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Post by Legume on Sept 16, 2018 4:39:58 GMT -5
Thousands of aliens of various species sat in the spectator lounges surrounding the arena, cheering, chanting and awaiting the final bout in this cage match tournament. Today had been a day filled with excitement, adrenaline, heart-pounding actions and plenty, oh so plenty of bloody spectacles. Such was the life on Planet... Planet. Yes, that was indeed its name. That's how Earthling languages transliterated the local name for this East Quadrant world, once a protectorate of the Frieza Force, but now independent and content with that. Planet Planet has long been the butt end of jokes and puns thrown around by people across the entire East Quadrant, and any Planetian would tell you at least a few times when they were personally on the receiving end of some, but to the Galaxy's martial artists, this was not only 'that planet with the stupid name', but also a location of interest, as it was where regular cage match tournaments attracting fighters from far and wide took place. "In this corner, we have the recent upstart, a member of the former Frieza Force, Colonel Frost!" A seven foot tall Frost Demon stepped into the cage, barely fitting through the opened door, and stopped in one of the corners. The crowd went wild - Colonel Frost was a constant presence throughout the whole tournament, his brutality and raw strength matched by few. And the Colonel appeared to enjoy this support from the spectators, waving a little towards the people watching before focusing back on the impending battle at hand. The speakers roared again. "And in this corner, we have..." (272 words) Defensive Phase
Defensive Techniques and Items Activated:
WE MEET AGAIN, MASTER [ATTACK] - atk vs def - result [ATTACK] - atk vs def - result
Offensive Phase
At-Will: Frost Demon Stamina (Absorb)
Bonus Action: Energy Sentries (Summon Minion), -5 ki
Standard Action 1:
Standard Action 2:
Passive Modifiers
Ki Recovery (when above 75% HP): 3 per turn Trinket usage: 0/1 uses Gourd of Mist usage: 0/2 uses Assault usage: 0/2 uses Haste usage: 0/2 uses Pummel usage: 0/2 uses
Absorb ki recovered: 0/40
Stats
Power Level - 266 340
HP - 80/80 Ki - 113/115 Defense - 50 Accuracy mod - +40 Damage die - Rank 7 (d12+1)
Traits
Transformation - Fifth Form (T1 + Emboldened and Measured): You gain x4 PL. Costs 0 ki per turn to maintain.
Fighting Style - Brutal: +5 Energy Control. At-Will you can add 1 additional dmg die with one atk on your turn.
Assault: At-will. Roll better of two accuracy rolls for Sup Atks on turn. 2 uses. Haste: At-will. Gain a second bonus action. 2 uses. Pummel: At-will. Add 2d4 to to all Super Atks during turn. 2 uses. Efficiency: Passive. Barrage-type Super Atks cost 3 less ki. Blitz: Requires 40 Fght. At-will. Make 2 Basic Atks during one Standard Action on turn.
Items
Artifact - Sword of Greenskull (Bansho Fan): At-will. One barrage-type Super Atk has 50% Shock and Freeze chance. +15% PL.
Sage Robes: Passive. Max ki +15. At-will - while above 75% ki regain 3 ki at turn end. Trinket: Bonus Action. Remove all status effects. Gain 5 tou. 1 use. Gourd of Mist: Bonus Action. 50% Sapped chance. Sapped siphons 10 ki, lowers max ki by 10, and boosts your PL by 10%. 2 uses.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. Dragon Ball Radar
Techniques
Imperial Wrath III (Signature/Barrage - 3 damage dice/Charging - roll two sets of damage dice and take the better), -10 ki Psychic Powers (Standard Action. Make a Basic Atk with +5 acc but the dmg die is 3 ranks lower.) Psycho Threads III (Requires Psychic Powers. Bonus Action. 80% cance to Immobilize. Target takes 2 stacks. 2 uses.), -5 ki Kiai (Bonus Action. Cannot be hit by atks with acc roll under nat 65. 1 use.), -15 ki Absorb III (At-will. Each point of dmg restores 2 ki to max of 40 ki absorbed.) Energy Constructs III (Bonus Action create 8 constructs. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 15 tou. 1 use.), -5 ki Magic Materialization (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -20 ki After Image III (Bonus Action. Avoid all two attacks that would have hit you. 1 use.), -15 ki Paparapapa III (Requires Magic Material. Bonus Action. Summon minion. See desc. for details. 1 use.), -5 ki
Time Freeze III (Requires Psychic Powers. At-will. Gain an add standard action. 2 uses.), -15 ki Dead Zone III (Requires EC 30. Standard Action. 65% chance to Banish target below 25% max HP.), -10 ki
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Post by T on Sept 16, 2018 5:50:25 GMT -5
“...” Silence. Nothing but silence came after the announcer paused. In fact, it was quiet all around the stadium. Neither a cough, nor a shuffle graced the ears of those within the arena. Presumably, it would have something to do with how everybody; save for the Colonel and a blurred figure at the opposing end of the arena; ceased to move in the slightest.
One could compare this sight to the rush of Ki and blood in one’s own brain while in the midst of combat. Time failed to pass by. The only thing that mattered was the light at the end of the tunnel, the being that would stand victorious after this bout concluded, the target for the other side to brutalise. It was hilarious in an ironic sense. Billions of years into the history of numerous civilisations and yet, a bloodsport stands as one of the most popular activities in day-to-day spectatorship.
Nevertheless, what stood as an even funnier attribute of this round was the opposing side. All became clear in sight; albeit muddled in mind; when the visual smudge departed.
A frost demon made itself known while it levitated right across the stage. Male by the very looks of it. Though the changeling lacked the colour that light bestowed upon the world. As it stepped forward, movements from the reptilian warrior appeared staggered- almost akin to an artist sketching every frame of this life-form.
Then again, the term ‘life-form’ may come across as questionable considering the lack of life in his eyes. Irises were absent from sclera entirely.
He stood silent- fists planted on the sides of his waist while waiting.
Battle Info - Endgame
Defence Phase None
[ Attack Phase ]
At-Will (Blur) : T stands for Tailored (Wild Sense) - Polaris - 10 Ki
Bonus Action : Mirror Image (Paparapapa) - 5 Ki
Standard Action 1 (Sacrificed for Bonus Action - Reactive) : Tough (Energy Shield) - 5 Ki - +15 Toughness
Standard Action 2 (Sacrificed for Bonus Action) : Frame By Frame (Power Up) (+20 Ki) - ( 20 / 50 Ki Restored Through Power Up )
[ Active Effects ] [ Wild Sense ] ; Indefinite ; 0/25 Defence Acquired Wild Sense - Each attack Polaris makes against him gives him +5 Defence. Once 25 Defence has been accumulated, it lasts for one extra turn before disappearing.
[ Portal ] ; 3 Turns Portal - Sidekick summoned by Paparapapa gets +1 to Damage Rolls for duration.
[ 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 - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action - 10 Ki Take half dmg from two Atks that hit you. [ 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 +15 defense for 3 turns. [ 1 / 1 use ]
[ Wild Sense ] - Rank 3 - Bonus Action - 10 Ki Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades. [ 0 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 1 / 1 use ]
[ Paparapapa ] - Rank 3 - Bonus Action - 5 Ki Requires Magic Material. Bonus Action. Summon minion. See desc. for details. [ 0/1 use ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 15 Toughness. [ 0 / 1 use ]
[ Legendary Techniques ] [ Teleport ] - Rank 3 - Standard Action - 15 Ki Avoid all atks that would hit. Or flee from battle. Outside of battle can travel to Other World. [ 1 / 1 use ]
[ Traits ] Avarice - Bonus Action. Steal non-artifact gear slot item and replace one of yours. Once per enemy. Assault - At-will. Roll better of two d100s for Sup Atks on turn. [ 2 / 2 uses ] Efficiency - Passive. Barrage-type Super Atks cost 3 less ki. Talented - At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki. [ 1 / 1 use ] Blur - Requires 40 Ref. Passive. One Movement tech can be at-will on turn.
[ Transformations ] [ Tier 1 ] - 0 Ki per turn. - Malicious - Measured
[ Items ]
[ Outfit ] - Weighted Clothes Passive. +50% PL per post or 200 words. [ Accessory ] - Kai Weights Passive. Increase PL per post/200 words by +25. Also gain +200 PL when using MP to train. [ Gear ] - Senzu Bean Bonus Action. Restore 15 ki and 15 HP to self or ally. [ 1/1 use ] [ Gear ] - Trinket At-will. Remove all status effects. Gain 5 tou. [ 1/1 use ]
[ etc ] War Cruiser - Base that holds 2 facilities. At-will. Call down bombardment with that deals 3d4 direct dmg to all foes. [ 1 / 1 use ] Portal - Facility. Spend 2,500 zeni to ravel to Otherworld. Paparapapa sidekick has +1 to damge die rolls for first 3 turns.
[ Stats ] Base Power Level : 156,881 | Power Level : 156,881 Hit Points : 50 / 50 | Ki : 100 / 100 Toughness : 15
Fighting - 30 Defence - 90 Damage Die ( Rank 7 ) - d12+1
BASE PL: 156,881 | CURRENT PL: 156,881 HP: 50/50 | KI: 100/100 | DEF: 90 | ACC: +30 BASE DMG DIE (Rank 7): d12+1
Legume
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Post by Legume on Sept 16, 2018 10:29:38 GMT -5
Nothing. He was fighting fuckin' nothing. At least that's what Colonel Frost was able to piece out from the fact that the announcer cut short in the middle of sentence and the opponent standing on the other side was nothing more than an imperceptible blur. Was this a mistake, or a some kind of sick joke someone is pulling? Alright, where are the cameras, then?.. Thankfully, this hypothesis was proven incorrect, as something which could barely be described as 'alive' floated out of the blur. It was a Frost Demon, the Colonel could at least tell that... but it looked less like a living being and more like something cut out of a high schooler's sketch book and somehow implanted into the real world. Bloody hell, it didn't even have eyes! It didn't even look like something which would fit the theme of the tournament... or could even land a single punch on Frost before getting picked up and thrown away by a strong wind. But that's apparently what the Frost Demon was fighting, and that's what he was going to fight. Right, now to get into his personality. I've been playing Colonel Frost as a brash, cocky brute who doesn't mince any words... Let's see what I can do here..." Fighting a cardboard cut-out, eh? I thought this was a tournament, not a theatre running out of funds." the Colonel commented, clenching his fists, the warrior's thick muscles bulging as he got ready for a fight. " Or are you one of those annoying magician types who send their dumb minions to slap the other side's shit?" Colonel Frost snickered, raising his right fist. " Either way, Paper-Frieza, I'm here to win this tournament, so don't bother trying to intimidate me with that elusive shit. I've punched through harder stuff than cardboard." (305 words) Defensive Phase
Defensive Techniques and Items Activated:
WE MEET AGAIN, MASTER [ATTACK] - atk vs def - result [ATTACK] - atk vs def - result
Offensive Phase
Bonus Action: Frost Demon Endurance (Energy Shield), -5 ki
Standard Action 1: Battle Readiness (T1 - x4 PL)
At-Will: Activate Edge IV
Standard Action 2:
Passive Modifiers
Ki Recovery (when above 75% HP): 3 per turn T1 Ki Drain: 0 per turn Trinket usage: 0/1 uses Gourd of Mist usage: 0/2 uses Assault usage: 0/2 uses Haste usage: 0/2 uses Pummel usage: 0/2 uses
Absorb ki recovered: 0/40
Toughness: 15
Stats
Power Level - 1 065 360 (266 340)
HP - 80/80 Ki - 111/115 Defense - 50 Accuracy mod - +40 Damage die - Rank 7 (d12+1)
Traits
Transformation - Fifth Form (T1 + Emboldened and Measured): You gain x4 PL. Costs 0 ki per turn to maintain.
Fighting Style - Brutal: +5 Energy Control. At-Will you can add 1 additional dmg die with one atk on your turn.
Assault: At-will. Roll better of two accuracy rolls for Sup Atks on turn. 2 uses. Haste: At-will. Gain a second bonus action. 2 uses. Pummel: At-will. Add 2d4 to to all Super Atks during turn. 2 uses. Efficiency: Passive. Barrage-type Super Atks cost 3 less ki. Blitz: Requires 40 Fght. At-will. Make 2 Basic Atks during one Standard Action on turn.
Items
Artifact - Sword of Greenskull (Bansho Fan): At-will. One barrage-type Super Atk has 50% Shock and Freeze chance. +15% PL.
Sage Robes: Passive. Max ki +15. At-will - while above 75% ki regain 3 ki at turn end. Trinket: Bonus Action. Remove all status effects. Gain 5 tou. 1 use. Gourd of Mist: Bonus Action. 50% Sapped chance. Sapped siphons 10 ki, lowers max ki by 10, and boosts your PL by 10%. 2 uses.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. Dragon Ball Radar
Techniques
Imperial Wrath III (Signature/Barrage - 3 damage dice/Charging - roll two sets of damage dice and take the better), -10 ki Psychic Powers (Standard Action. Make a Basic Atk with +5 acc but the dmg die is 3 ranks lower.) Psycho Threads III (Requires Psychic Powers. Bonus Action. 80% cance to Immobilize. Target takes 2 stacks. 2 uses.), -5 ki Kiai (Bonus Action. Cannot be hit by atks with acc roll under nat 65. 1 use.), -15 ki Absorb III (At-will. Each point of dmg restores 2 ki to max of 40 ki absorbed.) Energy Constructs III (Bonus Action create 8 constructs. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 15 tou. 1 use.), -5 ki Magic Materialization (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -20 ki After Image III (Bonus Action. Avoid all two attacks that would have hit you. 1 use.), -15 ki Paparapapa III (Requires Magic Material. Bonus Action. Summon minion. See desc. for details. 1 use.), -5 ki
Time Freeze III (Requires Psychic Powers. At-will. Gain an add standard action. 2 uses.), -15 ki Dead Zone III (Requires EC 30. Standard Action. 65% chance to Banish target below 25% max HP.), -10 ki
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Post by T on Sept 16, 2018 10:53:06 GMT -5
Judging a book by its cover only would only serve one to their opponent’s own strength. Nevertheless, this was alI the better for the Paper-Frieza ripoff. He appeared true to form; albeit a tinge more muscle-bound; yet possessed none of the same personality traits of the aforementioned being. It simply stood there and smiled. Whether this was because it lacked sufficient brain-power or it found Colonel Frost to be quite amusing stood unclear at best.
Regardless, time; or lack thereof; was of the essence. Any patience left had been sufficiently depleted.
Thus, the figure proved its existence by closing the distance between him and the Colonel. A swift, straight kick was attempted using the figure’s left foot. This blow came aimed at his opponent’s gut as a mere distraction prior to it vanishing from sight with a swift whistle lingering in the air.
On the topic of air, it began to heat up. The temperature of one’s surroundings began to rise to an absurd standard. Of many reasons, the main cause of this sudden warmth would most likely be the colossal sphere of purple and black floating about a twenty metres or so above the arena. Surprise of all surprises, the sketchbook-nuisance balanced it on the very tip of his right index finger.
And then proceeded to launch it right at Frost.
Battle Info - Endgame
Defence Phase None
[ Attack Phase ]
Bonus Action : Frost Demon Mutant (T1 Transformation) - 0 Ki
At-Will : This Planet Is Worthless (Impact) - Standard Action 1
At-Will : Straight Kick (Sidekick Attack) Damage Roll : K2GJ2vsC1d6+1 (Direct Damage) (Sidekick Disappears)
Standard Action 1 : Death (DIE!DIE!DIE!DIE!DIE!) - 7 Ki To Hit : 1d100+30 Damage Roll 1 : 4d12+8 Damage Roll 2 : 4d12+8
Standard Action 2 : Ball (DIE!DIE!DIE!DIE!DIE!) - 7 Ki To Hit : 1d100+30 Damage Roll 1 : 3d12+6 Damage Roll 2 : 3d12+6
[ Active Effects ] [ Frost Demon Mutant ] ; T1 Transformation ; 0 Ki Per Turn Malicious - Damage Tier increased by 1 for super attacks while in this transformation Tier One - Power Level x3
[ Wild Sense ] ; Indefinite ; 0/25 Defence Acquired Wild Sense - Each attack Polaris makes against him gives him +5 Defence. Once 25 Defence has been accumulated, it lasts for one extra turn before disappearing.
[ Portal ] ; 3 Turns Portal - Sidekick summoned by Paparapapa gets +1 to Damage Rolls for duration.
[ 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 - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action - 10 Ki Take half dmg from two Atks that hit you. [ 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 +15 defense for 3 turns. [ 1 / 1 use ]
[ Wild Sense ] - Rank 3 - Bonus Action - 10 Ki Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades. [ 0 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 1 / 1 use ]
[ Paparapapa ] - Rank 3 - Bonus Action - 5 Ki Requires Magic Material. Bonus Action. Summon minion. See desc. for details. [ 0/1 use ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 15 Toughness. [ 0 / 1 use ]
[ Legendary Techniques ] [ Teleport ] - Rank 3 - Standard Action - 15 Ki Avoid all atks that would hit. Or flee from battle. Outside of battle can travel to Other World. [ 1 / 1 use ]
[ Traits ] Avarice - Bonus Action. Steal non-artifact gear slot item and replace one of yours. Once per enemy. Assault - At-will. Roll better of two d100s for Sup Atks on turn. [ 2 / 2 uses ] Efficiency - Passive. Barrage-type Super Atks cost 3 less ki. Talented - At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki. [ 1 / 1 use ] Blur - Requires 40 Ref. Passive. One Movement tech can be at-will on turn.
[ Transformations ] [ Tier 1 ] - 0 Ki per turn. - Malicious - Measured
[ Items ]
[ Outfit ] - Weighted Clothes Passive. +50% PL per post or 200 words. [ Accessory ] - Kai Weights Passive. Increase PL per post/200 words by +25. Also gain +200 PL when using MP to train. [ Gear ] - Senzu Bean Bonus Action. Restore 15 ki and 15 HP to self or ally. [ 1/1 use ] [ Gear ] - Trinket At-will. Remove all status effects. Gain 5 tou. [ 1/1 use ]
[ etc ] War Cruiser - Base that holds 2 facilities. At-will. Call down bombardment with that deals 3d4 direct dmg to all foes. [ 1 / 1 use ] Portal - Facility. Spend 2,500 zeni to ravel to Otherworld. Paparapapa sidekick has +1 to damge die rolls for first 3 turns.
[ Stats ] Base Power Level : 156,881 | Power Level : 470,643 Hit Points : 50 / 50 | Ki : 84 / 100 Toughness : 15
Fighting - 30 Defence - 90 Damage Die ( Rank 7 ) - d12+1
BASE PL: 156,881 | CURRENT PL: 470,643 HP: 50/50 | KI: 84/100 | DEF: 90 | ACC: +30 BASE DMG DIE (Rank 7): d12+1
Legume 1d6+1·1d100+30·4d12+8·4d12+8·1d100+30·3d12+6·3d12+6
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Post by Legume on Sept 17, 2018 10:30:25 GMT -5
Instead of replying to the Colonel's snark or trying to defend itself, the figure resorted to responding with action rather than words, suddenly sending a kick at the Frost Demon's gut. It was far from strong enough to leave the Colonel anything more than a little annoyed, but what more mattered was what the sketch decided to do afterward. That is, proving that they're a real Frost Demon by suddenly generating a planet-destroying Death Ball and tossing it at the opponent. A Frost Demon classic. " I see you're the type to talk through fists rather than mouths, then." Colonel Frost muttered, snickering, then stepped forward, and the awed audience watched as he slammed his fist into the technique and sent it flying into outer space, away from endangering any inhabited worlds. Sure, the Death Ball deflection cost some energy for the Frost Demon, but after the initial showcase of power, he felt pretty confident. The least because he could tell that his raw power level far eclipsed that of Paper-Frieza, even if that was far from the only factor in deciding the victor of a fight. " I'd prefer you keep this world intact, though." the Colonel followed up his prior statement, then sudenly flew forward at supersonic speeds, beginning his counterattack with a sudden flurry of light punches and kicks at the cardboard cutout, followed up with a ki-infused blow towards what he believed to be the sketch's gut. Let's hope it doesn't have a stomach, or else I might get to see what its kind eat for lunch.(262 words) Defensive Phase
Defensive Techniques and Items Activated: Edge II, Rapid Movement
WE MEET AGAIN, MASTER 2 direct dmg! 4 ki recovered! Death - avoided with RM Ball - miss
Offensive Phase
At-Will: Edge II (+10 accuracy, +10 defense)
Bonus Action: Rapid Movement, -10 ki
At-Will: Punch Flurry (Sidekick Attack) - Deal t56JdCVH1d6 direct dmg.
Standard Action 1: Punch Flurry (Blitz Basic Attack), -0 ki
Attack 1: Accuracy - 1d100+50 Damage - 1d12+1 Attack 2: Accuracy - 1d100+50 Damage - 1d12+1
At-Will: Impact - At-Will you can add 1 additional dmg die with one atk on your turn. At-Will: Bansho Fan - One barrage-type Super Atk has 50% Shock and Freeze chance.
Standard Action 2: Heavy Finish (Imperial Wrath) - Charging Barrage, -7 ki
Accuracy - 1d100+50 Damage - 4d12+4 4d12+4 Shock (Need 50 or less) - 1d100 Freeze (Need 50 or less) - 1d100
Passive Modifiers
Ki Recovery (when above 75% HP): 3 per turn T1 Ki Drain: 0 per turn Trinket usage: 0/1 uses Gourd of Mist usage: 0/2 uses Assault usage: 0/2 uses Haste usage: 0/2 uses Pummel usage: 0/2 uses
Absorb ki recovered: 4/40
Toughness: 15
Stats
Power Level - 1 065 360 (266 340)
HP - 78/80 Ki - 101/115 Defense - 60 (50) Accuracy mod - +40 Damage die - Rank 7 (d12+1)
Traits
Transformation - Fifth Form (T1 + Emboldened and Measured): You gain x4 PL. Costs 0 ki per turn to maintain.
Fighting Style - Brutal: +5 Energy Control. At-Will you can add 1 additional dmg die with one atk on your turn.
Assault: At-will. Roll better of two accuracy rolls for Sup Atks on turn. 2 uses. Haste: At-will. Gain a second bonus action. 2 uses. Pummel: At-will. Add 2d4 to to all Super Atks during turn. 2 uses. Efficiency: Passive. Barrage-type Super Atks cost 3 less ki. Blitz: Requires 40 Fght. At-will. Make 2 Basic Atks during one Standard Action on turn.
Items
Artifact - Sword of Greenskull (Bansho Fan): At-will. One barrage-type Super Atk has 50% Shock and Freeze chance. +15% PL.
Sage Robes: Passive. Max ki +15. At-will - while above 75% ki regain 3 ki at turn end. Trinket: Bonus Action. Remove all status effects. Gain 5 tou. 1 use. Gourd of Mist: Bonus Action. 50% Sapped chance. Sapped siphons 10 ki, lowers max ki by 10, and boosts your PL by 10%. 2 uses.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. Dragon Ball Radar
Techniques
Imperial Wrath III (Signature/Barrage - 3 damage dice/Charging - roll two sets of damage dice and take the better), -10 ki Psychic Powers (Standard Action. Make a Basic Atk with +5 acc but the dmg die is 3 ranks lower.) Psycho Threads III (Requires Psychic Powers. Bonus Action. 80% cance to Immobilize. Target takes 2 stacks. 2 uses.), -5 ki Kiai (Bonus Action. Cannot be hit by atks with acc roll under nat 65. 1 use.), -15 ki Absorb III (At-will. Each point of dmg restores 2 ki to max of 40 ki absorbed.) Energy Constructs III (Bonus Action create 8 constructs. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 15 tou. 1 use.), -5 ki Magic Materialization (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -20 ki After Image III (Bonus Action. Avoid all two attacks that would have hit you. 1 use.), -15 ki Paparapapa III (Requires Magic Material. Bonus Action. Summon minion. See desc. for details. 1 use.), -5 ki
Time Freeze III (Requires Psychic Powers. At-will. Gain an add standard action. 2 uses.), -15 ki Dead Zone III (Requires EC 30. Standard Action. 65% chance to Banish target below 25% max HP.), -10 ki
1d6·1d100+50·1d12+1·1d100+50·1d12+1·1d100+50·4d12+4·4d12+4·1d100·1d100
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Post by T on Sept 17, 2018 11:05:48 GMT -5
Impressive. Assertive, talented, and oh-so-very full of potential was how it found Colonel Frost. From one Frost Demon to another, he could admit that this battle would not pan out as quickly as he earlier deemed. This clash would determine how far the two would go in this tournament. Snarky quips and a quick wit were both lost on the paper-frieza-ripoff-cut-out, but a true test of talent stood as an area where he could compe-
The Colonel’s flurry cut up the being into shreds. Multiple strikes tore it apart from head to toe. All that remained were pieces of him which floated about prior to being harshly incinerated by the final energy-enhanced strike made.
Yet, the smouldering fragments began to collect. They circle about in stagnant air- calculating, formulating, dragging themselves together until the very same appearance was adopted once again. It reformed right in front of the coloured changeling, reeling a fist back as it stared right into his foe’s eyes through empty frames. Duly, a similar combination of kicks, punches, and swipes utilising his tail flew forth towards the Colonel.
Whether it hit was another matter completely. Nevertheless, the Frost Demon’s movements seemed much more fluid than before. Neither staggering, nor rough quality backed the flurry.
Battle Info - Endgame
Defence Phase Three Attacks Made - +15 Defence!
Punch Flurry (Sidekick Attack) - 3 Direct Damage Punch Flurry (Blitz Basic Attack) - 131 Attack vs 105 Defence - Hit! - 9 Damage Punch Flurry (Blitz Basic Attack) - 66 Attack vs 105 Defence - Miss Heavy Finish (Imperial Wrath) - 103 Attack vs 105 Defence - Miss
[ Attack Phase ]
Bonus Action : Reform (Senzu Bean) - +12 HP; +15 Ki
Standard Action 1 (Sacrificed for a Bonus Action) : Energy Compression (Avarice) - Steal Gourd Of Mist
At-Will : Mimic (Impact) - Standard Action 2
Standard Action 2 : Punch Flurry (DIE!DIE!DIE!DIE!DIE!) - 7 Ki To Hit : Mg04KQ1X1d100+30 Damage Roll 1 : 4d12+8 Damage Roll 2 : 4d12+8
[ Active Effects ] [ Frost Demon Mutant ] ; T1 Transformation ; 0 Ki Per Turn Malicious - Damage Tier increased by 1 for super attacks while in this transformation Tier One - Power Level x3
[ Wild Sense ] ; Indefinite ; 15/25 Defence Acquired Wild Sense - Each attack Polaris makes against him gives him +5 Defence. Once 25 Defence has been accumulated, it lasts for one extra turn before disappearing.
[ Portal ] ; 3 Turns Portal - Sidekick summoned by Paparapapa gets +1 to Damage Rolls for duration.
[ 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 - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action - 10 Ki Take half dmg from two Atks that hit you. [ 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. [ 3 / 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 +15 defense for 3 turns. [ 1 / 1 use ]
[ Wild Sense ] - Rank 3 - Bonus Action - 10 Ki Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades. [ 0 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 1 / 1 use ]
[ Paparapapa ] - Rank 3 - Bonus Action - 5 Ki Requires Magic Material. Bonus Action. Summon minion. See desc. for details. [ 0/1 use ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 15 Toughness. [ 0 / 1 use ]
[ Legendary Techniques ] [ Teleport ] - Rank 3 - Standard Action - 15 Ki Avoid all atks that would hit. Or flee from battle. Outside of battle can travel to Other World. [ 1 / 1 use ]
[ Traits ] Avarice - Bonus Action. Steal non-artifact gear slot item and replace one of yours. Once per enemy. Assault - At-will. Roll better of two d100s for Sup Atks on turn. [ 2 / 2 uses ] Efficiency - Passive. Barrage-type Super Atks cost 3 less ki. Talented - At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki. [ 1 / 1 use ] Blur - Requires 40 Ref. Passive. One Movement tech can be at-will on turn.
[ Transformations ] [ Tier 1 ] - 0 Ki per turn. - Malicious - Measured
[ Items ]
[ Outfit ] - Weighted Clothes Passive. +50% PL per post or 200 words. [ Accessory ] - Kai Weights Passive. Increase PL per post/200 words by +25. Also gain +200 PL when using MP to train. [ Gear ] - Senzu Bean Bonus Action. Restore 15 ki and 15 HP to self or ally. [ 0/1 use ] [ Gear ] - Trinket At-will. Remove all status effects. Gain 5 tou. [ 1/1 use ]
[ Gear ] - Gourd of Mist (Stolen) Bonus Action. 50% Sapped chance. Sapped siphons 10 ki, lowers max ki by 10, and boosts your PL by 10%. [ 2/2 uses ]
[ etc ] War Cruiser - Base that holds 2 facilities. At-will. Call down bombardment with that deals 3d4 direct dmg to all foes. [ 1 / 1 use ] Portal - Facility. Spend 2,500 zeni to ravel to Otherworld. Paparapapa sidekick has +1 to damge die rolls for first 3 turns.
[ Stats ] Base Power Level : 156,881 | Power Level : 470,643 Hit Points : 50 / 50 | Ki : 92 / 100 Toughness : 15
Fighting - 30 Defence - 105 (90) Damage Die ( Rank 7 ) - d12+1
BASE PL: 156,881 | CURRENT PL: 470,643 HP: 50/50 | KI: 92/100 | DEF: 90 (105) | ACC: +30 BASE DMG DIE (Rank 7): d12+1
Legume 1d100+30·4d12+8·4d12+8
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Post by Legume on Sept 18, 2018 4:01:00 GMT -5
" Shit, did I go too far? I didn't think you were actually made out of-" Nope, nope, nope, so much nope. Despite being torn to shreds mere moments ago, the paper cutout suddenly began to clump back and reform, as if it was a some sort of weird Majin. Colonel Frost could only watch with slight surprise as his opponent built itself back together and sent an identical barrage of fists at him, a move which forced the tall Frost Demon to go on the defensive and start deflecting all the incoming attacks one after the other. Thankfully, they flew slowly enough that the Colonel could counter every single one, but still, a rude surprise. You know, this cutout really makes you curious. It's not just a mirage or something, clearly, and yet it was nothing like what the Frost Demon had ever witnessed before. What is it like? What is its body composition like? If it's alive... ...then can it feel pain? Be tortured? This sick audience would probably prefer the answer "yes", and that's why the Colonel opted to give this answer to them. " Open that mouth of yours and give me your loudest scream." Instantly after, the Colonel swung his massive tail towards the cutout's right arm, aiming to have it tangle around the limb and crush it. This would be followed up by him sending a yet another flurry of punches, except this time followed up not by a heavy finish, but by a sudden point-blank energy blast aimed at the monstrosity's face. (260 words) Defensive Phase
Defensive Techniques and Items Activated: Edge II
WE MEET AGAIN, MASTER Punch Flurry - miss
Gourd of Mist avariced!
Offensive Phase
Bonus Action: Do Sketches Have Bones? (Psycho Threads), -5 ki
Need 80 or less to inflict 2 stacks of Immobilize - gyleyZXm1d100
At-Will: Punch Flurry (Sidekick Attack) - Deal 1d6 direct dmg.
Standard Action 1: Punch Flurry (Blitz Basic Attack), -0 ki
Attack 1: Accuracy - 1d100+50 Damage - 1d12+1 Attack 2: Accuracy - 1d100+50 Damage - 1d12+1
At-Will: Impact - At-Will you can add 1 additional dmg die with one atk on your turn. At-Will: Bansho Fan - One barrage-type Super Atk has 50% Shock and Freeze chance.
Standard Action 2: Point-Blank Energy Blast (Imperial Wrath) - Charging Barrage, -7 ki
Accuracy - 1d100+50 Damage - 4d12+4 4d12+4 Shock (Need 50 or less) - 1d100 Freeze (Need 50 or less) - 1d100
Passive Modifiers
Ki Recovery (when above 75% ki): 3 per turn T1 Ki Drain: 0 per turn Trinket usage: 0/1 uses Gourd of Mist usage: 0/2 uses Assault usage: 0/2 uses Haste usage: 0/2 uses Pummel usage: 0/2 uses
Absorb ki recovered: 4/40
Toughness: 15
Stats
Power Level - 1 065 360 (266 340)
HP - 78/80 Ki - 92/115 Defense - 60 (50) Accuracy mod - +40 Damage die - Rank 7 (d12+1)
Traits
Transformation - Fifth Form (T1 + Emboldened and Measured): You gain x4 PL. Costs 0 ki per turn to maintain.
Fighting Style - Brutal: +5 Energy Control. At-Will you can add 1 additional dmg die with one atk on your turn.
Assault: At-will. Roll better of two accuracy rolls for Sup Atks on turn. 2 uses. Haste: At-will. Gain a second bonus action. 2 uses. Pummel: At-will. Add 2d4 to to all Super Atks during turn. 2 uses. Efficiency: Passive. Barrage-type Super Atks cost 3 less ki. Blitz: Requires 40 Fght. At-will. Make 2 Basic Atks during one Standard Action on turn.
Items
Artifact - Sword of Greenskull (Bansho Fan): At-will. One barrage-type Super Atk has 50% Shock and Freeze chance. +15% PL.
Sage Robes: Passive. Max ki +15. At-will - while above 75% ki regain 3 ki at turn end. Trinket: Bonus Action. Remove all status effects. Gain 5 tou. 1 use. Gourd of Mist: Bonus Action. 50% Sapped chance. Sapped siphons 10 ki, lowers max ki by 10, and boosts your PL by 10%. 2 uses.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. Dragon Ball Radar
Techniques
Imperial Wrath III (Signature/Barrage - 3 damage dice/Charging - roll two sets of damage dice and take the better), -10 ki Psychic Powers (Standard Action. Make a Basic Atk with +5 acc but the dmg die is 3 ranks lower.) Psycho Threads III (Requires Psychic Powers. Bonus Action. 80% chance to Immobilize. Target takes 2 stacks. 2 uses.), -5 ki Kiai (Bonus Action. Cannot be hit by atks with acc roll under nat 65. 1 use.), -15 ki Absorb III (At-will. Each point of dmg restores 2 ki to max of 40 ki absorbed.) Energy Constructs III (Bonus Action create 8 constructs. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 15 tou. 1 use.), -5 ki Magic Materialization (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -20 ki After Image III (Bonus Action. Avoid all two attacks that would have hit you. 1 use.), -15 ki Paparapapa III (Requires Magic Material. Bonus Action. Summon minion. See desc. for details. 1 use.), -5 ki
Time Freeze III (Requires Psychic Powers. At-will. Gain an add standard action. 2 uses.), -15 ki Dead Zone III (Requires EC 30. Standard Action. 65% chance to Banish target below 25% max HP.), -10 ki
1d100·1d6·1d100+50·1d12+1·1d100+50·1d12+1·1d100+50·4d12+4·4d12+4·1d100·1d100
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Post by T on Sept 18, 2018 4:20:41 GMT -5
He could run, fly, see, and punch, but one of the many things the entity failed to do was scream. Colonel Frost’s tail successfully wrapped around one of it’s arms- specifically, the Frost Demon’s left arm. Thereafter, a sickening snap followed by multiple crunches in the aforementioned limb. Bone fragmented, cracked, and snapped into tenth of their original length. The limb might have been torn off in it’s entirety if not for the apparent flesh keeping the whole thing together.
Flesh. It seemed as though the Papier-mâché fiend was becoming realer and realer by the second. What arm the Colonel broke was being utilised to block his incoming punches. One may draw a distinction between this activity and swatting away flies using a limp, boiled strand of spaghetti.
If anything was possessed by this unusual Frost Demon, it would be a grotesque sense of humour. In fact, he then utilised the very same soft, torn-up limb to flail at his enemy in a high speed rush of sorts.
Nothing too serious before the main ensemble came over to play their piece.
Breaking apart from this clash, the being then dropped far below and onto the arena’s floor. His right arm raised to point at Frost before firing out a multitude of incoming rays. He aimed to turn the sky into a firework display for all of the non-responsive audience to enjoy.
Battle Info - Endgame
Defence Phase Three Attacks Made - +10 Defence! - Max
Do Sketches Have Bones? (Psycho Threads) - Immobilised for 4 Turns!
Punch Flurry (Sidekick Attack) - 5 Direct Damage Punch Flurry (Blitz Basic Attack) - 115 Attack vs 105 Defence - Hit! - 5 Damage Punch Flurry (Blitz Basic Attack) - 57 Attack vs 105 Defence - Miss Heavy Finish (Imperial Wrath) - 78 Attack vs 105 Defence - Miss
[ Attack Phase ]
At-Will : Ki Control (Impact) - Standard Action 1
Standard Action 1 : High Speed Rush (DIE!DIE!DIE!DIE!DIE!) - 7 Ki To Hit : qh|7rr6_1d100+30 Damage Roll 1 : 4d12+8 Damage Roll 2 : 4d12+8
Standard Action 2 : Continuous Energy Bullets (DIE!DIE!DIE!DIE!DIE!) - 7 Ki To Hit : 1d100+30 Damage Roll 1 : 3d12+6 Damage Roll 2 : 3d12+6
Bonus Action : Colourisation (Gourd of Mist) Infliction (50%) : 1d100 (+10 Ki Restored to the Paper Frieza) - Polaris Sapped
[ Active Effects ] [ Frost Demon Mutant ] ; T1 Transformation ; 0 Ki Per Turn Malicious - Damage Tier increased by 1 for super attacks while in this transformation Tier One - Power Level x3
[ Wild Sense ] ; One More Turn After This ; 25/25 Defence Acquired Wild Sense - Each attack Polaris makes against him gives him +5 Defence. Once 25 Defence has been accumulated, it lasts for one extra turn before disappearing.
[ Immobilised ] ; 2 Stacks ; 4 Turns Remaining Immobilise - Movement Techniques cost and additional 10 Ki.
[ Portal ] ; 3 Turns Portal - Sidekick summoned by Paparapapa gets +1 to Damage Rolls for duration.
[ 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 - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action - 10 Ki Take half dmg from two Atks that hit you. [ 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. [ 3 / 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 +15 defense for 3 turns. [ 1 / 1 use ]
[ Wild Sense ] - Rank 3 - Bonus Action - 10 Ki Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades. [ 0 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 1 / 1 use ]
[ Paparapapa ] - Rank 3 - Bonus Action - 5 Ki Requires Magic Material. Bonus Action. Summon minion. See desc. for details. [ 0/1 use ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 15 Toughness. [ 0 / 1 use ]
[ Legendary Techniques ] [ Teleport ] - Rank 3 - Standard Action - 15 Ki Avoid all atks that would hit. Or flee from battle. Outside of battle can travel to Other World. [ 1 / 1 use ]
[ Traits ] Avarice - Bonus Action. Steal non-artifact gear slot item and replace one of yours. Once per enemy. Assault - At-will. Roll better of two d100s for Sup Atks on turn. [ 2 / 2 uses ] Efficiency - Passive. Barrage-type Super Atks cost 3 less ki. Talented - At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki. [ 1 / 1 use ] Blur - Requires 40 Ref. Passive. One Movement tech can be at-will on turn.
[ Transformations ] [ Tier 1 ] - 0 Ki per turn. - Malicious - Measured
[ Items ]
[ Outfit ] - Weighted Clothes Passive. +50% PL per post or 200 words. [ Accessory ] - Kai Weights Passive. Increase PL per post/200 words by +25. Also gain +200 PL when using MP to train. [ Gear ] - Senzu Bean Bonus Action. Restore 15 ki and 15 HP to self or ally. [ 0/1 use ] [ Gear ] - Trinket At-will. Remove all status effects. Gain 5 tou. [ 1/1 use ]
[ Gear ] - Gourd of Mist (Stolen) Bonus Action. 50% Sapped chance. Sapped siphons 10 ki, lowers max ki by 10, and boosts your PL by 10%. [ 1/2 uses ]
[ etc ] War Cruiser - Base that holds 2 facilities. At-will. Call down bombardment with that deals 3d4 direct dmg to all foes. [ 1 / 1 use ] Portal - Facility. Spend 2,500 zeni to ravel to Otherworld. Paparapapa sidekick has +1 to damge die rolls for first 3 turns.
[ Stats ] Base Power Level : 156,881 | Power Level : 470,643 Hit Points : 40 / 50 | Ki : 88 / 100 Toughness : 15
Fighting - 30 Defence - 105 (90) Damage Die ( Rank 7 ) - d12+1
BASE PL: 156,881 | CURRENT PL: 470,643 HP: 40/50 | KI: 88/100 | DEF: 90 (115) | ACC: +30 BASE DMG DIE (Rank 7): d12+1
Legume 1d100+30·4d12+8·4d12+8·1d100+30·3d12+6·3d12+6·1d100
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Post by Legume on Sept 19, 2018 4:46:30 GMT -5
Nope. Again, nope nope nope. This creature could not feel pain. At least, that was the only explanation Colonel Frost could think of as for how this animated sketch was able to not only continue fighting unimpeded after its arm was crushed, but even comically retaliated by flailing its broken limb around as a barrage of high speed attacks. Of course, "high speed" is in the eye of the beholder - for the Colonel, the attacks were so slow and erratic that he could easily side-step every single one. After that comedy sketch was over, the monstrosity went for an another one - ironic for its mono-color existence, it showered the Frost Demon with a barrage of multi-colored beams, inciting awe from the audience and slight irritation from the Colonel. He raised his hand, creating a wave of air around his frame, which deflected all of the incoming energy beams away, letting them scatter and dissipate across the arena and the air above it. " You know, I'm not going to take silence as a 'no' answer." Was he really going to go trying to torture a barely existing three-dimensional sketch? Maybe. Maybe not. Colonel Frost cocked back his right fist, then sent it forward, releasing a powerful cyclone of air towards his opponent, the wave of wind uplifting tiles and blowing away dust as it went. And that was only the first blow - to finish it off, the Colonel would then proceed to throw his other fist forward, with the same result. (251 words) Defensive Phase
Defensive Techniques and Items Activated: Edge II, Rapid Movement
WE MEET AGAIN, MASTER High Speed Rush - miss Continuous Bullets - avoided with RM
Hit by Gourd of Mist! Lose 10 ki and 10 max ki!
Offensive Phase
Bonus Action: Rapid Movement, -10 ki
At-Will: Haste - You gain a second Bonus Action.
Bonus Action: Power Up, +25 ki
At-Will: Air Burst (Sidekick Attack) - Deal ZOUJzkIO1d6 direct dmg.
Standard Action 1: Air Burst (Blitz Basic Attack), -0 ki
Attack 1: Accuracy - 1d100+50 Damage - 1d12+1 Attack 2: Accuracy - 1d100+50 Damage - 1d12+1 (CRITICAL! +2 dmg)
At-Will: Impact - At-Will you can add 1 additional dmg die with one atk on your turn. At-Will: Bansho Fan - One barrage-type Super Atk has 50% Shock and Freeze chance.
Standard Action 2: Second Air Burst (Imperial Wrath) - Charging Barrage, -7 ki
Accuracy - 1d100+50 Damage - 4d12+4 4d12+4 Shock (Need 50 or less) - 1d100 Freeze (Need 50 or less) - 1d100
Passive Modifiers
Ki Recovery (when above 75% ki): 3 per turn T1 Ki Drain: 0 per turn Trinket usage: 0/1 uses Gourd of Mist usage: 0/2 uses Assault usage: 0/2 uses Haste usage: 1/2 uses Pummel usage: 0/2 uses
Absorb ki recovered: 4/40
Toughness: 15
Stats
Power Level - 1 065 360 (266 340)
HP - 78/80 Ki - 93/105 Defense - 60 (50) Accuracy mod - +40 Damage die - Rank 7 (d12+1)
Traits
Transformation - Fifth Form (T1 + Emboldened and Measured): You gain x4 PL. Costs 0 ki per turn to maintain.
Fighting Style - Brutal: +5 Energy Control. At-Will you can add 1 additional dmg die with one atk on your turn.
Assault: At-will. Roll better of two accuracy rolls for Sup Atks on turn. 2 uses. Haste: At-will. Gain a second bonus action. 2 uses. Pummel: At-will. Add 2d4 to to all Super Atks during turn. 2 uses. Efficiency: Passive. Barrage-type Super Atks cost 3 less ki. Blitz: Requires 40 Fght. At-will. Make 2 Basic Atks during one Standard Action on turn.
Items
Artifact - Sword of Greenskull (Bansho Fan): At-will. One barrage-type Super Atk has 50% Shock and Freeze chance. +15% PL.
Sage Robes: Passive. Max ki +15. At-will - while above 75% ki regain 3 ki at turn end. Trinket: Bonus Action. Remove all status effects. Gain 5 tou. 1 use. Gourd of Mist: Bonus Action. 50% Sapped chance. Sapped siphons 10 ki, lowers max ki by 10, and boosts your PL by 10%. 2 uses.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. Dragon Ball Radar
Techniques
Imperial Wrath III (Signature/Barrage - 3 damage dice/Charging - roll two sets of damage dice and take the better), -10 ki Psychic Powers (Standard Action. Make a Basic Atk with +5 acc but the dmg die is 3 ranks lower.) Psycho Threads III (Requires Psychic Powers. Bonus Action. 80% chance to Immobilize. Target takes 2 stacks. 2 uses.), -5 ki Kiai (Bonus Action. Cannot be hit by atks with acc roll under nat 65. 1 use.), -15 ki Absorb III (At-will. Each point of dmg restores 2 ki to max of 40 ki absorbed.) Energy Constructs III (Bonus Action create 8 constructs. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 15 tou. 1 use.), -5 ki Magic Materialization (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -20 ki After Image III (Bonus Action. Avoid all two attacks that would have hit you. 1 use.), -15 ki Paparapapa III (Requires Magic Material. Bonus Action. Summon minion. See desc. for details. 1 use.), -5 ki
Time Freeze III (Requires Psychic Powers. At-will. Gain an add standard action. 2 uses.), -15 ki Dead Zone III (Requires EC 30. Standard Action. 65% chance to Banish target below 25% max HP.), -10 ki
1d6·1d100+50·1d12+1·1d100+50·1d12+1·1d100+50·4d12+4·4d12+4·1d100·1d100
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Post by T on Sept 19, 2018 5:08:32 GMT -5
From a blurred sketch to a relatively three-dimensional form. More and more akin to the reality of this world did the being transition to. If one were to take into account this aspect of such a peculiar figure as the fight went on, it would certainly be of little to no surprise of what was next to come.
Though before that, this changeling would have to deal with the gust this Colonel managed to stir with a simple punch.
Try as it might to sidestep away from the initial wind, carrying a broken arm along with it was far too much of a burden to the poor, little sketch. Quite like the tiles it stood on, the Frost Demon was swept up and away with the incoming air currents. Too much of these abrupt bursts of strength, far too little time to utilise. It was completely in sight for another one of those attacks.
It had to do something- anything at all. Though what could it possibly accomplish with a broken arm weighing it down?
Snap.
Crick.
Crunch.
A jittery settlement of obtuse movements came into play as the broken limb visibly bent back into place. With the arm restored, it held up both of the aforementioned body parts to part the incoming bursts of air which duly cut clean into the ground- sending up a large plume of scattering dust.
Out of the clouds came another boring, magenta barrage of plasma.
Though once settled, another Frost Demon of entirely different size, scheme, and colour stood in place of the previous one. Sharpened horns curved upwards from the side of its head as if adopting the aspect of a bull as cobalt blue gems remained on each end of the humanoid figure’s shoulders. It took the guise of a commonly seen form. Added bulk, added height, and a particularly long tail as always.
A stoic, yet mildly disgruntled stare directed itself over at the Colonel.
Connecting the dots could allow almost anyone from the opposing changeling’s perspective to know what was happening. Every time a blow was dealt, every time a blast was made, every time a speck of energy was utilised against it, it took said energy within.
From left to right, the actualised being turned its head. The crowd still stood frozen from the memetic mind-numbing effects. It was safe to speak without fear of being heard, seen, or so much as felt.
And so, the gaze shifted back over to its opponent.
“Good afternoon,” spoke the creature directly in the middle of combat. Whether it paused or kept on going was a different matter completely. “Or afternoon- it is hard to tell, my progenitor.” It took a few steps forward into less demolished areas of the stage. “Though perhaps ‘progenitor’ is far too impersonal.”
“Greetings, father.” Battle Info - Endgame
Defence Phase
Punch Flurry (Sidekick Attack) - 1 Direct Damage Punch Flurry (Blitz Basic Attack) - 113 Attack vs 115 Defence - Miss Punch Flurry (Blitz Basic Attack) - 150 Attack vs 115 Defence - CRITICAL HIT! - 5 Damage Heavy Finish (Imperial Wrath) - 78 Attack vs 115 Defence - Miss
Bonus Action - Reactive : Arm Snap (Trinket) - Remove all negative Status Effects; Gain 5 Toughness
At-Will (Blur) : Copycat Deflect (Rapid Movement) - (Imperial Wrath) - 10 Ki
[ Attack Phase ]
At-Will : Ki Control (Impact) - Standard Action 1
Standard Action 1 : Continuous Energy Bullets (DIE!DIE!DIE!DIE!DIE!) - 7 Ki To Hit : HlVia3ki1d100+30 Damage Roll 1 : 4d12+8 Damage Roll 2 : 4d12+8
Standard Action 2 (Sacrificed For A Bonus Action): Energy Siphon (Gourd Of Mist) Infliction (50%) : 1d100 (+10 Ki Restored to the Paper Frieza) - Polaris Sapped
[ Active Effects ] [ Frost Demon Mutant ] ; T1 Transformation ; 0 Ki Per Turn Malicious - Damage Tier increased by 1 for super attacks while in this transformation Tier One - Power Level x3
[ Wild Sense ] ; Ends This Turn ; 25/25 Defence Acquired Wild Sense - Each attack Polaris makes against him gives him +5 Defence. Once 25 Defence has been accumulated, it lasts for one extra turn before disappearing.
[ 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 - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action - 10 Ki Take half dmg from two Atks that hit you. [ 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 +15 defense for 3 turns. [ 1 / 1 use ]
[ Wild Sense ] - Rank 3 - Bonus Action - 10 Ki Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades. [ 0 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 1 / 1 use ]
[ Paparapapa ] - Rank 3 - Bonus Action - 5 Ki Requires Magic Material. Bonus Action. Summon minion. See desc. for details. [ 0/1 use ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 15 Toughness. [ 0 / 1 use ]
[ Legendary Techniques ] [ Teleport ] - Rank 3 - Standard Action - 15 Ki Avoid all atks that would hit. Or flee from battle. Outside of battle can travel to Other World. [ 1 / 1 use ]
[ Traits ] Avarice - Bonus Action. Steal non-artifact gear slot item and replace one of yours. Once per enemy. Assault - At-will. Roll better of two d100s for Sup Atks on turn. [ 2 / 2 uses ] Efficiency - Passive. Barrage-type Super Atks cost 3 less ki. Talented - At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki. [ 1 / 1 use ] Blur - Requires 40 Ref. Passive. One Movement tech can be at-will on turn.
[ Transformations ] [ Tier 1 ] - 0 Ki per turn. - Malicious - Measured
[ Items ]
[ Outfit ] - Weighted Clothes Passive. +50% PL per post or 200 words. [ Accessory ] - Kai Weights Passive. Increase PL per post/200 words by +25. Also gain +200 PL when using MP to train. [ Gear ] - Senzu Bean Bonus Action. Restore 15 ki and 15 HP to self or ally. [ 0/1 use ] [ Gear ] - Trinket At-will. Remove all status effects. Gain 5 tou. [ 1/1 use ]
[ Gear ] - Gourd of Mist (Stolen) Bonus Action. 50% Sapped chance. Sapped siphons 10 ki, lowers max ki by 10, and boosts your PL by 10%. [ 0/2 uses ]
[ etc ] War Cruiser - Base that holds 2 facilities. At-will. Call down bombardment with that deals 3d4 direct dmg to all foes. [ 1 / 1 use ] Portal - Facility. Spend 2,500 zeni to ravel to Otherworld. Paparapapa sidekick has +1 to damge die rolls for first 3 turns.
[ Stats ] Base Power Level : 156,881 | Power Level : 470,643 Hit Points : 34 / 50 | Ki : 81 / 100 Toughness : 20
Fighting - 30 Defence - 105 (90) Damage Die ( Rank 7 ) - d12+1
BASE PL: 156,881 | CURRENT PL: 470,643 HP: 34/50 | KI: 81/100 | DEF: 90 | ACC: +30 BASE DMG DIE (Rank 7): d12+1
1d100+30·4d12+8·4d12+8·1d100
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Post by Legume on Sept 19, 2018 11:07:37 GMT -5
Okay, something really fucking weird was happening here. The monstrosity suddenly snapping its arm back into place and blocking the second of the incoming air burst was almost certainly the least weird of the series of events which happened in the last ten seconds or so. No, what was even more bloody confusing was what happened when the cloud of dust which hit the cardboard cutout dissipated. A real, colorized Frost Demon, clearly in its second form, was standing in its place. Calling him his father, saying "good afternoon", even though it was most likely evening. The Colonel didn't have a watch, but what he did have was a sudden surge of shock, which prompted him to respond not with words, but with an instant beam of purple from his right index finger, aimed at the opponent's shoulder to try to immobilize him. Only then did Frost started to handle the matter with a little more... tact. Why did it just call me 'father'?There could be a simple answer to this, but the Colonel was not getting it. For now, a flurry of various theories stormed through his mind, each one more unlikely than the last. Better just clear this up, then. " Do I... know you?" (209 words) Defensive Phase
Defensive Techniques and Items Activated: Edge II
WE MEET AGAIN, MASTER Continuous Bullets - missed
Hit by Gourd of Mist! Lose 10 ki and 10 max ki!
Offensive Phase
Bonus Action: Shoulder-Piercing Beam (Psycho Threads), -5 ki
Need 80 or less to inflict 2 stacks of Immobilize - OGW0B9IX1d100
Standard Action 1: Shoulder-Piercing Beam (Blitz Basic Attack), -0 ki
Attack 1: Accuracy - 1d100+50 Damage - 1d12+1 Attack 2: Accuracy - 1d100+50 Damage - 1d12+1
At-Will: Impact - At-Will you can add 1 additional dmg die with one atk on your turn. At-Will: Bansho Fan - One barrage-type Super Atk has 50% Shock and Freeze chance.
Standard Action 2: Shoulder-Piercing Beam (Imperial Wrath) - Charging Barrage, -7 ki
Accuracy - 1d100+50 Damage - 4d12+4 4d12+4 Shock (Need 50 or less) - 1d100 Freeze (Need 50 or less) - 1d100
Passive Modifiers
Ki Recovery (when above 75% ki): 3 per turn T1 Ki Drain: 0 per turn Trinket usage: 0/1 uses Gourd of Mist usage: 0/2 uses Assault usage: 0/2 uses Haste usage: 1/2 uses Pummel usage: 0/2 uses
Absorb ki recovered: 4/40
Toughness: 15
Stats
Power Level - 1 065 360 (266 340)
HP - 78/80 Ki - 74/95 Defense - 60 (50) Accuracy mod - +40 Damage die - Rank 7 (d12+1)
Traits
Transformation - Fifth Form (T1 + Emboldened and Measured): You gain x4 PL. Costs 0 ki per turn to maintain.
Fighting Style - Brutal: +5 Energy Control. At-Will you can add 1 additional dmg die with one atk on your turn.
Assault: At-will. Roll better of two accuracy rolls for Sup Atks on turn. 2 uses. Haste: At-will. Gain a second bonus action. 2 uses. Pummel: At-will. Add 2d4 to to all Super Atks during turn. 2 uses. Efficiency: Passive. Barrage-type Super Atks cost 3 less ki. Blitz: Requires 40 Fght. At-will. Make 2 Basic Atks during one Standard Action on turn.
Items
Artifact - Sword of Greenskull (Bansho Fan): At-will. One barrage-type Super Atk has 50% Shock and Freeze chance. +15% PL.
Sage Robes: Passive. Max ki +15. At-will - while above 75% ki regain 3 ki at turn end. Trinket: Bonus Action. Remove all status effects. Gain 5 tou. 1 use. Gourd of Mist: Bonus Action. 50% Sapped chance. Sapped siphons 10 ki, lowers max ki by 10, and boosts your PL by 10%. 2 uses.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. Dragon Ball Radar
Techniques
Imperial Wrath III (Signature/Barrage - 3 damage dice/Charging - roll two sets of damage dice and take the better), -10 ki Psychic Powers (Standard Action. Make a Basic Atk with +5 acc but the dmg die is 3 ranks lower.) Psycho Threads III (Requires Psychic Powers. Bonus Action. 80% chance to Immobilize. Target takes 2 stacks. 2 uses.), -5 ki Kiai (Bonus Action. Cannot be hit by atks with acc roll under nat 65. 1 use.), -15 ki Absorb III (At-will. Each point of dmg restores 2 ki to max of 40 ki absorbed.) Energy Constructs III (Bonus Action create 8 constructs. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 15 tou. 1 use.), -5 ki Magic Materialization (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -20 ki After Image III (Bonus Action. Avoid all two attacks that would have hit you. 1 use.), -15 ki Paparapapa III (Requires Magic Material. Bonus Action. Summon minion. See desc. for details. 1 use.), -5 ki
Time Freeze III (Requires Psychic Powers. At-will. Gain an add standard action. 2 uses.), -15 ki Dead Zone III (Requires EC 30. Standard Action. 65% chance to Banish target below 25% max HP.), -10 ki
1d100·1d100+50·1d12+1·1d100+50·1d12+1·1d100+50·4d12+4·4d12+4·1d100·1d100
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Post by T on Sept 19, 2018 11:39:30 GMT -5
A pinpointed, purple, ray- how quiant. Though not used as often as one might like it to be, it did meet its target directly where the Colonel aimed at: a shoulder. No stopping the beam or parting energy away was performed this time. The attack made short work of flesh, bone, and air alike, albeit without the expected results of having done so to an ordinary warrior.
Too true, a gaping hole was torn in its shoulder. Too true, skin, muscle, and limb stitched itself together as if patching up a gash in a sweater. After this process took place, the bearer of this previous wound rowed around the arm and clenched its fingers.
“Not quite yet.” It answered Frost’s question aptly, and then decided to deliver another of its own. Raising its right hand up into the air and pointing it at him, the changeling then clenched all five fingers. This imparted an invisible force which squeezed around his opponent’s general body- save for the head.
This served as more of a cautionary hold than an outright attack.
“If you would like take a moment to listen, I may be able to whistle my part of this frightful duet.” Stated the being thereafter.
Battle Info - Endgame
Defence Phase
Shoulder-Piercing Beam (Psycho Threads) - Immobilised! - 4 Turns
Shoulder-Piercing Beam (Blitz Basic Attack) - 73 Attack vs 90 Defence - Miss Shoulder-Piercing Beam (Blitz Basic Attack) - 63 Attack vs 90 Defence - Miss Shoulder-Piercing Beam (Imperial Wrath) - 110 Attack vs 90 Defence - Avoided
Bonus Action : Perfect Progeny (Magic Materialisation) - Trinket - 5 Ki
Bonus Action - Reactive : Hole Seal (Trinket) - Remove all negative Status Effects; Gain 5 Toughness
At-Will (Blur) : Hole Seal (Rapid Movement) - (Imperial Wrath) - 10 Ki
[ Attack Phase ]
At-Will (Impact) : Telekinesis (Impact) - Standard Action 2
Standard Action 2 : Telekinetic Hold (Psychic Powers - Basic Attack) To Hit : [1d100+40] Damage Roll : _TKm7IEr2d12
At-Will : Crushing Grip (War Cruiser) Damage : 3d4 (Direct Damage)
Roll Correction (Standard Action 2) : 1d100+40
[ Active Effects ] [ Frost Demon Mutant ] ; T1 Transformation ; 0 Ki Per Turn Malicious - Damage Tier increased by 1 for super attacks while in this transformation Tier One - Power Level x3
[ 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 - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action - 10 Ki Take half dmg from two Atks that hit you. [ 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 +15 defense for 3 turns. [ 1 / 1 use ]
[ Wild Sense ] - Rank 3 - Bonus Action - 10 Ki Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades. [ 0 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 1 / 1 use ]
[ Paparapapa ] - Rank 3 - Bonus Action - 5 Ki Requires Magic Material. Bonus Action. Summon minion. See desc. for details. [ 0/1 use ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 15 Toughness. [ 0 / 1 use ]
[ Legendary Techniques ] [ Teleport ] - Rank 3 - Standard Action - 15 Ki Avoid all atks that would hit. Or flee from battle. Outside of battle can travel to Other World. [ 1 / 1 use ]
[ Traits ] Avarice - Bonus Action. Steal non-artifact gear slot item and replace one of yours. Once per enemy. Assault - At-will. Roll better of two d100s for Sup Atks on turn. [ 2 / 2 uses ] Efficiency - Passive. Barrage-type Super Atks cost 3 less ki. Talented - At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki. [ 1 / 1 use ] Blur - Requires 40 Ref. Passive. One Movement tech can be at-will on turn.
[ Transformations ] [ Tier 1 ] - 0 Ki per turn. - Malicious - Measured
[ Items ]
[ Outfit ] - Weighted Clothes Passive. +50% PL per post or 200 words. [ Accessory ] - Kai Weights Passive. Increase PL per post/200 words by +25. Also gain +200 PL when using MP to train. [ Gear ] - Senzu Bean Bonus Action. Restore 15 ki and 15 HP to self or ally. [ 0/1 use ] [ Gear ] - Trinket At-will. Remove all status effects. Gain 5 tou. [ 0/1 use ]
[ Gear ] - Gourd of Mist (Stolen) Bonus Action. 50% Sapped chance. Sapped siphons 10 ki, lowers max ki by 10, and boosts your PL by 10%. [ 0/2 uses ]
[ Gear ] - Trinket At-will. Remove all status effects. Gain 5 tou. [ 0/1 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 damge die rolls for first 3 turns.
[ Stats ] Base Power Level : 156,881 | Power Level : 470,643 Hit Points : 34 / 50 | Ki : 66 / 100 Toughness : 25
Fighting - 30 Defence - 105 (90) Damage Die ( Rank 7 ) - d12+1
BASE PL: 156,881 | CURRENT PL: 470,643 HP: 34/50 | KI:[/b 66/100 | DEF: 90 | ACC: +30 BASE DMG DIE (Rank 7): d12+1
Legume 2d12·3d4·1d100+40
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Post by Legume on Sept 19, 2018 13:00:02 GMT -5
Alright. Move regeneration from the category of "maybe has" to "definitely has" in the Frost Demon's list of powers. This is the second time that the monstrosity has patched up a debilitating blow in mere seconds and continued operating like nothing happened. Frost Demons couldn't do that - you'd imagine that Colonel Frost would be aware of that - so this also meant that even despite taking on a form similar to one of his kind, it still hasn't changed the essence of its being. Oh, and one more power which the creature exhibited - psychic powers. Out of nowhere, Colonel Frost felt his movement slow down, as if an invisible balast was holding him down and trying to prevent him from moving forward. The grip was crushing and the warrior winced a little from the pain shooting up across his body, but it was clearly too weak to hold him down completely, so, clencing his teeth, the Frost Demon opted to continue and simply ignore the psychic grip attempt. And opted to respond in kind. " Fine. But we'll do it on my terms." the Colonel spoke, raising his hand and initiating a psychic grip of his own on the opposing Frost Demon. (201 words) Defensive Phase
Defensive Techniques and Items Activated: Edge II, Rapid Movement
WE MEET AGAIN, MASTER Telekinetic Grip - avoided with RM
Crushing Grip - 8 direct dmg! Polaris recovers 16 ki!
Offensive Phase
Bonus Action: Rapid Movement, -5 ki
Standard Action 1: Psychic Grip (Blitz Basic Attack), -0 ki
Attack 1: Accuracy - j7C4nBBa1d100+50 Damage - 1d12+1 Attack 2: Accuracy - 1d100+50 Damage - 1d12+1
At-Will: Impact - At-Will you can add 1 additional dmg die with one atk on your turn. At-Will: Bansho Fan - One barrage-type Super Atk has 50% Shock and Freeze chance.
Standard Action 2: Psychic Grip (Imperial Wrath) - Charging Barrage, -7 ki
Accuracy - 1d100+50 Damage - 4d12+4 4d12+4 Shock (Need 50 or less) - 1d100 Freeze (Need 50 or less) - 1d100
Passive Modifiers
Ki Recovery (when above 75% ki): 3 per turn T1 Ki Drain: 0 per turn Trinket usage: 0/1 uses Gourd of Mist usage: 0/2 uses Assault usage: 0/2 uses Haste usage: 1/2 uses Pummel usage: 0/2 uses
Absorb ki recovered: 20/40
Toughness: 15
Stats
Power Level - 1 065 360 (266 340)
HP - 70/80 Ki - 81/95 Defense - 60 (50) Accuracy mod - +40 Damage die - Rank 7 (d12+1)
Traits
Transformation - Fifth Form (T1 + Emboldened and Measured): You gain x4 PL. Costs 0 ki per turn to maintain.
Fighting Style - Brutal: +5 Energy Control. At-Will you can add 1 additional dmg die with one atk on your turn.
Assault: At-will. Roll better of two accuracy rolls for Sup Atks on turn. 2 uses. Haste: At-will. Gain a second bonus action. 2 uses. Pummel: At-will. Add 2d4 to to all Super Atks during turn. 2 uses. Efficiency: Passive. Barrage-type Super Atks cost 3 less ki. Blitz: Requires 40 Fght. At-will. Make 2 Basic Atks during one Standard Action on turn.
Items
Artifact - Sword of Greenskull (Bansho Fan): At-will. One barrage-type Super Atk has 50% Shock and Freeze chance. +15% PL.
Sage Robes: Passive. Max ki +15. At-will - while above 75% ki regain 3 ki at turn end. Trinket: Bonus Action. Remove all status effects. Gain 5 tou. 1 use. Gourd of Mist: Bonus Action. 50% Sapped chance. Sapped siphons 10 ki, lowers max ki by 10, and boosts your PL by 10%. 2 uses.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. Dragon Ball Radar
Techniques
Imperial Wrath III (Signature/Barrage - 3 damage dice/Charging - roll two sets of damage dice and take the better), -10 ki Psychic Powers (Standard Action. Make a Basic Atk with +5 acc but the dmg die is 3 ranks lower.) Psycho Threads III (Requires Psychic Powers. Bonus Action. 80% chance to Immobilize. Target takes 2 stacks. 2 uses.), -5 ki Kiai (Bonus Action. Cannot be hit by atks with acc roll under nat 65. 1 use.), -15 ki Absorb III (At-will. Each point of dmg restores 2 ki to max of 40 ki absorbed.) Energy Constructs III (Bonus Action create 8 constructs. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 15 tou. 1 use.), -5 ki Magic Materialization (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -20 ki After Image III (Bonus Action. Avoid all two attacks that would have hit you. 1 use.), -15 ki Paparapapa III (Requires Magic Material. Bonus Action. Summon minion. See desc. for details. 1 use.), -5 ki
Time Freeze III (Requires Psychic Powers. At-will. Gain an add standard action. 2 uses.), -15 ki Dead Zone III (Requires EC 30. Standard Action. 65% chance to Banish target below 25% max HP.), -10 ki
1d100+50·1d12+1·1d100+50·1d12+1·1d100+50·4d12+4·4d12+4·1d100·1d100
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Post by T on Sept 20, 2018 4:44:44 GMT -5
“So this is how it has to be.”
No doubt the psychic grip Frost launched out affected it if obtuse movements had anything to add. Elbows jabbed into its waistline while knees slammed together. “Well then, I suppose I will have to start trying.” Noted the being as it then planted both feet firmly onto the ground and forced itself out of this hold. “Please do not take offence from this. If I have inherited anything from attaining this new state of existence; thank you, by the way; it would be stubbornness.”
The impossible was made real, raw power would influence this match no longer as it’s own came to drown out the difference between them. Azure streaks of translucent aura arose from the Frost Demon as its own latent potential reached a level mildly higher than that of Colonel’s own. What left of the arena’s tiling floated up into the air.
Dust and debris alike scrammed from the entity’s very feet as if in fear of what was to become of them. By that point in time, the mind numbing effect placed on the audience had worn off, and with this sudden awareness of the danger present, they fled. All of this; the objects rattling, the crowd running, and the arena shaking; was in vain.
Lights rose from every surface of within the radius of a square mile from him. Groups of fireflies were what they resembled as this strange energy collected into small orbs. Neither a him, nor a hiss emerged as this spectacle took place. It was performed with a ghastly silence that enveloped the entire vicinity.
One sound was heard, however. It was a small swish of the creation’s hand as it swiped upwards. With that, all of these specks of plasma shot up- heading directly towards the opponent.
Battle Info - Endgame
Defence Phase
Shoulder-Piercing Beam (Blitz Basic Attack) - 139 Attack vs 90 Defence - Hit! - 3 Damage Shoulder-Piercing Beam (Blitz Basic Attack) - 105 Attack vs 90 Defence - Hit! - 10 Damage Shoulder-Piercing Beam (Imperial Wrath) - 102 Attack vs 90 Defence - Avoided
At-Will (Blur) : Walk it off (Rapid Movement) - (Imperial Wrath) - 10 Ki
[ Attack Phase ]
At-Will : True Power (Gourd Of Mist) - Activate PL drain from two sapped statuses. Polaris loses 20% base PL, [ Unnamed Frost Demon ]’s base PL increases by 213,072.
At-Will : Assault - All Super Attacks roll two sets of dice and take the better result.
Bonus Action : Charge (Power Up) - (+25 Ki Restored) ( 45/50 Max Ki Restored Through Power Up )
At-Will (Impact) : Effort (Impact) - Standard Action 1
Standard Action 1 : Ki Blast Bombardment (DIE!DIE!DIE!DIE!DIE!) - 7 Ki To Hit : i8Rjhu0a1d100+30 | 1d100+30 Damage Roll 1 : 4d12+8 Damage Roll 2 : 4d12+8
Standard Action 1 : Ki Blast Bombardment (DIE!DIE!DIE!DIE!DIE!) - 7 Ki To Hit : 1d100+30 | 1d100+30 Damage Roll 1 : 3d12+6 Damage Roll 2 : 3d12+6
[ Active Effects ] [ Frost Demon Mutant ] ; T1 Transformation ; 0 Ki Per Turn Malicious - Damage Tier increased by 1 for super attacks while in this transformation Tier One - Power Level x3
[ Empowered ] ; Gourd of Mist - Polaris (x2) ; Indefinite The [ Unnamed Frost Demon ]’s base Pl increases by 213,072.
[ 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 - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action - 10 Ki Take half dmg from two Atks that hit you. [ 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 +15 defense for 3 turns. [ 1 / 1 use ]
[ Wild Sense ] - Rank 3 - Bonus Action - 10 Ki Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades. [ 0 / 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 Requires Magic Material. Bonus Action. Summon minion. See desc. for details. [ 0/1 use ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 15 Toughness. [ 0 / 1 use ]
[ 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 ] - Weighted Clothes Passive. +50% PL per post or 200 words. [ Accessory ] - Kai Weights Passive. Increase PL per post/200 words by +25. Also gain +200 PL when using MP to train. [ Gear ] - Senzu Bean Bonus Action. Restore 15 ki and 15 HP to self or ally. [ 0/1 use ] [ Gear ] - Trinket At-will. Remove all status effects. Gain 5 tou. [ 0/1 use ]
[ Gear ] - Gourd of Mist (Stolen) Bonus Action. 50% Sapped chance. Sapped siphons 10 ki, lowers max ki by 10, and boosts your PL by 10%. [ 0/2 uses ]
[ Gear ] - Trinket At-will. Remove all status effects. Gain 5 tou. [ 0/1 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 damge die rolls for first 3 turns.
[ Stats ] Base Power Level : 156,881 | Power Level : 470,643 Hit Points : 21 / 50 | Ki : 67 / 100 Toughness : 25
Fighting - 30 Defence - 105 (90) Damage Die ( Rank 7 ) - d12+1
BASE PL: 156,881 + 213,072 (369,953) | CURRENT PL: 1,109,859 HP: 21/50 | KI:[/b 67/100 | DEF: 90 | ACC: +30 BASE DMG DIE (Rank 7): d12+1
Legume 1d100+30·1d100+30·4d12+8·4d12+8·1d100+30·1d100+30·3d12+6·3d12+6
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Post by Legume on Sept 20, 2018 6:57:19 GMT -5
After the barrage of energy blasts subsided and the last of them slammed into what was presumed to be the target, a thick cloud of smoke, ash and dust permeated the arena, obscuring sight both for the combatants and for the few remaining surviving spectators who felt brave enough to not flee what remained of the lounges immediately. For a few seconds, it appeared as if Colonel Frost had perished in the massive bombardment - until suddenly, a powerful voice roared: " Boy, for someone who claims to be my son, you sure are a failure in battle." A gust of wind, picked up by the Colonel's powerful aura, blew the smoke and ash away in one powerful sweep, revealing a slightly battered, but still straight and smirking Frost Demon. Thank goodness for an energy shield he put up at the last second to soften all of the incoming blows - he would have probably survived without it, yes, but the situation would be radically different otherwise. " At least you've learned how to act cocky. But consider the lesson that you need to back that arrogance of yours in more than just raw power level, 'son'." The Colonel clenched his right fist, letting his ki seep into it, granting it a soft purple glow. " Fine then, if you don't want to explain yourself, I'll just smear you across the cement and let the remaining pieces tell the story instead." Alternatively, you can call this some good old fashion parental bonding. Frost Demon dads are far from the softest beings on the planet. Colonel Frost lunged forward, speeding across the ruined battlefield at hypersonic speeds and cocking back his ki-infused fist - only to toss it at the creature's chest at the very last second. "DETROIT SMASH!"(298 words) Defensive Phase
Defensive Techniques and Items Activated: 15 toughness
WE MEET AGAIN, MASTER Ki Blast Bombardment - 35 dmg, reduced to 20 dmg! 20 ki recovered! Ki Blast Bombardment - miss
Offensive Phase
Bonus Action:
At-Will: Time Freeze, -15 ki At-Will: Pummel At-Will: Assault
Standard Action 1: Detroit Smash (Imperial Wrath) - Charging Barrage, -7 ki
Accuracy - x8HTAabD1d100+40 1d100+40 Damage - 3d12+3 3d12+3 Pummel dmg - 2d4
At-Will: Impact - At-Will you can add 1 additional dmg die with one atk on your turn. At-Will: Bansho Fan - One barrage-type Super Atk has 50% Shock and Freeze chance.
Standard Action 2: Detroit Smash (Imperial Wrath) - Charging Barrage, -7 ki
Accuracy - 1d100+40 1d100+40 Damage - 4d12+4 4d12+4 Shock (Need 50 or less) - 1d100 Freeze (Need 50 or less) - 1d100 Pummel dmg - 2d4
Standard Action 3: Detroit Smash (Imperial Wrath) - Charging Barrage, -7 ki
Accuracy - 1d100+40 1d100+40 Damage - 3d12+3 3d12+3 Pummel dmg - 2d4
Passive Modifiers
Ki Recovery (when above 75% ki): 3 per turn T1 Ki Drain: 0 per turn Trinket usage: 0/1 uses Gourd of Mist usage: 0/2 uses Assault usage: 1/2 uses Haste usage: 1/2 uses Pummel usage: 1/2 uses
Absorb ki recovered: 40/40
Toughness: 0
Stats
Power Level - 852 288 (266 340)
HP - 50/80 Ki - 68/95 Defense - 60 (50) Accuracy mod - +40 Damage die - Rank 7 (d12+1)
Traits
Transformation - Fifth Form (T1 + Emboldened and Measured): You gain x4 PL. Costs 0 ki per turn to maintain.
Fighting Style - Brutal: +5 Energy Control. At-Will you can add 1 additional dmg die with one atk on your turn.
Assault: At-will. Roll better of two accuracy rolls for Sup Atks on turn. 2 uses. Haste: At-will. Gain a second bonus action. 2 uses. Pummel: At-will. Add 2d4 to to all Super Atks during turn. 2 uses. Efficiency: Passive. Barrage-type Super Atks cost 3 less ki. Blitz: Requires 40 Fght. At-will. Make 2 Basic Atks during one Standard Action on turn.
Items
Artifact - Sword of Greenskull (Bansho Fan): At-will. One barrage-type Super Atk has 50% Shock and Freeze chance. +15% PL.
Sage Robes: Passive. Max ki +15. At-will - while above 75% ki regain 3 ki at turn end. Trinket: Bonus Action. Remove all status effects. Gain 5 tou. 1 use. Gourd of Mist: Bonus Action. 50% Sapped chance. Sapped siphons 10 ki, lowers max ki by 10, and boosts your PL by 10%. 2 uses.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. Dragon Ball Radar
Techniques
Imperial Wrath III (Signature/Barrage - 3 damage dice/Charging - roll two sets of damage dice and take the better), -10 ki Psychic Powers (Standard Action. Make a Basic Atk with +5 acc but the dmg die is 3 ranks lower.) Psycho Threads III (Requires Psychic Powers. Bonus Action. 80% chance to Immobilize. Target takes 2 stacks. 2 uses.), -5 ki Kiai (Bonus Action. Cannot be hit by atks with acc roll under nat 65. 1 use.), -15 ki Absorb III (At-will. Each point of dmg restores 2 ki to max of 40 ki absorbed.) Energy Constructs III (Bonus Action create 8 constructs. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 15 tou. 1 use.), -5 ki Magic Materialization (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -20 ki After Image III (Bonus Action. Avoid all two attacks that would have hit you. 1 use.), -15 ki Paparapapa III (Requires Magic Material. Bonus Action. Summon minion. See desc. for details. 1 use.), -5 ki
Time Freeze III (Requires Psychic Powers. At-will. Gain an add standard action. 2 uses.), -15 ki Dead Zone III (Requires EC 30. Standard Action. 65% chance to Banish target below 25% max HP.), -10 ki
1d100+40·1d100+40·3d12+3·3d12+3·2d4·1d100+40·1d100+40·4d12+4·4d12+4·1d100·1d100·2d4·1d100+40·1d100+40·3d12+3·3d12+3·2d4
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Post by T on Sept 20, 2018 7:51:47 GMT -5
By the end of the wave it had sent out, the fact that Colonel Frost still remained conscious did not manage to surprise it. This was the very cold-blooded creature that the entity traced its own semblance of energy from, after all. Any less than this and the combatant may require a moment to reconsider its choice of terminology in reference to the other changeling. In actuality, it failed to possess the knowledge of what exactly its current foe was in relation to it.
Eyes widened for a mere moment at the split second that Frost stood in front of it.
And then the arena turned into a galactic parking lot.
From directly behind, the being spoke. Its arms were folded while a tail waved slowly in the wind. “I see,” stated the thing almost like it was simply analysing the reprimanding tone its opponent earlier adopted. “By using the term ‘lesson’, you mean that martial skill must be demonstrated.”
Then, both arms swiftly unfolded. Its right curved out to the Colonel’s stomach as it stepped inwards. Simultaneously, the tip of its long tail descended swiftly at a shoulder in a manner quite akin to a scorpion. The bare minimum of whatever it thought it needed to do.
Battle Info - Unnamed
Defence Phase
Shoulder-Piercing Beam (Imperial Wrath) - 83 Attack vs 90 Defence - Miss Shoulder-Piercing Beam (Imperial Wrath) - 95 Attack vs 90 Defence - Avoided Shoulder-Piercing Beam (Imperial Wrath) - 120 Attack vs 90 Defence - Avoided
At-Will (Blur) : DODGE (Afterimage) - (The Two Imperial Wraths That Hit) - 15 Ki
[ Attack Phase ]
Bonus Action : Charge (Power Up) - (+5 Ki Restored) ( 50/50 Max Ki Restored Through Power Up )
At-Will (Impact) : Effort (Impact) - Standard Action 1
Standard Action 1 : Right Hook (Basic Attack) To Hit : XRX1iyJl1d100+30 Damage Roll : 2d12+2
Standard Action 1 : Tail Strike (Basic Attack) To Hit : 1d100+30 Damage Roll : 1d12+1
[ Active Effects ] [ Frost Demon Mutant ] ; T1 Transformation ; 0 Ki Per Turn Malicious - Damage Tier increased by 1 for super attacks while in this transformation Tier One - Power Level x3
[ Empowered ] ; Gourd of Mist - Polaris (x2) ; Indefinite The [ Unnamed Frost Demon ]’s base Pl increases by 213,072.
[ 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 - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action - 10 Ki Take half dmg from two Atks that hit you. [ 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 +15 defense for 3 turns. [ 1 / 1 use ]
[ Wild Sense ] - Rank 3 - Bonus Action - 10 Ki Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades. [ 0 / 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 Requires Magic Material. Bonus Action. Summon minion. See desc. for details. [ 0/1 use ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 15 Toughness. [ 0 / 1 use ]
[ 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 ] - Weighted Clothes Passive. +50% PL per post or 200 words. [ Accessory ] - Kai Weights Passive. Increase PL per post/200 words by +25. Also gain +200 PL when using MP to train. [ Gear ] - Senzu Bean Bonus Action. Restore 15 ki and 15 HP to self or ally. [ 0/1 use ] [ Gear ] - Trinket At-will. Remove all status effects. Gain 5 tou. [ 0/1 use ]
[ Gear ] - Gourd of Mist (Stolen) Bonus Action. 50% Sapped chance. Sapped siphons 10 ki, lowers max ki by 10, and boosts your PL by 10%. [ 0/2 uses ]
[ Gear ] - Trinket At-will. Remove all status effects. Gain 5 tou. [ 0/1 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 damge die rolls for first 3 turns.
[ Stats ] Base Power Level : 156,881 | Power Level : 470,643 Hit Points : 21 / 50 | Ki : 52 / 100 Toughness : 25
Fighting - 30 Defence - 105 (90) Damage Die ( Rank 7 ) - d12+1
BASE PL: 156,881 + 213,072 (369,953) | CURRENT PL: 1,109,859 HP: 21/50 | KI:[/b 52/100 | DEF: 90 | ACC: +30 BASE DMG DIE (Rank 7): d12+1
Legume 1d100+30·2d12+2·1d100+30·1d12+1
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Post by Legume on Sept 20, 2018 8:05:45 GMT -5
The right hook and tail strike meant to take Colonel Frost down ended up faltering in the face of the Frost Demon's speedy reaction - the former strike ended up caught by his hand and the latter simply slammed into his face and left little visible damage. After both of the attacks were completed, Colonel Frost merely grinned, continuing to pump energy into his right fist and letting the aura around it flow freely. This thing might have avoided the first strike... but the Colonel didn't lose enough energy to make it a complete waste, either. " When you said 'demonstrate martial skill', I really hope you didn't mean this. I've seen kids wielding more skill than you do." the Colonel commented, hoping to buy a little time while he was preparing for a counterattack and catching his breath. " You could have used that moving behind me trick much more effectively than that." Ding. It's ready. " Anyway. Detroit Smash." A second ki-infused fist fired towards the creature's chest, just as powerful as the last. Defensive Phase
Defensive Techniques and Items Activated: Rapid Movement
WE MEET AGAIN, MASTER Right Hook - avoided with RM Tail Strike - 9 damage
Offensive Phase
Bonus Action: Rapid Movement, -5 ki
At-Will: Haste
Bonus Action: Power Up, +25 ki
At-Will: Time Freeze, -15 ki At-Will: Pummel At-Will: Assault
Standard Action 1: Second Detroit Smash (Imperial Wrath) - Charging Barrage, -7 ki
Accuracy - F78aV5Q31d100+40 1d100+40 Damage - 3d12+3 3d12+3 Pummel dmg - 2d4
At-Will: Impact - At-Will you can add 1 additional dmg die with one atk on your turn. At-Will: Bansho Fan - One barrage-type Super Atk has 50% Shock and Freeze chance.
Standard Action 2: Second Detroit Smash (Imperial Wrath) - Charging Barrage, -7 ki
Accuracy - 1d100+40 1d100+40 Damage - 4d12+4 4d12+4 Shock (Need 50 or less) - 1d100 Freeze (Need 50 or less) - 1d100 Pummel dmg - 2d4
Standard Action 3: Second Detroit Smash (Imperial Wrath) - Charging Barrage, -7 ki
Accuracy - 1d100+40 1d100+40 Damage - 3d12+3 3d12+3 Pummel dmg - 2d4
Passive Modifiers
Ki Recovery (when above 75% ki): 3 per turn T1 Ki Drain: 0 per turn Trinket usage: 0/1 uses Gourd of Mist usage: 0/2 uses Assault usage: 2/2 uses Haste usage: 2/2 uses Pummel usage: 2/2 uses
Absorb ki recovered: 40/40
Toughness: 0
Stats
Power Level - 852 288 (266 340)
HP - 41/80 Ki - 52/95 Defense - 60 (50) Accuracy mod - +40 Damage die - Rank 7 (d12+1)
Traits
Transformation - Fifth Form (T1 + Emboldened and Measured): You gain x4 PL. Costs 0 ki per turn to maintain.
Fighting Style - Brutal: +5 Energy Control. At-Will you can add 1 additional dmg die with one atk on your turn.
Assault: At-will. Roll better of two accuracy rolls for Sup Atks on turn. 2 uses. Haste: At-will. Gain a second bonus action. 2 uses. Pummel: At-will. Add 2d4 to to all Super Atks during turn. 2 uses. Efficiency: Passive. Barrage-type Super Atks cost 3 less ki. Blitz: Requires 40 Fght. At-will. Make 2 Basic Atks during one Standard Action on turn.
Items
Artifact - Sword of Greenskull (Bansho Fan): At-will. One barrage-type Super Atk has 50% Shock and Freeze chance. +15% PL.
Sage Robes: Passive. Max ki +15. At-will - while above 75% ki regain 3 ki at turn end. Trinket: Bonus Action. Remove all status effects. Gain 5 tou. 1 use. Gourd of Mist: Bonus Action. 50% Sapped chance. Sapped siphons 10 ki, lowers max ki by 10, and boosts your PL by 10%. 2 uses.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. Dragon Ball Radar
Techniques
Imperial Wrath III (Signature/Barrage - 3 damage dice/Charging - roll two sets of damage dice and take the better), -10 ki Psychic Powers (Standard Action. Make a Basic Atk with +5 acc but the dmg die is 3 ranks lower.) Psycho Threads III (Requires Psychic Powers. Bonus Action. 80% chance to Immobilize. Target takes 2 stacks. 2 uses.), -5 ki Kiai (Bonus Action. Cannot be hit by atks with acc roll under nat 65. 1 use.), -15 ki Absorb III (At-will. Each point of dmg restores 2 ki to max of 40 ki absorbed.) Energy Constructs III (Bonus Action create 8 constructs. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 15 tou. 1 use.), -5 ki Magic Materialization (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -20 ki After Image III (Bonus Action. Avoid all two attacks that would have hit you. 1 use.), -15 ki Paparapapa III (Requires Magic Material. Bonus Action. Summon minion. See desc. for details. 1 use.), -5 ki
Time Freeze III (Requires Psychic Powers. At-will. Gain an add standard action. 2 uses.), -15 ki Dead Zone III (Requires EC 30. Standard Action. 65% chance to Banish target below 25% max HP.), -10 ki
1d100+40·1d100+40·3d12+3·3d12+3·2d4·1d100+40·1d100+40·4d12+4·4d12+4·1d100·1d100·2d4·1d100+40·1d100+40·3d12+3·3d12+3·2d4
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Post by T on Sept 21, 2018 10:29:25 GMT -5
Imagine getting hit by all the energy released by the surface of a sun for about five seconds.
That would be about it.
Concentrated, controlled, and certainly destructive was the nature of the attack made upon the nameless changeling. Be that as it may, a supreme level of energy control managed to limit the unrestrained annihilating aspect of this single punch. It made whatever mark it aimed at for sure- a solid surface could be felt by the knuckles of Frost’s fist if the arm remained extended.
Yet as the smoke cleared, all that could be seen was the entity’s open hand directly in front of that same fist.
“Consider this an olive branch that I extend to you.”
Lightly bringing its own arm down from the Colonel’s own, neither a crushing grip, nor an underhanded sucker-punch were attempted. “We could continue to fight all the same; as primates would over rotten bits of fruit.” Thereafter, it folded its arms again. “Or we could engage in actual, factual dialogue.”
Nothing more beyond what it said was tried. Of course, the being kept its guard up just in case the opponent so happened to try anything. By both his previous actions and nature, a trick may were likely to occur.
Battle Info - Unnamed
Defence Phase
Shoulder-Piercing Beam (Imperial Wrath) - 74 Attack vs 90 Defence - Miss Shoulder-Piercing Beam (Imperial Wrath) - 102 Attack vs 90 Defence - Avoided Shoulder-Piercing Beam (Imperial Wrath) - 87 Attack vs 90 Defence - Miss
At-Will (Blur) : Second Detroit Catch (Afterimage) - (The Imperial Wrath That Hit) - 10 Ki
[ Attack Phase ]
Bonus Action : Olive Branch (Divination); +15 Defence for the next 3 turns - 10 Ki
Standard Action 1 : None
Standard Action 2 : None
[ Active Effects ] [ Frost Demon Mutant ] ; T1 Transformation ; 0 Ki Per Turn Malicious - Damage Tier increased by 1 for super attacks while in this transformation Tier One - Power Level x3
[ Empowered ] ; Gourd of Mist - Polaris (x2) ; Indefinite The [ Unnamed Frost Demon ]’s base Pl increases by 213,072.
[ Ready ] ; Divination ; 3 turns - starts next turn Gain +15 Defence.
[ 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 - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action - 10 Ki Take half dmg from two Atks that hit you. [ 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 +15 defense for 3 turns. [ 1 / 1 use ]
[ Wild Sense ] - Rank 3 - Bonus Action - 10 Ki Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades. [ 0 / 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 Requires Magic Material. Bonus Action. Summon minion. See desc. for details. [ 0/1 use ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 15 Toughness. [ 0 / 1 use ]
[ 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 ] - Weighted Clothes Passive. +50% PL per post or 200 words. [ Accessory ] - Kai Weights Passive. Increase PL per post/200 words by +25. Also gain +200 PL when using MP to train. [ Gear ] - Senzu Bean Bonus Action. Restore 15 ki and 15 HP to self or ally. [ 0/1 use ] [ Gear ] - Trinket At-will. Remove all status effects. Gain 5 tou. [ 0/1 use ]
[ Gear ] - Gourd of Mist (Stolen) Bonus Action. 50% Sapped chance. Sapped siphons 10 ki, lowers max ki by 10, and boosts your PL by 10%. [ 0/2 uses ]
[ Gear ] - Trinket At-will. Remove all status effects. Gain 5 tou. [ 0/1 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 damge die rolls for first 3 turns.
[ Stats ] Base Power Level : 156,881 + 213,072 (369,953) | Power Level : 1,109,859 Hit Points : 21 / 50 | Ki : 32 / 100 Toughness : 25
Fighting - 30 Defence - 105 (90) Damage Die ( Rank 7 ) - d12+1
BASE PL: 156,881 + 213,072 (369,953) | CURRENT PL: 1,109,859 HP: 21/50 | KI: 32/100 | DEF: 105 (90) | ACC: +30 BASE DMG DIE (Rank 7): d12+1 Legume
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Post by Legume on Sept 21, 2018 11:59:25 GMT -5
Okay, now this is getting a little hax. This was the second time when this god damn monstrosity easily took Colonel Frost's full power Detroit Smash without any damage on its body. It just... took 'em. Didn't even break a sweat. He's not fighting an energy nullifier, is he? That couldn't be it - otherwise, Frost wouldn't have crushed the thing's arm or pierced its shoulder. For a few moments after the cloud of dust subsided, the Colonel feared that the other Frost Demon was about to crush his arm and begin laying down the smackdown. But no, no such thing took place. Instead, the creature lowered the Colonel's fist and offered an olive branch, proposing that they begin talking like normal people. The Frost Demon raised his eyebrow in response. Is this a trap? Getting the Colonel to lower his guard and stomping him to the ground... Perhaps, but if that's what the creature was planning, then it was also a master of making an act and pretend, an... unexpected skill for a being which had been a cardboard cutout mere minutes ago. No, it doesn't seem likely. This must be genuine. Colonel Frost narrowed his eyes, then spoke: " Alright, Woodrow Wilson. I'll take the bait. What is so bloody urgent that you want to throw this match to tell it to me?" (225 words) Defensive Phase
Defensive Techniques and Items Activated:
WE MEET AGAIN, MASTER
Offensive Phase
Bonus Action:
Standard Action 1:
Standard Action 2:
Passive Modifiers
Ki Recovery (when above 75% ki): 3 per turn T1 Ki Drain: 0 per turn Trinket usage: 0/1 uses Gourd of Mist usage: 0/2 uses Assault usage: 2/2 uses Haste usage: 2/2 uses Pummel usage: 2/2 uses
Absorb ki recovered: 40/40
Toughness: 0
Stats
Power Level - 852 288 (266 340)
HP - 41/80 Ki - 52/95 Defense - 50 Accuracy mod - +40 Damage die - Rank 7 (d12+1)
Traits
Transformation - Fifth Form (T1 + Emboldened and Measured): You gain x4 PL. Costs 0 ki per turn to maintain.
Fighting Style - Brutal: +5 Energy Control. At-Will you can add 1 additional dmg die with one atk on your turn.
Assault: At-will. Roll better of two accuracy rolls for Sup Atks on turn. 2 uses. Haste: At-will. Gain a second bonus action. 2 uses. Pummel: At-will. Add 2d4 to to all Super Atks during turn. 2 uses. Efficiency: Passive. Barrage-type Super Atks cost 3 less ki. Blitz: Requires 40 Fght. At-will. Make 2 Basic Atks during one Standard Action on turn.
Items
Artifact - Sword of Greenskull (Bansho Fan): At-will. One barrage-type Super Atk has 50% Shock and Freeze chance. +15% PL.
Sage Robes: Passive. Max ki +15. At-will - while above 75% ki regain 3 ki at turn end. Trinket: Bonus Action. Remove all status effects. Gain 5 tou. 1 use. Gourd of Mist: Bonus Action. 50% Sapped chance. Sapped siphons 10 ki, lowers max ki by 10, and boosts your PL by 10%. 2 uses.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. Dragon Ball Radar
Techniques
Imperial Wrath III (Signature/Barrage - 3 damage dice/Charging - roll two sets of damage dice and take the better), -10 ki Psychic Powers (Standard Action. Make a Basic Atk with +5 acc but the dmg die is 3 ranks lower.) Psycho Threads III (Requires Psychic Powers. Bonus Action. 80% chance to Immobilize. Target takes 2 stacks. 2 uses.), -5 ki Kiai (Bonus Action. Cannot be hit by atks with acc roll under nat 65. 1 use.), -15 ki Absorb III (At-will. Each point of dmg restores 2 ki to max of 40 ki absorbed.) Energy Constructs III (Bonus Action create 8 constructs. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 15 tou. 1 use.), -5 ki Magic Materialization (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -20 ki After Image III (Bonus Action. Avoid all two attacks that would have hit you. 1 use.), -15 ki Paparapapa III (Requires Magic Material. Bonus Action. Summon minion. See desc. for details. 1 use.), -5 ki
Time Freeze III (Requires Psychic Powers. At-will. Gain an add standard action. 2 uses.), -15 ki Dead Zone III (Requires EC 30. Standard Action. 65% chance to Banish target below 25% max HP.), -10 ki
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Post by T on Sept 21, 2018 12:45:48 GMT -5
Not much of a match anymore in terms of spectator count. Despite that, it lacked any manner of qualm with what the Colonel stated. While senses were kept on guard in case another assault came out, the Frost Demon decided to finally reveal its own perspective. For some reason or another, it possessed a semblance of faith in its opponent. Actions beforehand credited the sentiment. In any case, what it was about to say could do somewhat more.
“Until a five minutes, and thirty-seven seconds ago, I; or at least what I was; did not possess any form of sentience.” Claiming such an outlandish notion might have caused it to feel nervous if it actually understood the concept of that emotion. As the situation stands, this ‘thing’ only seemed to be concerned with getting straight to the meat of the matter. “Odd to be certain, though this does not detract from the point made next.”
A hand lifted to hold in front of its chest. After doing so, muscular fingers clenched and unclenched. “The logic guiding my prior state resulted in a ill-mimicked guise of a Frost Demon.” On and on, it explained its end of the story. “The directives were to poorly reflect, fight, and more importantly: to copy the energy signature via Ki lost in exhaustion.”
All of the pieces fit the puzzle, and still the greatest question still remained. Why?
“I possess no memory prior to these incidents.”
Battle Info - Unnamed
Defence Phase None
[ Attack Phase ]
Bonus Action : None
Standard Action 1 : None
Standard Action 2 : None
[ Active Effects ] [ Frost Demon Mutant ] ; T1 Transformation ; 0 Ki Per Turn Malicious - Damage Tier increased by 1 for super attacks while in this transformation Tier One - Power Level x3
[ Empowered ] ; Gourd of Mist - Polaris (x2) ; Indefinite The [ Unnamed Frost Demon ]’s base Pl increases by 213,072.
[ Ready ] ; Divination ; 3 turns Gain +15 Defence.
[ 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 - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action - 10 Ki Take half dmg from two Atks that hit you. [ 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 +15 defense for 3 turns. [ 0 / 1 use ]
[ Wild Sense ] - Rank 3 - Bonus Action - 10 Ki Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades. [ 0 / 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 Requires Magic Material. Bonus Action. Summon minion. See desc. for details. [ 0/1 use ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 15 Toughness. [ 0 / 1 use ]
[ 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 ] - Weighted Clothes Passive. +50% PL per post or 200 words. [ Accessory ] - Kai Weights Passive. Increase PL per post/200 words by +25. Also gain +200 PL when using MP to train. [ Gear ] - Senzu Bean Bonus Action. Restore 15 ki and 15 HP to self or ally. [ 0/1 use ] [ Gear ] - Trinket At-will. Remove all status effects. Gain 5 tou. [ 0/1 use ]
[ Gear ] - Gourd of Mist (Stolen) Bonus Action. 50% Sapped chance. Sapped siphons 10 ki, lowers max ki by 10, and boosts your PL by 10%. [ 0/2 uses ]
[ Gear ] - Trinket At-will. Remove all status effects. Gain 5 tou. [ 0/1 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 damge die rolls for first 3 turns.
[ Stats ] Base Power Level : 156,881 + 213,072 (369,953) | Power Level : 1,109,859 Hit Points : 21 / 50 | Ki : 32 / 100 Toughness : 25
Fighting - 30 Defence - 105 (90) Damage Die ( Rank 7 ) - d12+1
BASE PL: 156,881 + 213,072 (369,953) | CURRENT PL: 1,109,859 HP: 21/50 | KI: 32/100 | DEF: 105 (90) | ACC: +30 BASE DMG DIE (Rank 7): d12+1 Legume
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