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Post by Genesis on Jan 17, 2019 8:20:58 GMT -5
Galactic Avenger TAGS: Legume
Gen couldn't help but find his eyes watering at the tribute to Emperor Polaris. He wiped them away with his fingertip. The entire en memorandum was a well put on holo-show showcasing the most "human" moments of the Emperor's life. There was one vid of him hugging his son Absout and kissing his wife on the cheek. Most of the crowd gathered in the stands of the stadium were also emotional. Some children had been brought to tears and sniffles. Parents looked on with quivering lips and damp cheeks. Once it was over, there was silence in the stands.
Gen had never been a fan of fighting as a sport, but he understood that it had its place. It was also good way to train. He had surpassed his colleagues in the Stellar Defense Force with relative ease, ages ago. Maybe he could find fighters that were more his level this way.
It was also a decent way to make some money. He had been slowly building a journalistic portfolio using his incognito disguise as Riley Slate, throwing up blog posts day after day on the Hypernet. He even did a few video feeds as well. He was determined to land a job at Galaxy News. Doing so would benefit him greatly. They were in on it all. He would be able to make money and at the same time be at the very front of galactic news and events. That way, he could react as Genesis and help out where it was needed, building up his reputation as a hero.
A win-win situation. But, getting there would take time. For now, he had to win this fight so that he could pay for another few nights in his hotel.
The announcer's voice called out over the arena. "For our first match, we have newcomer Genesis versus Shroomy's Invitational Veteran Legume!"
Gen jumped down from the podium and approached the center of the arena. The floor was composed of katchin reinforced tiles, each one matte black. There were energy barriers erected, which shielded the crowd. No one in the crowd cheered for him. It didn't matter. He simply did his warm up stretches. Legume's entrance was met with a cacophony of cheers. The crowd knew him from Shroomy's, that was for sure. He walked up and extended a friendly shake to the Saiyan warrior, a warm smile plastered upon his face.
"Let's have a great match."
Tracker
◄BA: Open Body Gate <T1> ◄SA: Heroic Endurance <Energy Shield III> | -3 ki [Obi] ◄SA: Heroic Endurance <Perfect Barrier III> | -8 ki [Obi]
Negative None
Positive Toughness: 48/48 Body Gate <T1> - Measured/Stubborn | 0 ki per turn Subborn: +3 tou at turn end
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💪CURRENT PL: 2,400,966 [800,322] 💚HP: 90/90 ⚡KI: 88/100 💠DEF: 50 🏹ACC: 45 💥DMG DIE: d12
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Power Impact
Indomitable Efficiency Grit Willpower - 1/1 use Resolve - 0/50 ki recovered.
Martial Arts Gi Obi Senzu Bean 1/1 use Hero's Flute - 2/2 uses
| Body Gate <T1>, Mind Gate <T2>, Soul Gate <T3> Measured, Stubborn, Vicious, Condemning
Atom Smasher III (Signature)
Aura Guard III - 2/2 uses Clash III - 1/1 use Deflect III - 2/2 uses Energy Shield III - 0/1 use Kiai III - 1/1 use Absorb III - 0/40 ki recovered Sonic Sway III - 1/1 use After Image III - 1/1 use Telport III - 1/1 use Perfect Barrier III - 0/1 use
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Post by Legume on Jan 17, 2019 9:49:10 GMT -5
The last few weeks of travelling across the Galaxy have informed Legume that this "Emperor Polaris" is supposed to be a very big deal. You couldn't find a planet where a political conversation did not devolve to mentioning him at least once. His face was everywhere. His prestige was off the charts Even though he has only, as far as the Saiyan time traveller was aware, been a monarch for a single year, maybe a little bit more. Dain Sincara said that the Empire, compared to its predecessor, took a stint towards evil. But if it was as evil as the Saiyan bounty hunter claimed, then why would so many people grieve Polaris's passing and why would his face bombard Legume's vision wherever he turned? There must be something at play which he, and the goal he had set out for himself in this timeline, had to uncover. Which is why, when he received an opportunity to participate in an open tournament on the surface of Abbayor, one of the most important planets under Imperial control, he couldn't say no. And now he was here, once again on a tournament field, his eyes facing a muscular, raven-haired man in a suit, named Genesis. What an odd name for someone to give to their baby. Seeing his soon-to-be opponent walk up to offer his hand and request to have a great match, Legume shot a faint smile, lowered his gigantic greatsword and accepted the handshake, speaking: " Of course. I expect the same from you." As soon as the two fighters went back to their respective halves of the arena, Legume instantly slammed his weapon to the floor, the slam coinciding with his aura suddenly amplifying, turning pure golden and cracking with bio-electricity. He had no plans to hold back - his senses did not lie, this was going to be an opponent at least as strong as Kuueru and Kaijin. The standard Super Saiyan transformation is not going to cut it, then. The transformation and the weapon slam both released a powerful shockwave, rolling across the battlefield. Defensive Phase
Defensive Techniques and Items Activated:
SUPERMAN [ATTACK] - atk vs def - result [ATTACK] - atk vs def - result
Offensive Phase
At-Will: Undying Tenacity (Absorb III)
Bonus Action: Military-Grade Reflexes (Wild Sense III), -10 ki
Standard Action 1: Time Skip (Time Skip III), -10 ki
Standard Action 2: Super Saiyan II (T2 - x7 PL, 1 ki per turn, 3 Tou per turn)
At-Will: Transformation Shockwave (War Cruiser) - Deal WH8a0roS3d4 direct damage.
Passive Modifiers
T2 ki drain: 1 per turn Talented usage: 0/1 uses Trinket usage: 0/1 uses Dark Nimbus usage: 0/1 uses Haste usage: 0/2 uses Recuperate ki recovered: 0/50 War Cruiser usage: 1/1
Absorb ki recovery: 0/40 Wild Sense defense boost: 0/25
Toughness: 3
Technique uses remaining:
Absorb: 1/1 Psycho Threads: 0/2 Sonic Sway: 0/1 Energy Shield: 0/1 Wild Sense: 1/1 Aura Guard: 0/2 Drunken Fist: 0/4 Magic Materialization: 0/1 Magic Slime: 0/2
Instant Transmission 0/1 def, 0/2 off Time Skip: 1/1
Stats
Power Level - 3 151 152 (525 264)
HP - 50/50 Ki - 79/100 Defense - 110 (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 Stubborn): You gain x7 PL. T2 costs 1 ki to maintain. Gain 3 Toughness every turn.
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 - Vanity (Dark Nimbus) At-will. Gain add. use of non-legendary Movement tech. Also on hit atks siphon 3 ki for 3 turns. 1 use.
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 non-special status effects. Gain 5 tou. 1 use.
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 III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Psycho Threads III (Bonus Action. 80% cance to Immobilize. Target takes 2 stacks. 2 uses.), -5 ki Clash III (At-will. Immune to non-special status effects and negates critical hit bonus dmg. 2 uses.), -5 ki Absorb III (At-will. Each point of dmg restores 2 ki to max of 40 ki absorbed.) After Image III (Bonus Action. 80% chance to Cripple. Target also is inflcited with Agony. 2 uses.), -5 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 Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -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
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Post by Genesis on Jan 17, 2019 13:03:24 GMT -5
Galactic Avenger TAGS: Legume
The flash of golden light made Gen step back. Both of his eyes went wide with marvel. Never before had he seen such a glorious ascendancy. In fact, he knew nothing about what was happening but within the blink of an eye Legume had grown considerably stronger. So strong he had to reconsider just how serious he was going to treat this fight. He had made sure that he had an ample advantage compared to the power level he was sensing before.
Now, he was being dwarfed. He would have to step it up a notch here, show a portion of his true strength.
"Wow Legume, your energy levels are incredible. Looks like I'm going to have to step it up too."
Gen's empowerment was far less dramatic. He simply clenched his fists and flexed a little. The air around him quivered for a second, shaped and warped by the pressure of his internal ki brimming to the surface.
"I guess I'll start us off then. Watch out, here I come."
His entire form shifted and fluttered with rapid motion. And then he was gone from the view of the naked eye. He appeared in front of Legume, fist cocked behind him. Invisible ki rippled and contorted around his knuckles as he swung.
A single punch. That was it. But, it had power to reduce an entire city block to motes of dust. No doubt Legume would feel the destructive force coming. Yet, if Gen missed--he would withdraw the kinetic potential of his attack in an instant, making it look rather anti-climatic. But, he wasn't one for reckless action. Everything he did was measured, controlled, and precise.
Tracker
►Legume: Transformation Shockwave => 4 direct dmg. ◄BA: Open Mind Gate <T2> ◄SA: Condense | +2 dmg die on atk, cannot be effected by Guard/Rapid Movement | -3 ki [Obi] ◄AW: Colossal Might <Martial Arts Gi> | +15 acc & + 1 dmg tier ◄AW: Impact | +1 dmg die on atk ►SA: Right Hook <Atom Smasher III> | Colossal Might + Vicious | Piercing | -5 ki [Obi + Efficiency] Acc DAzQuepv1d100+70 <Time Skip> 1d100+70Piercing Dmg 6d12+6
Negative Time Skipped: 1/3 turns
Positive Toughness: 51/51 Mind Gate <T2> - Measured/Stubborn/Vicious | 1 ki per turn Stubborn: +3 tou at turn end
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💪CURRENT PL: 4,801,932 [800,322] 💚HP: 86/90 ⚡KI: 79/100 💠DEF: 50 🏹ACC: 45 💥DMG DIE: d12
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Power Impact
Indomitable Efficiency Grit Willpower - 1/1 use Resolve - 0/50 ki recovered.
Martial Arts Gi Obi Senzu Bean 1/1 use Hero's Flute - 2/2 uses
| Body Gate <T1>, Mind Gate <T2>, Soul Gate <T3> Measured, Stubborn, Vicious, Condemning
Atom Smasher III (Signature)
Aura Guard III - 2/2 uses Clash III - 1/1 use Deflect III - 2/2 uses Energy Shield III - 0/1 use Kiai III - 1/1 use Absorb III - 0/40 ki recovered Sonic Sway III - 1/1 use After Image III - 1/1 use Teleport III - 1/1 use Perfect Barrier III - 0/1 use
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1d100+70·1d100+70·6d12+6
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Post by Legume on Jan 17, 2019 14:18:00 GMT -5
Immediately after Legume's Super Saiyan 2 transformation, Genesis responded with the same, suddenly flexing his muscles and drastically increasing his power level, which prompted the Saiyan to clench his teeth in slight worry. Just as he anticipated, this was an opponent far beyond that of Kaijin and Kuueru. And considering he lost fairly hard against the two... this didn't exactly ring with optimism. Though the difference here is that he is fighting in a one on one bout. That's something he is more experienced with. Maybe he can turn around the odds. Genesis didn't hold back with his first punch, the speed and power behind it off the charts. An unexperienced fighter might have attemped to block and thus suffer monstrous damage, but Legume had a counter up his sleeve for exactly that. Everything around the Super Saiyan - the spectators, Genesis, even the molecules of air surrounding the two - suddenly froze in a crystalline bubble of time, and in the following fraction of a second he had frozen, Legume ducked from his opponent's punch and released a strike of his own straight towards his solar plexus. It would serve a dual purpose - both as damage and as a way to seriously screw up the opponent's insides and thus slow them down for the rest of the fight. Time Skip, after all, started as an assassination technique. Immediately after Legume threw his fist towards Genesis's gut, the Time Skip faded, and the Super Saiyan shot a slight smirk, continuing the combination by swinging Vanity for dual horizontal slashes at his opponent's frame. Defensive Phase
Defensive Techniques and Items Activated: Absorb, Wild Sense
SUPERMAN Atom Smasher - vs 125 def - miss
Gain 1 stack of Wild Sense.
Offensive Phase
At-Will: Time Skip Strike (Drunken Fist III) - Deal 6 direct dmg to Genesis.
Bonus Action: Time Skip Strike (Psycho Threads III), -5 ki
Need 80 or less to inflict 2 stacks of Immobilize - CDCuptoH1d100
At-Will: Military-Grade Precision (Martial Arts Gi) for next 2 attacks
Standard Action 1: Vanity Strike (Seeking/Crippling Single), -5 ki
Accuracy - 1d100+45 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Guile - Attach Piercing to next attack At-Will: Attach Rush to next attack
Standard Action 2: Vanity Strike (Seeking/Piercing/Crippling Single), -5 ki
Accuracy - 1d100+45 Damage - 2d12+2 (CRITICAL! +7 dmg) Cripple (Need 50 or less) - 1d100
(4 dmg if avoided)
Passive Modifiers
T2 ki drain: 1 per turn Talented usage: 0/1 uses Trinket usage: 0/1 uses Dark Nimbus usage: 0/1 uses Haste usage: 0/2 uses Recuperate ki recovered: 0/50 War Cruiser usage: 1/1
Absorb ki recovery: 0/40 Wild Sense defense boost: 5/25
Toughness: 6
Technique uses remaining:
Absorb: 1/1 Psycho Threads: 1/2 Sonic Sway: 0/1 Energy Shield: 0/1 Wild Sense: 1/1 Aura Guard: 0/2 Drunken Fist: 1/4 Magic Materialization: 0/1 Magic Slime: 0/2
Instant Transmission 0/1 def, 0/2 off Time Skip: 1/1
Stats
Power Level - 3 151 152 (525 264)
HP - 50/50 Ki - 64/100 Defense - 110 (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 Stubborn): You gain x7 PL. T2 costs 1 ki to maintain. Gain 3 Toughness every turn.
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 - Vanity (Dark Nimbus) At-will. Gain add. use of non-legendary Movement tech. Also on hit atks siphon 3 ki for 3 turns. 1 use.
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 non-special status effects. Gain 5 tou. 1 use.
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 III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Psycho Threads III (Bonus Action. 80% cance to Immobilize. Target takes 2 stacks. 2 uses.), -5 ki Clash III (At-will. Immune to non-special status effects and negates critical hit bonus dmg. 2 uses.), -5 ki Absorb III (At-will. Each point of dmg restores 2 ki to max of 40 ki absorbed.) After Image III (Bonus Action. 80% chance to Cripple. Target also is inflcited with Agony. 2 uses.), -5 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 Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -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+45·2d12+2·1d100·1d100+45·2d12+2·1d100
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Post by Genesis on Jan 17, 2019 18:40:59 GMT -5
Galactic Avenger TAGS: Legume
What?
Gen didn't know what to think when Legume suddenly disappeared. There had been no warning, no indication of movement. His mind began to struggle to figure out exactly what was going on. The first notion he had was that Legume was so fast that even Gen couldn't register his movements. That was the most unlikely of scenarios. And the second was that Legume possessed some sort of teleportation power.
He felt a lance of pain shoot through his abdomen. A blow had been landed, but he had neither seen it nor did did he feel it. The golden warrior should have come out of his teleportation. Did he go invisible instead? Despite Gen's confusion, he didn't display any sort of fear or dismay. Rather, the only expression upon his face was pure curiosity.
The first huge sword slash crashed into his shoulder. He had shifted his body at the last second to catch it there, rather than his head. It moved him sideways and the second knocked him flat on his back.
The crowd howled in excitement. Legume despite his loss in Shroomy's was clearly a fan favorite here. No doubt he had won hearts and minds as an underdog in that match.
Gen swung his legs and snapped forward, back on his feet in the blink of an eye.
"You've got some tricks up your sleeve."
This time he bent his knees, almost lowering into a crouch. He dashed forward and tried to slam the ball of his foot into Legume's chest at full force. The air around him quivered from the sheer power he was exerting.
Tracker
◄Legume: Time Skip Strike => 6 direct dmg. ◄Legume: Time Skip Strike => Immobilized! ◄Legume: Vanity Strike vs. 50 def => 14 dmg and Crippled! Negated to 11 dmg. ◄Legume: Vanity Strike vs. 50 def => Crit for 20 dmg. Negated 16 dmg. ►BA: Fearlessness <Hero's Flute> Stun & Pacified [75%] bGxMueGX1d100 Success!Stun lasts 2 turns. Pacified reduces dmg tier 1 by for 4 turns. ►SA: Condense | +2 dmg die on atk, cannot be effected by Guard/Rapid Movement | -3 ki [Obi] ►AW: Colossal Might <Martial Arts Gi> | +15 acc & + 1 dmg tier ►AW: Impact | +1 dmg die on atk ►SA: Front Kick <Atom Smasher III> | Colossal Might + Vicious | Piercing | -5 ki [Obi + Efficiency] Acc 1d100+70 <Time Skip> 1d100+70Piercing Dmg 6d12+6
Negative Time Skipped: 2/3 turns Immobilized: 1/2 turns Crippled: 1/2 turns
Positive Toughness: 54/54 Mind Gate <T2> - Measured/Stubborn/Vicious | 1 ki per turn Stubborn: +3 tou at turn end
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💪CURRENT PL: 4,801,932 [800,322] 💚HP: 59/90 ⚡KI: 71/100 💠DEF: 50 🏹ACC: 45 💥DMG DIE: d12
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Power Impact
Indomitable Efficiency Grit Willpower - 1/1 use Resolve - 0/50 ki recovered.
Martial Arts Gi Obi Senzu Bean 1/1 use Hero's Flute - 1/2 uses
| Body Gate <T1>, Mind Gate <T2>, Soul Gate <T3> Measured, Stubborn, Vicious, Condemning
Atom Smasher III (Signature)
Aura Guard III - 2/2 uses Clash III - 1/1 use Deflect III - 2/2 uses Energy Shield III - 0/1 use Kiai III - 1/1 use Absorb III - 0/40 ki recovered Sonic Sway III - 1/1 use After Image III - 1/1 use Teleport III - 1/1 use Perfect Barrier III - 0/1 use
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1d100·1d100+70·1d100+70·6d12+6
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Post by Legume on Jan 18, 2019 6:27:05 GMT -5
The Time Skip and Vanity Strike combination was a complete success, sending Genesis reeling back and flat on his back, giving Legume a slight second of reprieve, which is exactly what he needed to reconsider his strategy. Genesis was extremely fast and extremely powerful, it's going to be a drain on his fragile ki resources to keep dodging them over and over. Time Skip is not the world's most energy efficient technique. Thankfully, Genesis did not seem to be aware of the type of technique Legume was pulling, as he tried the same type of strike he had used a moment earlier instantly after standing up. A full speed charge and finally an attempt to slam his foot straight into the Saiyan's abdomen. Again, he activated his Time Skip, side-stepping the powerful blow and instead grabbing onto the opponent's lower leg. Immediately as the Time Skip faded, he sent his elbow straight towards Genesis's knee to try to bust it and cripple the opponent for the rest of the fight. Not exactly the most honorable technique, but it was what Time Skip was originally designed for - and against such a powerful opponent, there's no stop you shouldn't pull. " Correct, I picked up a few tricks during my career." the Super Saiyan muttered, immediately slashing his greatsword forward, this time aiming for a double vertical strike towards Genesis's elbow to try to smash him into the ground. Surely, with so much being thrown at him - several Time Skip strikes and sword slashes, that is - he should start feeling it by now. Defensive Phase
Defensive Techniques and Items Activated: Absorb, Wild Sense, Aura Guard
SUPERMAN Pacified! Immune to Stun with Aura Guard! Atom Smasher - vs 130 def - miss
Gain 1 stack of Wild Sense.
Offensive Phase
At-Will: Fearlessness (Aura Guard III), -5 ki
At-Will: Time Skip Strike (Drunken Fist III + Blur) - Deal 11 direct dmg to Genesis.
Bonus Action: Time Skip Strike (Magic Slime III), -5 ki
Need 80 or less to inflict Cripple and Agony - a2qVo7DW1d100
At-Will: Vanity (Dark Nimbus) - Gain an additional use of Wild Sense. Siphon 3 ki with each landed attack for 3 turns. At-Will: Military-Grade Precision (Martial Arts Gi) for next 2 attacks
Standard Action 1: Vanity Strike (Seeking/Crippling Single), -5 ki
Accuracy - 1d100+45 Damage - 2d12 Cripple (Need 50 or less) - 1d100
(Siphons 3 ki if hits)
At-Will: Guile - Attach Piercing to next attack At-Will: Attach Rush to next attack
Standard Action 2: Vanity Strike (Seeking/Piercing/Crippling Single), -5 ki
Accuracy - 1d100+45 Damage - 2d12 Cripple (Need 50 or less) - 1d100
(Siphons 3 Ki if hits) (1 dmg and Cripple if avoided)
Passive Modifiers
Pacified: 1/4 turns
T2 ki drain: 1 per turn Talented usage: 0/1 uses Trinket usage: 0/1 uses Dark Nimbus usage: 1/1 uses Haste usage: 0/2 uses Recuperate ki recovered: 0/50 War Cruiser usage: 1/1
Absorb ki recovery: 0/40 Wild Sense defense boost: 10/25
Dark Nimbus turns: 1/3
Toughness: 9
Technique uses remaining:
Absorb: 1/1 Psycho Threads: 1/2 Sonic Sway: 0/1 Energy Shield: 0/1 Wild Sense: 1/2 Aura Guard: 1/2 Drunken Fist: 2/4 Magic Materialization: 0/1 Magic Slime: 1/2
Instant Transmission 0/1 def, 0/2 off Time Skip: 1/1
Stats
Power Level - 3 151 152 (525 264)
HP - 50/50 Ki - 43/100 Defense - 110 (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 Stubborn): You gain x7 PL. T2 costs 1 ki to maintain. Gain 3 Toughness every turn.
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 - Vanity (Dark Nimbus) At-will. Gain add. use of non-legendary Movement tech. Also on hit atks siphon 3 ki for 3 turns. 1 use.
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 non-special status effects. Gain 5 tou. 1 use.
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 III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Psycho Threads III (Bonus Action. 80% cance to Immobilize. Target takes 2 stacks. 2 uses.), -5 ki Aura Guard III (At-will. Immune to non-special status effects and negates critical hit bonus dmg. 2 uses.), -5 ki Absorb III (At-will. Each point of dmg restores 2 ki to max of 40 ki absorbed.) Magic Slime III (Bonus Action. 80% chance to Cripple. Target also is inflicted with Agony. 2 uses.), -5 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 Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -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+45·2d12·1d100·1d100+45·2d12·1d100
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Alt Character🔸
I have nothing to say.
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Post by Genesis on Jan 18, 2019 9:35:08 GMT -5
Galactic Avenger TAGS: Legume
It happened, again.
The elbow strike hit Gen's leg, much like a piece of meat and bone would strike a cord of metal. It hurt. But, the leg didn't budge. Gen faced his foe, the perplexity clear on his face. It bothered him a great deal that he couldn't see through this technique. The lack of visual indications or even ki signature made it difficult. Legume was quite the warrior, that was for sure. Gen didn't even want to think what such a technique could do on a battlefield.
It could be a massacre.
Wham.
The big sword threw him again. This time he dug his heels into the floor panels, skidding to a stop. The second blow he managed to stop with the swipe of his arm. It knocked the huge blade to the side where it scraped and sent up a shower of sparks.
If direct attacks with his strength and speed weren't enough, Gen would try something a little different. Maybe if he had some range on Legume, he could figure out what was happening.
So, he leaped back and curled his fingers into a tight ball. The air around him wavered with the rise in his power. The arena shook as he collected all of it he could into his hand. And then he punched towards Legume.
Legume wouldn't see anything happen. The air itself caved inward into a rolling knot of force that surged at him. It would hit him like a train, dead center--if he didn't prove to escape again somehow.
Tracker
►Legume: Time Skip Strike => 11 direct dmg. ◄AW: Aura Guard III | -5 ki ►Legume: Time Skip Strike => Aura Guard prevents Cripple + Agony! ►Legume: Vanity Strike vs. 50 def => 13 dmg and Crippled (Prevented by Aura Guard). Negated to 9 dmg. -3 ki siphoned. Grit becomes Active! ►Legume: Vanity Strike vs. 50 def => 3 dmg and Crippled (Prevented by Aura Guard). Negated to 0 dmg. -3 ki siphoned. ◄SA: Condense | +2 dmg die on atk, cannot be effected by Guard/Rapid Movement | -3 ki [Obi] ◄AW: Colossal Might <Martial Arts Gi> | +15 acc & + 1 dmg tier ◄AW: Impact | +1 dmg die on atk ◄SA: Conussive Air Burst <Atom Smasher III> | Colossal Might + Vicious | Piercing | -5 ki [Obi + Efficiency] Acc FMVCLElA1d100+85 <Time Skip> 1d100+85Piercing Dmg 6d12+6 ◄BA: Fearlessness <Hero's Flute> Stun & Pacified [75%] 1d100 Success!Stun lasts 2 turns. Pacified reduces dmg tier 1 by for 4 turns.
Negative Time Skipped: 3/3 turns Immobilized: 2/2 turns Crippled: 2/2 turns Agony: Until Crip wears off.
Positive Grit: Under 50% HP. +15 acc with atks. Toughness: 57/57 Mind Gate <T2> - Measured/Stubborn/Vicious | 1 ki per turn Stubborn: +3 tou at turn end
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💪CURRENT PL: 4,801,932 [800,322] 💚HP: 39/90 ⚡KI: 53/100 💠DEF: 50 🏹ACC: 45 💥DMG DIE: d12
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Power Impact
Indomitable Efficiency Grit Willpower - 1/1 use Resolve - 0/50 ki recovered.
Martial Arts Gi Obi Senzu Bean 1/1 use Hero's Flute - 0/2 uses
| Body Gate <T1>, Mind Gate <T2>, Soul Gate <T3> Measured, Stubborn, Vicious, Condemning
Atom Smasher III (Signature)
Aura Guard III - 1/2 uses Clash III - 1/1 use Deflect III - 2/2 uses Energy Shield III - 0/1 use Kiai III - 1/1 use Absorb III - 0/40 ki recovered Sonic Sway III - 1/1 use After Image III - 1/1 use Teleport III - 1/1 use Perfect Barrier III - 0/1 use
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1d100+85·1d100+85·6d12+6·1d100
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Post by Legume on Jan 18, 2019 16:05:19 GMT -5
Finally, Genesis had recognized that something was amiss with the Time Skip leaping which Legume keeps pulling on him and decided to switch up his strategy. Instead of a full force close quarters blow which would be easy to leap away from with a simple Time Skip, the muscular warrior released a sudden airburst, closing in on Legume with each passing millisecond. Getting out of it was an option. However, it was a highly risky option. He would only have a fraction of a second and this was not a simple blow, it was a significantly wider attack. Not to mention, with how fast the airburst was coming, Legume was legitimately afraid that it could travel faster than time. Which should not be logically possible, but this is the type of universe they live in. Instead, Legume crossed his arms, taking the blunt force of the strike head-on. The shockwave instantly cracked the floor underneath his feet, sent his hair and clothes flailing and slashed at the bare skin of his torso several times, forcing the Super Saiyan to wince. But he endured it. With difficulty, but he did. With the attack over, Legume activated his Time Skip yet again, this time to fly right towards Genesis and stop directly behind him, releasing a swift elbow strike to where he presumed his opponent's spine to be before the crystalline time bubble faded, at which point Legume would continue with a backhand blow with his free left hand and a horizontal Vanity slash with his right. Defensive Phase
Defensive Techniques and Items Activated: Absorb, Wild Sense, Trinket, Energy Shield
SUPERMAN 6 ki siphoned! Pacified! Stunned! Atom Smasher - vs 130 def - hits for 56 damage!
56 damage reduced by 34 Toughness to 22 damage!
40 Absorb ki recovered! Stun removed by Trinket!
Offensive Phase
At-Will: Saiyan Endurance (Trinket)
Bonus Action: Energy Shield, -5 ki
At-Will: Time Skip Strike (Drunken Fist III + Blur) - Deal 8 direct dmg to Genesis. At-Will: Talented - Gain an additional use of Energy Shield. At-Will: Haste - Gain a second Bonus Action.
Bonus Action: Magic Materialization - Equip a Senzu Bean in place of Trinket, -10 ki
At-Will: Military-Grade Precision (Martial Arts Gi) for next 2 attacks
Standard Action 1: Basic Attack, -0 ki
Accuracy - qN0QWABn1d100+45 Damage - 1d12
(Siphons 3 ki if hits)
At-Will: Guile - Attach Piercing to next attack At-Will: Attach Rush to next attack
Standard Action 2: Vanity Strike (Seeking/Piercing/Crippling Single), -5 ki
Accuracy - 1d100+45 Damage - 2d12 Cripple (Need 50 or less) - 1d100
(Siphons 3 Ki if hits) (1 dmg if avoided)
Passive Modifiers
Pacified: 2/8 turns
T2 ki drain: 1 per turn Talented usage: 1/1 uses Trinket usage: 1/1 uses Dark Nimbus usage: 1/1 uses Haste usage: 1/2 uses Recuperate ki recovered: 0/50 War Cruiser usage: 1/1 Senzu Bean usage: 0/1
Absorb ki recovery: 40/40 Wild Sense defense boost: 10/25
Dark Nimbus turns: 2/3
Toughness: 3
Technique uses remaining:
Absorb: 1/1 Psycho Threads: 1/2 Sonic Sway: 0/1 Energy Shield: 1/2 Wild Sense: 1/2 Aura Guard: 1/2 Drunken Fist: 3/4 Magic Materialization: 1/1 Magic Slime: 1/2
Instant Transmission 0/1 def, 0/2 off Time Skip: 1/1
Stats
Power Level - 3 151 152 (525 264)
HP - 28/50 Ki - 68/100 Defense - 110 (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 Stubborn): You gain x7 PL. T2 costs 1 ki to maintain. Gain 3 Toughness every turn.
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 - Vanity (Dark Nimbus) At-will. Gain add. use of non-legendary Movement tech. Also on hit atks siphon 3 ki for 3 turns. 1 use.
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 non-special status effects. Gain 5 tou. 1 use. Senzu Bean: As a bonus action you restore 20 HP and 20 ki to self or a comrade.
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 III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Psycho Threads III (Bonus Action. 80% cance to Immobilize. Target takes 2 stacks. 2 uses.), -5 ki Aura Guard III (At-will. Immune to non-special status effects and negates critical hit bonus dmg. 2 uses.), -5 ki Absorb III (At-will. Each point of dmg restores 2 ki to max of 40 ki absorbed.) Magic Slime III (Bonus Action. 80% chance to Cripple. Target also is inflicted with Agony. 2 uses.), -5 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 Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -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+45·1d12·1d100+45·2d12·1d100
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Alt Character🔸
I have nothing to say.
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Post by Genesis on Jan 18, 2019 22:37:36 GMT -5
Galactic Avenger TAGS: Legume
The golden warrior stood his ground, although Gen could tell that he was regretting it the moment the pressure blast hit him. That technique was one of his favorites. A lot of the people he trained with in the past always thought that Gen relied on his brute strength to win fights. Well, that wasn't false to some degree. It was the most simple way to do things. His father often told him that over complicating tactics and wasted movement could cost you in the end.
Gen was all about precision and ending things before they got out of hand. It was a Stellar Defense Force thing.
And then Legume was gone. In that same instant, before Gen's brain could register the thought, he was cracked in the spine. The blow bowed his back and his eyes went wide with both surprise and pain. Soon as he turned to face his sneaky attacker, he was struck with a gnarly back hand. The attack sent him against the wall and into arena's protective shield.
It whirred and sputtered against him. It didn't hurt, but the sensation of it pushing back against him was unpleasant. Falling forward, he landed on one knee. Legume didn't relent, another big sword slash careening down.
Gen caught the blade in the palm of his hand. The entire thing shook and rattled as their two immense power levels clashed against each other. He stared into both of Legume's hauntingly piercing teal eyes.
"If I win, you gotta tell me how you're able to do that. Deal?"
In that moment, Gen dropped the blade and slipped from sight. He was behind Legume in a flash, both fists raised above his head. He entwined his fingers and brought them down in a hammer strike right in the center of the back. It had enough force to buckle the nimble warrior like a wet noodle. But, Gen would hold back just enough in case it were to cause any serious harm. This was only a fight for entertainment after all, there was no need for overkill.
Tracker
►Legume: Time Skip Strike => 8 direct dmg. Reduced to 0 w/ tou. ►Legume: Basic Attack vs. 50 def => 11 dmg. -3 ki siphoned. Negated to 8. Reduced to 0 w/ tou. ►Legume: Vanity Strike vs. 50 def => 7 dmg. -3 ki siphoned. Negated to 3. Reduced to 0 w/ tou. ◄AW: Absorb III | Restores 38 ki ◄SA: Condense | +2 dmg die on atk, cannot be effected by Guard/Rapid Movement | -3 ki [Obi] ◄AW: Colossal Might <Martial Arts Gi> | +15 acc & + 1 dmg tier ◄AW: Impact | +1 dmg die on atk ◄SA: Hammer Strike <Atom Smasher III> | Colossal Might + Vicious | Piercing | -5 ki [Obi + Efficiency] Acc u7BsPPCu1d100+85Piercing Dmg 6d12+6
Negative
Positive Grit: Under 50% HP. +15 acc with atks. Toughness: 41/60 Mind Gate <T2> - Measured/Stubborn/Vicious | 1 ki per turn Stubborn: +3 tou at turn end
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💪CURRENT PL: 4,801,932 [800,322] 💚HP: 39/90 ⚡KI: 76/100 💠DEF: 50 🏹ACC: 45 💥DMG DIE: d12
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Power Impact
Indomitable Efficiency Grit Willpower - 1/1 use Resolve - 0/50 ki recovered.
Martial Arts Gi Obi Senzu Bean 1/1 use Hero's Flute - 0/2 uses
| Body Gate <T1>, Mind Gate <T2>, Soul Gate <T3> Measured, Stubborn, Vicious, Condemning
Atom Smasher III (Signature)
Aura Guard III - 1/2 uses Clash III - 1/1 use Deflect III - 2/2 uses Energy Shield III - 0/1 use Kiai III - 1/1 use Absorb III - 38/40 ki recovered Sonic Sway III - 1/1 use After Image III - 1/1 use Teleport III - 1/1 use Perfect Barrier III - 0/1 use
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1d100+85·6d12+6
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Post by Legume on Jan 19, 2019 9:31:53 GMT -5
Legume's combination ended in a clash between the two powerful warriors, Genesis holding onto the blade of his greatsword and the Super Saiyan trying to press it further - a scene which might have looked amazing for the spectators surrounding the arena, but for Legume, it was a moment of worry. The one edge he had over Genesis was his speed and ability to get out of the opponent's attacks - which, now that they were locked against each other, was an edge which has been temporarily eliminated. Evem Time Skip won't cut it at this point - a fraction of a second is not going to be enough to pull the weapon from Genesis's grasp and do anything meaningful. Interestingly enough, this is also exactly when Genesis mentioned that same technique, giving Legume an offer - if he wins, the Saiyan teaches him how to pull off that technique. For the moment which he had to ponder over the request before the battle resumed, Legume considered his options. Wouldn't Time Skip be an extremely dangerous technique to teach for someone as strong as Genesis?.. On the other hand, the muscular warrior has so far nothing to warrant being labelled as a threat, so... why not? As soon as the opponent's new attack followed - a powerful hammer strike with both of his arms descending upon the Super Saiyan - Legume responded accordingly. The strike suddenly met with the blade of his greatsword, parrying the attack, releasing an immense amount of energy upon impact in the process. Legume's feet sank into the ground and the shockwave released by the clash blasted dust and rubble across the arena - however, the Super Saiyan withstood the impact. And while he was now definitely on the back foot, it was getting exciting. Newfound energy was flowing through his veins, sparked by the adrenaline and battle-lust of his Saiyan blood, rejuvenatin him for a second round. Legume snickered and finally replied: " Of course. If you win." Legume would send his free left hand forward, aiming to grab Genesis by the wrist and slam him to the ground, while swinging Vanity forth to have it descend upon the muscular opponent and try to smash him even deeper into the ground. Defensive Phase
Defensive Techniques and Items Activated: Wild Sense, Sonic Sway
SUPERMAN 6 ki siphoned! Atom Smasher - vs 130 def - Sonic Sway removes 5 of 6 damage dice, hits for 12 damage!
12 damage reduced by 3 Toughness to 9 damage!
Offensive Phase
At-Will: Parry (Sonic Sway III + Blur), -5 ki
Bonus Action: Second Wind (Senzu Bean) - +20 HP, +20 ki
At-Will: Military-Grade Precision (Martial Arts Gi) for next 2 attacks
Standard Action 1: Basic Attack, -0 ki
Accuracy - LO3dlZN21d100+45 Damage - 1d12
(Siphons 3 ki if hits)
At-Will: Guile - Attach Piercing to next attack At-Will: Attach Rush to next attack
Standard Action 2: Vanity Strike (Seeking/Piercing/Crippling Single), -5 ki
Accuracy - 1d100+45 Damage - 2d12 Cripple (Need 50 or less) - 1d100
(Siphons 3 ki if hits) (4 dmg and Cripple if avoided)
Passive Modifiers
Pacified: 3/8 turns
T2 ki drain: 1 per turn Talented usage: 1/1 uses Trinket usage: 1/1 uses Dark Nimbus usage: 1/1 uses Haste usage: 1/2 uses Recuperate ki recovered: 0/50 War Cruiser usage: 1/1 Senzu Bean usage: 1/1
Absorb ki recovery: 40/40 Wild Sense defense boost: 10/25
Dark Nimbus turns: 3/3
Toughness: 3
Technique uses remaining:
Absorb: 1/1 Psycho Threads: 1/2 Sonic Sway: 1/1 Energy Shield: 1/2 Wild Sense: 1/2 Aura Guard: 1/2 Drunken Fist: 3/4 Magic Materialization: 1/1 Magic Slime: 1/2
Instant Transmission 0/1 def, 0/2 off Time Skip: 1/1
Stats
Power Level - 3 151 152 (525 264)
HP - 39/50 Ki - 83/100 Defense - 110 (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 Stubborn): You gain x7 PL. T2 costs 1 ki to maintain. Gain 3 Toughness every turn.
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 - Vanity (Dark Nimbus) At-will. Gain add. use of non-legendary Movement tech. Also on hit atks siphon 3 ki for 3 turns. 1 use.
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 non-special status effects. Gain 5 tou. 1 use. Senzu Bean: As a bonus action you restore 20 HP and 20 ki to self or a comrade.
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 III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Psycho Threads III (Bonus Action. 80% cance to Immobilize. Target takes 2 stacks. 2 uses.), -5 ki Aura Guard III (At-will. Immune to non-special status effects and negates critical hit bonus dmg. 2 uses.), -5 ki Absorb III (At-will. Each point of dmg restores 2 ki to max of 40 ki absorbed.) Magic Slime III (Bonus Action. 80% chance to Cripple. Target also is inflicted with Agony. 2 uses.), -5 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 Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -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+45·1d12·1d100+45·2d12·1d100
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Alt Character🔸
I have nothing to say.
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Post by Genesis on Jan 19, 2019 11:59:32 GMT -5
Galactic Avenger TAGS: Legume
Gen felt the spark of resurgent power within Legume. It reminded him of sparring his father. Just when he thought Dakon was down and out, the man would always get back up with a renewed resolve. It always inspired Gen to fight in the voracious same manner.
"My father is a Saiyan, like you. But, he never was able to turn gold like that. I imagine he would be leagues stronger if he could."
Legume grabbed his wrist and went for a throw. Gen managed to tuck his thumb and peel away at the last second. He landed on both feet in a low crouch. The tiles beneath him, much like those under Legume, also shattered into thousands of shards from the force of the impact. The sword fell upon him and he pushed up, rising with both arms crossed to block the strike.
The edge of the blade rested against his forearms and he jerked his arms out, throwing it the weapon back and hopefully pushing Legume off balance.
He was beginning to learn how to fight his foe, see through his attacks. The one technique, the vanishing act--was still a mystery. But, so long as they remained close up like this--he could probably have the advantage.
Time to try something different though. If he was learning Legume's attack patterns, he had to assume the same about his foe learning his. Pivoting he swung his left leg around for a half-moon kick. But, it was a feint, never intended to land. Because, soon as it whiffed, he leaped up into the air and came down, channeling all of his titanic strength into his fist for a punch at the center of Legume's chest. It would be enough to drill the golden warrior through the ground like a nail into a board.
Tracker
►Legume: Basic Attack vs. 50 def => 2 dmg. -3 ki siphoned. Negated to 0. ◄AW: Guard vs Vanity Strike | -5 ki 15 dmg and Crippled! -3 ki siphoned. Halved to 7 dmg. Negated to 3 dmg. Reduced to 0 w/ tou. ◄AW: Bio-Adaptation - Regrowth ◄SA: Condense | +2 dmg die on atk, cannot be effected by Guard/Rapid Movement | -3 ki [Obi] ◄AW: Colossal Might <Martial Arts Gi> | +15 acc & + 1 dmg tier ◄AW: Impact | +1 dmg die on atk ◄SA: Feint + Right Hook <Atom Smasher III> | Colossal Might + Vicious | Piercing | -5 ki [Obi + Efficiency] Acc gv4_gStq1d100+85Piercing Dmg 6d12+6
Negative Crippled: 1/2 turns
Positive Grit: Under 50% HP. +15 acc with atks. Toughness: 41/63 Mind Gate <T2> - Measured/Stubborn/Vicious | 1 ki per turn Stubborn: +3 tou at turn end
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💪CURRENT PL: 4,801,932 [800,322] 💚HP: 39/90 ⚡KI: 53/100 💠DEF: 50 🏹ACC: 45 💥DMG DIE: d12
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Power Impact
Indomitable Efficiency Grit Willpower - 1/1 use Resolve - 0/50 ki recovered. Bio Adaptation: Regrowth - 1/1 use
Martial Arts Gi Obi Senzu Bean 1/1 use Hero's Flute - 0/2 uses
| Body Gate <T1>, Mind Gate <T2>, Soul Gate <T3> Measured, Stubborn, Vicious, Condemning
Atom Smasher III (Signature)
Aura Guard III - 1/2 uses Clash III - 1/1 use Deflect III - 2/2 uses Energy Shield III - 0/1 use Kiai III - 1/1 use Absorb III - 38/40 ki recovered Sonic Sway III - 1/1 use After Image III - 1/1 use Teleport III - 1/1 use Perfect Barrier III - 0/1 use
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1d100+85·6d12+6
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Post by Legume on Jan 20, 2019 5:02:24 GMT -5
As the two warriors continued clashing with enough strength to destroy worlds, Genesis finally revealed something about himself - his father was a Saiyan and, likely, so was he, but he was not aware of the existence of the Super Saiyan transformation, calling it "turning gold", which solicited a raised eyebrow from Legume. Wasn't Super Saiyan supposed to be a some sort of legend in this moment in the timeline? Perhaps Genesis had simply never heard of the legend... but he was clearly a some sort of big deal. People with a power level this large usually don't live under a rock their whole life. Regardless, Legume didn't have the time to continue thinking about the prospect, as Genesis sent an attack towards him again, a powerful left kick swinging towards his frame. The Super Saiyan initially planned to parry the blow with his weapon yet again, powering it up with an energy shield to help soften to blow, only to realize that it had been a feint and a punch was now descending upon him. It was a question of microseconds. Everything around his froze into a crystalline bubble of time yet again, and Legume immediately leapt forward, ducking around the blow and stopping inches away from Genesis's torso, driving his left fist right towards the muscular opponent's kidney once the Time Skip faded. " So you're a Saiyan too, then?" Immediately after, Legume swung with his greatsword yet again, aiming to slap Genesis away with the size and mass of his weapon and gain a bit more distance from the muscular opponent, before he spoke yet again: " That's surprising. You're not even a Super Saiyan, and yet your strength far surpasses one... Where did it come from?" Defensive Phase
Defensive Techniques and Items Activated: Wild Sense
SUPERMAN 6 ki siphoned! Atom Smasher - vs 130 def - miss
Gain 1 stack of Wild Sense!
Offensive Phase
Bonus Action: Energy Shield, -5 ki (Add 20 toughness)
At-Will: Time Skip Strike (Drunken Fist + Blur) - Deal 15 direct damage to Genesis. At-Will: Military-Grade Precision (Martial Arts Gi) for next 2 attacks
Standard Action 1: Vanity Strike (Seeking/Crippling Single), -5 ki
Accuracy - dvXmvnvn1d100+45 Damage - 2d12 Cripple (Need 50 or less) - 1d100
At-Will: Guile - Attach Piercing to next attack At-Will: Attach Rush to next attack
Standard Action 2: Vanity Strike (Seeking/Piercing/Crippling Single), -5 ki
Accuracy - 1d100+45 Damage - 2d12 Cripple (Need 50 or less) - 1d100
(4 dmg if avoided)
Passive Modifiers
Pacified: 4/8 turns
T2 ki drain: 1 per turn Talented usage: 1/1 uses Trinket usage: 1/1 uses Dark Nimbus usage: 1/1 uses Haste usage: 1/2 uses Recuperate ki recovered: 0/50 War Cruiser usage: 1/1 Senzu Bean usage: 1/1
Absorb ki recovery: 40/40 Wild Sense defense boost: 15/25
Toughness: 26
Technique uses remaining:
Absorb: 1/1 Psycho Threads: 1/2 Sonic Sway: 1/1 Energy Shield: 2/2 Wild Sense: 1/2 Aura Guard: 1/2 Drunken Fist: 4/4 Magic Materialization: 1/1 Magic Slime: 1/2
Instant Transmission 0/1 def, 0/2 off Time Skip: 1/1
Stats
Power Level - 3 151 152 (525 264)
HP - 39/50 Ki - 73/100 Defense - 110 (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 Stubborn): You gain x7 PL. T2 costs 1 ki to maintain. Gain 3 Toughness every turn.
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 - Vanity (Dark Nimbus) At-will. Gain add. use of non-legendary Movement tech. Also on hit atks siphon 3 ki for 3 turns. 1 use.
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 non-special status effects. Gain 5 tou. 1 use. Senzu Bean: As a bonus action you restore 20 HP and 20 ki to self or a comrade.
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 III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Psycho Threads III (Bonus Action. 80% cance to Immobilize. Target takes 2 stacks. 2 uses.), -5 ki Aura Guard III (At-will. Immune to non-special status effects and negates critical hit bonus dmg. 2 uses.), -5 ki Absorb III (At-will. Each point of dmg restores 2 ki to max of 40 ki absorbed.) Magic Slime III (Bonus Action. 80% chance to Cripple. Target also is inflicted with Agony. 2 uses.), -5 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 Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. Two lowest with Blur trait. Movement tech. 4 uses.), -0 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+45·2d12·1d100·1d100+45·2d12·1d100
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Alt Character🔸
I have nothing to say.
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Post by Genesis on Jan 20, 2019 11:25:59 GMT -5
Galactic Avenger TAGS: Legume
The kidney punch probably would have doubled over any other fighter. But, hitting Gen was like an ordinary person striking a brick wall. The blow hurt like a bitch, but he simply clenched his jaw and powered through it. Legume had used his disappearing act, once again. Gen wasn't having any luck figuring it out. He knew he was missing one simple element, one obvious thing but he couldn't put his finger on it. The best he could do is hope that he caught Legume off-guard enough that he couldn't fire it up. He didn't know how consistently the warrior could use such an ability, but it seemed like he was starting to rely on it less and less.
No doubt a power like that was taxing.
He let the greatsword crash into the meat of his shoulder. The thing was more like a wedge of metal than it was a sharp blade. Yet, if if he chosen a softer part of his body, he had no doubt it would have sliced his body suit open. The suit provided a little protection against weapons, but was mostly meant to protect the wearer against a harsh vacuum or other environmental effects.
"I guess I am part Saiyan, that's true. My mom said that I always favored her side--the human side. I never really displayed many Saiyan-like traits, other being born with an above average power level. As for why I'm so strong now? Well that's down to hard work. You know, plenty of workouts in the gravity chamber and eating a wholesome balanced diet."
The two remained locked in close quarters. Gen balled his fist like he was going for another power punch. But, he simply sprang up inside of Legume's defenses with his knee extended out. If successful, it would clock the the Super Saiyan in the jaw and hopefully be lights out.
Tracker
►Legume: Time Skip Strike => 15 direct dmg. Reduced to 0 w/ tou. ►Legume: Vanity Strike vs. 60 def => Miss! ►Legume: Vanity Strike vs. 60 def => 5 dmg. Negated to 1 dmg. Reduced to 0 w/ tou. ◄SA: Resolve - Recover 8 ki (halved by Cripple). ◄SA: Condense | +2 dmg die on atk, cannot be effected by Guard/Rapid Movement | -3 ki [Obi] ◄AW: Colossal Might <Martial Arts Gi> | +15 acc & + 1 dmg tier ◄AW: Impact | +1 dmg die on atk ◄SA: Rising Knee <Atom Smasher III> | Colossal Might + Vicious | Piercing | -5 ki [Obi + Efficiency] Acc pcDJjZRF1d100+85Piercing Dmg 6d12+6
Negative Crippled: 2/2 turns
Positive Edge 1: +10 def. Grit: Under 50% HP. +15 acc with atks. Toughness: 28/66 Mind Gate <T2> - Measured/Stubborn/Vicious | 1 ki per turn Stubborn: +3 tou at turn end
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💪CURRENT PL: 4,801,932 [800,322] 💚HP: 39/90 ⚡KI: 52/100 💠DEF: 50 🏹ACC: 45 💥DMG DIE: d12
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Power Impact
Indomitable Efficiency Grit Willpower - 1/1 use Resolve - 8/50 ki recovered. Bio Adaptation: Regrowth - 1/1 use
Martial Arts Gi Obi Senzu Bean 1/1 use Hero's Flute - 0/2 uses
| Body Gate <T1>, Mind Gate <T2>, Soul Gate <T3> Measured, Stubborn, Vicious, Condemning
Atom Smasher III (Signature)
Aura Guard III - 1/2 uses Clash III - 1/1 use Deflect III - 2/2 uses Energy Shield III - 0/1 use Kiai III - 1/1 use Absorb III - 38/40 ki recovered Sonic Sway III - 1/1 use After Image III - 1/1 use Teleport III - 1/1 use Perfect Barrier III - 0/1 use
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1d100+85·6d12+6
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Post by Legume on Jan 20, 2019 17:06:58 GMT -5
God damn, Genesis was a tough bastard. All the Time Skip strikes hitting him over and over wouldn't get him to even budge. All while he continued to release blows which were stronger and stronger one after the other, as if he was not even weakening after all of those blows and the damage was turning him more powerful. And here Genesis was at it again, throwing a powerful knee strike towards Legume with the clear attempt to knock him out in a single blow. The Super Saiyan had long since conceded to the fact that even a single one of Genesis's hits striking him again would be game-ending - so, as much as it drained into his energy, he had to activate the Time Skip technique yet again, ducking under the incoming blow and approaching Genesis's body closer, driving his free left fist towards the muscular opponent's solar plexus. Not just with the intent to deal damage, but finally start knocking the wind out of him and get him to slow down. With the initial Time Skip blow concluded, Legume would follow it up with dual horizontal swings with his greatsword, slashing at Genesis's frame, before finally taking a leap back to gain some distance from the other Saiyan and catch his breath. Which is where he opted to address Genesis's previous statement. " Well, I can definitely tell that hard work was involved somewhere..." Legume spoke up. " I'm sure that you are not aware of this, but what you are witnessing here, it started out as an assassination technique. If one remains standing after being hit by it, then it speaks volumes about their endurance. And you... well, you've been taking them like they're nothing." Legume raised his weapon, a slight smirk forming on his face. " But you can't take those attacks forever. You're operating on limited time." To be fair, though, so was he... but Legume was sure that he can wear Genesis down before he lays a punch on his face. The Saiyan swung his weapon across the air, picking up a powerful wave of air, barreling across the battlefield and ripping up the floor of the arena as it went. Defensive Phase
Defensive Techniques and Items Activated: Wild Sense
SUPERMAN Atom Smasher - vs 140 def - miss
Gain 1 stack of Wild Sense!
Offensive Phase
Bonus Action: Time Skip Strike (Redirect 1 missed Seeking attack)
Need 75 or less to hit Genesis for 12 direct damage - wCmr8ZZT1d100
At-Will: Haste - Gain a second Bonus Action.
Bonus Action: Time Skip Strike (Psycho Threads), -5 ki
Need 80 or less to inflict 2 stacks of Immobilize - 1d100
At-Will: Military-Grade Precision (Martial Arts Gi) for next 2 attacks
Standard Action 1: Vanity Strike (Seeking/Crippling Single), -5 ki
Accuracy - 1d100+45 Damage - 2d12 Cripple (Need 50 or less) - 1d100
At-Will: Guile - Attach Piercing to next attack At-Will: Attach Rush to next attack
Standard Action 2: Vanity Strike (Seeking/Piercing/Crippling Single), -5 ki
Accuracy - 1d100+45 Damage - 2d12 Cripple (Need 50 or less) - 1d100
(3 dmg and Cripple if avoided)
Passive Modifiers
Pacified: 5/8 turns
T2 ki drain: 1 per turn Talented usage: 1/1 uses Trinket usage: 1/1 uses Dark Nimbus usage: 1/1 uses Haste usage: 2/2 uses Recuperate ki recovered: 0/50 War Cruiser usage: 1/1 Senzu Bean usage: 1/1
Absorb ki recovery: 40/40 Wild Sense defense boost: 20/25
Toughness: 29
Technique uses remaining:
Absorb: 1/1 Psycho Threads: 2/2 Sonic Sway: 1/1 Energy Shield: 2/2 Wild Sense: 1/2 Aura Guard: 1/2 Drunken Fist: 4/4 Magic Materialization: 1/1 Magic Slime: 1/2
Instant Transmission 0/1 def, 0/2 off Time Skip: 1/1
Stats
Power Level - 3 151 152 (525 264)
HP - 39/50 Ki - 57/100 Defense - 110 (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 Stubborn): You gain x7 PL. T2 costs 1 ki to maintain. Gain 3 Toughness every turn.
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 - Vanity (Dark Nimbus) At-will. Gain add. use of non-legendary Movement tech. Also on hit atks siphon 3 ki for 3 turns. 1 use.
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 non-special status effects. Gain 5 tou. 1 use. Senzu Bean: As a bonus action you restore 20 HP and 20 ki to self or a comrade.
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 III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Psycho Threads III (Bonus Action. 80% cance to Immobilize. Target takes 2 stacks. 2 uses.), -5 ki Aura Guard III (At-will. Immune to non-special status effects and negates critical hit bonus dmg. 2 uses.), -5 ki Absorb III (At-will. Each point of dmg restores 2 ki to max of 40 ki absorbed.) Magic Slime III (Bonus Action. 80% chance to Cripple. Target also is inflicted with Agony. 2 uses.), -5 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 Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. Two lowest with Blur trait. Movement tech. 4 uses.), -0 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
1d100·1d100·1d100+45·2d12·1d100·1d100+45·2d12·1d100
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Alt Character🔸
I have nothing to say.
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Post by Genesis on Jan 21, 2019 12:06:20 GMT -5
Galactic Avenger TAGS: Legume
Legume wasn't wrong. As tough as Gen was, he couldn't take those blows all day long without repercussions. So, when the fist struck him in the midsection he fell to his knees and slumped over, elbows rested against the shattered tiles of the arena floor. It took him a second to catch his breath, even then it he only managed a shallow gasp before Legume attacked again.
He was in the middle of standing when the horizontal swing arrived. This time he tried something different. He sprawled back and caught the blade in both hands, digging his feet into the loose tile. It scooted him several feet before it ground to a stop and Legume withdrew for distance.
Taking a page out of his own book, Legume sent a concussive ki burst rolling at him. Gen covered his face and torso with his forearms, like a boxer on the ropes, to defend against it. Staggered, he took a couple steps forward, regaining his composure before his counter attack.Legume was experience and nimble. Gen hadn't been in nearly as many real fights as him, and it was beginning to show. Still, Gen had his impressive physicality to rely on. Also, an uncanny amount of strength.
"You're not kidding there! But, I'm not going down without a fight."
Cocking his fist, ki surged in transparent bubble down the length of his arm, swirling around his fist. It shot out like a piston and from his knuckles came a horrendous tunnel of ki and wind, threatening to engulf the Super Saiyan whole.
Tracker
►Legume: Time Skip Strike => 12 direct dmg. Reduced to 0 w/ tou. ◄AW: Aura Guard III | -5 ki ►Legume: Time Skip Strike => Immobilized x2 (Aura Guard - Immune.) ►Legume: Vanity Strike vs. 82 def => 8 dmg and Crippled (Aura Guard - Immune). Negated to 4 dmg. Reduced to 0 w/ tou. ►Legume: Vanity Strike vs. 60 def => 7 dmg. Negated to 3 dmg. Reduced to 0 w/ tou. ◄AW: Resolve - Recover 19 ki. ◄AW: Absorb III - Recover 2 ki. ◄SA: Condense | +2 dmg die on atk, cannot be effected by Guard/Rapid Movement | -3 ki [Obi] ◄AW: Colossal Might <Martial Arts Gi> | +15 acc & + 1 dmg tier ◄AW: Impact | +1 dmg die on atk ◄SA: Concussive Ki Burst <Atom Smasher III> | Colossal Might + Vicious | Piercing | -5 ki [Obi + Efficiency] Acc 7GBJe9Xd1d100+85 [CRIT!]Piercing Dmg 6d12+6 [+11 = 53 dmg total]
Negative
Positive Edge 1: +10 def. Grit: Under 50% HP. +15 acc with atks. Toughness: 12/69 Mind Gate <T2> - Measured/Stubborn/Vicious | 1 ki per turn Stubborn: +3 tou at turn end
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💪CURRENT PL: 4,801,932 [800,322] 💚HP: 39/90 ⚡KI: 58/100 💠DEF: 50 🏹ACC: 45 💥DMG DIE: d12
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Power Impact
Indomitable Efficiency Grit Willpower - 1/1 use Resolve - 27/50 ki recovered. Bio Adaptation: Regrowth - 1/1 use
Martial Arts Gi Obi Senzu Bean 1/1 use Hero's Flute - 0/2 uses
| Body Gate <T1>, Mind Gate <T2>, Soul Gate <T3> Measured, Stubborn, Vicious, Condemning
Atom Smasher III (Signature)
Aura Guard III - 0/2 uses Clash III - 1/1 use Deflect III - 2/2 uses Energy Shield III - 0/1 use Kiai III - 1/1 use Absorb III - 40/40 ki recovered Sonic Sway III - 1/1 use After Image III - 1/1 use Teleport III - 1/1 use Perfect Barrier III - 0/1 use
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1d100+85·6d12+6
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Post by Legume on Jan 22, 2019 13:40:09 GMT -5
Oh damn. Here Genesis goes again, releasing an area airburst too wide and far too last for Legume to reasonably avoid with his Time Skip. As the Super Saiyan watched the wave of air and ki barrel down towards him like a speeding train about to engulf everything in its way, his mind frantically searched for a possible solution. No, he's definitely not going to be taking such a powerful attack again. There was only one solution. During the time he still had left before the wave crashed down on him, Legume's hand moved towards his forehead, index and middle fingers touching upon it - on that very instant, the Super Saiyan suddenly vanished, appearing right behind Genesis, at which point Legume would follow it up with a sudden strike with his index finger towards the muscular opponent's spine. It was not meant to deal damage, however, only try to disrupt the opponent's motor functions and potentially cripple them for the rest of the battle. " Neither will I." Legume laconically replied to Genesis's assurances of not going down without a fight. With their battle having gone this far... that's exactly what the Super Saiyan would expect from him. Would Genesis be able to tell the difference between Instant Transmission and Time Skip, or will he see them as two sides of the same coin? That didn't matter to Legume anymore. It was the final stretch of the fight, and all cheap tricks are off. For now, the only thing which was on his mind was how to defeat the opponent in front of his eyes with all of the strength he had. With all of said might behind it, Legume sent his greatsword forward in a pierce maneuver, aiming to stab and push Genesis in the chest cavity. Defensive Phase
Defensive Techniques and Items Activated: Wild Sense, Instant Transmission
SUPERMAN Atom Smasher - vs 145 def - avoided with IT!
Gain 1 stack of Wild Sense!
Offensive Phase
At-Will: Instant Transmission (Blur), -10 ki
Bonus Action: Pressure Point Strike (Magic Slime), -5 ki
Need 80 or less to inflict Cripple + Agony - EITsxrYg1d100
At-Will: Military-Grade Precision (Martial Arts Gi) for next 2 attacks
Standard Action 1: The Final Stretch (Recuperate), +50 ki
At-Will: Guile - Attach Piercing to next attack At-Will: Attach Rush to next attack
Standard Action 2: Vanity Strike (Seeking/Piercing/Crippling Single), -5 ki
Accuracy - 1d100+45 Damage - 2d12 Cripple (Need 50 or less) - 1d100
(9 direct dmg if avoided)
Passive Modifiers
Pacified: 6/8 turns
T2 ki drain: 1 per turn Talented usage: 1/1 uses Trinket usage: 1/1 uses Dark Nimbus usage: 1/1 uses Haste usage: 2/2 uses Recuperate ki recovered: 50/50 War Cruiser usage: 1/1 Senzu Bean usage: 1/1
Absorb ki recovery: 40/40 Wild Sense defense boost: 25/25
Toughness: 32
Technique uses remaining:
Absorb: 1/1 Psycho Threads: 2/2 Sonic Sway: 1/1 Energy Shield: 2/2 Wild Sense: 1/2 Aura Guard: 1/2 Drunken Fist: 4/4 Magic Materialization: 1/1 Magic Slime: 2/2
Instant Transmission 1/1 def, 0/2 off Time Skip: 1/1
Stats
Power Level - 3 151 152 (525 264)
HP - 39/50 Ki - 86/100 Defense - 110 (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 Stubborn): You gain x7 PL. T2 costs 1 ki to maintain. Gain 3 Toughness every turn.
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 - Vanity (Dark Nimbus) At-will. Gain add. use of non-legendary Movement tech. Also on hit atks siphon 3 ki for 3 turns. 1 use.
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 non-special status effects. Gain 5 tou. 1 use. Senzu Bean: As a bonus action you restore 20 HP and 20 ki to self or a comrade.
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 III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Psycho Threads III (Bonus Action. 80% cance to Immobilize. Target takes 2 stacks. 2 uses.), -5 ki Aura Guard III (At-will. Immune to non-special status effects and negates critical hit bonus dmg. 2 uses.), -5 ki Absorb III (At-will. Each point of dmg restores 2 ki to max of 40 ki absorbed.) Magic Slime III (Bonus Action. 80% chance to Cripple. Target also is inflicted with Agony. 2 uses.), -5 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 Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. Two lowest with Blur trait. Movement tech. 4 uses.), -0 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+45·2d12·1d100
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Alt Character🔸
I have nothing to say.
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Post by Genesis on Jan 22, 2019 20:50:23 GMT -5
Galactic Avenger TAGS: Legume
Gen was sure this time he had Legume cornered. The attack had kicked up just the right amount of destructive power to end their fight. There was no where to run, he would have to try to endure it as he did last time.
Until the golden warrior flickered from sight. This time it was... different though.
It was hard to explain, or for him to even reason around. But, there had been warning and an indication this time. Legume had placed two fingers to his head. There was a shift around him right before he blinked from existence.
Gen detected Legume's presence appear all of sudden behind him. The distance between the two gave just barely enough time to do an about face. With a stroke of luck, he caught Legume's finger in his fist, narrowing both of his dark brows. It hadn't been an attack meant to harm. At least not in the conventional way. No, Legume had been aiming at one of the vital chakra points in his back. He was glad to be able to stop it, as it would of hampered the flow of ki throughout his body. And he needed every ounce of ki he could muster to win this.
They both were starting to inch towards exhaustion, but Gen guaranteed that Legume was far more spent. Using all the fancy powers he did had to be taxing. He just didn't know the full extend of his foe's reserves. So, he couldn't rely on that as a way to win the fight.
Gen let go of the finger, not wanting to be that close for the follow up sword strike. Yes, Legume's attack pattern was predictable (not that it made it any easier to deal with.) As if on cue, the hefty blade came in the form of a dastardly thrust, one which could have easily punched through Gen's unguarded stomach. Springing up, Gen raised his foot and stomped down onto the back of the blade, pinning the point and edge to the floor.
Legume had two choices here. Let go or take one of Gen's world-shattering punches straight to the face. The fist was already primed and shot forward with vicious intent. Except, he was just out of range. His hard knuckles stopped mere inches away from Legume's pretty face. It seemed anti-climatic at first.
Yet, a fraction of a moment later Gen exerted his energy, launching a whirling cone of invisible ki and air that shot out of his extended arm to batter his foe instead.
Tracker
►Legume: Pressure Point Strike => Failed! ◄BA: Guard vs. Vanity Strike | -3 ki 18 dmg halved to 9. Negated to 5 dmg. Reduced to 0 w/ tou. ◄AW: Resolve - Recover 5 ki. ◄SA: Condense | +2 dmg die on atk, cannot be effected by Guard/Rapid Movement | -3 ki [Obi] ◄AW: Colossal Might <Martial Arts Gi> | +15 acc & + 1 dmg tier ◄AW: Impact | +1 dmg die on atk ◄SA: Concussive Knuckle Blast <Atom Smasher III> | Colossal Might + Vicious | Piercing | -5 ki [Obi + Efficiency] Acc ubMkbSxo1d100+85 Piercing Dmg 6d12+6
Negative
Positive Edge 1: +10 def. Grit: Under 50% HP. +15 acc with atks. Toughness: 10/72 Mind Gate <T2> - Measured/Stubborn/Vicious | 1 ki per turn Stubborn: +3 tou at turn end
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💪CURRENT PL: 4,801,932 [800,322] 💚HP: 39/90 ⚡KI: 51/100 💠DEF: 50 🏹ACC: 45 💥DMG DIE: d12
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Power Impact
Indomitable Efficiency Grit Willpower - 1/1 use Resolve - 32/50 ki recovered. Bio Adaptation: Regrowth - 1/1 use
Martial Arts Gi Obi Senzu Bean 1/1 use Hero's Flute - 0/2 uses
| Body Gate <T1>, Mind Gate <T2>, Soul Gate <T3> Measured, Stubborn, Vicious, Condemning
Atom Smasher III (Signature)
Aura Guard III - 0/2 uses Clash III - 1/1 use Deflect III - 2/2 uses Energy Shield III - 0/1 use Kiai III - 1/1 use Absorb III - 40/40 ki recovered Sonic Sway III - 1/1 use After Image III - 1/1 use Teleport III - 1/1 use Perfect Barrier III - 0/1 use
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1d100+85·6d12+6
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Post by Legume on Jan 23, 2019 9:09:24 GMT -5
Genesis swiftly turned Legume's attack against him - after catching the pressure point strike before it could deal any damage and predicting the following sword strike, he suddenly stomped down on the massive blade, pinning it to the ground and locking Legume where he stood. Damn it... It was definitely infuriating, but Legume could only applaud Genesis's ability to adapt. It's fairly obvious that Legume's black horse rested upon his mobility and thus the ability to control the flow of the battle - and by pinning his weapon down and forcing him to choose on whether to keep his sword or return to safety, it leaves the Saiyan in a serious predicament. And here it was. An another powerful blow coming from Genesis's right fist and heading straight towards his face. If he stays here and continues latching onto his weapon, that's going to be the end of the fight. That single strike, even if it doesn't knock him out immediately, will definitely screw him up enough to tip the scales in Genesis's favor. Only one thing left to do... Instead of backing off or staying in place, Legume came closer. Tilting his head to the side to let the powerful punch breeze past him, the Saiyan stopped a mere inch away from Genesis's chiseled body, their eyes meeting face to face. Had Legume stepped any closer, it would have been a nipple sandwich. The sound of a powerful blow of air coming from behind, slightly brushing at the Saiyan's golden hair, but otherwise happening too far away from him to touch him, indicated that the gambit succeeded. Letting go of the handle of his greatsword for just a second, Legume opted to put this closeness to use, sending both of his fists forward towards where he presumed Genesis's kidneys to be. Defensive Phase
Defensive Techniques and Items Activated: Wild Sense
SUPERMAN Atom Smasher - vs 150 def - miss
Offensive Phase
Bonus Action: None
At-Will: Military-Grade Precision (Martial Arts Gi) for next 2 attacks
Standard Action 1: Left Kidney Shot - Vanity Strike (Seeking/Crippling Single), -5 ki
Accuracy - EXP9kxBd1d100+45 Damage - 2d12 (critical! +6 dmg) Cripple (Need 50 or less) - 1d100
At-Will: Guile - Attach Piercing to next attack At-Will: Attach Rush to next attack
Standard Action 2: Right Kidney Shot - Vanity Strike (Seeking/Piercing/Crippling Single), -5 ki
Accuracy - 1d100+45 Damage - 2d12 Cripple (Need 50 or less) - 1d100
(4 direct dmg and Cripple if avoided)
Passive Modifiers
Pacified: 7/8 turns
T2 ki drain: 1 per turn Talented usage: 1/1 uses Trinket usage: 1/1 uses Dark Nimbus usage: 1/1 uses Haste usage: 2/2 uses Recuperate ki recovered: 50/50 War Cruiser usage: 1/1 Senzu Bean usage: 1/1
Absorb ki recovery: 40/40 Wild Sense defense boost: 25/25 (vanishes next turn)
Toughness: 35
Technique uses remaining:
Absorb: 1/1 Psycho Threads: 2/2 Sonic Sway: 1/1 Energy Shield: 2/2 Wild Sense: 1/2 Aura Guard: 1/2 Drunken Fist: 4/4 Magic Materialization: 1/1 Magic Slime: 2/2
Instant Transmission 1/1 def, 0/2 off Time Skip: 1/1
Stats
Power Level - 3 151 152 (525 264)
HP - 39/50 Ki - 75/100 Defense - 110 (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 Stubborn): You gain x7 PL. T2 costs 1 ki to maintain. Gain 3 Toughness every turn.
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 - Vanity (Dark Nimbus) At-will. Gain add. use of non-legendary Movement tech. Also on hit atks siphon 3 ki for 3 turns. 1 use.
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 non-special status effects. Gain 5 tou. 1 use. Senzu Bean: As a bonus action you restore 20 HP and 20 ki to self or a comrade.
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 III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Psycho Threads III (Bonus Action. 80% cance to Immobilize. Target takes 2 stacks. 2 uses.), -5 ki Aura Guard III (At-will. Immune to non-special status effects and negates critical hit bonus dmg. 2 uses.), -5 ki Absorb III (At-will. Each point of dmg restores 2 ki to max of 40 ki absorbed.) Magic Slime III (Bonus Action. 80% chance to Cripple. Target also is inflicted with Agony. 2 uses.), -5 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 Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. Two lowest with Blur trait. Movement tech. 4 uses.), -0 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+45·2d12·1d100·1d100+45·2d12·1d100
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Alt Character🔸
I have nothing to say.
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Post by Genesis on Jan 23, 2019 12:58:53 GMT -5
Galactic Avenger TAGS: Legume
Gen's attack missed, as he somewhat expected.
The roaring wave crashed into the energy shields protecting the crowd. He cut off the stream of ki a moment before it impacted, as to not overwhelm the defenses. Without such control, a lot of people would be injured. He tried to focus his attacks away from the spectators, but it wasn't easy when they surrounded the arena on all sides. Gen would have preferred that the arena be shaped like a horseshoe, at least that would give him an approach where he didn't have to worry about bystanders.
This was definitely a better sort of fight done in a barren wasteland or a low populated area. But, the people loved to witness titans clashing--even the real danger wasn't enough to keep them away.
"Tch-"
Legume let go of his weapon and moved in for a double strike at Gen's kidneys. That put him in a precarious situation. Grimacing, he tilted his body and threw his own hands down to slap the golden warrior's forearms away. Even still, part of the attack hit his left side and he felt a phantom pain rocket through his aura. One of his chakras had been closed off. Not good.
And then he leaped back, his foot leaving the blade. It sucked that Legume would get enough time to pick it up again, but Gen didn't want to deal with trying to pin it and ward attacks. Legume was too dangerous for that.
This time on his counter attack, he jumped--soaring to the top of the arena. He felt the top of his head touch the dome and cambered around, kicking off of the barrier for momentum. Above Legume now, Gen leaned and tried to slam a heel straight into his collar bone in a merciless axe kick.
Tracker
◄BA: Deflect vs. Vanity Strike #1 and #2 | -8 ki 17 dmg halved to 8 dmg. Negated to 4 dmg. Reduced to 0 w/ tou. 15 dmg halved to 7 dmg. Negated to 3 dmg. Reduced to 0 w/ tou. Crippled! ◄SA: Condense | +2 dmg die on atk, cannot be effected by Guard/Rapid Movement | -3 ki [Obi] ◄AW: Colossal Might <Martial Arts Gi> | +15 acc & + 1 dmg tier ◄AW: Impact | +1 dmg die on atk ◄SA: Aerial Axe Kick <Atom Smasher III> | Colossal Might + Vicious | Piercing | -5 ki [Obi + Efficiency] Acc AaQoNV1l1d100+85 Piercing Dmg 6d12+6
Negative Crippled: 1/2 turns
Positive Edge 1: +10 def. Grit: Under 50% HP. +15 acc with atks. Toughness: 6/75 Mind Gate <T2> - Measured/Stubborn/Vicious | 1 ki per turn Stubborn: +3 tou at turn end
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💪CURRENT PL: 4,801,932 [800,322] 💚HP: 39/90 ⚡KI: 34/100 💠DEF: 50 🏹ACC: 45 💥DMG DIE: d12
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Power Impact
Indomitable Efficiency Grit Willpower - 1/1 use Resolve - 32/50 ki recovered. Bio Adaptation: Regrowth - 1/1 use
Martial Arts Gi Obi Senzu Bean 1/1 use Hero's Flute - 0/2 uses
| Body Gate <T1>, Mind Gate <T2>, Soul Gate <T3> Measured, Stubborn, Vicious, Condemning
Atom Smasher III (Signature)
Aura Guard III - 0/2 uses Clash III - 1/1 use Deflect III - 1/2 uses Energy Shield III - 0/1 use Kiai III - 1/1 use Absorb III - 40/40 ki recovered Sonic Sway III - 1/1 use After Image III - 1/1 use Teleport III - 1/1 use Perfect Barrier III - 0/1 use
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1d100+85·6d12+6
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Post by Legume on Jan 23, 2019 16:13:27 GMT -5
The gambit succeeded. Not only did Legume manage to get out of the way of Genesis's attacks, but the muscular opponent also felt the dual following attacks, the usual stern expression on his face changing to a grimace. This was enough to deter him from taking advantage of their extreme closeness with, say, a grapple, and instead forced him to leap back, letting go of Legume's weapon in the process.
For once, his plans were completed with perfect fruition.
The brief window of time between Genesis leaping back and attacking again was enough for Legume to pick his weapon up from the ground, just in time to witness the muscular opponent suddenly leap to the sky and attempt to stomp down at him from above. A swift and extremely powerful attack which nonetheless appeared easy to avoid... or take advantage of.
Legume suddenly leapt to the sky to meet Genesis, his free left hand aiming to grab his opponent's incoming foot and pull onto it, with the intention to slam him back-first into the ground. At which point, the Super Saiyan would continue his combination with a downwards stab with his greatsword, aiming to strike Genesis straight in his solar plexus while he was still down and drive him into the ground further.
Defensive Phase
Defensive Techniques and Items Activated: Wild Sense #2
SUPERMAN Atom Smasher - vs 125 def - miss
Gain 1 Wild Sense stack!
Offensive Phase
At-Will: Wild Sense (Blur), -10 ki
Bonus Action: None
At-Will: Military-Grade Precision (Martial Arts Gi) for next 2 attacks
Standard Action 1: Slam - Vanity Strike (Seeking/Crippling Single), -5 ki
Accuracy - 21z|aVNN1d100+45 Damage - 2d12 Cripple (Need 50 or less) - 1d100
At-Will: Guile - Attach Piercing to next attack At-Will: Attach Rush to next attack
Standard Action 2: Vanity Strike (Seeking/Piercing/Crippling Single), -5 ki
Accuracy - 1d100+45 Damage - 2d12 Cripple (Need 50 or less) - 1d100
(6 direct dmg if avoided)
Passive Modifiers
Pacified: 8/8 turns
T2 ki drain: 1 per turn Talented usage: 1/1 uses Trinket usage: 1/1 uses Dark Nimbus usage: 1/1 uses Haste usage: 2/2 uses Recuperate ki recovered: 50/50 War Cruiser usage: 1/1 Senzu Bean usage: 1/1
Absorb ki recovery: 40/40 Wild Sense defense boost: 5/25
Toughness: 38
Technique uses remaining:
Absorb: 1/1 Psycho Threads: 2/2 Sonic Sway: 1/1 Energy Shield: 2/2 Wild Sense: 2/2 Aura Guard: 1/2 Drunken Fist: 4/4 Magic Materialization: 1/1 Magic Slime: 2/2
Instant Transmission 1/1 def, 0/2 off Time Skip: 1/1
Stats
Power Level - 3 151 152 (525 264)
HP - 39/50 Ki - 54/100 Defense - 110 (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 Stubborn): You gain x7 PL. T2 costs 1 ki to maintain. Gain 3 Toughness every turn.
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 - Vanity (Dark Nimbus) At-will. Gain add. use of non-legendary Movement tech. Also on hit atks siphon 3 ki for 3 turns. 1 use.
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 non-special status effects. Gain 5 tou. 1 use. Senzu Bean: As a bonus action you restore 20 HP and 20 ki to self or a comrade.
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 III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Psycho Threads III (Bonus Action. 80% cance to Immobilize. Target takes 2 stacks. 2 uses.), -5 ki Aura Guard III (At-will. Immune to non-special status effects and negates critical hit bonus dmg. 2 uses.), -5 ki Absorb III (At-will. Each point of dmg restores 2 ki to max of 40 ki absorbed.) Magic Slime III (Bonus Action. 80% chance to Cripple. Target also is inflicted with Agony. 2 uses.), -5 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 Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. Two lowest with Blur trait. Movement tech. 4 uses.), -0 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+45·2d12·1d100·1d100+45·2d12·1d100
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