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Post by Dain Sincara on Dec 27, 2018 8:54:10 GMT -5
Dain was roaring with anticipation. The Saiya-Jin had been training and meditating with his mistress for a while now and he was looking forward to showing her the results. He could not deny the past few weeks had been tough on him, but he had regained something from his past. An edge he had lost before. It was far from complete, but as he faced the beautiful demon, he could feel a tension he had missed for a long time. It turned out to be a pleasant surprise to have met Legume. “Let´s see if a Saiya-Jin from a peaceful time, can put up a fight.” Dain said with a grin as he began gathering his power. Without waiting he placed his fingers on his forehead and transported to the moon he had been talking about. It looked like an apocalyptic nightmare, erupting volcano´s in the distance, rivers of lava beneath them and dark clouds of ash and poison gasses around them. It burned a bit in his lungs, but nothing he was not used to after training with Amatricina, the fire demon. As he gathering his power a ripple shot through the room, expelling the clouds for a moment. A deep growl escaped his lips, his fangs showing, as golden lightning began to thunder down around him. With a loud yell he let his more primitive side take over. A crater formed around him as his hair blond hair turned bright yellow, his azure eyes began to shine and the lightning wrapped itself tighter around him like a skin tight armor. This time though he delved deeper, the howl continuing as he searched for the part he had lost. He could feel the lightning in the air, the static and friction around him. Dain could even feel the electric signals run through his body, as his brain send instructions to his limbs and received feedback. “THIS IS IT!” He growled, baring his fangs, as his energy expanded once more, his eyes turning completely white, except for the occasional lightning arcing through them. Dain could feel it, the warm comfortable sensation in his entire right arm. It was so familiar that he did not even have to look to confirm it. What he had lost over the centuries, he was already regaining within weeks under her tutelage. I´ll prove her I am worth it. He thought to himself, determined to the core, as he instinctively clenched his fist, causing electricity to arc around his arm. Where his right arm before had been flesh and blood, it had been transformed into pure golden lightning. A trick he had picked up from his parents and albeit the form was not complete, it was progress and he was adamant to show that to Amatricina. This fight against Legume would only help him sharpen his senses and instincts. “I presume you don´t need me to hold back a bit.” The Saiya-Jin asked tauntingly as he let his energy run wild. He wanted to proof himself and he could only do that if his oponent took it seriously as well. Regardless it was mostly a rhetorical question as he did not wait for his response. Lightning arced in his eyes and around his arm, as he raised his right into the air. A few bolts of lightning escaped from the tips of his fingers and into the clouds above them. As soon as they hit, the clouds turned dark and began to expand until lightning arced ominously through them. A grin appeared on his face as he snapped his finger and a bolt of lightning shot from the cloud and hit the ground with a deafening sound. For a moment steam obscured the impact point, but when it settled down there was another Dain standing around. Only rather it being made from flesh and blood, this one was completely made out of energy. It was a perfect copy of the Saiya-Jin, down to the torn robe and sword on his hip. It even radiated as much energy as the original. The cloned mimicked Dain´s grin as it dashed forward, leaving a trail in the molten rock. Just as it was about to strike it vanished for a moment, only to appear above the Super Saiya-Jin Legume, it´s hands facing him and it cackled slightly as it felt the energy in the air and bound it. A field of static energy would appear around the demoness, binding him if it hit. At the same time Dain released another bolt of energy from his finger tips into the cloud. For a moment the cloud growled threatening, before it began to rain down lightning bolts towards the target. “Let´s make this a show for the ages.” Dain growled as he tensed and took a fighting position, ready to put his back into it himself. It would simply not stand it if he only let his clone fight after all.
CURRENT PL: T1 (T1: 828,003) (Base: —> 276,001) -0 KI HP: 90/90 | KI: 73/100 | DEF: 50 (Edge 0) | DMG DIE: d12 | ACC: +50) | 10+3= 13 TOUGH
At will: - Clone (18 HP) (PL 828,003) Standard Attack 1a) Accuracy= Ft4av1XT1d100+75 (GI)(Deadly) Damage= 1d12+2 (GI)(Impact) Damage 2= 1d12+2 (GI)(Brave Sword)(Impact) Burn <45% = 1d100 (Infuse + Cleverness) Wound <65% = 1d100 (Brave Sword + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
Standard Attack 1b) (Blitz) Accuracy= 1d100+75 (GI)(Deadly) Damage= 1d12+1 (GI) Damage 2= 1d12+1 (GI)(Brave Sword) Burn <45% = 1d100 (Infuse + Cleverness) Wound <65% = 1d100 (Brave Sword + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
- Warcruiser (Thunder Cloud) Direct Damage: 3d4
- Dampening Field (+10 Toughness) - Energy Amp (1/3) (1 damage from basic attacks takes 2 toughness to negate) - Stubborn: +3 Toughness - Transformed State: -2 KI
Bonus: - Multiform -15 KI - Transform to T1 - Poison -10 KI (1/5)
Techniques: Super Attacks: - Bolt from the Blue (Rank 3) (Area) (Signature) (Splash) (-5 KI) (2d12+1) - Burning Gaze (Rank 3) (Single) (Signature) (Slashing) (Sear) (-5 KI) (2D12+1)
Techniques: 1) Poison (Rank 3) (Bonus Action. Basic Attacks have 50% chance to Poison for 1\5 turns. (0/1 use) 2) Magic Slime (Rank 3) (Bonus Action. 80% chance to Cripple. Rank 3 target also is inflicted with Agony. (2/2 uses) 3) Magic Materialization (Rank 3)(Bonus Action. Create an item to go into a gear slot. (1/1 use ) 4) Psycho Threads (Rank 3) (Bonus Action. 80% chance to Immobilize. Rank 3 target takes 2 stacks. (2/2 uses) 5) Psychic Powers (Rank 3) (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 ranks lower. (Indefinite uses) 6) Eight Arms (Rank 3)(At-will. Bonus action can be used to make an add. Basic Atk. (3/3 uses) 7) Aura Guard (Rank 3) (At-will. Immune to non-special status effects and negates critical hit bonus dmg. (1\2 uses) 8) Clash (Rank 3) (Standard Action. Take half dmg from Super Atk and deal the other half back to attacker) (1/1) 9) Energy Shield (Rank 3) (Bonus Action. Gain 20 tou) (1/1 use) 10) Sonic Sway (Rank 3) (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use) (1/1)
Legendary Techniques: - Multiform (Rank 3) (-15 KI)
Items: - Martial Arts GI - Brave Sword - Energy Amp (0/1) - Dampening Field (0/1)
Unequipped: - Battle Armor - Weighted Clothing - Kai Weights - Helmet - Destron Gas - Demon Ring - Battle Stim - Trinket
Post Count: 1 Legume1d100+75·1d12+2·1d12+2·1d100·1d100·1d100·1d100+75·1d12+1·1d12+1·1d100·1d100·1d100·3d4
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Post by Legume on Dec 27, 2018 13:36:13 GMT -5
So Dain, after a showcase of power through a feral transformation sequence, decided to strike first - to be fair, this is exactly what Legume expected of him, seeing how excited he was to square off against a fellow Super Saiyan. And, to be fair, it's not like Legume was not willing to throw down and see just how well he stacks up against some of the top tiers of the past, he wouldn't regularly sign up to various tournaments otherwise. However, the sword-wielding Super Saiyan was somewhat more reserved on that. Just... don't kill him, okay Legume?With a bolt of lightning striking the ground, Dain suddenly summoned a perfect copy of himself, a clone. Not what he would have expected a Saiyan to wield as a technique - seeing a second Dain suddenly charge at him surprised Legume, but not to the point where he couldn't react accordingly, raising Vanity to block the incoming physical strikes with his engorged blade. Remaining stationary, however, left him vulnerable to one of the loose thunderbolts which the Saiyan bounty hunter sent towards him, striking him directly and singing his skin and clothes, not to mention making him make a few steps backward. However, it only reassured Legume's tenacity and strengthened his resolve to see this battle to the end. Even if he has to completely overwhelm the man on the other side. Something which Dain, demanding Legume to go all-out, was practically asking for. The Saiyan clenched his teeth a little, tightening his grip over the hilt of his weapon. " Fine. If going all-out is what you want, Dain, then that is what I will give you." Like a god slamming down his hammer, the Saiyan smashed the tip of Vanity's blade to the ground, instantly activating his Super Saiyan aura, which soon grew more condensed and fiery, its movements turning into a swift upwards motion, before the first sparks of electricity cracked around Legume's body and the braid lying on his back rose up. A single lock of hair fell over the Saiyan's forehead, and the power emitted by his body now drastically surpassed what he wielded in his usual, Super Saiyan state. " I've been told that this is what they call a Super Saiyan which has ascended past the limits of one. Or, more concisely, Super Saiyan 2. And that it's even more rare than the standard transformation." Did Dain, or the other inhabitants of the past, even know about this form? Maybe... after all, the history books say that Prince Vegeta had access to this transformation, too. Although, as far as Legume was aware, Prince Vegeta was history to the people in this time much like they were to his. During the whole reaction to Dain's offensive and the transformation to Super Saiyan 2, Legume did not move a single inch from the patch of earth he was standing on - until now. Suddenly, everything around him froze into a crystalline time bubble, and the golden-haired Saiyan, opting to not waste the less of a second of time he had for a free attack, charged straight at the bounty hunter. From an outsider's perspective, after an auspicious sound indicating a some sort of technique being activate, it would appear as if Legume suddenly vanished from where he was standing in and reappeared straight in front of the original Dain, his fist aiming straight towards the opponent's gut. Immediately after the Time Skip strike, Legume would follow it up with a sudden swing from his blade Vanity, sending several powerful airbursts and shockwaves towards the bounty hunter to try to hit both him and his clone. Defensive Phase
Defensive Techniques and Items Activated: Rapid Movement, Absorb, Wild Sense
THE ONLY OTHER SUPER SAIYAN IN THIS WHOLE GAME, APPARENTLY Basic - 166 vs 110 - avoided with RM Basic - 86 vs 110 - miss
11 Direct Damage! Recover 22 ki with Absorb!
Gain two stacks of Wild Sense.
Offensive Phase
At-Will: Undying Tenacity (Absorb III) At-Will: Rapid Movement (Blur), -5 ki
Bonus Action: Military-Grade Reflexes (Wild Sense III), -10 ki
At-Will: Haste - Gain a second Bonus Action.
Bonus Action: Mastered Super Saiyan 2 (T2) - x7 PL, 1 ki per turn, +10 defense against Super Attacks.
At-Will: Activate Edge IV against Dain - +10 defense, +10 accuracy, 2 damage reduction, inflict with Overwhelmed as long as Edge IV is maintained.
At-Will: Time Skip Strike (Drunken Fist with Blur) - Deal 18 direct damage to Dain. At-Will: Time Skip Strike Cont. (War Cruiser) - Deal bir8wwMf3d4 direct damage to Dain.
At-Will: Martial Arts Gi for next two attacks.
Standard Action 1: Vanity Strike - Seeking/Crippling Single, -5 ki
Accuracy - 1d100+55 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Attach Rush to next attack At-Will: Guile - Attach Slashing to next attack
Standard Action 2: Vanity Strike - Seeking/Crippling Single, -5 ki
Accuracy - 1d100+55 Damage - 2d12+2 (CRITICAL! +11 dmg) Cripple (Need 50 or less) - 1d100
(2 direct dmg if avoided)
Passive Modifiers
T2 Ki Drain: 1 per turn
Talented usage: 0/1 uses Trinket usage: 0/1 uses Gourd of Mist usage: 0/2 uses Haste usage: 1/2 uses Recuperate ki recovered: 0/50 Drunken Fist usage: 1/4
Absorb ki recovery: 22/40
Wild Sense defense bonus: 10/25
Stats
Power Level - 3 619 287 (517 041)
HP - 39/50 Ki - 96/100 Defense - 120 (100) Accuracy mod - +30 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Emboldened and Measured): You gain x4 PL. T1 costs 0 ki to maintain.
T2 Transformation - Mastered Super Saiyan 2 (Emboldened, Measured and Heightened): You gain x7 PL. T2 costs 1 ki to maintain. Gain +10 Defense against Super Attacks.
Fighting Style - Analytical: +5 Fighting. As an at-will action you can add a second (and different) major effect onto one Super Attack during your turn.
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. Haste: At-will. Gain a second bonus action. 2 uses. Blur: Passive. One Movement tech can be at-will on turn. Talented: At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki.
Items
Artifact - None
Martial Arts Gi: At-will. Add +15 acc and +1 dmg tier to two atks. Scouter: Passive. +15 defense against Super Atks. Trinket: At-will. Remove all status effects. Gain 5 tou. 1 use. Gourd of Mist: Bonus Action. 50% Sapped and siphon 10 ki chance. Sapped lowers max ki by 10 and base by 10%. 2 uses.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. War Cruiser: Deals 3d4 direct damage to all enemies. Dragon Ball Radar
Techniques
Vanity Strike III (Signature/Single - 2 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action/Crippling - 50% chance to inflict Cripple), -5 ki Psychic Powers (Standard Action. Make a Basic Atk with +5 acc but the dmg die is 3 ranks lower.) Psycho Threads III (Requires Psychic Powers. Bonus Action. 80% cance to Immobilize. Target takes 2 stacks. 2 uses.), -5 ki Clash III (Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. 1 use.), -10 ki Absorb III (At-will. Each point of dmg restores 2 ki to max of 40 ki absorbed.) Drunken Fist III (At-Will. Deal lowest dmg die from one chosen missed atk. Two lowest with Blur trait. Movement tech. 4 uses.), -0 ki Energy Shield III (Bonus Action. Gain 20 tou. 1 use.), -5 ki Sonic Sway III (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use.), -5 ki Wild Sense III (Bonus Action. Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades.), -10 ki
Time Skip III (Bonus Action. Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. 1 use.), -10 ki Instant Transmission III (Bonus Action. Avoid any atk that would hit. Or make increase crit range on Super Atk. Movement tech. Outside of battle can travel to Other World. 1 use def/2 uses off.), -10 ki
3d4·1d100+55·2d12+2·1d100·1d100+55·2d12+2·1d100
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Post by Dain Sincara on Dec 28, 2018 8:41:08 GMT -5
“That is all I can ask for.” Dain said with a grin, until suddenly he felt the energy of Legume expand far beyond his previous limit. The Saiya-Jins eyes shot open, trembling slightly, as the grin faded from his mouth. Dain stood frozen to the ground is his foe displayed a completely new form and Dain probably could have kept staring at her, when suddenly something resonated within him. A faint memory shot through his mind, of a time so long ago it had almost completely faded. Did I used to have a different transformation at some point? He suddenly wondered as the image faded from his mind as quickly as it had come. The person in his memory was him, he was certain, but he barely recognized himself. Yet as he stared at Legume, it felt vaguely familiar and a part of him wanted to follow the other Saiya-Jin. Yet it seemed he simply could not or had forgotten how. It was agonizing in a way, like as if the answer was on the tip of his tongue, yet it eluded him. “Well that is most impressive, you certainly have outmatched me in terms of raw power.” Dain responded with a faint, pale smile as he raised his arm in front of him to protect his face. The two attacks came out of nowhere and before Dain new what hit him, he was already falling forward, blood gushing from his mouth. Just before his knee his the dirt though, his right hand formed a fist and just in time he managed to catch himself. “My turn!” He replied as he forced himself to grin a blood red grin, as he took the offensive. Dain was still grinning as he drew the sword from his hip, a different one then he had previously used. The elemental blade shone brightly as he took it in his right hand, instantly adapting on the spot, allowing arcs of blue lightning to run across the blade like a chainsaw. “Let´s see if I can return the favor. I am somewhat of a swordsman myself you see.” He said, looking at Legume´s impressive sword, before dashing straight towards his mistress. Just as he was about to reach her though the clone had finished preparing it´s attack. From underneath Legume, lightning suddenly breached the surface of the magma and shot towards her. At the same time Dain swung his sword brutally towards her, aiming a vertical slash from her right hip to his left shoulder. A blast of lightning energy sprung from his sword and soared towards her. The Saiya-Jin used the time to get closer and thrust his sword with all his might towards the ascended Saiya-Jins stomach. “Not yet!” He growled as he felt the strain on his body, from moving at the maximum of his ability, forcing himself to keep moving. He extended his left hand, pointing a finger at his foe and released a bolt of lightning to pierce through his shoulder. As it released the bolt though the hand kept moving, trying to attempt to grab Legume´s shoulder. One thing many people forgot about electricity and the users is that there is potentially a much more deadly use. If his hand would reach her, he would simply absorb as much energy as he could, potentially disturbing her ability to move. As a bounty hunter he had often used this technique, simply place a finger on his opponents heart and sap the lightning, causing instant heart failure. “How is that?” He asked slightly out of breath as he jumped back to a safe distance, needing the time to gather his energy again.
Battle Summary:
Damage Summary:
At will: - Clone (18-4-5 = 9 HP) (PL 928,356) Standard Attack 1) Accuracy= oWIA4O7z1d100+75(Deadly)(Gritt) Damage= 1d12+2(GI) or Damage 2= 1d12+2 (GI)(Brave Sword) Burn <45% = 1d100 (Infuse + Cleverness) Wound <65% = 1d100 (Brave Sword + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
Bonus: * None
Standard Attack: Standard Attack 1a) Accuracy= 1d100+90 (GI)(Deadly)(Gritt) Damage= 1d12+2 (GI)(Impact) or Damage 2= 1d12+2 (GI)(Brave Sword)(Impact) Burn <45% = 1d100 (Infuse + Cleverness) Wound <65% = 1d100 (Brave Sword + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
Standard Attack 1b) (Blitz) Accuracy= 1d100+90 (GI)(Deadly)(Gritt) Damage= 1d12+1 (GI) or Damage 2= 1d12+1 (GI)(Brave Sword) Burn <45% = 1d100 (Infuse + Cleverness) Wound <65% = 1d100 (Brave Sword + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
Standard Attack 2) (Blitz) Accuracy= 1d100+75 (Deadly)(Gritt) Damage= 1d12 or Damage 2= 1d12 (Brave Sword) Burn <45% = 1d100 (Infuse + Cleverness) Wound <65% = 1d100 (Brave Sword + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
Standard Attack 3) (Blitz) Accuracy= 1d100+75 (Deadly)(Gritt) Damage= 1d12 or Damage 2= 1d12 (Brave Sword) Burn <45% = 1d100 (Infuse + Cleverness) Wound <65% = 1d100 (Brave Sword + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
Active Effects:
Stats:
Techniques: Super Attacks: - Bolt from the Blue (Rank 3) (Area) (Signature) (Splash) (-5 KI) (2d12+1) - Burning Gaze (Rank 3) (Single) (Signature) (Slashing) (Sear) (-5 KI) (2D12+1)
Techniques: 1) Poison (Rank 3) (Bonus Action. Basic Attacks have 50% chance to Poison for 1\5 turns. (0/1 use) 2) Magic Slime (Rank 3) (Bonus Action. 80% chance to Cripple. Rank 3 target also is inflicted with Agony. (2/2 uses) 3) Magic Materialization (Rank 3)(Bonus Action. Create an item to go into a gear slot. (1/1 use ) 4) Psycho Threads (Rank 3) (Bonus Action. 80% chance to Immobilize. Rank 3 target takes 2 stacks. (2/2 uses) 5) Psychic Powers (Rank 3) (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 ranks lower. (Indefinite uses) 6) Eight Arms (Rank 3)(At-will. Bonus action can be used to make an add. Basic Atk. (2/3 uses) 7) Aura Guard (Rank 3) (At-will. Immune to non-special status effects and negates critical hit bonus dmg. (2\2 uses) 8) Clash (Rank 3) (Standard Action. Take half dmg from Super Atk and deal the other half back to attacker) (1/1) 9) Energy Shield (Rank 3) (Bonus Action. Gain 20 tou) (1/1 use) 10) Sonic Sway (Rank 3) (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use) (1/1)
Legendary Techniques: - Multiform (Rank 3) (-15 KI)
Items: - Martial Arts GI - Brave Sword - Energy Amp (0/1) - Dampening Field (0/1)
Unequipped: - Battle Armor - Weighted Clothing - Kai Weights - Helmet - Destron Gas - Demon Ring - Battle Stim - Trinket
Post Count: 2 Legume1d100+75·1d12+2·1d12+2·1d100·1d100·1d100·1d100+90·1d12+2·1d12+2·1d100·1d100·1d100·1d100+90·1d12+1·1d12+1·1d100·1d100·1d100·1d100+75·1d12·1d12·1d100·1d100·1d100·1d100+75·1d12·1d12·1d100·1d100·1d100
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Post by Legume on Dec 28, 2018 11:07:35 GMT -5
Expecting Dain to go down with the first combination of Time Skip and Vanity strikes would probably be too much - however, as the bounty hunter reeled back from the sudden blow, Legume could tell that the combination dealt the damage he wanted it to deal. Any further contemplations about the battle had to be left for the future, as Dain, after complimenting Legume's strength, went on the offensive, him and his clone attacking together in perfect sync, clearly hoping to overwhelm the sword-wielding Saiyan with numerical superiority. As Legume leapt from the ground to avoid the barrage of lightning tossed by Dain's clone from below, he suddenly saw the original bounty hunter charge at him with a sword at hand. With Vanity's massive blade, he blocked the swift and powerful slash, and continued by parrying the following thrust to deflect it to the side. This, however, left him vulnerable to Dain's next attack, a bolt of lightning flying from the tip of his finger straight towards Legume's shoulder. The speed at which it was flying... it made the attack impossible to dodge even if he threw himself to the ground at full speed. Instinctively, the Saiyan activated his Time Skip, a crystalline time bubble forming around him and everything else freezing for a fraction of a second, which was enough time for him to fling himself to the side and narrowly avoid the speeding lightning bolt and the hand which shot out of it. Just in time to hear Dain speak to him and ask on how good his barrage of attack was. Legume responded with a frown, spinning Vanity in his hand in preparation for the next phase of the battle. There were a few things he did want to say... but the Super Saiyan also could tell that the bounty hunter was draining through his energy reserves quickly. Letting him receive a minute of reprieve and recover that stamina would be nonsensical. Legume activated his Time Skip yet again, this time running straight at Dain and leaving the crystalline time bubble right before his fist threw itself towards the bounty hunter's kidney. " For a man of the distant past, it's satisfactory indeed." Clenching onto Vanity's handle more tightly, Legume sent the weapon forward as a pierce maneuver to try to follow up on his Time Skip attack. Defensive Phase
Defensive Techniques and Items Activated: Sonic Sway, Absorb, Wild Sense
THE ONLY OTHER SUPER SAIYAN IN THIS WHOLE GAME, APPARENTLY Basic - 140 vs 130 - avoided with Sonic Sway Basic - 103 vs 130 - miss Basic - 152 vs 130 - avoided with Sonic Sway Basic - 154 vs 130 - avoided with Sonic Sway Basic - 127 vs 130 - miss
Gain three stacks of Wild Sense.
Offensive Phase
At-Will: Sonic Sway (Blur), -5 ki
Bonus Action: Time Skip (Target rolls two d100s for acc and takes lesser when attacking you for 3 turns), -10 ki
At-Will: Activate Edge III against Dain - +10 defense, +10 accuracy, 2 damage reduction.
At-Will: Time Skip Strike (Drunken Fist with Blur) - Deal 11 direct damage to Dain.
At-Will: Martial Arts Gi for next two attacks.
Standard Action 1: Vanity Strike - Seeking/Crippling Single, -5 ki
Accuracy - m_F5QDSY1d100+55 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Attach Rush to next attack At-Will: Guile - Attach Slashing to next attack
Standard Action 2: Vanity Strike - Seeking/Crippling Single, -5 ki
Accuracy - 1d100+55 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
(8 direct dmg and Cripple if avoided)
Passive Modifiers
T2 Ki Drain: 1 per turn
Talented usage: 0/1 uses Trinket usage: 0/1 uses Gourd of Mist usage: 0/2 uses Haste usage: 1/2 uses Recuperate ki recovered: 0/50 Drunken Fist usage: 1/4
Absorb ki recovery: 22/40
Wild Sense defense bonus: 10/25
Stats
Power Level - 3 619 287 (517 041)
HP - 39/50 Ki - 70/100 Defense - 120 (100) Accuracy mod - +30 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Emboldened and Measured): You gain x4 PL. T1 costs 0 ki to maintain.
T2 Transformation - Mastered Super Saiyan 2 (Emboldened, Measured and Heightened): You gain x7 PL. T2 costs 1 ki to maintain. Gain +10 Defense against Super Attacks.
Fighting Style - Analytical: +5 Fighting. As an at-will action you can add a second (and different) major effect onto one Super Attack during your turn.
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. Haste: At-will. Gain a second bonus action. 2 uses. Blur: Passive. One Movement tech can be at-will on turn. Talented: At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki.
Items
Artifact - None
Martial Arts Gi: At-will. Add +15 acc and +1 dmg tier to two atks. Scouter: Passive. +15 defense against Super Atks. Trinket: At-will. Remove all status effects. Gain 5 tou. 1 use. Gourd of Mist: Bonus Action. 50% Sapped and siphon 10 ki chance. Sapped lowers max ki by 10 and base by 10%. 2 uses.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. War Cruiser: Deals 3d4 direct damage to all enemies. Dragon Ball Radar
Techniques
Vanity Strike III (Signature/Single - 2 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action/Crippling - 50% chance to inflict Cripple), -5 ki Psychic Powers (Standard Action. Make a Basic Atk with +5 acc but the dmg die is 3 ranks lower.) Psycho Threads III (Requires Psychic Powers. Bonus Action. 80% cance to Immobilize. Target takes 2 stacks. 2 uses.), -5 ki Clash III (Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. 1 use.), -10 ki Absorb III (At-will. Each point of dmg restores 2 ki to max of 40 ki absorbed.) Drunken Fist III (At-Will. Deal lowest dmg die from one chosen missed atk. Two lowest with Blur trait. Movement tech. 4 uses.), -0 ki Energy Shield III (Bonus Action. Gain 20 tou. 1 use.), -5 ki Sonic Sway III (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use.), -5 ki Wild Sense III (Bonus Action. Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades.), -10 ki
Time Skip III (Bonus Action. Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. 1 use.), -10 ki Instant Transmission III (Bonus Action. Avoid any atk that would hit. Or make increase crit range on Super Atk. Movement tech. Outside of battle can travel to Other World. 1 use def/2 uses off.), -10 ki
1d100+55·2d12+2·1d100·1d100+55·2d12+2·1d100
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Post by Dain Sincara on Dec 30, 2018 6:49:02 GMT -5
Once more his foe vanished from sight, but this time Dain was a bit more prepared. Having learned from the last encounter he instinctively released his energy, letting it run freely. Lightning began to arc around him as if trapped in a Faraday cage, adding a layer of defense. The Saiya-Jin did not use it to cause damage though, rather he controlled each arc of lightning and used them as tendrils, to extend his area of vision/control. When Legume appeared once more, he brushed against one of the arcs. The current was not even strong enough to even be noticed, but Dain´s eyes shot open and instantly his clone moved. “I am sorry, I tend to make it a hobby of mine, to try to never fall for the same trick twice.” Dain said with a sly grin as he turned his head towards Legume, just as his clone moved in to block the punch. Without batting an eye it took the blow and allowed itself to be send flying. The sword slash came expected, yet was still so much faster then Dain could hope to dodge. He had to admit Legume had him truly outmatched in terms of speed and raw power. So instead he did the only thing possible, he continued his movement, extending his right arm towards the blade. Completely converted to lightning his hand was technically protected from physical harm, but it still hurt like hell as it almost slid through his entire hand before Dain caught it. “Nice sword, let me see if it can handle a jolt.” Dain said still with the sly smile upon his face as his eyes lit up and he send as much energy through the blade as he could muster, causing a crackling arc of lightning to move down that blade towards Legume. Playtime was over though. Even if protected somewhat, blood was dripping from his hand and the moment he would power down, he´d probably lose the ability to use the hand in combat. “I will return the compliment Legume, if you are truly from the future, it is interesting enough that I want to see it with my own eyes.” Dain said with a genuine smile as he extended both his hands towards the sky, palms open. -As If he was doing the spirit bomb- Golden lightning shot towards the sky and instantly dark thunderclouds formed, soon expanding across the entire sky. With barely any light getting through it, the two fighters were left standing in darkness. One covered by a golden flame and crackling blue lightning, the other surrounded by golden lightning wrapped around him. “Shall we get serious?” Dain asked as he folded his hands into fist and extended his senses to the wealth of lightning above him. Albeit he could not control it directly -simply too much electricity, even for him- he could guide some of it towards hi target. Now! He thought to himself and without warning the sky broke and bolts of lightning began to shoot towards Legume, strong enough to even shock the warrior from the future, or so Dain hoped.
Battle Summary:
Damage Summary:
At will: - Clone (18-12 = 6 HP) (PL 928,356) * Intercept Attack 1
Bonus: * Magic Materialization (-5 KI) : Equip Senzu Bean
Standard Attack: * Clash -10 KI (Attack 2)(Deal 9 Direct DMG back to Legume)
Psychic Standard Attack 1a) -5 KI Accuracy= 2vh6OH541d100+100 (GI)(Deadly)(Gritt)(Psychic) Damage= 1d12+1 (GI)(Impact) or Damage 2= 1d12+2 (GI)(Brave Sword)(Impact) Burn <45% = 1d100 (Infuse + Cleverness) Wound <65% = 1d100 (Brave Sword + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
Psychic Standard Attack 1b) (Blitz) -5 KI Accuracy= 1d100+100 (GI)(Deadly)(Gritt)(Psychic) Damage= 1d12+0 (GI) or Damage 2= 1d12+1 (GI)(Brave Sword) Burn <45% = 1d100 (Infuse + Cleverness) Wound <65% = 1d100 (Brave Sword + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
Psychic Standard Attack 2) (Blitz) -5 KI Accuracy= 1d100+85 (Deadly)(Gritt) (Psychic) Damage= 1d11 or Damage 2= 1d12 (Brave Sword) Burn <45% = 1d100 (Infuse + Cleverness) Wound <65% = 1d100 (Brave Sword + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
ACC Roll 2, Attack 2: 1d100+100
Active Effects:
Stats:
Techniques: Super Attacks: - Bolt from the Blue (Rank 3) (Area) (Signature) (Splash) (-5 KI) (2d12+1) - Burning Gaze (Rank 3) (Single) (Signature) (Slashing) (Sear) (-5 KI) (2D12+1)
Techniques: 1) Poison (Rank 3) (Bonus Action. Basic Attacks have 50% chance to Poison for 1\5 turns. (0/1 use) 2) Magic Slime (Rank 3) (Bonus Action. 80% chance to Cripple. Rank 3 target also is inflicted with Agony. (2/2 uses) 3) Magic Materialization (Rank 3)(Bonus Action. Create an item to go into a gear slot. (1/1 use ) 4) Psycho Threads (Rank 3) (Bonus Action. 80% chance to Immobilize. Rank 3 target takes 2 stacks. (2/2 uses) 5) Psychic Powers (Rank 3) (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 ranks lower. (Indefinite uses) 6) Eight Arms (Rank 3)(At-will. Bonus action can be used to make an add. Basic Atk. (2/3 uses) 7) Aura Guard (Rank 3) (At-will. Immune to non-special status effects and negates critical hit bonus dmg. (2\2 uses) 8) Clash (Rank 3) (Standard Action. Take half dmg from Super Atk and deal the other half back to attacker) (1/1) 9) Energy Shield (Rank 3) (Bonus Action. Gain 20 tou) (1/1 use) 10) Sonic Sway (Rank 3) (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use) (1/1)
Legendary Techniques: - Multiform (Rank 3) (-15 KI)
Items: - Martial Arts GI - Brave Sword - Energy Amp (0/1) - Dampening Field (0/1) - Senzu Bean (1/1)
Unequipped: - Battle Armor - Weighted Clothing - Kai Weights - Helmet - Destron Gas - Demon Ring - Battle Stim - Trinket
Post Count: 3 Legume1d100+100·1d12+1·1d12+2·1d100·1d100·1d100·1d100+100·1d12+0·1d12+1·1d100·1d100·1d100·1d100+85·1d11·1d12·1d100·1d100·1d100·1d100+100
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Post by Legume on Dec 30, 2018 12:01:41 GMT -5
So Dain was enough of a professional to learn the mechanics behind his Time Skip technique after only seeing it once, then. Here Legume was, his fist blocked by the Saiyan's clone, and the bounty hunter himself commenting about how he doesn't fall for the same trick twice. On one hand, seeing his ace in the hole be decoded so quickly was definitely frustrating. On the other hand... finally having an opponent which can withstand him in his strongest state was a nice change of pace from the usual. Even fun, in a way - a snicker on Legume's face forming after Dain complimented him betrayed exactly that. Clenching his teeth and wincing as an electric shock zapped through Vanity's massive blade and then his body before grounding itself, the Super Saiyan held his ground until Dain finally leapt back, flying to the sky and raising his hands as if he was gathering a Spirit Bomb above. Legume wiped away a beak of sweat on his forehead which formed after the assault and raised his eyes to the sky, speaking: " Trust me, Dain, if I knew a way of how to have you see my time with your own eyes, I would have used that way on myself long ago." No matter how long he mingled with the inhabitants of the past or tried to integrate himself into this brave new world, he knew that by the end of the day, he's always going to be a foreigner first and foremost. Dain opened up his offensive with a series of lightning bolts speeding right towards him - and once again, much like last time, Legume activated his Time Skip, flying past the bolts while they were frozen in the bubble of time and charging towards the bounty hunter. This time, however, knowing that Dain was already acquainted with the technique, the Super Saiyan opted to change up his tactics - instead of the usual single powerful punch to the kidneys, Legume released a barrage of lighter, piercing strikes from the tip of his index fingers to strike Dain in what he perceived to be his pressure points - joints, concentrations of ki, vulnerable organs - in an attempt to immobilize him. Only then, after the pressure point strike and the Time Skip both ended, Legume released a powerful descent swing with Vanity to try to smack Dain straight to the ground. Defensive Phase
Defensive Techniques and Items Activated: Absorb, Wild Sense
THE ONLY OTHER SUPER SAIYAN IN THIS WHOLE GAME, APPARENTLY (Original rolls for attack 1 and 3 were 1 and 9 respectively, ProBoards is being shite.) Basic - 101 vs 145 - miss Basic - 135 vs 145 - miss Basic - 109 vs 145 - miss
9 direct damage! 18 ki recovered!
Offensive Phase
Bonus Action: Pressure Point Strike (Psycho Threads), -5 ki
Need 80 or less to land two stacks of Immobilize - u7tu1gTs1d100
At-Will: Activate Edge III against Dain - +10 defense, +10 accuracy, 2 damage reduction.
At-Will: Time Skip Strike (Drunken Fist with Blur) - Deal 11 direct damage to Dain.
At-Will: Talented - Gain an additional at-will use of Sonic Sway.
At-Will: Martial Arts Gi for next two attacks.
Standard Action 1: Vanity Strike - Seeking/Crippling Single, -5 ki
Accuracy - 1d100+55 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Attach Rush to next attack At-Will: Guile - Attach Slashing to next attack
Standard Action 2: Vanity Strike - Seeking/Slashing/Crippling Single, -5 ki
Accuracy - 1d100+55 Damage - 2d12+2 (CRITICAL! +1 dmg) Cripple (Need 50 or less) - 1d100
(1 direct dmg and Cripple if avoided)
Passive Modifiers
T2 Ki Drain: 1 per turn
Talented usage: 1/1 uses (Sonic Sway) Trinket usage: 0/1 uses Gourd of Mist usage: 0/2 uses Haste usage: 1/2 uses Recuperate ki recovered: 0/50 Drunken Fist usage: 3/4
Absorb ki recovery: 40/40
Wild Sense defense bonus: 25/25 (vanishes next turn)
Stats
Power Level - 3 619 287 (517 041)
HP - 30/50 Ki - 72/100 Defense - 120 (100) Accuracy mod - +30 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Emboldened and Measured): You gain x4 PL. T1 costs 0 ki to maintain.
T2 Transformation - Mastered Super Saiyan 2 (Emboldened, Measured and Heightened): You gain x7 PL. T2 costs 1 ki to maintain. Gain +10 Defense against Super Attacks.
Fighting Style - Analytical: +5 Fighting. As an at-will action you can add a second (and different) major effect onto one Super Attack during your turn.
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. Haste: At-will. Gain a second bonus action. 2 uses. Blur: Passive. One Movement tech can be at-will on turn. Talented: At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki.
Items
Artifact - None
Martial Arts Gi: At-will. Add +15 acc and +1 dmg tier to two atks. Scouter: Passive. +15 defense against Super Atks. Trinket: At-will. Remove all status effects. Gain 5 tou. 1 use. Gourd of Mist: Bonus Action. 50% Sapped and siphon 10 ki chance. Sapped lowers max ki by 10 and base by 10%. 2 uses.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. War Cruiser: Deals 3d4 direct damage to all enemies. Dragon Ball Radar
Techniques
Vanity Strike III (Signature/Single - 2 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action/Crippling - 50% chance to inflict Cripple), -5 ki Psychic Powers (Standard Action. Make a Basic Atk with +5 acc but the dmg die is 3 ranks lower.) Psycho Threads III (Requires Psychic Powers. Bonus Action. 80% cance to Immobilize. Target takes 2 stacks. 2 uses.), -5 ki Clash III (Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. 1 use.), -10 ki Absorb III (At-will. Each point of dmg restores 2 ki to max of 40 ki absorbed.) Drunken Fist III (At-Will. Deal lowest dmg die from one chosen missed atk. Two lowest with Blur trait. Movement tech. 4 uses.), -0 ki Energy Shield III (Bonus Action. Gain 20 tou. 1 use.), -5 ki Sonic Sway III (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use.), -5 ki Wild Sense III (Bonus Action. Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades.), -10 ki
Time Skip III (Bonus Action. Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. 1 use.), -10 ki Instant Transmission III (Bonus Action. Avoid any atk that would hit. Or make increase crit range on Super Atk. Movement tech. Outside of battle can travel to Other World. 1 use def/2 uses off.), -10 ki
1d100·1d100+55·2d12+2·1d100·1d100+55·2d12+2·1d100
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Post by Dain Sincara on Jan 1, 2019 8:11:04 GMT -5
A gentle smile played around Dain´s mouth as Legume pointed out he wished he knew of a way to get back. Not about the fact that Legume was stuck, but rather that Dain was headed to that time the long way around anyway. He had recently learned about magical items called dragons orbs or something that allowed him to make a wish. If that could not reverse his immortality he´d only have the Kai´s left and they had already refused him several times. Heh I wonder if I get to help shape this future… He suddenly thought to himself, as he looked at Legume. “Hey Legume… Dain began, just as the man vanished again. Instantly Dain activated his defenses again, allowing lightning to arc, but this time he was slightly too late. The future ascended Saiya-Jin had already breached his personal defenses, yet Dain had one final trick up his sleeve. Every time Legume went in for a jab, lightning arced from that exact spot, canceling out the blow. It was exactly what the lightning armor was designed for, yet Dain could not help but noticed that even though the blows were relatively weak, it was costing a lot of effort to keep up. A few beads of sweat were already falling from his head and he was getting weary. Truth be told Dain was not used to fighting against opponents who were this much stronger and faster. So far his defenses had held, but he wondered for how much longer. “… did you ever hear about an lightning Saiya-Jin in that far distant future?” Dain asked curiously as he drew his own lightning sword and swung it up to block humongous sword. Lightning arced as he put every ounce of strength he had into deflecting the blow, before going on the offensive. As both swords were still moving upward Dain already dived forward, aiming to punch Legume directly at the solar plexus. A moment later the clone appeared behind Legume throwing a KI blast at Legume´s back. Dain would then follow it up by slicing down twice with his sword.
Battle Summary:
Damage Summary:
At will: - Clone (6 HP) (PL 928,356) Accuracy= fU3|KiY41d100+75(Deadly)(Gritt) Accuracy 2= 1d100+100 (GI)(Deadly)(Gritt)(Psychic)(Timeskip) Damage= 1d12(GI) or Damage 2= 1d12 (GI)(Brave Sword) Burn <45% = 1d100 (Infuse + Cleverness) Wound <65% = 1d100 (Brave Sword + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
Bonus: * Use Senzu Bean (10 HP, 10 KI , due to cripple) * Energy Shield +20 TOUGH -5 KI
Standard Attack: Psychic Standard Attack 1a) -5 KI Accuracy= 1d100+100 (GI)(Deadly)(Gritt)(Psychic) Accuracy 2= 1d100+100 (GI)(Deadly)(Gritt)(Psychic)(Timeskip) Damage= 1d12+1 (GI)(Impact) or Damage 2= 1d12+2 (GI)(Brave Sword)(Impact) Burn <45% = 1d100 (Infuse + Cleverness) Wound <65% = 1d100 (Brave Sword + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
Psychic Standard Attack 1b) (Blitz) -5 KI Accuracy= 1d100+100 (GI)(Deadly)(Gritt)(Psychic) Accuracy 2= 1d100+100 (GI)(Deadly)(Gritt)(Psychic)(Timeskip) Damage= 1d12+0 (GI) or Damage 2= 1d12+1 (GI)(Brave Sword) Burn <45% = 1d100 (Infuse + Cleverness) Wound <65% = 1d100 (Brave Sword + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
Standard Attack 2) (Blitz) Accuracy= 1d100+75 (Deadly)(Gritt) Accuracy 2= 1d100+75 (Deadly)(Gritt)(Timeskip) Damage= 1d12 or Damage 2= 1d12 (Brave Sword) Burn <45% = 1d100 (Infuse + Cleverness) Wound <65% = 1d100 (Brave Sword + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
Active Effects:
Stats:
Techniques: Super Attacks: - Bolt from the Blue (Rank 3) (Area) (Signature) (Splash) (-5 KI) (2d12+1) - Burning Gaze (Rank 3) (Single) (Signature) (Slashing) (Sear) (-5 KI) (2D12+1)
Techniques: 1) Poison (Rank 3) (Bonus Action. Basic Attacks have 50% chance to Poison for 1\5 turns. (0/1 use) 2) Magic Slime (Rank 3) (Bonus Action. 80% chance to Cripple. Rank 3 target also is inflicted with Agony. (2/2 uses) 3) Magic Materialization (Rank 3)(Bonus Action. Create an item to go into a gear slot. (0/1 use ) 4) Psycho Threads (Rank 3) (Bonus Action. 80% chance to Immobilize. Rank 3 target takes 2 stacks. (2/2 uses) 5) Psychic Powers (Rank 3) (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 ranks lower. (Indefinite uses) 6) Eight Arms (Rank 3)(At-will. Bonus action can be used to make an add. Basic Atk. (2/3 uses) 7) Aura Guard (Rank 3) (At-will. Immune to non-special status effects and negates critical hit bonus dmg. (1\2 uses) 8) Clash (Rank 3) (Standard Action. Take half dmg from Super Atk and deal the other half back to attacker) (0/1) 9) Energy Shield (Rank 3) (Bonus Action. Gain 20 tou) (0/1 use) 10) Sonic Sway (Rank 3) (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use) (1/1)
Legendary Techniques: - Multiform (Rank 3) (-15 KI)
Items: - Martial Arts GI - Brave Sword - Energy Amp (0/1) - Dampening Field (0/1) - Senzu Bean (0/1)
Unequipped: - Battle Armor - Weighted Clothing - Kai Weights - Helmet - Destron Gas - Demon Ring - Battle Stim - Trinket
Post Count: 4 Legume1d100+75·1d100+100·1d12·1d12·1d100·1d100·1d100·1d100+100·1d100+100·1d12+1·1d12+2·1d100·1d100·1d100·1d100+100·1d100+100·1d12+0·1d12+1·1d100·1d100·1d100·1d100+75·1d100+75·1d12·1d12·1d100·1d100·1d100
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Post by Legume on Jan 1, 2019 14:37:31 GMT -5
As Legume time-skipped to strike the Saiyan of the past with a barrage of pressure point strikes and the clash between the two golden-haired warriors continued, Dain raised a surprising question. The bounty hunter was concerned with something about Legume's time - namely, if he had heard of a particular electricity-wielding Super Saiyan in the distant future. Really now? Dain didn't seem like the type of person to be concerned with the impact he leaves on the Galaxy to Legume. And yet, they wouldn't be having this conversation otherwise. As the Super Saiyan used Vanity to blow away the incoming energy blast and parry the bounty hunter's punches and slashes - Dain's speed was finally starting to get through his defenses, a few of the slashes leaving faint marks on his cheek and wrist, dampened by his powerful aura to leave little actual damage - Legume opted to humor his adversary just a little bit. What harm could it make? " Not at all." Legume replied, his face forming a slight snicker, as he activated his Time Skip to avoid the last of the slashes heading his way and duck behind them to deliver a strong blow towards Dain's intestines. " Don't interpret this as a kick between your legs, though. Almost none, if any of the people you've met in your life will be remembered for more than a few centuries." Winding back his greatsword, the Super Saiyan opted to add a few more words: " This time leap I've made gave me a revelation on just how little what we do matters in the long run." Legume went on a counterattack, releasing dual horizontal sword slashes towards Dain. Defensive Phase
Defensive Techniques and Items Activated: Energy Shield, Rapid Movement
THE ONLY OTHER SUPER SAIYAN IN THIS WHOLE GAME, APPARENTLY Basic - 92 vs 120 - miss Basic - 162 vs 120 - avoided with RM Basic - 148 vs 120 - hits for 8 dmg, Edge reduced to 6 dmg Basic - 115 vs 120 - miss
6 dmg reduced by Toughness to 0 dmg.
Offensive Phase
At-Will: Rapid Movement (Blur), -5 ki
Bonus Action: Energy Shield, -5 ki
At-Will: Time Skip Strike (Drunken Fist with Blur) - Deal 21 direct damage to Dain. No more uses of Drunken Fist left.
At-Will: Haste - Gain a second Bonus Action.
Bonus Action: Time Skip Energy Drain (Gourd of Mist)
Need 50 or less to afflict Dain with Sapped - jxbPlnGU1d100
At-Will: Martial Arts Gi for next two attacks.
Standard Action 1: Vanity Strike - Seeking/Crippling Single, -5 ki
Accuracy - 1d100+55 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Attach Rush to next attack At-Will: Guile - Attach Slashing to next attack
Standard Action 2: Vanity Strike - Seeking/Slashing/Crippling Single, -5 ki
Accuracy - 1d100+55 Damage - 2d12+2 (CRITICAL! +5 dmg) Cripple (Need 50 or less) - 1d100
(4 direct dmg if avoided)
Passive Modifiers
T2 Ki Drain: 1 per turn
Talented usage: 1/1 uses (Sonic Sway) Trinket usage: 0/1 uses Gourd of Mist usage: 1/2 uses Haste usage: 2/2 uses Recuperate ki recovered: 0/50 Drunken Fist usage: 4/4
Absorb ki recovery: 40/40
Toughness: 14
Stats
Power Level - 3 619 287 (517 041)
HP - 30/50 Ki - 72/100 Defense - 120 (100) Accuracy mod - +30 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Emboldened and Measured): You gain x4 PL. T1 costs 0 ki to maintain.
T2 Transformation - Mastered Super Saiyan 2 (Emboldened, Measured and Heightened): You gain x7 PL. T2 costs 1 ki to maintain. Gain +10 Defense against Super Attacks.
Fighting Style - Analytical: +5 Fighting. As an at-will action you can add a second (and different) major effect onto one Super Attack during your turn.
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. Haste: At-will. Gain a second bonus action. 2 uses. Blur: Passive. One Movement tech can be at-will on turn. Talented: At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki.
Items
Artifact - None
Martial Arts Gi: At-will. Add +15 acc and +1 dmg tier to two atks. Scouter: Passive. +15 defense against Super Atks. Trinket: At-will. Remove all status effects. Gain 5 tou. 1 use. Gourd of Mist: Bonus Action. 50% Sapped and siphon 10 ki chance. Sapped lowers max ki by 10 and base by 10%. 2 uses.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. War Cruiser: Deals 3d4 direct damage to all enemies. Dragon Ball Radar
Techniques
Vanity Strike III (Signature/Single - 2 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action/Crippling - 50% chance to inflict Cripple), -5 ki Psychic Powers (Standard Action. Make a Basic Atk with +5 acc but the dmg die is 3 ranks lower.) Psycho Threads III (Requires Psychic Powers. Bonus Action. 80% cance to Immobilize. Target takes 2 stacks. 2 uses.), -5 ki Clash III (Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. 1 use.), -10 ki Absorb III (At-will. Each point of dmg restores 2 ki to max of 40 ki absorbed.) Drunken Fist III (At-Will. Deal lowest dmg die from one chosen missed atk. Two lowest with Blur trait. Movement tech. 4 uses.), -0 ki Energy Shield III (Bonus Action. Gain 20 tou. 1 use.), -5 ki Sonic Sway III (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use.), -5 ki Wild Sense III (Bonus Action. Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades.), -10 ki
Time Skip III (Bonus Action. Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. 1 use.), -10 ki Instant Transmission III (Bonus Action. Avoid any atk that would hit. Or make increase crit range on Super Atk. Movement tech. Outside of battle can travel to Other World. 1 use def/2 uses off.), -10 ki
1d100·1d100+55·2d12+2·1d100·1d100+55·2d12+2·1d100
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Post by Dain Sincara on Jan 1, 2019 17:23:53 GMT -5
Legume´s snickering actually brought Dain a lot more satisfaction then he could possibly have ever imagined. Dain did not care at all what kind of reputation he left behind, but if he did at all. He had been trying to remove his immortality for so long he had given up, but if he was not alive in the future it means that at somewhere along the line he must have succeeded. If not at least it must have meant that he found a way to be somewhere, without drawing attention to himself, which sounded like he had found peace at last. At the very least that is how Dain decided to interpret it. “Thank you.” He said with a serene smile as he braced himself. Despite his success in fending of the previous techniques, Dain was beginning to crack. His own barrage of attacks took a copious amount of energy and countering that time skip was draining even further. What was more though was the immense KI pressure Legume was giving of. It was already cracking his bones and it just took about everything he had to simply keep standing. So with the serene smile on his face he began to gather his energy. Energy flared up around him, as the lightning armor began to dissolve, the energy instead arcing wildly around him. “N-none taken…” Dain said with a slightly trembling voice as he forced his body to endure the attacks. Luckily his energy absorbed the brunt of the slashes and prevented critical attacks to hit. Still by the time Legume was done his body was almost spend and ready to fall. “Isn´t that actually a good thing? As mature as we are, I´d say it is for the best our generation has no lasting effect on the future.” Dain replied as he spread his arms, his clones doing the same, and both began charging energy into the clouds once more. “Okay let´s try this one more time. I´ll put everything I have into this attack, so you´d better be ready.” Dain said as he grunted loudly as he put every last bit of energy into the clouds. At the same time though he gave a wireless command to his ship through the chip he had embedded in his brain. This was going to be a gamble and he always liked having a back-up plan. After that though released a loud yell, as the thunder clouds activated and even more lightning as before came crackling down, all aimed at Legume.
Damage Summary:
At will: - Clone (6 HP) (PL 928,356) Accuracy= cl7RlF7E1d100+85(Deadly)(Gritt)(Psychic) Accuracy 2= 1d100+100 (GI)(Deadly)(Gritt)(Psychic)(Timeskip) Damage= 1d12(GI) or Damage 2= 1d12 (GI)(Brave Sword) Burn <45% = 1d100 (Infuse + Cleverness) Wound <65% = 1d100 (Brave Sword + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
Bonus: * Eight Arms -5 KI
Standard Attack: Psychic Standard Attack 1a) -5 KI Accuracy= 1d100+100 (GI)(Deadly)(Gritt)(Psychic) Accuracy 2= 1d100+100 (GI)(Deadly)(Gritt)(Psychic)(Timeskip) Damage= 2d12+1 (GI)(Impact) or Damage 2= 2d12+1 (GI)(Impact)(Brave Sword) Burn <45% = 1d100 (Infuse + Cleverness) Wound <65% = 1d100 (Brave Sword + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
Psychic Standard Attack 1b) (Blitz) -5 KI Accuracy= 1d100+100 (GI)(Deadly)(Gritt)(Psychic) Accuracy 2= 1d100+100 (GI)(Deadly)(Gritt)(Psychic)(Timeskip) Damage= 1d12+0 (GI) or Damage 2= 1d12+0 (GI)(Brave Sword) Burn <45% = 1d100 (Infuse + Cleverness) Wound <65% = 1d100 (Brave Sword + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
Standard Attack 2) (-5 KI) Accuracy= 1d100+75 (Deadly)(Gritt) (Psychic) Accuracy 2= 1d100+85 (Deadly)(Gritt)(Timeskip) Damage= 1d12 or Damage 2= 1d12 (Brave Sword) Burn <45% = 1d100 (Infuse + Cleverness) Wound <65% = 1d100 (Brave Sword + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
Standard Attack 3) (Eight Arms) (-5 KI) Accuracy= 1d100+75 (Deadly)(Gritt) (Psychic) Accuracy 2= 1d100+75 (Deadly)(Gritt)(Timeskip) Damage= 1d12 or Damage 2= 1d12 (Brave Sword) Burn <45% = 1d100 (Infuse + Cleverness) Wound <65% = 1d100 (Brave Sword + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
Active Effects:
Stats:
Techniques: Super Attacks: - Bolt from the Blue (Rank 3) (Area) (Signature) (Splash) (-5 KI) (2d12+1) - Burning Gaze (Rank 3) (Single) (Signature) (Slashing) (Sear) (-5 KI) (2D12+1)
Techniques: 1) Poison (Rank 3) (Bonus Action. Basic Attacks have 50% chance to Poison for 1\5 turns. (0/1 use) 2) Magic Slime (Rank 3) (Bonus Action. 80% chance to Cripple. Rank 3 target also is inflicted with Agony. (2/2 uses) 3) Magic Materialization (Rank 3)(Bonus Action. Create an item to go into a gear slot. (0/1 use ) 4) Psycho Threads (Rank 3) (Bonus Action. 80% chance to Immobilize. Rank 3 target takes 2 stacks. (2/2 uses) 5) Psychic Powers (Rank 3) (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 ranks lower. (Indefinite uses) 6) Eight Arms (Rank 3)(At-will. Bonus action can be used to make an add. Basic Atk. (2/3 uses) 7) Aura Guard (Rank 3) (At-will. Immune to non-special status effects and negates critical hit bonus dmg. (1\2 uses) 8) Clash (Rank 3) (Standard Action. Take half dmg from Super Atk and deal the other half back to attacker) (0/1) 9) Energy Shield (Rank 3) (Bonus Action. Gain 20 tou) (0/1 use) 10) Sonic Sway (Rank 3) (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use) (1/1)
Legendary Techniques: - Multiform (Rank 3) (-15 KI)
Items: - Martial Arts GI - Brave Sword - Energy Amp (0/1) - Dampening Field (0/1) - Senzu Bean (0/1)
Unequipped: - Battle Armor - Weighted Clothing - Kai Weights - Helmet - Destron Gas - Demon Ring - Battle Stim - Trinket
Post Count: 5 Legume1d100+85·1d100+100·1d12·1d12·1d100·1d100·1d100·1d100+100·1d100+100·2d12+1·2d12+1·1d100·1d100·1d100·1d100+100·1d100+100·1d12+0·1d12+0·1d100·1d100·1d100·1d100+75·1d100+85·1d12·1d12·1d100·1d100·1d100·1d100+75·1d100+75·1d12·1d12·1d100·1d100·1d100
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Post by Legume on Jan 2, 2019 9:12:11 GMT -5
Perhaps it's a little odd, but Dain did not seem like he was bothered by the prospect of being forgotten. In fact, as far as Legume could tell from his reaction and his manner of speaking, the bounty hunter seemed relieved that he was nowhere to be heard of in the distant future. Even adding that perhaps being forgotten is for the best - his generation should have no impact on the future, being so destructive and chaotic. Legume couldn't say he agreed with the idea, but he could at least understand where Dain was coming from and respect his position on it. " I suppose it is a matter of personal philosophy." The bolt of lightning cracking from the sky and flying towards Legume soon seemed to overwhelm him, the Super Saiyan's silhouette fading from view, the light of electricity shining over everything in sight. Indeed, Dain seemed to have put his all into this attack. A showcase of power strong enough to split worlds if targeted correctly. Legume was down on his left knee, Vanity stabbed into the ground to serve as an anchor in the face of the overwhelming offensive. The golden aura flowing around his body had gotten mixed with the lightning surrounding him, waving across the air. After a few seconds of gritting onto his teeth and enduring the barrage, the energy shield seeking his body save rapidly breaking apart, Legume took a faint breath. Even his mouth was bursting with electric sparks. And as much as he had been showing off during this entire bout, even his body had limits. The Super Saiyan's eyes briefly beamed towards the bounty hunter in the air, and his hand let go of Vanity's handle. Suddenly, Legume's body materialized in front of Dain, his right index and middle fingers placed onto his forehead. He may have left his greatsword back on the planet's surface... but he did not need it anymore. " HAAAAAA!!" Tossing his left palm straight towards Dain's chest, the Super Saiyan released a gigantic burst of energy from the tip of his fingers. Defensive Phase
Defensive Techniques and Items Activated:
THE ONLY OTHER SUPER SAIYAN IN THIS WHOLE GAME, APPARENTLY Basic - 155 vs 120 - hits for 10 dmg, Edge reduced to 8 dmg Basic - 104 vs 120 - miss Basic - 145 vs 120 - hits for 6 dmg, Edge reduced to 4 dmg Basic - 119 vs 120 - miss Basic - 168 vs 120 - hits for 8 dmg, Edge reduced to 6 dmg
18 dmg reduced by Toughness to 4 dmg.
Offensive Phase
Bonus Action: None
At-Will: Martial Arts Gi for next two attacks.
Standard Action 1: Point-Blank Burst (Vanity Strike) - Seeking/Crippling Single, -5 ki
Accuracy - i4MHdEqV1d100+55 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Attach Rush to next attack At-Will: Guile - Attach Slashing to next attack At-Will: Offensive Instant Transmission - Increase the crit range of next atk by 20 (crits at 65+), -10 ki
Standard Action 2: Point-Blank Burst (Vanity Strike) - Seeking/Slashing/Crippling Single, -5 ki
Accuracy - 1d100+55 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
(4 direct dmg if avoided)
Passive Modifiers
T2 Ki Drain: 1 per turn
Talented usage: 1/1 uses (Sonic Sway) Trinket usage: 0/1 uses Gourd of Mist usage: 1/2 uses Haste usage: 2/2 uses Recuperate ki recovered: 0/50 Drunken Fist usage: 4/4
Absorb ki recovery: 40/40
Toughness: 0
Stats
Power Level - 3 619 287 (517 041)
HP - 26/50 Ki - 52/100 Defense - 120 (100) Accuracy mod - +30 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Emboldened and Measured): You gain x4 PL. T1 costs 0 ki to maintain.
T2 Transformation - Mastered Super Saiyan 2 (Emboldened, Measured and Heightened): You gain x7 PL. T2 costs 1 ki to maintain. Gain +10 Defense against Super Attacks.
Fighting Style - Analytical: +5 Fighting. As an at-will action you can add a second (and different) major effect onto one Super Attack during your turn.
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. Haste: At-will. Gain a second bonus action. 2 uses. Blur: Passive. One Movement tech can be at-will on turn. Talented: At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki.
Items
Artifact - None
Martial Arts Gi: At-will. Add +15 acc and +1 dmg tier to two atks. Scouter: Passive. +15 defense against Super Atks. Trinket: At-will. Remove all status effects. Gain 5 tou. 1 use. Gourd of Mist: Bonus Action. 50% Sapped and siphon 10 ki chance. Sapped lowers max ki by 10 and base by 10%. 2 uses.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. War Cruiser: Deals 3d4 direct damage to all enemies. Dragon Ball Radar
Techniques
Vanity Strike III (Signature/Single - 2 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action/Crippling - 50% chance to inflict Cripple), -5 ki Psychic Powers (Standard Action. Make a Basic Atk with +5 acc but the dmg die is 3 ranks lower.) Psycho Threads III (Requires Psychic Powers. Bonus Action. 80% cance to Immobilize. Target takes 2 stacks. 2 uses.), -5 ki Clash III (Standard Action. Take half dmg from Super Atk and deal the other half back to attacker. 1 use.), -10 ki Absorb III (At-will. Each point of dmg restores 2 ki to max of 40 ki absorbed.) Drunken Fist III (At-Will. Deal lowest dmg die from one chosen missed atk. Two lowest with Blur trait. Movement tech. 4 uses.), -0 ki Energy Shield III (Bonus Action. Gain 20 tou. 1 use.), -5 ki Sonic Sway III (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use.), -5 ki Wild Sense III (Bonus Action. Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades.), -10 ki
Time Skip III (Bonus Action. Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. 1 use.), -10 ki Instant Transmission III (Bonus Action. Avoid any atk that would hit. Or make increase crit range on Super Atk. Movement tech. Outside of battle can travel to Other World. 1 use def/2 uses off.), -10 ki
1d100+55·2d12+2·1d100·1d100+55·2d12+2·1d100
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Post by Dain Sincara on Jan 3, 2019 5:43:44 GMT -5
Despite his best efforts, Dain found his foe still standing. With a weary smile Dain simply accepted it. In a way he actually did not mind the loss. Sure it hurt his pride a little bit, but he had given it his all in an honorable fight and so had his opponent. Truth be told, the power gap was overwhelming, but that was not the deciding factor in his mind. “Ugh, you are a stubborn bastard.” Dain said with a weary grin as he lowered his arms.
He wished he still had the energy to move, but he was spend. There were countless wounds all over his body and even his right hand was slowly turning back to normal. To keep up with Legume he had been using most of his KI and life force. He doubted that at this point he could even throw a single lightning strike.
As Legume moved in for the kill, all Dain could do, as he gasped for air, was summon his clone. Without hesitation it moved in the way and took the brunt of the blast, but both master and clone were in the same state and it did not last long enough. As the clone faded, Dain got hit by enough energy to send him flying. He must have lost consciousness for a split second, as he opened his eyes just before he was about to crash into the planet. His transformation was gone and he could feel every inch of his body scream out in pain.
Just as he was about to crash he placed to fingers on his forehead and appeared back in front of Legume. His grey robe torn to shreds, blood running from his arms, chest and back. One of his eyes was a bit swollen and blood still ran from both corners of his mouth and nose. Yet he postured as if nothing had happened, standing stoicly in front of the ascended Saiya-Jin with both arms crossed. “You win!” He said calmly, as he effectively surrendered.
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