointed his two hands towards the Pink lady and fired two energy attacks towards her "DODONPA X2!", the yellow energy beams screamed through the air as it travelled at the speed of a super train. The two beams exploded as they reached their target. The cave rumbled and parts of rock and stone fell around him but it was not too severe a reaction from the terrain. "These Majins - their fighting style unpredictable and dangerous, i can't take her too likely" words: 279 Majin Zam -----------
Attack 1: Dodonpa (Piercing/Wound) (Super Attack)
4vHtmAGJ1d100+30 for attack
2d12 for damage
1d100 Wound (50%)
-5 KI
Attack 2: Dodonpa (Piercing/Wound) (Super Attack)
1d100+30 for attack
2d12 for damage
1d100 Wound (50%)
-5 KI
----
DEFENSE PHASE.
Rapid Movement (-5ki) for 1st Attack
14 Damage from 2nd Attack (-3 dmg with Indomitable)
Flow (heal 3 HP)
Total Damage: 8
OFFENSE PHASE.
EFFECTS.
TRAITS.
Willpower (At-will – does not substract dmg from hp on turn. Subtract end of next turn. 2 uses)
Indomitable (Negate 3 dmg from all super attacks)
ITEMS.
Weighted Clothing
Kai Weights
Senzu Bean
TRANSFORMATIONS.
DEFENSE/UTILITY TECHS.
ATTACK TECHS.
Gurando Kikoho
Kyodai Kikoho
Dodonpa
BATTLE INFO - Marku
Power level 81.764
HP 82/90, KI 100/115, Defence 55
Damage Dice: D12
Fighting 30
Energy Control 30
Reflexes 5
Resilence 40
Flow: (At-will , heal 3hp or 3 ki to self or comrade during turn)
1d100+30·2d12·1d100·1d100+30·2d12·1d100
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Post by Majin Zam on Sept 7, 2018 6:53:28 GMT -5
After sending the man crashing down, Zam stayed in the air, flailing with barely contained glee. "Gotcha!" But she wasn’t done yet. No, she was just growing more excited by the moment. Love towards fighting was in the Majin’s chaotic nature. Her antennae twitched, trying to find the foe’s tingle through the white blanket. Likewise, her playful voice crept through the hole his fall had left behind. "Come out, come out, wherever you are..." Her call was answered by twin beams! The first attack came out too fast for her to react, exploding against her face. It left her resembling a deflated balloon. However, her malleable body bent in strange ways, completely slipping past the second shot.
Mere moments later the girl’s blasted head puffed and reformed, now holding a mischievous grin. Her cheery tone carried just a slightly ominous chime. "Found you~!" Giggling like a manic pixie, she brought her hands together by the wrists and splayed her fingers. A massive surge of crackling ki engulfed her body. It rapidly gathered into a wobbly orb at her palms. Baseball, bowling ball, beach ball... "Dodge this!" Suddenly the growing bubble burst, unleashing a massive barrage of tiny, pink bolts. It was like a rain of pink glitter. Very volatile rain. The glowing shots drilled effortlessly through the snow, but upon hitting solid bedrock, or the martial artist, they exploded in a brilliant flash. BATTLE TRACKER DEFENSE PHASE. Marku Attack 1: Zam 50 vs Marku 63 = Hit! 14 dmg Bonus Action: Rapid Movement | Avoid Attack 2 -10ki Attack 2: Zam 50 vs Marku 123 = Miss! Total damage dealt = 14 dmg
OFFENSE PHASE.
At-Will: Flow | Heal 3 HP
Martial Arts Gi Magical Might | Add +15 acc and +1 dmg tier to two atks
Standard Action 1: Bright Burst (rain of bolts) | -20 ki Acc Bonus: +30 (+15 Acc, +15 Magical Might) T5LzAggh1d100+30 for atk. 3d12+9 for dmg. Charging 3d12+9 for dmg.
Standard Action 2: Bright Burst (rain of bolts) | -20 ki Acc Bonus: +30 (+15 Acc, +15 Magical Might) 1d100+30 for atk. 3d12+9 for dmg. Charging 3d12+9 for dmg.
EFFECTS. Endure: 1/3 stacks
TRAITS. SPIRIT: Max ki +15. FLOW: At-will. Heal 3 HP or 3 ki to self or comrade during turn. SURGE: Can restore 100 ki from Power Up (0/100 restored) PUMMEL: At-will. Add 2d4 to to all Super Atks during turn. 2 uses. GRIT: Passive. Under 50% HP add +15 Acc to all attacks. (Activation threshold 40 HP) ENDURE: Passive. Getting hit by Super Atks gives Endure stacks. At-will 3 stacks of Endure gives 15 tou. TALENTED: At-will. Gain extra use of one Def or Util tech. EQUIPMENT. MARTIAL ARTS GI: At-will. Add +15 acc and +1 dmg die rank to two atks. BIO-SUIT: At-will. Under 50% HP restore 3 HP to self at the end of turn. (Activation threshold 40 HP) SENZU BEAN: Bonus Action. Restore 15 ki and 15 HP to self or ally. 1 use. TRINKET: At-will. Remove all status effects and gain 5 Toughness, self or ally. 1 use. DEFENSE/UTILITY TECHS. MEND: At-will. Restore 10 HP to self or ally. 1 use per target. -5 ki MAGIC MATERIALIZATION: Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use. -20 ki DEMON EYE: Bonus Action. 80% chance to cause Cripple. Target also loses 3 ki per turn while Crippled. -5 ki (Uses left 2/2) ATTACK TECHS. BRIGHT BURST: Barrage, Charging, -20 ki BRIGHT BUSTER: Area, Charging, -20 ki
PL: 35,750 HP: 54/80 | KI: 60/115 | DEF: 50 | ACC: 15 | DMG DIE: d12+2 1d100+30·3d12+9·3d12+9·1d100+30·3d12+9·3d12+9
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Supporter🌟
Crane Master
Justice will prevail
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Post by Marku on Sept 14, 2018 6:52:06 GMT -5
She was frightingly strong for a Majin. More so than thought. Her fast energy bolt technique was incredibly fast and was raining hell upon this underground cave. It would collapse at any moment at this rate, with him along with it. Using his Movement technique he was able to dodge her first barrage of the technique but she was evidently not relenting, with her bottomless amount of ki reserves , thats what it felt like. Any one of these bolts were to hit him directly or point blank would be very dangerous indeed. Suddenly it felt like her second barrage of this raining bolt energy were stronger and faster than the 1st lot. "Unbelie-" He was cut off from speaking to himself as he had to actually go on the defensice, raising his arms to block her barrage. His arms were cooked after she finished spraying him with energy , probably to observe if there was anything left of the Human Warrior. His arms were midly burnt but nothing too serious. Using his fast movement he got the hell out of the cave and reappeared above her, out of the cave finally. Reaching for his right wrist he was relieved to see his watch was still working, he pressed some buttons and ordered his spaceship to fire on their coordinates. "Take this Lady!" The beam barrage from space from the ground looked rather like a reflection from light or stars if they could be seen from space. The barrage pummpeled this surrounding area. Thankfully not causing any damage to the village or the mountain. With the smoke still hanging in the area he saw an opening to use his technique as a finish touch to this assault on the Majin. "DODON-PA!!!!" He fired his finger beam at the direction of the Majin's ki. Awaiting to see what damage she recieved. words: 308 Majin Zam
DEFENSE PHASE.
Bonus Action: Rapid Movement (-5ki) for 1st Attack
Bonus Action: Guard: (-5ki)
Trait: (-3 dmg with Indomitable)
Fighting Style: Flow (heal 3 HP)
Total Damage: 14
OFFENSE PHASE.
EFFECTS.
TRAITS.
Willpower (At-will – does not substract dmg from hp on turn. Subtract end of next turn. 2 uses)
Indomitable (Negate 3 dmg from all super attacks)
Attack 1: Dodonpa (Piercing/Wound) (Super Attack)
Pz6I_vOb1d100+30 for attack
2d12 for damage
1d100 Wound (50%)
-5 KI
At-Will: War Cruiser Bombardment 3d4 for damage
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ITEMS.
Weighted Clothing
Kai Weights
Senzu Bean
TRANSFORMATIONS.
DEFENSE/UTILITY TECHS.
ATTACK TECHS.
Gurando Kikoho
Kyodai Kikoho
Dodonpa
BATTLE INFO - Marku
Power level 81.764
HP 71/90, KI 95/115, Defence 55
Damage Dice: D12
Fighting 30
Energy Control 30
Reflexes 5
Resilence 40
Flow: (At-will , heal 3hp or 3 ki to self or comrade during turn)
1d100+30·2d12·1d100·3d4
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Post by Majin Zam on Sept 14, 2018 12:56:18 GMT -5
Feeling victorious already, Zam stopped her barrage to try and feel if the meanie was still there. Big mistake. The shout caught her attention and she glanced upwards just in time to get a faceful of pain. The barrage tore her elastic body apart, leaving only mush in their wake. Likewise, the piercing beam hit its mark, leaving a nasty hole in the mass. As the flurry of snow settled though, the vaguely blob started taking humanoid shape again. Her body quickly grew back into the toned shape. Even her clothing regenerated, just in time to keep things from getting embarrassing.
However, something about the Majin was... off. The golden glimmer in her eyes was gone, replaced by a hateful red glow. And she was getting stronger. Her energy was spiking, burning around her like pink flames. "That’s cheating..." Her mutter drifted in the howling wind. She turned her gaze towards the opponent, pouting lips trembling and eyes glistening. Trembling fists flailed wildly and jets of steam whistled as she vented her frustration. "That’s totally cheating! Some invisible person just helped you!" Well, unfortunately the foe would not get a chance to explain the concept of an orbital strike to a child... Because she was not going to listen. Instead, she voiced an oddly ominous question.
"Hey Mister Lime... Wanna see something COOL?"
Regardless of the answer, Zam raised her hand towards the sky and splayed her fingers. Surging ki coated her entire figure. With a violent pulse the energy gathered into a crackling orb, roughly the size of basketball. Another pulse pumped more power into it, making it more than triple in size. Third pulse... And suddenly the girl was holding something many would call... a death ball. She took aim and drew her arm back. "Catch!" As if tossing a mere baseball, she sent the enormous attack hurtling towards the martial artist. If the ball hit, there would be a hefty impact, like getting slammed by a glowing wrecking ball, followed by an an explosion big enough to shake the whole mountain. BATTLE TRACKER DEFENSE PHASE. Marku Attack 1: Zam 50 vs Marku 71 = Hit! 13 dmg! Attack 2: Zam 50 vs Marku - = - War Cruiser Bombardment (direct dmg) = 8 dmg! Total damage dealt = 21 dmg
OFFENSE PHASE.
At-Will: Flow | Heal 3 HP
Bio-Suit Majin Regeneration Heal 3 HP
Martial Arts Gi Magical Might | Add +15 acc and +1 dmg tier to two atks Pummel | Add 2d4 to to all Super Atks during turn.
Bonus Action: Power Up | +25 ki
Standard Action 1: Bright Burst (death ball impact) | -20 ki Acc Bonus: +45 (+15 Acc, +15 Magical Might, +15 Angery!) ip5HJt4D1d100+45 for atk. Crit! 3d12+9 for dmg. Charging 3d12+9 for dmg. +11 dmg = 47 dmg +Pummel 2d4
Standard Action 2: Bright Burst (death ball explodes) | -20 ki Acc Bonus: +45 (+15 Acc, +15 Magical Might, +15 Angery!) 1d100+45 for atk. Crit! 3d12+9 for dmg. +11 dmg = 39 dmg Charging 3d12+9 for dmg. +Pummel 2d4
EFFECTS.
Grit Angery! | Under 50% HP add +15 Acc to all attacks. Endure: 2/3 stacks
TRAITS. SPIRIT: Max ki +15. FLOW: At-will. Heal 3 HP or 3 ki to self or comrade during turn. SURGE: Can restore 100 ki from Power Up (25/100 restored) PUMMEL: At-will. Add 2d4 to to all Super Atks during turn. (Uses left 1/2) GRIT: Passive. Under 50% HP add +15 Acc to all attacks. (Activation threshold 40 HP) ENDURE: Passive. Getting hit by Super Atks gives Endure stacks. At-will 3 stacks of Endure gives 15 tou. TALENTED: At-will. Gain extra use of one Def or Util tech. EQUIPMENT. MARTIAL ARTS GI: At-will. Add +15 acc and +1 dmg die rank to two atks. BIO-SUIT: At-will. Under 50% HP restore 3 HP to self at the end of turn. (Activation threshold 40 HP) SENZU BEAN: Bonus Action. Restore 15 ki and 15 HP to self or ally. 1 use. TRINKET: At-will. Remove all status effects and gain 5 Toughness, self or ally. 1 use. DEFENSE/UTILITY TECHS. MEND: At-will. Restore 10 HP to self or ally. 1 use per target. -5 ki MAGIC MATERIALIZATION: Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use. -20 ki DEMON EYE: Bonus Action. 80% chance to cause Cripple. Target also loses 3 ki per turn while Crippled. -5 ki (Uses left 2/2) ATTACK TECHS. BRIGHT BURST: Barrage, Charging, -20 ki BRIGHT BUSTER: Area, Charging, -20 ki
PL: 35,750 HP: 39/80 | KI: 45/115 | DEF: 50 | ACC: 15 | DMG DIE: d12+2 1d100+45·3d12+9·3d12+9·2d4·1d100+45·3d12+9·3d12+9·2d4
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