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Post by Doctor Kaijin Vex on Oct 20, 2018 14:24:42 GMT -5
Sector: South Quadrant
Planet: The Badlands
Why someone would run to the Badlands when being pursued by Bounty Hunters was beyond the Mercenary Captain.
Bounty A4-275 (actual name confidential) had been on the run for the past few weeks, eluding bounty hunter after bounty hunter, and occasionally outright confronting the ones said bounty knew he could beat. The failures of other companies and the bounty's elusiveness had prompted the contract holder, a Zaltan by the name of Selso, to contract Kamui and the Hellhounds.
While Kamui could have handed the contract out to any one of his mercenaries, the Captain had decided it was overdue for him to take on such a job, with his lieutenants in assistant, just to remind the Hellhounds of who lead them, and to get some exercise in himself, since it had been so long since he had been on a real joyride.
And boy was it a joyride. The bounty had fled across the stars, with Kamui and his lieutenants coming close to capturing him multiple times, yet each time the bounty's honed elusiveness, tied with some unnatural strokes of luck, had allowed the man to escape, but finally it seemed as if the man had chosen the wrong hiding place.
The Badlands.
An extremely hot, near inhospitable wasteland, that had only recently become a black market hub for mercenaries, bounty hunters, and other galactic scum. On one side, Kamui could understand that hiding amongst criminals and potential contacts could prove fruitful, and could buy the bounty a bit more time to formulate a plan if he was among friends. On the flip side, the planet wasn't for the weak. Simply getting to those friends was a struggle all on its' own. Not to mention Kamui was hot on the trail.
Now here they both were, on the planet itself, which was just as bad as the stories said. Barren sand, stretching as far as the eye can see for hundreds upon hundreds of mile, nothing in sight. Civilizations dotted the landscape, yet most of them seemed temporary, and all were abandoned, which was to be expected, considering he was sure that most active civilizations on this planet were build near a dependable water source, wherever the fuck that was.
But, he didn't plan on being here long. He had finally cornered the bounty.
His lieutenants had created a barricade of sorts around the perimeter of a small, broken down shantytown, with the Changeling Commmander himself descending upon the town to hunt down the bounty, who was finally cornered. There was no hope of escape without being stopped by one of his three lieutenants.
So this time, there was no fleeing off planet. It was either fight or die. And Kamui had no intention of dying.
Post Count: 1 | T
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Post by T on Oct 21, 2018 0:32:38 GMT -5
Badlands. Bad-lands. The point of fleeing at all to the planet was not its pleasant company, but the fact that no good folk frequented the world reassured him. It was a fitting place to retire after a lifetime of minor infamy. With his Power Level unsuppressed, it should serve as a sizeable repellant to any would-be assassins or nuisances that generally wanted to do any funny business.
One. Two. Three. Four.
A sigh departed from the Xeno’s lips. He began to count the Ki signatures closing in on his little shack in the middle of the town. So much for living in relative peace and quiet, he supposed. As the lot began to form a circle around his living area, the person sauntered calmly towards his only closet and proceeded to wear the freshly dry-cleaned poly-armour.
For weeks, a group of middle-class warriors chased him across the galaxy. The man thought that settling in the middle of nowhere may have dissuaded them from following him more- a foolish notion on his part. He could admit that much.
He wished not to cause any further harm to more people, but if that was what needed to be done, he would.
And so, the Heran stepped out of his little home.
[ Bounty A4-275 : Vile ] "If you're here to talk or fight, I'm not interested in either," Vile announced to no one in particular.
Battle Info - Vile
Defence Phase None
[ Attack Phase ]
Bonus Action : Battle Garb (Energy Shield) - +20 Toughness - 5 Ki
Standard Action 1 None
Standard Action 2 : None
[ Active Effects ] None
[ Fighting Style ] [ Analytical ] [ Guile ] - At-Will. Add second major effect to one Super Atk.
[ Super Attacks ] ATTACK - Signature - Rank 3 - 10 Ki Single (Two Damage Dice); Slashing - Critical hit on natural roll of 85+; Crippling (50%)
[ Techniques ] [ After Image ] - Rank 3 - Bonus Action-Reactive - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action-Reactive - 10 Ki Take half dmg from two Atks that hit you. [ 2 / 2 uses ]
[ Aura Guard ] - Rank 3 - At-Will-Reactive - 5 Ki Immune to non-special status effects and negates critical hit bonus dmg. [ 3 / 3 uses ]
[ Sonic Sway ] - Rank 3 - Bonus Action-Reactive - 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. [ 1 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 1 / 1 use ]
[ Magic Slime ] - Rank 3 - Bonus Action - 5 Ki 80% chance to Cripple. Target also is inflcited with Agony. [ 2 / 2 uses ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 20 Toughness. [ 0 / 1 use ]
[ Legendary Techniques ] [ Time Skip ] - Rank 3 - Bonus Action - 10 Ki Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. [ 1 / 1 use ]
[ Traits ] Cleverness - Passive. +15% status effect inflict chance. Alacrity - Passive. +10 def while above 50% HP. Rush - At-Will. One single-type Super Atk deals direct dmg equal to lowest die rolled and inflicts succesful status. 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 ] - Full Power - 0 Ki per turn. - Stubborn - 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 : 226,719 | Power Level : 226,719 Hit Points : 50 / 50 | Ki : 95 / 100 Toughness : 20
Fighting - 30 Defence - 100 Damage Die ( Rank 6 ) - d12
BASE PL: 226,719 | CURRENT PL: 226,719 HP: 50/50 | KI: 95/100 | DEF: 110 | ACC: +30 BASE DMG DIE (Rank 6): d12 ( Post Count : 1 )
Doctor Kaijin Vex
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Post by Doctor Kaijin Vex on Oct 21, 2018 1:39:48 GMT -5
Vile.
The Heran had proved as elusive and cunning as he was dangerous. A brutal fighter with an intellect to match. His power level was overwhelming, easily the strongest person that Kamui had ever laid eyes on in his life. However, he would not allow fear to strike at his heart, or any other emotions that could serve to only distract the Changeling from his focus.
Breathe. Just breathe.
His other lieutenants couldn't interfere at this rate. As powerful as they all were in their own right, their power simply couldn't compare to an opponent such as this. To be frank, Kamui's own power couldn't compare, even if he were to power up to his absolute maximum. But, that didn't mean that this fight was decided. He had fought and beaten opponents with power levels higher than his own by a great margin.
Closing his eyes for a moment, Kamui took a deep breath as he began to descend. As soon as his feet touched the ground, Kamui's intense magenta aura sparked to life, sending a wave of concussive force around him. Loose rocks began to levitate in the air around him as his released energy send tremors through the ground. Opening his eyes, Kamui's gaze was deadly, the midnight black Changeling in a state of complete focus, shutting out anything that could be considered as a distraction, focusing on the battle at hand. This man was a bounty, and as such he couldn't afford to fail or to lower his guard.
An intense, yet lighter pink aura began to form inside of the broader magenta one, forming a sort of buffer, acting as a first line of defense against any prospective attacks. Allowing his aura to dissipate, all that was left was a clear pink outline radiating off Kamui's features, his body steadily vibrating in place. His hands shooting behind him, the low sound of metal leaving a scabbard could be hard as Kamui withdrew two twin daggers.
Apollo and Artemis. The Sun and the Moon. Daggers created of a specialized alloy meant to absorb Ki, strengthening the metal's hardness and sharpness in accordance with the power of its' wielder. Rather useful weapons, and one of Kamui's favorite tools to use when hunting.
And now, it was to be used in this newest bout.
At a moment's notice, Kamui vanished, leaving a visage of himself that would soon distort itself before dissipating. As the afterimage of his body left behind faded into nothingness, Kamui reappeared besides his opponent, immediately taking the heavy offensive. Channeling Ki into his twin blades, Kamui immediately executed two swift horizontal slashes with the daggers, the blades exuding streaks of sharpened Ki as Kamui swung them, extending the range and lethality of the attack ten fold. The Changeling's movements were a blur of light and movement as he followed the attack with a series of well executed slashes aimed to pepper his opponent with lacerations across the center mass, before the man would finally end his rush by thrusting both daggers forward to impale his opponent.
Post Count: 2 | T BATTLE TRACKERSUMMARY
No defensive actions taken.
Bonus Action: Ki Concentration (Energy Shield) - As a bonus action you gain 20 toughness.| -5 ki cost
At-Will: Devastating Force (Martial Arts Gi) - +15 Accuracy and increased damage tier to two attacks during turn.
At-Will: Hyper Movement: Apollo and Artemis (War Cruiser) -Deals 3d4 worth of direct damage to all foes
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Standard Action: Midnight Kill Drive: Twin Blade Rush
Effects - Seeking Major Effect, Immobilize Minor Effect Ki Cost - 5 Ki Acc - 1d100+40 Dmg - 2d12+2 Status Chance (50%) - 1d100
Notation: Due to Rush, attack deals 6 direct damage AND inflicts Immobilize upon missing/avoiding.
Standard Action: Midnight Kill Drive: Blade Rush Finish
Effects - Seeking Major Effect, Immobilize Minor Effect Ki Cost - 5 Ki Acc - 1d100+40 Dmg - 2d12+2 Status Chance (50%) - 1d100
At-Will: Deadly Precision (Rush) - One single-type Super Attack deals direct damage equal to lowest die rolled and inflicts successful status. (Attached to Super Attack #1)
At-Will: Infallible Focus (Flow): Regain 3 Ki
ACTIVE EFFECTS
20/20 Toughness Boundless Alacrity
FIGHTING STYLE
Reserved Special Skill: Flow -At Will. Heals 3 HP or 3 Ki to self or a comrade during your turn. (Cannot be Incapacitated)
TRAITS
Rush -At-Will. One single-type Super Atk deals direct dmg equal to lowest die rolled and inflicts successful status. Talented - At-will. Gain extra use of one Def or Util tech you know. Blur - As a passive effect you can use one Movement technique as an At-Will action on your turn. Alacrity - As a passive effect you have +10 to defense while above half max HP Boundless - Your base PL increases by 10% (x1.1) by the end of each turn in battle.
EQUIPMENT
-AI Assistant -Martial Arts Gi -Senzu Bean -*Crane Master Sash
OTHER ITEMS
War Cruiser - Lets you call down a bombardment as an at-will action, once per battle. The bombardment deals 3d4 damage to all foes.
SUPER ATTACKS
Midnight Kill Drive (Signature Rank 3) - Single | Seeking | Immobilize
TECHS
-Clash (Rank 3) -Aura Guard (Rank 3)
-Energy Shield (Rank 3) - After Image (Rank 3) -Psychic Powers (Rank 3) -Hypnosis (Rank 3) -Energy Constructs (Rank 3)
LEGENDARY
-Mimicry (*Crane Master Sash; Rank 3) -Energy Feints
CURRENT PL: 82,110 HP: 50/50 | KI: 103/115 | DEF: 100 (110) | DMG DIE: d12 | ACC: +25 (40) 3d4·1d100+40·2d12+2·1d100·1d100+40·2d12+2·1d100
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Post by T on Oct 21, 2018 2:44:51 GMT -5
And that makes five.
Vile watched as the Frost Demon came down from wherever he perched. He had to admit that he rather missed the normal demeanour of changelings. It seemed as though this variant of reptile was more interested in fighting than he was speaking. As if to slap normal conventions in the face before throwing them entirely out of a window, his opponent carried a form of weaponry with them- twin blades as it were.
Even when a foe at Kamui’s Power Level bared their tiny fangs, they would not go underestimated by him. For now, Vile stayed in a state of neutrality. It could change at any moment depending on what exactly his target-to-be did, but calmness remained present for the time being.
A hand lifted idly to meet both daggers head-on as the lizard swiped horizontally. Though he did not budge from the impact at all, something felt off. They stung mildly. Such a feat in of itself caught him rather off guard- leaving the man open to a few slashes and cuts here and there as a barrage of flailing blades closed in on his armour from all sides.
Yet as soon as it seemed like the changeling had gotten the upper hand, Vile stepped diagonally past the pair of blades. His right hand was raised high up into the air above as the shoulder on the same side faced the enemy. With devastating force and a small dosage at Ki, he swept at Kamui with the back of his hand. It was a slap aimed at not only him, but his entire squadron and any soldiers in the area.
In short, he tried to slap the foe so hard that everyone on the planet felt it.
Next came a single index finger reached out to stab him in turn. Whether or not it actually hit was a matter on it’s own, but it was then followed up by said finger shining immensely bright. A blast from that close of a range was made upon this particular person..
“Alright,” He spoke once more. “Final warning. If you don’t leave now, you’re going to regret it.”
Battle Info - Vile
Defence Phase Hyper Movement : Apollo and Artemis (War Cruiser) - 7 Direct Damage
Midnight Kill Drive : Twin Blade Rush - 78 Attack vs 110 Defence - Miss - 6 Direct Damage - Immobilised! Midnight Kill Drive : Blade Rush Finish - 80 Attack vs 110 Defence - Miss
[ Attack Phase ] At-Will : Activate Edge II! (+10 Defence; All attacks deal 2 less damage)
At-Will : Planetary Backhand (War Cruiser) Direct Damage : qok9UoLx3d4
Bonus Action : None
Standard Action 1 : Finger Jab (Psychic Powers) To Hit : 1d100+40 Damage : 1d10
At-Will : Rush - Standard Action 2 At-Will : Pace (Guile) - Add Seeking to Standard Action 2
Standard Action 2 : Point-Blank Ki Blast (ATTACK) - 5 Ki - Seeking; Slashing; Crippling To Hit : 1d100+30 Damage : 2d12 (9 Direct Damage from Rush) Cripple (65%) : 1d100 (Crippled!)
[ Active Effects ] Edge II; Indefinite [ Edge II ] - +10 def against all the foe's attacks, negate 2 damage from all the foe's attacks.
Immobilised; 1 Stack; Two Turns Remaining [ Immobilise ] - Defence Techniques cost 10 Ki more to use.
[ Fighting Style ] [ Analytical ] [ Guile ] - At-Will. Add second major effect to one Super Atk.
[ Super Attacks ] ATTACK - Signature - Rank 3 - 5 Ki Single (Two Damage Dice); Slashing - Critical hit on natural roll of 85+; Crippling (50%)
[ Techniques ] [ After Image ] - Rank 3 - Bonus Action-Reactive - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action-Reactive - 10 Ki Take half dmg from two Atks that hit you. [ 2 / 2 uses ]
[ Aura Guard ] - Rank 3 - At-Will-Reactive - 5 Ki Immune to non-special status effects and negates critical hit bonus dmg. [ 3 / 3 uses ]
[ Sonic Sway ] - Rank 3 - Bonus Action-Reactive - 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. [ 1 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 1 / 1 use ]
[ Magic Slime ] - Rank 3 - Bonus Action - 5 Ki 80% chance to Cripple. Target also is inflcited with Agony. [ 2 / 2 uses ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 20 Toughness. [ 0 / 1 use ]
[ Legendary Techniques ] [ Time Skip ] - Rank 3 - Bonus Action - 10 Ki Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. [ 1 / 1 use ]
[ Traits ] Cleverness - Passive. +15% status effect inflict chance. Alacrity - Passive. +10 def while above 50% HP. Rush - At-Will. One single-type Super Atk deals direct dmg equal to lowest die rolled and inflicts succesful status. 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 ] - Full Power - 0 Ki per turn. - Stubborn - 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 : 226,719 | Power Level : 226,719 Hit Points : 37 / 50 | Ki : 90 / 100 Toughness : 20
Fighting - 30 Defence - 120 (110) Damage Die ( Rank 6 ) - d12
BASE PL: 226,719 | CURRENT PL: 226,719 HP: 37/50 | KI: 90/100 | DEF: 120 (110) | ACC: +30 BASE DMG DIE (Rank 6): d12 ( Post Count : 2 )
Doctor Kaijin Vex 3d4·1d100+40·1d10·1d100+30·2d12·1d100
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Post by Doctor Kaijin Vex on Oct 21, 2018 11:51:40 GMT -5
Damn this man.
Kamui had to admit, this bounty was as difficult as they came. A superb fighter with a fighting power above his own, and with skill to boot. Even his intense Ki enhanced black attacks were but a mild disturbance to the man, Vile proving able to withstand the full brunt of his attacks by only swiping his hand horizontally, a loud clang of metal as Kamui's blades rebounded off the man's hands. Such a solid defense was immediately followed with a swift backhand across the face, Kamui's head snapping in tandem with Vile's hand. Even through his bio helmet, Kamui could feel pain stinging his facial features, such a simple attack proving to have overwhelming force behind it. Caught off guard by the attack, Kamui decided to fall back momentarily, his body flickering out of sight once more, just as his opponent made an attempt to jab a finger out at him.
Kamui almost dodged the finger beam too, had he been a little faster. Kamui appeared prematurely out of his Rapid Movement as the finger beam was sent rocketing past the Changeling, the black Frost Demon managing to move to avoid worse injury, although the finger beam burned his left arm fiercely as it passed by.
Damn it...
"Surrender yourself." Kamui merely spoke in response, not bothering to engage his target in meaningless discussions. Not when so much was at stake. He had to penetrate his opponent's fierce defense.
Harnessing his energy into a focal point in the center of his forehead, Kamui breathed in slowly, before exhaling. Suddenly an invisible force was sent from his forehead. To those who could sense energy, the missile of pure Ki could be sensed, but to those who relied on merely their eyes, such an assault would be unthinkable.
Only the massive, fiery magenta colored explosion.
Kamui would slowly allow inhale once more, centering his energy within before repeating the attack once more sending his Ki, infused with psychic energy, through the center focal point out to attack.
Post Count: 3 | T BATTLE TRACKERSUMMARY
Planetary Backhand (War Cruiser) - 11 direct damage dealt!
Enemy Attack #1: 110 Def vs 58 Attack - Miss!
Enemy Attack #2: 110 Def vs 41 Attack - Miss! - 9 direct damage
6 toughness spent to reduce 11 direct damage to five! 4 toughness to reduce 9 direct damage to five!
Status Inflicted! Kamui is crippled!
Boundless Active! Kamui's PL increases by ten percent!
Bonus Action: Particle Bomb (Seeking Redirect) - 75% chance to redirect two previous Seeking attacks. Highest damage die is inflicted as direct damage | -0 ki cost
Seeking Chance (75%) - uIJpDhjP1d100
Seeking Success! Previous Super Attack #1 deals 7 direct damage!
Seeking Success! Previous Super Attack #2 deals 12 direct damage!
At-Will: Natural Talent (Talented) - As an at-will action choose one non-legendary Defense or Utility technique you've learned. You gain an extra use of the technique and it doesn't count against any other kinds of usage limits imposed upon it. (Used on Energy Shield)
Bonus Action: Ki Concentration (Energy Shield) - As a bonus action you gain 20 toughness. | -5 ki cost
At-Will: Devastating Force (Martial Arts Gi) - +15 Accuracy and increased damage tier to two attacks during turn.
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Standard Action: Midnight Kill Drive: Particle Bomb
Effects - Seeking Major Effect, Immobilize Minor Effect Ki Cost - 5 Ki Acc - 1d100+40 Dmg - 2d12+2 (Rush deals 3 direct damage AND inflicts Immobilize) Status Chance (50%) - 1d100
At-Will: Deadly Precision (Rush) - One single-type Super Attack deals direct damage equal to lowest die rolled and inflicts successful status. (Attached to Super Attack)
ACTIVE EFFECTS
30/40 Toughness Crippled (1/2 turns remaining) Alacrity Boundless
FIGHTING STYLE
Reserved Special Skill: Flow -At Will. Heals 3 HP or 3 Ki to self or a comrade during your turn. (Cannot be Incapacitated)
TRAITS
Rush -At-Will. One single-type Super Atk deals direct dmg equal to lowest die rolled and inflicts successful status. Talented - At-will. Gain extra use of one Def or Util tech you know. Blur - As a passive effect you can use one Movement technique as an At-Will action on your turn. Alacrity - As a passive effect you have +10 to defense while above half max HP Boundless - Your base PL increases by 10% (x1.1) by the end of each turn in battle.
EQUIPMENT
-AI Assistant -Martial Arts Gi -Senzu Bean -*Crane Master Sash
OTHER ITEMS
War Cruiser - Lets you call down a bombardment as an at-will action, once per battle. The bombardment deals 3d4 damage to all foes.
SUPER ATTACKS
Midnight Kill Drive (Signature Rank 3) - Single | Seeking | Immobilize
TECHS
-Clash (Rank 3) -Aura Guard (Rank 3)
-Energy Shield (Rank 3) - After Image (Rank 3) -Psychic Powers (Rank 3) -Hypnosis (Rank 3) -Energy Constructs (Rank 3)
LEGENDARY
-Mimicry (*Crane Master Sash; Rank 3) -Energy Feints
CURRENT PL: 89,250 HP: 40/50 | KI: 93/115 | DEF: 100 (110) | DMG DIE: d12 | ACC: +25 (40) 1d100·1d100+40·2d12+2·1d100
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Post by T on Oct 22, 2018 5:55:11 GMT -5
Eyes widened as a massive sphere of extremely violent combustion enveloped their owner. From such an attack being carried out, one could almost be entirely assured that the shanty town they resided within transitioned into a shanty town of the flaming variant. With buildings in such close quarters among one another, fire had no problems in spreading as quickly as it did. Given the heat of this desert and the lack of humidity in the air- all the better for it to swallow the place up.
In spite of that, the Heran Warrior was left standing as the initial explosion subsided.
To the Frost Demon’s request, Vile gave a simple reply. “I’ve got a better idea.”
An emerald aura burst to life around the man. It twisted and shook harshly while his flesh adopted a lime colourisation. Immediately, the town was reduced to little more than a crumbling pile of brick, metal, and glass. No seismic activity, no dramatic storms, no violent thundering in the distance- only destruction of all around them.
In order to gain the peaceful life that he sought, those that attempted to disturb it must be removed. His right fist clenched up before realising a single sphere of energy the size of a pea. It then travelled forth in the Frost Demon’s direction while stone, dirt, and other materials simply vanished in a ten metre radius from it.
Battle Info - Vile
Defence Phase Particle Bomb (Redirected Attack 1) - 12 Damage Particle Bomb (Redirected Attack 1) - 7 Damage
Midnight Kill Drive: Particle Bomb - 51 Attack vs 110 Defence - Miss - 3 Direct Damage - Immobilised!
At-Will : Block (Spend 20 Toughness to Negate 20 Damage)
Total Damage : 12 + 7 + 3 - 20 = 2 Damage [ Attack Phase ] Bonus Action : Full Power (T1 - Transformation) - 0 Ki per Turn
At-Will : Activate Edge IV - Inflict [ OVERWHELMED ] on Kamui At-Will : Rush - Standard Action 2 At-Will : Energy Control (Guile) - Add Piercing to Standard Action 2
Standard Action 1 : Eraser Cannon (ATTACK) - 5 Ki - Piercing; Slashing; Crippling To Hit : PWkWLlWj1d100+40 Damage : 2d12 (8 Direct Damage - PIERCING) Cripple (65%) : 1d100
Standard Action 2 (Sacrificed For A Bonus Action) : Renewed Focus (Senzu Bean) - +15 HP and Ki
[ Active Effects ] Full Power (Transformed - T1) - 0 Ki per Turn PL increases by 3x. [ Stubborn ] - Gain 3 Toughness at the end of each turn.
Edge IV; Indefinite [ Edge IV ] - +10 def against all the foe's attacks, negate 2 damage from all the foe's attacks;
Immobilised; 2 Stacks; Three Turns Remaining [ Immobilise ] - Defence Techniques cost 10 Ki more to use.
[ Fighting Style ] [ Analytical ] [ Guile ] - At-Will. Add second major effect to one Super Atk.
[ Super Attacks ] ATTACK - Signature - Rank 3 - 5 Ki Single (Two Damage Dice); Slashing - Critical hit on natural roll of 85+; Crippling (50%)
[ Techniques ] [ After Image ] - Rank 3 - Bonus Action-Reactive - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action-Reactive - 10 Ki Take half dmg from two Atks that hit you. [ 2 / 2 uses ]
[ Aura Guard ] - Rank 3 - At-Will-Reactive - 5 Ki Immune to non-special status effects and negates critical hit bonus dmg. [ 3 / 3 uses ]
[ Sonic Sway ] - Rank 3 - Bonus Action-Reactive - 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. [ 1 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 1 / 1 use ]
[ Magic Slime ] - Rank 3 - Bonus Action - 5 Ki 80% chance to Cripple. Target also is inflcited with Agony. [ 2 / 2 uses ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 20 Toughness. [ 0 / 1 use ]
[ Legendary Techniques ] [ Time Skip ] - Rank 3 - Bonus Action - 10 Ki Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. [ 1 / 1 use ]
[ Traits ] Cleverness - Passive. +15% status effect inflict chance. Alacrity - Passive. +10 def while above 50% HP. Rush - At-Will. One single-type Super Atk deals direct dmg equal to lowest die rolled and inflicts succesful status. 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 ] - Full Power - 0 Ki per turn. - Stubborn - 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 ]
[ 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 : 226,719 | Power Level : 680,157 Hit Points : 50 / 50 | Ki : 100 / 100 Toughness : 3
Fighting - 30 Defence - 120 (110) Damage Die ( Rank 6 ) - d12
BASE PL: 226,719 | CURRENT PL: 680,157 HP: 50/50 | KI: 100/100 | DEF: 120 (110) | ACC: +40 (30) BASE DMG DIE (Rank 6): d12 ( Post Count : 3 )
Doctor Kaijin Vex 1d100+40·2d12·1d100
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Post by Doctor Kaijin Vex on Oct 22, 2018 10:15:31 GMT -5
To be honest, he hadn't been expected such a tough opponent.
Despite his best attacks, this bounty...Vile managed to withstand it, with not so much as a scratch. It was frustrating, yet he couldn't hurt him! His particle bombs did nothing but scratch the man, and even now his power level was increasing, leagues beyond Kamui's own power level. Even if he were to power up to his own maximum power, his power would still pale in comparison to Vile's outputting power, and on top of that the Changeling would lose a great deal of stamina as well, tiring himself within moments, only hastening the battle's conclusion.
No, he had to persevere at the power he was at now, even if he was overwhelmed by the intensity of Vile's own.
"Tempest Squadron." Kamui said aloud, his hand drifting up to his wireless radio, attempting to keep such a device active, despite the concussive force and winds being sent from Vile's aura, the likes of which affecting Kamui, even on higher ground.
"My lord?" He heard Kaiju's voice speak above the roar in his ears. He knew she would hesitate before leaving him, but she also wasn't stupid. None of his squadron could take on this threat. Even having them help him would simply turn this fight into a massacre, in which his entire elite squadron could easily be dispatched and killed by this man.
"Get out of here. Now." Kamui ordered, before preparing himself for the attack at hand. In response to his order, he could see the sparking auras of his elite squadron rocketing backwards as Vile built up his power. A moment later, everything around them was reduced to flames. Kamui crossed his arms in front of his chest, his fierce aura bursting upwards as he attempted to tank such an intense blast. His arms burned, his Bio Armor proving ever useful in defending the man against worst injury.
Before the smoke even cleared, Kamui was back on the offensive, being able to sense his opponent through the smoke, the man's massive power level shining like a beacon in the darkness. Inhaling in slowly, Kamui's body began to emanate a rather peculiar blue aura, that exuded off of him in waves. Instead of pure Ki, it was a mix of Ki and Psychic Energy as he attempted to impose his own influence upon Vile, in an attempt to hypnotize and slow down his movement speed, in order to mitigate the damage at least a little bit.
Inhaling once more, Kamui harnessed his energy once more into a focal point in the center of his forehead. When the man exhaled, he sent two more invisible missiles of Ki towards the man, intent on overwhelming the man in a flurry of attacks.
Post Count: 4 | T BATTLE TRACKERSUMMARY
Enemy Attack #1: 110 Def vs Attack 73 - Miss! - 8 direct damage suffered
Boundless Active! Kamui's PL increases by another ten percent!
Bonus Action: Hypnosis - As a bonus action you have a 70% chance to inflict the special Enthralled status on your target. Enthralled targets have one of their Standard Actions reduced to a Bonus Action for the duration. | -10 ki cost
Status Chance (70%)- MW4JzrUT1d00 ***Rerolled at the bottom!
At-Will: Devastating Force (Martial Arts Gi) - +15 Accuracy and increased damage tier to two attacks during turn.
----------------------------------------------------
Standard Action: Midnight Kill Drive: Particle Bomb
Effects - Seeking Major Effect, Immobilize Minor Effect Ki Cost - 5 Ki Acc - 1d100+40 Dmg - 2d12+2 Status Chance (50%) - 1d100
Standard Action: Midnight Kill Drive: Particle Bomb
Effects - Seeking Major Effect, Immobilize Minor Effect Ki Cost - 5 Ki Acc - 1d100+40 Dmg - 2d12+2 (Rush - 6 Direct Damage AND Immobilize inflicted) Status Chance (50%) - 1d100
At-Will: Deadly Precision (Rush) - One single-type Super Attack deals direct damage equal to lowest die rolled and inflicts successful status. (Attached to Super Attack # 2) ***Hypnosis Reroll: 1d100
ACTIVE EFFECTS
Boundless Alacrity 30/40 Toughness
FIGHTING STYLE
Reserved Special Skill: Flow -At Will. Heals 3 HP or 3 Ki to self or a comrade during your turn. (Cannot be Incapacitated)
TRAITS
Rush -At-Will. One single-type Super Atk deals direct dmg equal to lowest die rolled and inflicts successful status. Talented - At-will. Gain extra use of one Def or Util tech you know. Blur - As a passive effect you can use one Movement technique as an At-Will action on your turn. Alacrity - As a passive effect you have +10 to defense while above half max HP Boundless - Your base PL increases by 10% (x1.1) by the end of each turn in battle.
EQUIPMENT
-AI Assistant -Martial Arts Gi -Senzu Bean -*Crane Master Sash
OTHER ITEMS
War Cruiser - Lets you call down a bombardment as an at-will action, once per battle. The bombardment deals 3d4 damage to all foes.
SUPER ATTACKS
Midnight Kill Drive (Signature Rank 3) - Single | Seeking | Immobilize
TECHS
-Clash (Rank 3) -Aura Guard (Rank 3)
-Energy Shield (Rank 3) - After Image (Rank 3) -Psychic Powers (Rank 3) -Hypnosis (Rank 3) -Energy Constructs (Rank 3)
LEGENDARY
-Mimicry (*Crane Master Sash; Rank 3) -Energy Feints
CURRENT PL: 98,520 HP: 30/50 | KI: 73/115 | DEF: 100 (110) | DMG DIE: d12 | ACC: +25 (40) 1d00·1d100+40·2d12+2·1d100·1d100+40·2d12+2·1d100·1d100
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Post by T on Oct 22, 2018 11:02:42 GMT -5
It was not as if Vile could not hear what exactly the Frost Demon told them. He stood right in front of him, after all. The man tinkered around with his own thoughts in the meantime. Perhaps his foe had some redeemable characteristic yet to be fully explained. Caring for one’s subordinates or teammates in general did seem like something that would be appreciated in the end.
Speaking of the end, the Heran had something else in mind. An open left hand lifted high up overhead as energy flared out from every molecule of his body.
As Kamui finally ended his short exchange with the lot, a twinkle could be seen ten kilometres above the ground. Starting from Vile as its centre, a humungous dome with a radius of exactly ten kilometres materialised in the blink of an eye. If their plan was to ruin his morning, they had succeeded by leaps and bounds. Still, Vile would do his best to teach them a lesson in humility- or kill them. Either one might lead to the other.
His right hand shot outward to shove back the incoming bursts of combined energy. Vile aimed to return whatever attacks they sent to him.
Battle Info - Vile
Defence Phase Midnight Kill Drive: Particle Bomb - 67 Attack vs 120 Defence - Miss Midnight Kill Drive: Particle Bomb - 70 Attack vs 120 Defence - Miss - 6 Direct Damage - Immobilised!
Hypnosis - Enthralled!
Bonus Action - Reactive : Shrug Off (Trinket) - Gain 5 Toughness and remove all non-special status effects At-Will : Spend 6 Toughness to negate 6 Damage
Total Damage : 6 - 6 = 0 Damage [ Attack Phase ]
Standard Action 1 Bonus Action 2 : Left Handed Charge (Magic Materialisation) - 10 Ki - Destron Gas
At-Will : Rush - Standard Action 2 At-Will : Energy Control (Guile) - Add Versatile to Standard Action 2 At-Will : Masterful Energy Control (Versatile) - Change Cripple to Shock
Standard Action 2 : Right Handed Blast (ATTACK) - 5 Ki - Versatile; Slashing; Shock To Hit : QHocd5|T1d100+40 Damage : 2d12 Stun (65%) : 1d100 (Stun on Hit/Miss!)
[ Active Effects ] Full Power (Transformed - T1) - 0 Ki per Turn PL increases by 3x. [ Stubborn ] - Gain 3 Toughness at the end of each turn.
Edge IV; Indefinite [ Edge IV ] - +10 def against all the foe's attacks, negate 2 damage from all the foe's attacks;
Enthralled; 1 Turn [ Enthralled ] - One of your Standard Actions is replaced by a Bonus Action
[ Fighting Style ] [ Analytical ] [ Guile ] - At-Will. Add second major effect to one Super Atk.
[ Super Attacks ] ATTACK - Signature - Rank 3 - 5 Ki Single (Two Damage Dice); Slashing - Critical hit on natural roll of 85+; Crippling (50%)
[ Techniques ] [ After Image ] - Rank 3 - Bonus Action-Reactive - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action-Reactive - 10 Ki Take half dmg from two Atks that hit you. [ 2 / 2 uses ]
[ Aura Guard ] - Rank 3 - At-Will-Reactive - 5 Ki Immune to non-special status effects and negates critical hit bonus dmg. [ 3 / 3 uses ]
[ Sonic Sway ] - Rank 3 - Bonus Action-Reactive - 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. [ 1 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 1 / 1 use ]
[ Magic Slime ] - Rank 3 - Bonus Action - 5 Ki 80% chance to Cripple. Target also is inflcited with Agony. [ 2 / 2 uses ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 20 Toughness. [ 0 / 1 use ]
[ Legendary Techniques ] [ Time Skip ] - Rank 3 - Bonus Action - 10 Ki Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. [ 1 / 1 use ]
[ Traits ] Cleverness - Passive. +15% status effect inflict chance. Alacrity - Passive. +10 def while above 50% HP. Rush - At-Will. One single-type Super Atk deals direct dmg equal to lowest die rolled and inflicts succesful status. 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 ] - Full Power - 0 Ki per turn. - Stubborn - 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 ]
[ 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 : 226,719 | Power Level : 680,157 Hit Points : 50 / 50 | Ki : 100 / 100 Toughness : 5
Fighting - 30 Defence - 120 (110) Damage Die ( Rank 6 ) - d12
BASE PL: 226,719 | CURRENT PL: 680,157 HP: 50/50 | KI: 85/100 | DEF: 120 (110) | ACC: +40 (30) BASE DMG DIE (Rank 6): d12 ( Post Count : 4 )
Doctor Kaijin Vex 1d100+40·2d12·1d100
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Post by Doctor Kaijin Vex on Oct 22, 2018 15:19:59 GMT -5
Damn it. Kamui had never felt something like this before. He had never experienced this before. A feeling of helplessness, an inability to harm an opponent. An ability to avoid an opponent. There was nothing Kamui could do. His opponent wasn't faster than him, but his resilience and ability to withstand attacks had the Changeling at a loss. In addition, for some reason, Kamui wasn't able to properly defend himself, or dodge any of Vile's attacks. Every attack...caught him somehow. The Changeling had never felt a way such as this before. He had never.... He had never felt so pressured. It was a scary feeling. Usually, Kamui's no nonsense attitude and focused precised attacks left most opponents on the retreating end, unable to truly defend against the mercenary captain's onslaughts. But here Vile was, able to not only defend against the onslaught, but more. He was putting Kamui on the back burner, on the retreat. And it was infuriating. But was there anything he could do? Well, he'd be damned if he didn't try. Kamui was never one to back down, especially when his crew was still in danger. They managed to avoid the blast radius of the last go around, but what was to stop Vile from chasing after his crew if Kamui were to flee? And even then, that would be a bounty lost, all because Kamui was too wrapped up in cowardice to continue fighting. No, he had to continue. He could still...still possibly win this. "Dome of energy materializing!" Kaiju yelled into Kamui's headset. "Destroy it and get out!" The Changeling yelled over the radio as he thrust his hand forward, his aura bursting as he let out a loud yell, releasing a powerful invisible force of Ki outwards in a Kiai, the redirected Particle Bomb exploded in a brilliant shower of red and pink light, smoke enveloping the area around Kamui. However, a bright magenta light could be seen emanating from the thick smoke as Kamui once more renewed his power, his power level leaping past one hundred thousand for the first time. At a moment's notice, Kamui vanished from sight, his body blurring into nothingness as he zoomed across the field, his body barely visible. In fact, if one were to even reach out in an attempt to sense him, they could sense several Ki signatures relating to Kamui's in several different positions, none of them yielding any results if one looked there. Suddenly, Kamui reappeared, placed his right hand outwards, with his left hand raised, gripping his forearm tight, as if acting as a support for his right. His body still enveloped in Ki, Kamui released yet another invisible Particle Bomb, yet this time from his hand, the invisible missile of Ki heading straight for his foe once more. Post Count: 5 | T BATTLE TRACKERSUMMARY
Enemy Attack #1: 110 Def vs 115 Attack - 8 damage dealt!
Boundless Active! Kamui's PL increases by another ten percent!
Kamui takes 2 damage from Overwhelmed!
8 toughness spent to reduce 8 damage to zero.
Bonus Action: Super Particle Bomb (Seeking Redirect) -75% chance to redirect two previous Seeking attacks. Highest damage die is inflicted as direct damage | -0 ki cost
Seeking Chance (75%) - MWSCVb1l1d100
Bonus Action: Endless Potential (Senzu Bean) - As a bonus action you restore 15 HP and 15 ki to self | -0 ki cost
At-Will (Reactive): Kiai (Aura Guard) - As an at-will action you are immune to non-special status effects and negate the damage bonus from critical hits during your turn. (Negated Stun)
At-Will: Devastating Force (Martial Arts Gi) - +15 Accuracy and increased damage tier to two attacks during turn.
At-Will: Energy Feints (Blur) - As a bonus action (now an At-Will) you inflict the special Misdirected status effect on your foe. While Misdirected any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration. Considered a Movement technique.
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Standard Action: Midnight Kill Drive: Super Particle Bomb
Effects - Seeking Major Effect, Immobilize Minor Effect Ki Cost - 5 Ki Acc - 1d100+40 Dmg - 2d12+2 Status Chance (50%) - 1d100
At-Will: Infallible Focus (Flow) - Regain 3 HP
At-Will: Deadly Precision (Rush) - One single-type Super Attack deals direct damage equal to lowest die rolled and inflicts successful status. (Attached to Super Attack)
ACTIVE EFFECTS
22/40 Toughness Boundless Alacrity
FIGHTING STYLE
Reserved Special Skill: Flow -At Will. Heals 3 HP or 3 Ki to self or a comrade during your turn. (Cannot be Incapacitated)
TRAITS
Rush -At-Will. One single-type Super Atk deals direct dmg equal to lowest die rolled and inflicts successful status. Talented - At-will. Gain extra use of one Def or Util tech you know. Blur - As a passive effect you can use one Movement technique as an At-Will action on your turn. Alacrity - As a passive effect you have +10 to defense while above half max HP Boundless - Your base PL increases by 10% (x1.1) by the end of each turn in battle.
EQUIPMENT
-AI Assistant -Martial Arts Gi -Senzu Bean -*Crane Master Sash
OTHER ITEMS
War Cruiser - Lets you call down a bombardment as an at-will action, once per battle. The bombardment deals 3d4 damage to all foes.
SUPER ATTACKS
Midnight Kill Drive (Signature Rank 3) - Single | Seeking | Immobilize
TECHS
-Clash (Rank 3) -Aura Guard (Rank 3)
-Energy Shield (Rank 3) - After Image (Rank 3) -Psychic Powers (Rank 3) -Hypnosis (Rank 3) -Energy Constructs (Rank 3)
LEGENDARY
-Mimicry (*Crane Master Sash; Rank 3) -Energy Feints
CURRENT PL: 106,730 HP: 46/50 | KI: 78/115 | DEF: 100 (110) | DMG DIE: d12 | ACC: +25 (40) 1d100·1d100+40·2d12+2·1d100
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Post by T on Oct 23, 2018 6:12:36 GMT -5
Shoot as one may, punch as one might, the dome possessed all the durability needed to withstand an attack capable of destroying Earth’s moon three times over. In hindsight, Vile recognised that he probably should have used that technique to shield his little clay shack from all of the destruction his unwelcome visitor wrought as the battle carried on. Too late for that now, he supposed. All he could do was take out his minor annoyance on the enemy ahead.
Speaking of which, the Heran began to wonder how long this repetitive barrage would last for. The word ‘Kikoho’ rang out in his head for some reason or another. He dismissed the thought as the other vanished from sight. It took him a whole second to realise that he himself had been standing in the same place since the fight started.
“How long do you think they’ll take to break through the dome?” Asked Vile to no-one at all. Almost certainty was possessed by him that the Frost Demon could hear what he said. “Five minutes?” A generous estimate to be sure. “Ten minutes?”
Right after Kamui reappeared, the invisible Particle Bomb sent out exploded almost as soon as it came.
“One whole hour?” The man’s voice sounded close. Too close. When the smoke from violent combustion finally wafted enough away from the sender, there Vile stood- ten metres away from his foe with a single palm up where the attack landed.
“Doesn’t really matter, I guess.” Wringing his wrist on that very same arm, Vile took a step closer. “What I want to know more about is why you’re after me.” Both hands were brought up by his sides, leaving his front wide open for a moment. While intimidation solidified itself in the air between them, he clenched his fists and continued his approach.
“So go on-“ His once slow pace transitioned into a mad flight for Kamui. “Tell me.” A kick was made using his left leg towards the Frost Demon’s chest. Following this, a hail of punches reached out to greet their target from all angles possible. “Tell me!”
“TELL ME!” At the end of this chain, both the Heran’s fists slammed downwards in an attempt to pummel this peculiar enemy straight into the ground.
Battle Info - Vile
Defence Phase Midnight Kill Drive: Particle Bomb - 64 Attack vs 120 Defence - Miss - 3 Direct Damage
Energy Feints - Misdirected!
Total Damage : 3 - 0 = 3 Damage [ Attack Phase ]
Bonus Action : Rush - Standard Action 1
Standard Action 1 : Meteor Rush (ATTACK) - 5 Ki - Slashing; Crippling To Hit : lIOgzwsb1d100+40 Damage : 2d12 (3 Direct Damage) Cripple (65%) : 1d100 (Crippled!)
Standard Action 2 : Crush (ATTACK) - 5 Ki - Slashing; Crippling To Hit : 1d100+40 Damage : 2d12 Cripple (65%) : 1d100
[ Active Effects ] Full Power (Transformed - T1) - 0 Ki per Turn PL increases by 3x. [ Stubborn ] - Gain 3 Toughness at the end of each turn.
Edge IV; Indefinite [ Edge IV ] - +10 def against all the foe's attacks, negate 2 damage from all the foe's attacks;
Misdirected; 1 Turn [ Misdirected ] - One of your Standard Actions is replaced by a Bonus Action
[ Fighting Style ] [ Analytical ] [ Guile ] - At-Will. Add second major effect to one Super Atk.
[ Super Attacks ] ATTACK - Signature - Rank 3 - 5 Ki Single (Two Damage Dice); Slashing - Critical hit on natural roll of 85+; Crippling (50%)
[ Techniques ] [ After Image ] - Rank 3 - Bonus Action-Reactive - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action-Reactive - 10 Ki Take half dmg from two Atks that hit you. [ 2 / 2 uses ]
[ Aura Guard ] - Rank 3 - At-Will-Reactive - 5 Ki Immune to non-special status effects and negates critical hit bonus dmg. [ 3 / 3 uses ]
[ Sonic Sway ] - Rank 3 - Bonus Action-Reactive - 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. [ 1 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 0 / 1 use ]
[ Magic Slime ] - Rank 3 - Bonus Action - 5 Ki 80% chance to Cripple. Target also is inflcited with Agony. [ 2 / 2 uses ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 20 Toughness. [ 0 / 1 use ]
[ Legendary Techniques ] [ Time Skip ] - Rank 3 - Bonus Action - 10 Ki Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. [ 1 / 1 use ]
[ Traits ] Cleverness - Passive. +15% status effect inflict chance. Alacrity - Passive. +10 def while above 50% HP. Rush - At-Will. One single-type Super Atk deals direct dmg equal to lowest die rolled and inflicts succesful status. 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 ] - Full Power - 0 Ki per turn. - Stubborn - 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 Bonus Action - Reactive. Remove all status effects. Gain 5 tou. [ 0/1 use ]
[ Gear ] - Destron Gas (Magic Materailised) Bonus Action. 30% chance to inflict Stun, Freeze, and Poison each. If foe affected by any of the statuses, inflict special status Strained. [ 2/2 uses]
Strained decreases base PL by 15% for the rest of the battle.
[ 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 : 226,719 | Power Level : 680,157 Hit Points : 47 / 50 | Ki : 75 / 100 Toughness : 8
Fighting - 30 Defence - 120 (110) Damage Die ( Rank 6 ) - d12
BASE PL: 226,719 | CURRENT PL: 680,157 HP: 47/50 | KI: 75/100 | DEF: 120 (110) | ACC: +40 (30) BASE DMG DIE (Rank 6): d12 ( Post Count : 5 )
Doctor Kaijin Vex 1d100+40·2d12·1d100·1d100+40·2d12·1d100
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Post by Doctor Kaijin Vex on Oct 23, 2018 11:56:06 GMT -5
Damn this man!
Trapping his men, ensuring that they cannot escape. Continuing to berate the Changeling, every word cut like a knife, deeper than any attack of Vile's could penetrate to. Kamui had proven too cocky, setting out with a contract with just him as his lieutenants. If he had known that the man presented this level of power, perhaps he would've contracted more on this mission. Perhaps drawn support from others, and maybe...just maybe more fruitful results would have been attained from this.
Now, he was stuck in a situation against a man stronger than him, more resourceful than him, and he was stuck in the position of having to somehow best him. No, not even best him at this point, but get his soldiers out alive. The prospect of being forced into such a corner was aggravating.
It made him furious.
"Let them retreat!" The mercenary captain yelled out, furious. He felt something within him snap, and his aura burst alive once more, shifting from magenta to a deep, bright red. To any who was paying attention, they could sense Kamui's power level suddenly double, the man nearing two hundred thousand in terms of power, breaking any limitation he previously set upon himself. Veins bulged as his muscle mass dramatically bulged. As Vile attacked him, Kamui matched him near blow for blow. Vile was still leagues above him in strength, and Kamui was straining himself, sacrificing his own stamina for the ability to compare to Vile's power. A few blows managed to smash against his body, but a great deal of the attacks either struck his Bio Armor, or the Changeling intercepted the blow before it truly hit him.
"It's just business. I hold no grudge against you, I am merely doing what I was hired to do..." Kamui growled, before going on the offensive. As the Heran cupped his hands over his head and brought them down upon Kamui, the Changeling darted to the side, allowing Vile to make contact with only empty air. Taking advantage of his opponent most likely being off balance, Kamui shot forward, his violent red aura enveloping him once mor. Kamui would rear his fist back and this time and execute a heavy punch to Vile's gut at full speed and at absolute full strength.
Not bothering to stay in one place for too long, Kamui vanished from sight, his body fizzling away via Rapid Movement. The Changeling would appear several meters away, rapidly increasing the distance between him and his opponent. As he retreated, Kamui would outstretch his right hand towards his opponent, palm out, and his left arm would move to support his right arm at the forearm.
A moment later, Kamui released a rather large Ki energy wave at his opponent, the orange broad blast shooting at the Heran at rather frightening speeds.
Post Count: 6 | T BATTLE TRACKERSUMMARY
Enemy Attack #1: 110 Def vs 73 Attack - Miss! - 3 direct damage + Cripple!
Enemy Attack #2: 110 Def vs 98 Attack - Miss!
Overwhelmed Active! Kamui suffers 2 status damage from Edge IV
Boundless Active! Kamui's PL increases another 10%
Bonus Action: Violent Aura (Seeking Redirect) -75% chance to redirect two previous Seeking attacks. Highest damage die is inflicted as direct damage | -0 ki cost
Seeking Chance (75%) - 3aUn6EmJ1d100
Seeking Success! 6 direct damage inflicted from previous Super Attack!
At-Will: 100% Full Power! (Power up) - As an at-will action you increase your base PL by +10% (x1.1) per 1 ki spent to a max of 100% (x2) for the duration. While under the effects of Power Up you cannot gain Edge levels against a foe, only negate Edge effects against self. | -10 Ki
Opponent Edge IV reduced to Edge III
At-Will: Devastating Force (Martial Arts Gi) - +15 Accuracy and increased damage tier to two attacks during turn. ----------------------------------------------------
Standard Action: Midnight Kill Drive: Energized Punch
Effects - Seeking Major Effect, Immobilize Minor Effect Ki Cost - 5 Ki Acc - 1d100+40 Dmg - 2d12+2 (Rush Active - 1 direct damage + Immobilize) Status Chance (50%) - 1d100
Standard Action: Midnight Kill Drive: Death Cannon
Effects - Seeking Major Effect, Immobilize Minor Effect Ki Cost - 5 Ki Acc - 1d100+40 Dmg - 2d12+2 Status Chance (50%) - 1d100
At-Will: Deadly Precision (Rush) - One single-type Super Attack deals direct damage equal to lowest die rolled and inflicts successful status. (Attached to Super Attack #1)
ACTIVE EFFECTS
Cripple (1/2 turns remaining) Alacrity Boundless
FIGHTING STYLE
Reserved Special Skill: Flow -At Will. Heals 3 HP or 3 Ki to self or a comrade during your turn. (Cannot be Incapacitated)
TRAITS
Rush -At-Will. One single-type Super Atk deals direct dmg equal to lowest die rolled and inflicts successful status. Talented - At-will. Gain extra use of one Def or Util tech you know. Blur - As a passive effect you can use one Movement technique as an At-Will action on your turn. Alacrity - As a passive effect you have +10 to defense while above half max HP Boundless - Your base PL increases by 10% (x1.1) by the end of each turn in battle.
EQUIPMENT
-AI Assistant -Martial Arts Gi -Senzu Bean -*Crane Master Sash
OTHER ITEMS
War Cruiser - Lets you call down a bombardment as an at-will action, once per battle. The bombardment deals 3d4 damage to all foes.
SUPER ATTACKS
Midnight Kill Drive (Signature Rank 3) - Single | Seeking | Immobilize
TECHS
-Clash (Rank 3) -Aura Guard (Rank 3)
-Energy Shield (Rank 3) - After Image (Rank 3) -Psychic Powers (Rank 3) -Hypnosis (Rank 3) -Energy Constructs (Rank 3)
LEGENDARY
-Mimicry (*Crane Master Sash; Rank 3) -Energy Feints
CURRENT PL: 197,064 HP: 41/50 | KI: 55/115 | DEF: 100 (110) | DMG DIE: d12 | ACC: +25 (40) 1d100·1d100+40·2d12+2·1d100·1d100+40·2d12+2·1d100
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Post by T on Oct 24, 2018 5:15:31 GMT -5
Though the command from his opponent went unanswered, Vile’s eyes grew wide as a new revelation came into play. The Frost Demon’s power rose far above his original state. Concern for the sake of others had made the mercenary a great deal stronger than he previously was. Such a dying ignition sputtered and flickered before bursting out in a brilliant bonfire, completely spreading across the dry thicket to eventually transform into a raging forest fire.
Albeit a large amount of his attacks failed to meet their mark, this small instance of inspiration motivated him to act in turn. Surprise got the better of in the form of a single punch to his abdomen. This certainly could be nullified to zero. Be that as it may, the ex-mercenary allowed it to pass through with ease.
Two parallel lines were drawn in the ground as the hit caused him to buckle back.
Crushing enemies outright became boring after a while. One of the many reasons Vile retreated from bounty-hunters that were microscopic in comparison to his own Power Level was due to him not wishing to slaughter any more people outright. This however, could be considered a novel situation.
All the speedy warriors on the planet were presumably outclassed in that aspect by this single Frost Demon- all except for one. Time seemed to move in slow motion as the carrot-coloured energy wave encroached ever closer towards him. Vile was almost tempted to let it hit him outright to see what would happen. It was not as if he had anything better to do on that day itself.
Still, he would not give this victory so easily to Kamui. How long the adversary would preserve in an attempt to achieve success interested the Heran. Hence he breathed and lifted his right palm up in the direction of this attack.
Reciprocal assault.
A blinding pillar of seafoam-tinted energy blasted out at the changeling’s own attack. With that, the struggle had been established between two grand sources of Ki. Which combatant would prevail from this clash was uncertain at best even when taking into account the gap in power. Dust stirred from all around and even the ground rumbled violently in anticipation of seeing where the tides turned.
Battle Info - Vile
Defence Phase Violent Aura (Seeking Redirect) - 6 Direct Damage
Midnight Kill Drive: Energized Punch - 81 Attack vs 120 Defence - Miss - 1 Direct Damage Midnight Kill Drive: Death Cannon - 71 Attack vs 120 Defence - Miss
At-Will - Reactive : Tough (Aura Guard) - 5 Ki - Vile is Immune to all non-special status effects this turn
Edge IV reduced to Edge III !
Total Damage : 6 + 1 = 7 Damage [ Attack Phase ]
Bonus Action :
Standard Action 1 : One Handed Eraser Beam (ATTACK) - 5 Ki - Slashing; Crippling To Hit : D__UwAx21d100+40 Damage : 2d12 Cripple (65%) : 1d100
At-Will : Rush - Standard Action 2 At-Will : Energy Control (Guile) - Add Versatile to Beam Clash At-Will : Masterful Energy Control - Chance Minor Effect to Shocking
Standard Action 2 : Beam Clash (ATTACK) - 5 Ki - Versatile; Slashing; Shock To Hit : 1d100+40 Damage : 2d12 (1 puny Direct Damage) Stun (65%) : 1d100 (Stunned!)
[ Active Effects ] Full Power (Transformed - T1) - 0 Ki per Turn PL increases by 3x. [ Stubborn ] - Gain 3 Toughness at the end of each turn.
Edge III; Indefinite [ Edge III ] - +10 def against all the foe's attacks, negate 2 damage from all the foe's attacks.
[ Fighting Style ] [ Analytical ] [ Guile ] - At-Will. Add second major effect to one Super Atk.
[ Super Attacks ] ATTACK - Signature - Rank 3 - 5 Ki Single (Two Damage Dice); Slashing - Critical hit on natural roll of 85+; Crippling (50%)
[ Techniques ] [ After Image ] - Rank 3 - Bonus Action-Reactive - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action-Reactive - 10 Ki Take half dmg from two Atks that hit you. [ 2 / 2 uses ]
[ Aura Guard ] - Rank 3 - At-Will-Reactive - 5 Ki Immune to non-special status effects and negates critical hit bonus dmg. [ 2 / 3 uses ]
[ Sonic Sway ] - Rank 3 - Bonus Action-Reactive - 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. [ 1 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 0 / 1 use ]
[ Magic Slime ] - Rank 3 - Bonus Action - 5 Ki 80% chance to Cripple. Target also is inflcited with Agony. [ 2 / 2 uses ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 20 Toughness. [ 0 / 1 use ]
[ Legendary Techniques ] [ Time Skip ] - Rank 3 - Bonus Action - 10 Ki Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. [ 1 / 1 use ]
[ Traits ] Cleverness - Passive. +15% status effect inflict chance. Alacrity - Passive. +10 def while above 50% HP. Rush - At-Will. One single-type Super Atk deals direct dmg equal to lowest die rolled and inflicts succesful status. 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 ] - Full Power - 0 Ki per turn. - Stubborn - 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 Bonus Action - Reactive. Remove all status effects. Gain 5 tou. [ 0/1 use ]
[ Gear ] - Destron Gas (Magic Materailised) Bonus Action. 30% chance to inflict Stun, Freeze, and Poison each. If foe affected by any of the statuses, inflict special status Strained. [ 2/2 uses]
Strained decreases base PL by 15% for the rest of the battle.
[ 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 : 226,719 | Power Level : 680,157 Hit Points : 40 / 50 | Ki : 60 / 100 Toughness : 11
Fighting - 30 Defence - 120 (110) Damage Die ( Rank 6 ) - d12
BASE PL: 226,719 | CURRENT PL: 680,157 HP: 40/50 | KI: 60/100 | DEF: 120 (110) | ACC: +40 (30) BASE DMG DIE (Rank 6): d12 ( Post Count : 6 )
Doctor Kaijin Vex 1d100+40·2d12·1d100·1d100+40·2d12·1d100
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Post by Doctor Kaijin Vex on Oct 24, 2018 11:33:05 GMT -5
He just needed a little more time. Just...a little more time.
Kamui had to admit, this was his hardest opponent yet. A foe with a power level that completely outclassed his, and shrugged off a great deal of his attacks with little to no effort whatsoever. A foe that could match him blow for blow, that may even be faster than he was. Kamui had never met someone faster than he was. Normally, it was the other way around.
All this trouble for a single bounty. Most would give up the contract before taking on such a hard job, with such a low success rate. Yet, Kamui needed not only the high zeni reward, but the reputation that came with a hard success. That was why this struggle was the way it was. This, along with the fact that his allies were in danger, was what motivated him to persevere.
Even through the pain.
Powering up to his absolute maximum power was painful. Extremely painful. It was why he could never do it for too long. When he was a child, he had an extremely hard time controlling his Ki, and would release his power in destructive bursts, usually triggered by his short, child-like temper. Such an issue lingered even into the present day, with Kamui in his late teens, although his hot temper is no longer present. To control himself, Kamui limits how much of his power he allows himself to use, and constantly meditates in order to keep a clear head and a sharp mind, and allow himself an above average Ki Control. Powering up to his max compromised his own equilibrium. A give or take when you're in a desperate situation.
And boy was he in a desperate situation.
Kamui grimaced as his own energy beam struggled against Vile's dual attack, the two energy beams clashing midway. By this point, he had been expecting a counterattack of this ferocity, capable of keeping his own attack from hitting it's mark. Thus...he already had a plan. Was it a good plan? Not quite, but it was a plan. Groaning, Kamui's energy blaster kept pushing against Vile's energy blasts, pushing it back slightly, gaining a little ground over Vile. That was all he needed. Kamui's eyes lit up with magenta energy before he released two Death Beams from his eyes, in the form of Eye Lasers. The Death Beams would rocket towards the center of the energy beams struggle, the small beams engulfed by the larger beams, and seemingly lost. However, a moment later the color of the centerpoint would change color, before exploding outwards in a massive discharge of energy, the likes of which sending both Kamui and Vile reeling from the attack most likely.
Flying back slightly, Kamui was still able to sense Vile's energy through the massive mushroom cloud of smoke the explosion created. Focusing in on Vile's energy, Kamui raised both hands out on either sides of him, palms facing up to the sky. Intense orange energy began to coalesce in the center of both palms, energy balls the size of volleyballs hovering over the palms.
Then, the energy ball began to get smaller in size, condensing itself into a near pea size, allowing Kamui to close his hands into fists over the pea sized energy ball. Yellow electricity began to crackle over his hands as the energy balls quickly became unstable. Finally, he would outstretch his hands outwards, and open up his palms, almost immediately releasing two large beams of energy that would move to home in on his opponent.
Post Count: 7 | T BATTLE TRACKERSUMMARY
Enemy Attack #1: 110 Def vs 57 Attack - Miss!
Enemy Attack #2: 110 Def vs 70 Attack - Miss! - 1 direct damage!
Boundless Active! Kamui's PL increases another 10%
Bonus Action: Energy Clash Explosion (Seeking Redirect) -75% chance to redirect two previous Seeking attacks. Highest damage die is inflicted as direct damage | -0 ki cost
Seeking Chance (75%) - MUWmzhOC1d100
Seeking Success! Previous Super Attack #1 deals 5 direct damage
Seeking Success! Previous Super Attack #2 deals 11 direct damage
At-Will: Tough Bio Armor (Aura Guard) - As an at-will action you are immune to non-special status effects and negate the damage bonus from critical hits during your turn. (Negated Stun) - 5 Ki
At-Will: Devastating Force (Martial Arts Gi) - +15 Accuracy and increased damage tier to two attacks during turn.
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Standard Action: Midnight Kill Drive: Death Blaster
Effects - Seeking Major Effect, Immobilize Minor Effect Ki Cost - 5 Ki Acc - 1d100+40 Dmg - 2d12+2 (5 Direct Damage) Status Chance (50%) - 1d100
Standard Action: Midnight Kill Drive: Death Blaster
Effects - Seeking Major Effect, Immobilize Minor Effect Ki Cost - 5 Ki Acc - 1d100+40 Dmg - 2d12+2 Status Chance (50%) - 1d100
At-Will: Deadly Precision (Rush) - One single-type Super Attack deals direct damage equal to lowest die rolled and inflicts successful status. (Attached to Super Attack #1)
ACTIVE EFFECTS
Boundless (5/5) Alacrity Power Up (1 turn remaining) 22/40 toughness
FIGHTING STYLE
Reserved Special Skill: Flow -At Will. Heals 3 HP or 3 Ki to self or a comrade during your turn. (Cannot be Incapacitated)
TRAITS
Rush -At-Will. One single-type Super Atk deals direct dmg equal to lowest die rolled and inflicts successful status. Talented - At-will. Gain extra use of one Def or Util tech you know. Blur - As a passive effect you can use one Movement technique as an At-Will action on your turn. Alacrity - As a passive effect you have +10 to defense while above half max HP Boundless - Your base PL increases by 10% (x1.1) by the end of each turn in battle.
EQUIPMENT
-AI Assistant -Martial Arts Gi -Senzu Bean -*Crane Master Sash
OTHER ITEMS
War Cruiser - Lets you call down a bombardment as an at-will action, once per battle. The bombardment deals 3d4 damage to all foes.
SUPER ATTACKS
Midnight Kill Drive (Signature Rank 3) - Single | Seeking | Immobilize
TECHS
-Clash (Rank 3) -Aura Guard (Rank 3)
-Energy Shield (Rank 3) - After Image (Rank 3) -Psychic Powers (Rank 3) -Hypnosis (Rank 3) -Energy Constructs (Rank 3)
LEGENDARY
-Mimicry (*Crane Master Sash; Rank 3) -Energy Feints
CURRENT PL: 205,275 HP: 40/50 | KI: 40/115 | DEF: 100 (110) | DMG DIE: d12 | ACC: +25 (40) 1d100·1d100+40·2d12+2·1d100·1d100+40·2d12+2·1d100
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Post by T on Oct 25, 2018 5:28:58 GMT -5
Just as he thought a second wind had weakened into a pitiful gust, the clash he established was broken by an intervening laser. There he thought that they could stand there for half an hour or so while continuously attempting to gain the better of the other end of the beam struggle. Perhaps now was not the time for dramatics, progress needed to be made in one sector or another. Seeing as his little friend had just played their hand, the Heran figured it was time to play his.
Another beam coming his way, another beam swatted away. Vile proceeded to vanish in the very same fashion Kamui was fond of, and proceed to reappear behind him.
The man could admire when one stood above the crowd- to fight for their friends and those that believed in him. Yet it seemed to him that the motivation only erupted in spurts and bursts. The power that displayed outright in a moment of intense anger was nothing more than a temper tantrum being held by a flailing youngster in his perspective.
“Just business, pah-” Vile hoped that this was not the only reason that the fighter had. A right fist shot out to slam directly into Kamui’s gut in response for the earlier attack. His view of the Frost Demon declined by the second.
Battle Info - Vile
Defence Phase Energy Clash Explosion (Seeking Redirect) - 16 Direct Damage
Midnight Kill Drive: Death Blaster - 125 Attack vs 120 Defence - Hit! - 16 Direct Damage Midnight Kill Drive: Death Blaster - 101 Attack vs 120 Defence - Miss
Bonus Action - Reactive : Guard - 5 Ki - Halve the damage of one Super Attack that hit
At-Will : Talented - Gain extra use of Energy Shield Standard Action 1 (Sacrificed For A Bonus Action) : Grand Durability (Energy Shield) - 5 Ki - +20 Toughness
Total Damage : 16 + ( 16 / 2 ) - 24 = 0 Damage [ Attack Phase ]
At-Will : Rush - Standard Action 2 At-Will : Energy Control (Guile) - Add Versatile to Beam Clash At-Will : Masterful Energy Control - Chance Minor Effect to Shocking
Standard Action 2 : Punch (ATTACK) - 5 Ki - Versatile; Slashing; Shock To Hit : zv137BZz1d100+40 Damage : 2d12 (11 Direct Damage!) Stun (65%) : 1d100
[ Active Effects ] Full Power (Transformed - T1) - 0 Ki per Turn PL increases by 3x. [ Stubborn ] - Gain 3 Toughness at the end of each turn.
Edge III; Indefinite [ Edge III ] - +10 def against all the foe's attacks, negate 2 damage from all the foe's attacks.
[ Fighting Style ] [ Analytical ] [ Guile ] - At-Will. Add second major effect to one Super Atk.
[ Super Attacks ] ATTACK - Signature - Rank 3 - 5 Ki Single (Two Damage Dice); Slashing - Critical hit on natural roll of 85+; Crippling (50%)
[ Techniques ] [ After Image ] - Rank 3 - Bonus Action-Reactive - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action-Reactive - 10 Ki Take half dmg from two Atks that hit you. [ 2 / 2 uses ]
[ Aura Guard ] - Rank 3 - At-Will-Reactive - 5 Ki Immune to non-special status effects and negates critical hit bonus dmg. [ 2 / 3 uses ]
[ Sonic Sway ] - Rank 3 - Bonus Action-Reactive - 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. [ 1 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 0 / 1 use ]
[ Magic Slime ] - Rank 3 - Bonus Action - 5 Ki 80% chance to Cripple. Target also is inflcited with Agony. [ 2 / 2 uses ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 20 Toughness. [ 0 / 1 use ]
[ Legendary Techniques ] [ Time Skip ] - Rank 3 - Bonus Action - 10 Ki Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. [ 1 / 1 use ]
[ Traits ] Cleverness - Passive. +15% status effect inflict chance. Alacrity - Passive. +10 def while above 50% HP. Rush - At-Will. One single-type Super Atk deals direct dmg equal to lowest die rolled and inflicts succesful status. 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 ] - Full Power - 0 Ki per turn. - Stubborn - 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 Bonus Action - Reactive. Remove all status effects. Gain 5 tou. [ 0/1 use ]
[ Gear ] - Destron Gas (Magic Materailised) Bonus Action. 30% chance to inflict Stun, Freeze, and Poison each. If foe affected by any of the statuses, inflict special status Strained. [ 2/2 uses]
Strained decreases base PL by 15% for the rest of the battle.
[ 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 : 226,719 | Power Level : 680,157 Hit Points : 40 / 50 | Ki : 50 / 100 Toughness : 10
Fighting - 30 Defence - 120 (110) Damage Die ( Rank 6 ) - d12
BASE PL: 226,719 | CURRENT PL: 680,157 HP: 40/50 | KI: 50/100 | DEF: 120 (110) | ACC: +40 (30) BASE DMG DIE (Rank 6): d12 ( Post Count : 7 )
Doctor Kaijin Vex 1d100+40·2d12·1d100
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Post by Doctor Kaijin Vex on Oct 25, 2018 9:43:31 GMT -5
As if!Damn this man! Damn it! Every attack Kamui threw out was thrown away by this man. It was almost as if it was elementary. As if his attacks truly didn't effect this man. In which, it may not have. It was a painful slap to the Frost Demon, who was putting out more then max power in an effort to take Vile down. He hadn't had to come even close to this level of power in quite awhile. Not since his sister and him had gone toe to toe on Abbayor, three years ago. However, unlike this time, it was a bit more contested, so to speak. But, he'd be damned if the battle ended like this. Even if he lost this battle, even if he lost the bounty, he'd be pleased if he at least made Vile work for it. If he, at least once, could make him struggle and cause him pain. That would satisfy the issue of pride. He just wanted there to be some form of contest, instead of just being hopelessly overwhelmed by a superior enemy. Veins popping from his temples, Kamui forced himself to continue, his power flaring up once more as he redoubled his efforts, remaining at 100% Full Power as long as he possibly could, until his stamina ran out. Growling, Kamui reacted justly to Vile's speed, his palm catching the man's fist before it could connect with him. Kamui's hand then adjusted swiftly, letting go of Vile's fist in favor of clamping his hands down upon the man's wrist, keeping him in place. Growling, Kamui's power burst outwards in waves as he brought his hand upwards, and made a fist with all fingers except the middle and index, leaving those two outstretched. Roaring in anger, Kamui swiped that hand horizontally, releasing a large portion of Ki in an Explosive Wave, the area around Vile and Kamui both exploding as Kamui released the Explosive Wave. Post Count: 8 | T BATTLE TRACKERSUMMARY
Enemy Attack #1: 110 Def vs 51 Attack - Miss! - 11 direct damage!
11 toughness spent! 11 damage reduced to zero!
Bonus Action: Second Wind (Frieza Clan Racial; Reserves) - As a bonus action you regain 50 ki. | -0 ki cost
At-Will: 100% Full Power! (Power up) - As an at-will action you increase your base PL by +10% (x1.1) per 1 ki spent to a max of 100% (x2) for the duration. While under the effects of Power Up you cannot gain Edge levels against a foe, only negate Edge effects against self. | -10 Ki
Devastating Force (Martial Arts Gi) - +15 Accuracy and increased damage tier to two attacks during turn. ----------------------------------------------------
Standard Action: Midnight Kill Drive: Blazing Storm
Effects - Seeking Major Effect, Immobilize Minor Effect Ki Cost - 5 Ki Acc - p6sNGLIU1d100+40 Dmg - 2d12+2 (8 direct damage) Status Chance (50%) - 1d100
Standard Action: Midnight Kill Drive: Blazing Storm
Effects - Seeking Major Effect, Immobilize Minor Effect Ki Cost - 5 Ki Acc - 1d100+40 Dmg - 2d12+2 Status Chance (50%) - 1d100
At-Will: Deadly Precision (Rush) - One single-type Super Attack deals direct damage equal to lowest die rolled and inflicts successful status. (Attached to Super Attack #1)
At-Will: Infallible Focus (Flow) - Regain 3 HP
ACTIVE EFFECTS 11/40 Toughness remaining 100% Full Power (3/4 turns remaining) Alacrity Boundless (5/5) FIGHTING STYLE
Reserved Special Skill: Flow -At Will. Heals 3 HP or 3 Ki to self or a comrade during your turn. (Cannot be Incapacitated)
TRAITS
Rush -At-Will. One single-type Super Atk deals direct dmg equal to lowest die rolled and inflicts successful status. Talented - At-will. Gain extra use of one Def or Util tech you know. Blur - As a passive effect you can use one Movement technique as an At-Will action on your turn. Alacrity - As a passive effect you have +10 to defense while above half max HP Boundless - Your base PL increases by 10% (x1.1) by the end of each turn in battle.
EQUIPMENT
-AI Assistant -Martial Arts Gi -Senzu Bean -*Crane Master Sash
OTHER ITEMS
War Cruiser - Lets you call down a bombardment as an at-will action, once per battle. The bombardment deals 3d4 damage to all foes.
SUPER ATTACKS
Midnight Kill Drive (Signature Rank 3) - Single | Seeking | Immobilize
TECHS
-Clash (Rank 3) -Aura Guard (Rank 3) -Energy Shield (Rank 3) - After Image (Rank 3) -Psychic Powers (Rank 3) -Hypnosis (Rank 3) -Energy Constructs (Rank 3)
LEGENDARY
-Mimicry (*Crane Master Sash; Rank 3) -Energy Feints
CURRENT PL: 205,275 HP: 43/50 | KI: 80/115 | DEF: 100 (110) | DMG DIE: d12 | ACC: +25 (40) 1d100+40·2d12+2·1d100·1d100+40·2d12+2·1d100
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Post by T on Oct 25, 2018 9:54:30 GMT -5
Vile was out of practice.
Had he continued fighting years ago, this may have ended quicker in half the time it took to reach this point. Still, he had to admit that this person was somewhat strong in their own right. Perhaps his opponent was a bit too enthusiastic when concerning the matter of growling incessantly as he caught the Heran’s fist, but he decided to overlook that strange tick while continuing to engage in this clash of might and probably magic as well.
Watching the entire process take place, his other hand lifted in front of his own face to shield both eyes from the onslaught of explosions filling the air around them. Quite a few attacks launched in this fight apparently involved the repeated use of energy outbursts.
“Alright.” He just about had enough of that. One of his own techniques was about to be utilised. An index and middle finger raised on his right hand as the other fingers remained clenched into his palm. Out of those two fingers, a metre long ray of searing plasma emanated towards Kamui. It cut sharp like a blade while he slashed down his centre mass.
After the single swipe was made, he stabbed forth into the changeling’s aura. If nothing else, this would make for an assault to pierce their barrier.
Battle Info - Vile
Defence Phase Midnight Kill Drive: Blazing Storm - 113 Attack vs 120 Defence - Miss - 8 Direct Damage Midnight Kill Drive: Blazing Storm - 113 Attack vs 120 Defence - Miss
At-Will : Spend 8 Toughness to Negate 8 Damage
Total Damage : 8 - 8 = 0 Damage [ Attack Phase ]
Standard Action 1 : Enough (Recuperate) - +50 Ki
At-Will : Rush - Standard Action 2 At-Will : Energy Control (Guile) - Add Versatile to Beam Clash At-Will : Masterful Energy Control - Chance Minor Effect to Shocking
Standard Action 2 : Vile Rush (ATTACK) - 5 Ki - Versatile; Slashing; Shock To Hit : nlgf6BKh1d100+40 Damage : 2d12 (8 Direct Damage) Stun (65%) : 1d100
Bonus Action : Stab (Destron Gas) Stun (45%) : 1d100 (Stunned!) (Strained on Infliction) Freeze (45%) : 1d100 Poison (45%) : 1d100
[ Active Effects ] Full Power (Transformed - T1) - 0 Ki per Turn PL increases by 3x. [ Stubborn ] - Gain 3 Toughness at the end of each turn.
Edge III; Indefinite [ Edge III ] - +10 def against all the foe's attacks, negate 2 damage from all the foe's attacks.
[ Fighting Style ] [ Analytical ] [ Guile ] - At-Will. Add second major effect to one Super Atk.
[ Super Attacks ] ATTACK - Signature - Rank 3 - 5 Ki Single (Two Damage Dice); Slashing - Critical hit on natural roll of 85+; Crippling (50%)
[ Techniques ] [ After Image ] - Rank 3 - Bonus Action-Reactive - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action-Reactive - 10 Ki Take half dmg from two Atks that hit you. [ 2 / 2 uses ]
[ Aura Guard ] - Rank 3 - At-Will-Reactive - 5 Ki Immune to non-special status effects and negates critical hit bonus dmg. [ 2 / 3 uses ]
[ Sonic Sway ] - Rank 3 - Bonus Action-Reactive - 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. [ 1 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 0 / 1 use ]
[ Magic Slime ] - Rank 3 - Bonus Action - 5 Ki 80% chance to Cripple. Target also is inflcited with Agony. [ 2 / 2 uses ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 20 Toughness. [ 0 / 1 use ]
[ Legendary Techniques ] [ Time Skip ] - Rank 3 - Bonus Action - 10 Ki Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. [ 1 / 1 use ]
[ Traits ] Cleverness - Passive. +15% status effect inflict chance. Alacrity - Passive. +10 def while above 50% HP. Rush - At-Will. One single-type Super Atk deals direct dmg equal to lowest die rolled and inflicts succesful status. Talented - At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki. [ 0 / 1 use ] Blur - Requires 40 Ref. Passive. One Movement tech can be at-will on turn.
[ Transformations ] [ Tier 1 ] - Full Power - 0 Ki per turn. - Stubborn - 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 Bonus Action - Reactive. Remove all status effects. Gain 5 tou. [ 0/1 use ]
[ Gear ] - Destron Gas (Magic Materailised) Bonus Action. 30% chance to inflict Stun, Freeze, and Poison each. If foe affected by any of the statuses, inflict special status Strained. [ 1/2 uses]
Strained decreases base PL by 15% for the rest of the battle.
[ 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 : 226,719 | Power Level : 680,157 Hit Points : 40 / 50 | Ki : 95 / 100 Toughness : 5
Fighting - 30 Defence - 120 (110) Damage Die ( Rank 6 ) - d12
BASE PL: 226,719 | CURRENT PL: 680,157 HP: 40/50 | KI: 95/100 | DEF: 120 (110) | ACC: +40 (30) BASE DMG DIE (Rank 6): d12 ( Post Count : 8 )
Doctor Kaijin Vex 1d100+40·2d12·1d100·1d100·1d100·1d100
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Post by Doctor Kaijin Vex on Oct 25, 2018 12:42:26 GMT -5
He had to keep trying. Keep pushing. He couldn't lose here. He just couldn't.
Success was out the window. The damn bounty was meaningless now. He just wanted to force this man back. He just wanted to prove to himself that he was a worthy of opponent. He respected Vile as an opponent, the man contained himself throughout the fight, managing to keep a continuous and steady beat about him as he launched himself at Kamui time and time again, battering away at the Frost Demon's defenses, and slowly chipping away. In actuality, both combatants showed a high degree of skill in this bout, with Vile's relentless, punishing attacks, and Kamui's ability to compete somewhat against an opponent many times stronger than he was.
But it wasn't enough. This fight was a battle of stamina more than anything else. Kamui was trying to push it along by forcing his opponent into submission, but his stamina was at stake here, and Vile just kept coming back at him. Unless Kamui made a breakthrough, Vile was certainly going to win this.
Which was what Kamui already knew, but refused to retreat anyway.
The beam of sharpened Ki cut through his Bio Armor like butter.
The long ray of Ki shot out from Vile's fingertips, shooting a hole straight through Kamui's Bio Armor and puncturing the flesh underneath, causing blood to spew from the wound. As Vile ran his fingers downwards, the blade went with it, cutting a large gash along Kamui's center mass, blood seeping through the armor. Were the wounds vital? Not quite. Even though the Bio Armor crumbled beneath the searing pressure, it still absorbed a great deal of the shock and impact. Nonetheless, the massive Changeling staggered back as Vile disengaged the blade, and made a move as if to run him through. Kamui grunted heavily as he moved swiftly to dodge the blade, and keep it from impaling him, however, he couldn't help but feel the blade cut into his side, once again piercing the natural armor that all Changeling's were born with.
Damn it....
Kamui's body immediately flickered out of sight again, the man moving swiftly to create some distance between him and his opponent. Appearing a few meters away once more. Unlike at the beginning of the battle, the signs of exhaustion were clear on Kamui's face, shown by the perspiration than ran down his face, and the rising and falling of his chest as he heaved in oxygen, and shot out carbon dioxide.
Calm down...calm down. Calm down....you have to make it worth it.
However, it was clear that the Frost Demon was beginning to tire, his stamina decreasing drastically, as was his power level, dropping to a level well below where he was previously. It was still drastically higher than what it was at the beginning of the battle, yet this instance was a precursor to what was to come. And everyone knew it. Especially Kamui.
Yet, he wasn't going to give up here. Launching himself back at Vine, Kamui's body flickered in and out of view as he rocketed across the air back and forth like a pinball, moving in an attempt to confuse and disorient the man. As he sped across air, Kamui withdrew one of his daggers, Artemis and infused the blade with his Ki before sending it hurtling at a startling speed at his target. Racing after the blade, Kamui would move to follow up the attack with a well placed uppercut, right to the jaw.
Post Count: 9 | T BATTLE TRACKERSUMMARY
Enemy Attack #1: 110 Def vs 66 Attack - Miss! - 8 direct damage!
4 toughness spent to reduce 8 direct damage to 4 direct damage!
Strained inflicted! Kamui's Base PL decreases by 15%
Bonus Action: Ki Infusion (Energy Constructs) - As a bonus action you create 8 energy constructs. As an at-will action you can activate number of constructs to add one d4 as a bonus damage die to assigned Basic Attacks during your turn. Alternatively, as a reactive at-will action you can sacrifice constructs to negate damage from attacks that hit you during your turn. Each construct spent on an individual attack negates 2 damage, to a max of 8. | -10 ki cost
Bonus Action: Infused Dagger Throw (Seeking Redirect) - (Seeking Redirect) -75% chance to redirect two previous Seeking attacks. Highest damage die is inflicted as direct damage | -0 ki cost
Seeking Chance (75%) - xDCSYs7n1d100
Seeking Success! 12 direct damage inflicted!
Seeking Success! 7 direct damage inflicted!
At-Will: Ki Infusion: Attack! 1 Constructs used! 7 remaining
At-Will: Devastating Force (Martial Arts Gi) - +15 Accuracy and increased damage tier to two attacks during turn.
----------------------------------------------------
Standard Action: Ki Infused Fist! (Psychic Basic)
Ki Cost - 0 Acc - 1d100+50 Dmg - 1d12 + 1d4
Standard Action: Sacrificed for Bonus Action
At-Will: Infallible Focus (Flow) - Regain 3 HP
ACTIVE EFFECTS 7/40 Toughness remaining 100% Full Power (2/4 turns remaining) Alacrity Boundless (5/5) Stunned (1/2 turns remaining) Strained
FIGHTING STYLE
Reserved Special Skill: Flow -At Will. Heals 3 HP or 3 Ki to self or a comrade during your turn. (Cannot be Incapacitated)
TRAITS
Rush -At-Will. One single-type Super Atk deals direct dmg equal to lowest die rolled and inflicts successful status. Talented - At-will. Gain extra use of one Def or Util tech you know. Blur - As a passive effect you can use one Movement technique as an At-Will action on your turn. Alacrity - As a passive effect you have +10 to defense while above half max HP Boundless - Your base PL increases by 10% (x1.1) by the end of each turn in battle.
EQUIPMENT
-AI Assistant -Martial Arts Gi -Senzu Bean -*Crane Master Sash
OTHER ITEMS
War Cruiser - Lets you call down a bombardment as an at-will action, once per battle. The bombardment deals 3d4 damage to all foes.
SUPER ATTACKS
Midnight Kill Drive (Signature Rank 3) - Single | Seeking | Immobilize
TECHS
-Clash (Rank 3) -Aura Guard (Rank 3)
-Energy Shield (Rank 3) - After Image (Rank 3) -Psychic Powers (Rank 3) -Hypnosis (Rank 3)
-Energy Constructs (Rank 3)
LEGENDARY
-Mimicry (*Crane Master Sash; Rank 3) -Energy Feints
CURRENT PL: 174,482 HP: 40/50 | KI: 60/115 | DEF: 100 (110) | DMG DIE: d12 | ACC: +25 (40) 1d100·1d100+50·1d12·1d4
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Post by T on Oct 26, 2018 0:06:13 GMT -5
The thing that Vile admired most about his current opponent was quickly fading from mind. All he could see now was a person that merely wished to fight for the sake of fighting. On a different note altogether, the man saw a part of himself in the young changeling. He too used to undertake perilous journeys and dramatic standoffs for the sake of claiming a bounty’s reward. It was only in that regard that he could see some form of resemblance between the enemy and himself. Perhaps even that topic stretched a bit too far by his standards.
Since the fight seemed to continue on for far longer than anticipated, he decided upon humouring the competition. Or so he did until he got hit by a dagger right in his left shoulder.
Of the many things that he expected to experience on that day- a large amount of pain was not one of them. The very moment Kamui’s blade sunk into his flesh, the Heran figured out what was happening. Despite not being able to take massive amounts of punishment on their own part, the changeling possessed immense destructive potential when putting the supernatural energy behind their attacks. Had he taken the fight seriously from the very start, this may not have been a threat in the slightest.
Now he was mildly peeved. His left palm rose to catch an incoming punch while his right pulled the weapon right out of his own skin. “Colour me surprised, bounty hunter,” Vile stated with an air of cold contempt. The dagger in his grip was reduced to dust under his grip. Thereafter, a swift flick with another sharpened beam of energy was made in his opponent’s general direction. He attacked his target’s latent power rather then their physical body. Whether it actually managed to hit did not concern him in the slightest
Battle Info - Vile
Defence Phase Infused Dagger Throw (Seeking Redirect) - 19 Direct Damage
Ki Infused Fist! (Psychic Basic) - 74 Attack vs 120 Defence - Miss
At-Will : Spend 5 Toughness to Negate 5 Damage
Total Damage : 19 - 5 = 14 Damage [ Attack Phase ]
Standard Action 1 : Vile Strike (Psychic Basic Attack) To Hit : daWiNqRx1d100+50 Damage : 1d10
At-Will : Rush - Standard Action 2 At-Will : Energy Control (Guile) - Add Versatile to Beam Clash At-Will : Masterful Energy Control - Chance Minor Effect to Shocking
Standard Action 2 : Vile Rush (ATTACK) - 5 Ki - Versatile; Slashing; Shock To Hit : 1d100+40 Damage : 2d12 (1 Puny Direct Damage) Stun (65%) : 1d100 (Stunned!)
Bonus Action : None
[ Active Effects ] Full Power (Transformed - T1) - 0 Ki per Turn PL increases by 3x. [ Stubborn ] - Gain 3 Toughness at the end of each turn.
Edge III; Indefinite [ Edge III ] - +10 def against all the foe's attacks, negate 2 damage from all the foe's attacks.
[ Fighting Style ] [ Analytical ] [ Guile ] - At-Will. Add second major effect to one Super Atk.
[ Super Attacks ] ATTACK - Signature - Rank 3 - 5 Ki Single (Two Damage Dice); Slashing - Critical hit on natural roll of 85+; Crippling (50%)
[ Techniques ] [ After Image ] - Rank 3 - Bonus Action-Reactive - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action-Reactive - 10 Ki Take half dmg from two Atks that hit you. [ 2 / 2 uses ]
[ Aura Guard ] - Rank 3 - At-Will-Reactive - 5 Ki Immune to non-special status effects and negates critical hit bonus dmg. [ 2 / 3 uses ]
[ Sonic Sway ] - Rank 3 - Bonus Action-Reactive - 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. [ 1 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 0 / 1 use ]
[ Magic Slime ] - Rank 3 - Bonus Action - 5 Ki 80% chance to Cripple. Target also is inflcited with Agony. [ 2 / 2 uses ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 20 Toughness. [ 0 / 1 use ]
[ Legendary Techniques ] [ Time Skip ] - Rank 3 - Bonus Action - 10 Ki Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. [ 1 / 1 use ]
[ Traits ] Cleverness - Passive. +15% status effect inflict chance. Alacrity - Passive. +10 def while above 50% HP. Rush - At-Will. One single-type Super Atk deals direct dmg equal to lowest die rolled and inflicts succesful status. Talented - At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki. [ 0 / 1 use ] Blur - Requires 40 Ref. Passive. One Movement tech can be at-will on turn.
[ Transformations ] [ Tier 1 ] - Full Power - 0 Ki per turn. - Stubborn - 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 Bonus Action - Reactive. Remove all status effects. Gain 5 tou. [ 0/1 use ]
[ Gear ] - Destron Gas (Magic Materailised) Bonus Action. 30% chance to inflict Stun, Freeze, and Poison each. If foe affected by any of the statuses, inflict special status Strained. [ 1/2 uses]
Strained decreases base PL by 15% for the rest of the battle.
[ 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 : 226,719 | Power Level : 680,157 Hit Points : 26 / 50 | Ki : 90 / 100 Toughness : 3
Fighting - 30 Defence - 120 (110) Damage Die ( Rank 6 ) - d12
BASE PL: 226,719 | CURRENT PL: 680,157 HP: 26/50 | KI: 90/100 | DEF: 120 (110) | ACC: +40 (30) BASE DMG DIE (Rank 6): d12 ( Post Count : 9 )
Doctor Kaijin Vex1d100+50·1d10·1d100+40·2d12·1d100
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Post by Doctor Kaijin Vex on Oct 26, 2018 11:48:54 GMT -5
Well, there went Artemis.Despite losing one of his rather expensive daggers, Kamui had managed to finally strike the man, finally causing what Kamui could only guess would be some degree of pain. Finally, he had managed to wipe that ugly smirk from the man's face. Finally, he was able to show Vile that he had some worth. That he was worth fighting. However, the battle was hardly over. In fact, it was far from being over. As expected, Vile swiftly recovered, and was quick to resume the fight, another beam of sharpened Ki shooting out at him. Kamui's own aura flared in tandem, as he moved to dodge the attack, the beam of sharpened Ki, cutting a small gash in his armor as he moved out of the way, however the combination of Kamui's hard exterior and his aura managed to soften the blow of his opponent's attacks. I just need one more... Kamui grunted outwards as he vanished from sight once more, the Changeling forcing his own body to cooperate him as he struggled to maintain his impressive speed, various ethereal afterimages being left in his wake, the man moving fast enough that the afterimages had a Ki signature of their own, lighting Vile's senses ablaze with Ki Signatures, making it rather difficult to tell who was the real Kamui. "I have to end this...soon..." Kamui grunted as he appeared besides Vile. His aura exploded outwards around him as he reared his hand back, quickly charging a large quantity of energy into his right palm. He was rapidly running out of energy, his power level already starting to drop. But, he refused to lose here. Not yet. Thrusting his right palm forward, energy exploded from Kamui's hand with extreme force, a rather broad purplish pink energy wave rocketing from his palm, heading straight for Vile. A move of desperation and pure destructive power. Kamui put nearly everything behind such a move, in what could or could not be a vain attempt to topple his enemy. Post Count: 10 | T BATTLE TRACKERSUMMARY
Enemy Attack #1: 110 Def vs 67 Attack - Miss!
Enemy Attack #2: 110 Def vs 70 Attack - Miss! - 1 direct damage + Stunned!
At-Will: Tough Bio Armor (Aura Guard) - As an at-will action you are immune to non-special status effects and negate the damage bonus from critical hits during your turn. (Negated Stun) - 5 Ki
At-Will: Energy Feints (Blur) - As a bonus action (now an At-Will) you inflict the special Misdirected status effect on your foe. While Misdirected any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration. Considered a Movement technique. -5 Ki
At-Will: Devastating Force (Martial Arts Gi) - +15 Accuracy and increased damage tier to two attacks during turn.
----------------------------------------------------
Standard Action: Condense
Effects - As a standard action one Super Attack during your turn adds two extra damage dice. A condensed attack cannot be avoided through Rapid Movement or have its damage negated by Guard. Ki Cost - 5 Ki
Standard Action: Midnight Kill Drive: Death Cannon
Effects - Seeking Major Effect, Immobilize Minor Effect Ki Cost - 15 Ki Acc - ruamdUry1d100+40 Dmg - 4d12+4 (1 direct damage + Immobilize) Status Chance (50%) - 1d100
At-Will: Deadly Precision (Rush) - One single-type Super Attack deals direct damage equal to lowest die rolled and inflicts successful status. (Attached to Super Attack)
At-Will: Infallible Focus (Flow) - Regain 3 Ki
ACTIVE EFFECTS
7/40 Toughness remaining 100% Full Power (2/4 turns remaining) Alacrity Boundless (5/5) Strained
FIGHTING STYLE
Reserved Special Skill: Flow -At Will. Heals 3 HP or 3 Ki to self or a comrade during your turn. (Cannot be Incapacitated)
TRAITS
Rush -At-Will. One single-type Super Atk deals direct dmg equal to lowest die rolled and inflicts successful status. Talented - At-will. Gain extra use of one Def or Util tech you know. Blur - As a passive effect you can use one Movement technique as an At-Will action on your turn. Alacrity - As a passive effect you have +10 to defense while above half max HP Boundless - Your base PL increases by 10% (x1.1) by the end of each turn in battle.
EQUIPMENT
-AI Assistant -Martial Arts Gi -Senzu Bean -*Crane Master Sash
OTHER ITEMS
War Cruiser - Lets you call down a bombardment as an at-will action, once per battle. The bombardment deals 3d4 damage to all foes.
SUPER ATTACKS
Midnight Kill Drive (Signature Rank 3) - Single | Seeking | Immobilize
TECHS
-Clash (Rank 3)
-Aura Guard (Rank 3) -Energy Shield (Rank 3) - After Image (Rank 3) -Psychic Powers (Rank 3) -Hypnosis (Rank 3) -Energy Constructs (Rank 3)
LEGENDARY
-Mimicry (*Crane Master Sash; Rank 3) -Energy Feints
CURRENT PL: 174,482 HP: 39/50 | KI: 32/115 | DEF: 100 (110) | DMG DIE: d12 | ACC: +25 (40) 1d100+40·4d12+4·1d100
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Post by T on Oct 26, 2018 23:32:09 GMT -5
After the wound closed over itself, the Heran rowed around his left shoulder. Any damage incurred still weighed down upon his body like a mountain range upon a planet, but this condition would have to do for now. Apparently, he was dealing with someone who decided to launch massive bursts of energy repeatedly in the hopes that Vile would tire out before he did. Perhaps such a tactic may have proven to be more effective against a low-class warrior or someone who did little more than dodge.
His opponent needed to end this quickly- more quickly than Vile did, at the very least.
“Can you?” He shifted to face the true Kamui standing directly next to him. If there was one thing that surprisingly fast people seemed to do quite often, it was disappear from sight and reappear next to their target. After experiencing a lifetime of combat and strife, he got tired of seeing it happened. It was expected to happen.
As soon as the wave started up, the man lazily raised up his right hand to stop it dead in its tracks. While his own energy caused the beam to struggle and fizzle between them, the ensuing collision took the form of a small luminous orb between the two warriors.
“There are so many traits of you that I despise,” admitted the lime-skinned Xeno. Their clash shook the ground underfoot. It threatened to cause massive damage to all within the dome. Any lapse in concentration now could bring about a fatal mistake. “Many that I used to see in myself.” He continued. “But of all of them, two stand out as the worst offenders of any warrior in any existence.”
Without any further words on that end, Vile pushed forward intensely. A surge of emerald plasma burst out towards his Frost-Demon foe as he tried his hand at gaining the upper hand. Whether it resulted in the further damaging of his target or a mere explosion to break apart the meeting was of no regard to him. Even if he died then and there, not a single care was to be had.
“You’re a one trick galactic pony,” stated the man as dust and debris fell from the air around them. “And as long as you fight for fame, glory, money, or anything of the sort- you will never beat me.”
Battle Info - Vile
Defence Phase Midnight Kill Drive: Death Cannon - 100 Attack vs 120 Defence - Miss - 1 Damage - Immobilised!
Energy Feints - Misdirected!
Total Damage : 1 - 0 = 1 Damage [ Attack Phase ]
Standard Action 1 (Sacrificed For A Bonus Action) : Beam Struggle (Destron Gas) Stun (45%) : VzeXDR9U1d100 Freeze (45%) : 1d100 (Frozen!) Poison (45%) : 1d100
Bonus Action : Energy Control (Guile) - Add Piercing to Vile Cannon
Standard Action 2 : Vile Cannon (ATTACK) - 5 Ki - Slashing; Crippling To Hit : 1d100+40 (CRITICAL HIT!) Damage : 2d12 (+8 Critical Damage) Cripple (65%) : 1d100 (Crippled!)
[ Active Effects ] Full Power (Transformed - T1) - 0 Ki per Turn PL increases by 3x. [ Stubborn ] - Gain 3 Toughness at the end of each turn.
Edge III; Indefinite [ Edge III ] - +10 def against all the foe's attacks, negate 2 damage from all the foe's attacks.
Immobilised; 1 Stack; 2 Turns [ Immobilised ] - All Defence techniques cost 10 Ki more to use.
Misdirected; 1 Turn [ Misdirected ] - All At-Will actions require a Bonus Action. All Bonus Actions require a Standard Action.
[ Fighting Style ] [ Analytical ] [ Guile ] - At-Will. Add second major effect to one Super Atk.
[ Super Attacks ] ATTACK - Signature - Rank 3 - 5 Ki Single (Two Damage Dice); Slashing - Critical hit on natural roll of 85+; Crippling (50%)
[ Techniques ] [ After Image ] - Rank 3 - Bonus Action-Reactive - 15 Ki Avoid all two attacks that would have hit you. [ 1 / 1 use ]
[ Deflect ] - Rank 3 - Bonus Action-Reactive - 10 Ki Take half dmg from two Atks that hit you. [ 2 / 2 uses ]
[ Aura Guard ] - Rank 3 - At-Will-Reactive - 5 Ki Immune to non-special status effects and negates critical hit bonus dmg. [ 1 / 3 uses ]
[ Sonic Sway ] - Rank 3 - Bonus Action-Reactive - 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. [ 1 / 1 use ]
[ Magic Materialisation ] - Rank 3 - Bonus Action - 10 Ki Create an item to go into a gear slot. Replaces item. [ 0 / 1 use ]
[ Magic Slime ] - Rank 3 - Bonus Action - 5 Ki 80% chance to Cripple. Target also is inflcited with Agony. [ 2 / 2 uses ]
[ Energy Shield ] - Rank 3 - Bonus Action - 5 Ki Gain 20 Toughness. [ 0 / 1 use ]
[ Legendary Techniques ] [ Time Skip ] - Rank 3 - Bonus Action - 10 Ki Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. [ 1 / 1 use ]
[ Traits ] Cleverness - Passive. +15% status effect inflict chance. Alacrity - Passive. +10 def while above 50% HP. Rush - At-Will. One single-type Super Atk deals direct dmg equal to lowest die rolled and inflicts succesful status. Talented - At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki. [ 0 / 1 use ] Blur - Requires 40 Ref. Passive. One Movement tech can be at-will on turn.
[ Transformations ] [ Tier 1 ] - Full Power - 0 Ki per turn. - Stubborn - 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 Bonus Action - Reactive. Remove all status effects. Gain 5 tou. [ 0/1 use ]
[ Gear ] - Destron Gas (Magic Materailised) Bonus Action. 30% chance to inflict Stun, Freeze, and Poison each. If foe affected by any of the statuses, inflict special status Strained. [ 0/2 uses]
Strained decreases base PL by 15% for the rest of the battle.
[ 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 : 226,719 | Power Level : 680,157 Hit Points : 25 / 50 | Ki : 85 / 100 Toughness : 6
Fighting - 30 Defence - 120 (110) Damage Die ( Rank 6 ) - d12
BASE PL: 226,719 | CURRENT PL: 680,157 HP: 25/50 | KI: 85/100 | DEF: 120 (110) | ACC: +40 (30) BASE DMG DIE (Rank 6): d12 ( Post Count : 10 )
Doctor Kaijin Vex 1d100·1d100·1d100·1d100+40·2d12·1d100
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