Alt Character🔸
I have nothing to say.
|
Post by Genesis on Jan 24, 2019 11:30:50 GMT -5
Galactic Avenger TAGS: Legume
Gen didn't expect Legume to meet him in mid air and go for a throw attack. It wasn't going to be pleasant, but he still had a way to salvage the situation. Just as the golden warrior's hand wrapped around his ankle, he bent his knees and shifted his position. The two would tumble through the air for a moment, before Legume would find Gen's fingers curling around the base of his neck.
Using his superior strength, Gen tilted and snapped the Saiyan down, landing onto of him as both hit the floor. The few tiles that weren't broken were obliterated. A massive crater was carved out, going so far as to plow into the soil and bedrock below the arena's foundation. Dust and debris filled the arena.
The crowd were unable to see the action, but they cheered with an intense fanaticism.
Genesis grunted and rolled to his feet, a bit dizzy and staggered from the landing. It had hurt still, just he had taken far less punishment from the collision than his foe. A flash of silver caught his attention as the greatsword went to pierce his chest. He grabbed the middle of the blade and tilted it to the side. Pivoting off his front foot, he whipped around, bringing an elbow to hopefully slam into Legume's chin.
The quicker strike wasn't as powerful as his typical all-out attacks, but any hit from Genesis would hurt like a bitch, never the less.
Tracker
◄SA: Clash vs. Vanity Strike #1 | -8 ki [Obi] 23 dmg halved to 11 dmg. Negated to 7 dmg. Reduced to 1 dmg w/ tou. 12 direct dmg dealt back to Legume.◄BA: Guard vs Vanity Strike #2 | -3 ki [Obi] 15 dmg halved to 7 dmg. Negated to 3 dmg. ◄AW: Colossal Might <Martial Arts Gi> | +15 acc & + 1 dmg tier ◄AW: Impact | +1 dmg die on atk ◄SA: Elbow Jab <Atom Smasher III> | Colossal Might + Vicious | Piercing | -5 ki [Obi + Efficiency] Acc 0MaQurRV1d100+85 Piercing Dmg 4d12+4
Negative Crippled: 2/2 turns
Positive Edge 1: +10 def. Grit: Under 50% HP. +15 acc with atks. Toughness: 3/78 Mind Gate <T2> - Measured/Stubborn/Vicious | 1 ki per turn Stubborn: +3 tou at turn end
|
💪CURRENT PL: 4,801,932 [800,322] 💚HP: 36/90 ⚡KI: 17/100 💠DEF: 50 🏹ACC: 45 💥DMG DIE: d12
|
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 - 0/1 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
|
1d100+85·4d12+4
|
|
|
|
Post by Legume on Jan 24, 2019 12:45:57 GMT -5
Legume's combination soon turned into chaos, as Gen took it as an opportunity much like the Saiyan had seconds ago, slamming both of them straight into the ground. Smashing into the floor back first, Legume swiftly bounced back on his feet in the midst of the cloud of dust permeating the crater which the arena had apparently turned into, instantly sending his weapon forward in a piercing maneuver.
Only for Gen to take advantage of that and suddenly throw his elbow forward, threatening to knock the lights out of the Super Saiyan with a yet another one of his trademark super-powerful blows. The situation was critical. And yet, Legume could tell that the blow heading towards him was slower than normal.
At least, it was slow enough for the Saiyan to pull his weapon out and then use its flat side to slap the incoming strike away, giving him a moment to catch his breath. Again, he was stuck in close quarters against someone who has the advantage there. Thankfully, there was a solution at hand.
Making a step back to slightly increase his distance from Genesis, Legume suddenly struck the ground with his greatsword, the sheer mass and power behind the blow cracking the ground and sending a powerful shockwave in Genesis's general direction. Hopefully, with it being so close to the muscular opponent, practically at point-blank rance, it should be enough to blast Genesis away and give Legume a bit more distance.
Defensive Phase
Defensive Techniques and Items Activated: Wild Sense #2, Rapid Movement
SUPERMAN 12 direct damage! Atom Smasher - vs 130 def - avoided with RM
Gain 1 stack of Wild Sense!
12 direct damage reduced by Toughness to 0 damage!
Offensive Phase
At-Will: Parry - Rapid Movement (Blur), -10 ki
Bonus Action: None
At-Will: Military-Grade Precision (Martial Arts Gi) for next 2 attacks
Standard Action 1: Vanity Strike (Seeking/Crippling Single), -5 ki
Accuracy - oHflzI1e1d100+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 Cripple (Need 50 or less) - 1d100
(3 direct dmg if avoided)
Passive Modifiers
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: 10/25
Toughness: 29
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 - 33/100 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+2·1d100·1d100+45·2d12+2·1d100
|
|
|
Alt Character🔸
I have nothing to say.
|
Post by Genesis on Jan 24, 2019 17:42:12 GMT -5
Galactic Avenger TAGS: Legume
Legume's greatsword struck the already battered and torn ground beneath them with a resounding boom.
The rippling shock-wave tore its way at Gen. Gritting his teeth, he threw his left-hand out in a haphazard punch followed by a concussive burst of his own energy. The two invisible forces initiated an enormous blowout. The dust lingering in the air around them dispersed in a ring, pelting the side of the arena. The crowd was now able to see the giant hole in the center of the arena. No doubt the owner of the facility was screaming about the damages. Gen just hoped it didn't come out of any potential winnings. That would suck, a lot.
Usually, he was ferocious with his counter-attacks. But, not this time. As Gen summoned power, he could feel the exhaustion of the brawl setting in. Globules of sweat gathered along his brow and matted his hair. This was the first time he had broken a sweat in a fight in a long, long time. And, it was exhilarating.
All he could do was smile at Legume, as he took a second to gather himself.
Renewed and ready for round two... (or perhaps three at this point,) Gen sprang off the side of the crater and flew in. Before arriving, he lowered his forehead attempting to plant a barbarous headbutt straight into the center of Legume's chest.
Tracker
◄BA: Ki Shockwave Dispersal <After Image> vs. Vanity Strike #1 & #2 | -8 ki [Obi] Both attacks avoided! ►Legume: Rush => 3 direct dmg. Reduced to 0 w/ tou. ◄SA: Deep Breaths <Recuperate> | +50 ki ◄AW: Colossal Might <Martial Arts Gi> | +15 acc & + 1 dmg tier ◄AW: Impact | +1 dmg die on atk ◄SA: Flying Headbutt <Atom Smasher III> | Colossal Might + Vicious | Piercing | -5 ki [Obi + Efficiency] Acc oIR94xOY1d100+85 Piercing Dmg 4d12+4
Negative
Positive Edge 1: +10 def. Grit: Under 50% HP. +15 acc with atks. Toughness: 3/81 Mind Gate <T2> - Measured/Stubborn/Vicious | 1 ki per turn Stubborn: +3 tou at turn end
|
💪CURRENT PL: 4,801,932 [800,322] 💚HP: 36/90 ⚡KI: 53/100 💠DEF: 50 🏹ACC: 45 💥DMG DIE: d12
|
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 - 0/1 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 - 0/1 use Teleport III - 1/1 use Perfect Barrier III - 0/1 use
|
1d100+85·4d12+4
|
|
|
|
Post by Legume on Jan 25, 2019 6:35:29 GMT -5
This battle... it was exhilarating, and it was getting Legume's blood flowing... but, my God, it was draining. The Saiyan had pulled all the stops in his energy reserves, while Genesis still seemed as fresh as ever. On the long term, he has no chances of victory.
That point got reminded to him when Legume witnessed Genesis suddenly lunge at him with a swift and powerful headbutt. Getting out of its way in any normal way was a non-starter, taking it was not an option either, but... his muscles simply weren't going to take a yet another activation of Time Skip. It was a dilemma with no winning move.
Legume eventually chose the latter - moments before Genesis was about to clock him straight in the chest, the Saiyan vanished, using the fraction of a second of frozen time he had to stop to the side of the flying muscular warrior with his elbow ready to descend upon Genesis's spine and a pained wince on his face.
Just... just keep on going. Ignore that building up pain and exhaustion. Make him feel more of it than you.
Legume wasn't even sure if he landed the Time Skip strike, but no matter what was the outcome of that gambit, the Saiyan moved on to retaliate. With his free left hand, he threw a jab towards Genesis's cheek, instantly following it up with a downwards slash with his greatsword to try to slam the muscular opponent into the ground, yet again.
Defensive Phase
Defensive Techniques and Items Activated: Wild Sense #2, Rapid Movement
SUPERMAN Atom Smasher - vs 135 def - avoided with RM
Gain 1 stack of Wild Sense!
Offensive Phase
At-Will: Time Skip - Rapid Movement (Blur), -10 ki
Bonus Action: Time Skip Strike - Redirect two missed Seeking attacks
Need to roll 75 or less to hit Genesis for 19 direct damage - Legbdpno1d100
At-Will: Military-Grade Precision (Martial Arts Gi) for next 2 attacks
Standard Action 1: Basic Attack, -0 ki
Accuracy - 1d100+45 Damage - 1d12+1
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 Cripple (Need 50 or less) - 1d100
(3 direct dmg and Cripple if avoided)
Passive Modifiers
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: 15/25
Toughness: 32
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 - 17/100 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+45·1d12+1·1d100+45·2d12+2·1d100
|
|
|
Alt Character🔸
I have nothing to say.
|
Post by Genesis on Jan 25, 2019 15:08:44 GMT -5
Galactic Avenger TAGS: Legume
It wasn't sloppy execution that cost Legume to miss his Time Skip strike. Rather it was the bubble of warped space and air around Gen that caused the strike to glance off the shoulder, rather than hit straight for the spine.
It was kinda like trying to reach into a a glass of water while looking from the side. Perspective could be deceiving.
"I guess this fight was never about who was stronger. It's about who has trained the hardest!" Gen said. He kidded to a stop, realizing he had missed the mark, once again.
Both warrior were on the brink of exhaustion. Both were giving it everything they had. The energy in the crowd was electric. Gen looked up for only a second to see people standing on their feet, arms raised in the air. The endless sound that reverberated throughout the entire place was their collective voices.
The deft jab struck Gen in the cheek and snapped his head to the side. Spittle flew from his lips. The greatsword slash stopped dead on his forearm, causing Gen's entire upper body to shake and shudder against the force.
Gen then dipped and curled his fist, rising up and trying to bring it down like a hammer in the center of Legume's chest with every last ounce of strength he could muster.
Tracker
►Legume: Time Skip Strike => Failed! ►Legume: Basic Attack vs. 60 def => 6 dmg. Negated down to 4. Reduced to 1 w/ tou. ►BA: Guard vs. Vanity Strike | -3 ki [Obi] 14 dmg and Crippled! Halved to 7, negated to 3. ◄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 pZz316oF1d100+85 Piercing Dmg 6d12+6
Negative Crippled: 1/2 turns
Positive Edge 1: +10 def. Grit: Under 50% HP. +15 acc with atks. Toughness: 3/84 Mind Gate <T2> - Measured/Stubborn/Vicious | 1 ki per turn Stubborn: +3 tou at turn end
|
💪CURRENT PL: 4,801,932 [800,322] 💚HP: 32/90 ⚡KI: 41/100 💠DEF: 50 🏹ACC: 45 💥DMG DIE: d12
|
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 - 0/1 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 - 0/1 use Teleport III - 1/1 use Perfect Barrier III - 0/1 use
|
1d100+85·6d12+6
|
|
|
|
Post by Legume on Jan 25, 2019 15:48:43 GMT -5
"For sure..." Legume muttered in response to Genesis's statement, barely able to make a coherent sentence in between exhausted breaths. Or, to put it slightly more bluntly, which one of the two was a tougher bastard to take down. And if there was one thing Legume could still proud himself on after losing everything in his time leap, it's his ability to simply not get hit.
Such as here. After Legume's combination of attacks, Genesis squeezed his fist and threw a yet another powerful strike towards the Super Saiyan. He hasn't had time to consider it before, but... he'd have to give a lot of props for Genesis and his incredible level of ki control. The power which came behind his punches was always extremely impressive, possibly even planet-shattering, and yet the half-Saiyan was always able to prevent any unnecessary destruction with them, except perhaps the crater they had recently made.
Legume wouldn't have been able to pull off the same. Not that he ever saw himself relying on focusing all of his power into a single punch, anyway.
Throwing himself to the side, Legume got out of the way of the incoming strike and landed on his left hand, immediately following up on his momentum to touch down on his feet and throw a yet another left jab towards the muscular opponent's cheek. Immediately after, the Super Saiyan would slash with his greatsword across the air, aiming to smack Genesis with it in the head like a frying pan and sending him back to the ground.
Defensive Phase
Defensive Techniques and Items Activated: Wild Sense #2
SUPERMAN Atom Smasher - vs 140 def - miss!
Gain 1 stack of Wild Sense!
Offensive Phase
Bonus Action: None
At-Will: Military-Grade Precision (Martial Arts Gi) for next 2 attacks
Standard Action 1: Basic Attack, -0 ki
Accuracy - wxqhIchH1d100+45 Damage - 1d12+1
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 Cripple (Need 50 or less) - 1d100
(2 direct dmg and Cripple if avoided)
Passive Modifiers
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: 20/25
Toughness: 35
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 - 11/100 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+45·1d12+1·1d100+45·2d12+2·1d100
|
|
|
Alt Character🔸
I have nothing to say.
|
Post by Genesis on Jan 26, 2019 12:15:35 GMT -5
Galactic Avenger TAGS: Legume
Pop!
Gen saw stars at Legume clocked him again with a jab. This time his head snapped directly back. He stumbled and swayed a bit on his feet. The greatsword careened around in a wide slash and Gen steeled himself, putting both forearms out in front of him in a cross. The blade collision carried him with its momentum and weight. Using a burst of ki, he launched himself up and flipped over the weapon, landing inside of Legume's guard. He had to move fast, for fear of the back-swing.
His heart thundered in his chest. The crowd's roar rose to a veritable scream at the feat of agility from the newcomer. Gen lowered into a crouch, sucking back breath between his clenched teeth. Invisible ki swarmed up the length of his arm and whirled around his knuckles as he prepared for another fierce punch. He did his best to line up his shoulders and square with Legume.
The golden shrouded Saiyan was fast, and he needed to carefully plan his attack. So far Gen had tried feints and aggressive strikes. Most of them had failed. This time he had to land one. His energy was faltering and it wouldn't be long before he collapsed from exhaustion. He could feel the limits of his power, like an ache in his bones.
"Haaah!"
He lunged, fist stretched out in front of him. The punch was straight as an arrow, aimed at center mass, the easiest spot to hit on his target.
Tracker
►Legume: Basic Attack vs. 60 def => 6 dmg. Negated down to 4. Reduced to 1 w/ tou. ►BA: Guard vs. Vanity Strike | -3 ki [Obi] 14 dmg and Crippled! Halved to 7, negated to 3. ◄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 _WmPz1NC1d100+85 Piercing Dmg 6d12+6
Negative Crippled: 2/4 turns
Positive Edge 1: +10 def. Grit: Under 50% HP. +15 acc with atks. Toughness: 3/87 Mind Gate <T2> - Measured/Stubborn/Vicious | 1 ki per turn Stubborn: +3 tou at turn end
|
💪CURRENT PL: 4,801,932 [800,322] 💚HP: 28/90 ⚡KI: 29/100 💠DEF: 50 🏹ACC: 45 💥DMG DIE: d12
|
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 - 0/1 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 - 0/1 use Teleport III - 1/1 use Perfect Barrier III - 0/1 use
|
1d100+85·6d12+6
|
|
|
|
Post by Legume on Jan 26, 2019 17:18:38 GMT -5
Legume was sure that despite his stoic demeanor and unwavering dedication to the battle, Genesis was getting exhausted. His blows were turning weaker and the man was finally reacting to the Super Saiyan's attacks, those two things alone spoke volumes. But was he exhausted to the point where any of his attacks were starting to eat into his life force instead of his ki reserves?
...unlikely.
A yet another straightforward blow closed in on the Super Saiyan. With his greatsword, Legume blocked the attack, the collision of the blade with Genesis's knuckles releasing several shockwaves across the crater before the Saiyan pushed the blow aside. His lungs were burning and his muscles were in open protest to pushing even further, and yet he continued regardless. It was a surprise that his Super Saiyan 2 form was still around instead of fading away due to him lacking the energy to sustain it.
I'm sure it will come around to bite me in the future.
But who cares about the future, he's got a battle to win.
Using the fraction of a second he had after deflecting Genesis's blow, Legume lunged forward, sending his left fist towards the muscular opponent's solar plexus, then, with a loud grunt from all the pain pulsating in his body, sent a horizontal slash with his greatsword to try to blow Genesis away.
Defensive Phase
Defensive Techniques and Items Activated: Wild Sense #2
SUPERMAN Atom Smasher - vs 145 def - miss!
Gain 1 stack of Wild Sense!
Offensive Phase
Bonus Action: None
At-Will: Military-Grade Precision (Martial Arts Gi) for next 2 attacks
Standard Action 1: Basic Attack, -0 ki
Accuracy - lS26KrA81d100+45 Damage - 1d12+1
At-Will: Guile - Attach Draining to next attack At-Will: Attach Rush to next attack
Standard Action 2: Vanity Strike (Seeking/Draining/Crippling Single), -3 HP
Accuracy - 1d100+45 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
(3 direct dmg and Cripple if avoided)
Passive Modifiers
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: 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 - 36/50 Ki - 9/100 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+45·1d12+1·1d100+45·2d12+2·1d100
|
|
|
Alt Character🔸
I have nothing to say.
|
Post by Genesis on Jan 27, 2019 9:30:55 GMT -5
Galactic Avenger TAGS: Legume
The punch to Genesis's midsection was stopped by a timely interjection of his hard knee. Knuckles meeting cap let loose an immense crack that echoed over the arena. Genesis thrust himself forward, inside of Legume's sword range as he swung the blade. Using his left hand, he attempted to stop the blade at the cross-guard. It worked, except it the heavy edge pushed his arm in more than he expected and he still got a rattling blow to the side of his skull.
"Gah-"
He held the giant Vanity there, his face twisted into a grimace from all the effort it took. Despite Legume being weaker than him, the warrior was still in the same league. Genesis would have to tap into more energy to overpower him, and at this point in the fight that would be far too costly.
With each movement and each beat of his heart, he was getting closer to his limit. And, he imagined his foe was in the same boat. Still, he only needed Legume to make a mistake, to falter for a second to end this fight.
Both his eyes shifted to Legume's torso, where he took aim for his next attack. His right leg curled up and shot forward like a serpent striking at prey, a monstrous front kick.
Tracker
►Legume: Basic Attack vs. 60 def => 7 dmg. Negated down to 5. Reduced to 2 w/ tou. ►BA: Guard vs. Vanity Strike | -3 ki [Obi] 17 dmg and Crippled! Halved to 8, negated to 4. ◄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 T2fvCrv|1d100+85 Piercing Dmg 6d12+6
Negative Crippled: 3/6 turns
Positive Edge 1: +10 def. Grit: Under 50% HP. +15 acc with atks. Toughness: 3/90 Mind Gate <T2> - Measured/Stubborn/Vicious | 1 ki per turn Stubborn: +3 tou at turn end
|
💪CURRENT PL: 4,801,932 [800,322] 💚HP: 22/90 ⚡KI: 17/100 💠DEF: 50 🏹ACC: 45 💥DMG DIE: d12
|
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 - 0/1 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 - 0/1 use Teleport III - 1/1 use Perfect Barrier III - 0/1 use
|
1d100+85·6d12+6
|
|
|
|
Post by Legume on Jan 27, 2019 10:38:04 GMT -5
As the two warriors locked themselves in a stalemate again, a yet another symptom of his impending collapse began to came up - Legume's vision started to turn blurry and dizzy, and though the Super Saiyan did his best to remain stern, it was getting harder and harder to focus on the opponent. And as his hands tried to pull Vanity out of Genesis's grip, a sudden thought suddenly shot itself into Legume's head:
Wait, when was Genesis's attack supposed to come?
And there it struck, a powerful kick smashing itself straight into Legume's abdomen, releasing enough concentrated raw power to instantly knock the wind out of the Super Saiyan and send him flying across the battlefield. Flying, then rolling and crashing across the floor before finally coming to a full stop.
Holy hell...
Quick tally, how many of his bones got broken by that strike? Legume's ballpark estimate was... a whole lot. Far too many for what was supposed to be a simple spar.
And yet, with shaking legs and heavy panting between each movement, his body in open protest, the Saiyan pushed himself back up to his feet regardless. Even cracking a grin as he did so, muttering:
"You must have... You must have missed all of my vital organs."
Straightening back up and winding back his greatsword for one last strike, Legume suddenly slashed across the air, creating a torrent of wind with the sheer mass of his weapon, aiming towards Genesis.
Defensive Phase
Defensive Techniques and Items Activated: Wild Sense #2
SUPERMAN Atom Smasher - vs 150 def - hits for 48 damage!
48 damage reduced by 38 Toughness to 29 damage!
Offensive Phase
Bonus Action: None
At-Will: Military-Grade Precision (Martial Arts Gi) for next 2 attacks
Standard Action 1: Basic Attack, -0 ki
Accuracy - O3OKZi4b1d100+45 Damage - 1d12+1
At-Will: Guile - Attach Slashing to next attack At-Will: Attach Rush to next attack
Standard Action 2: Vanity Strike (Seeking/Slashing/Crippling Single), -5 ki
Accuracy - 1d100+45 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
(2 direct dmg if avoided)
Passive Modifiers
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: 3
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 - 7/50 Ki - 3/100 Defense - 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+45·1d12+1·1d100+45·2d12+2·1d100
|
|
|
Alt Character🔸
I have nothing to say.
|
Post by Genesis on Jan 27, 2019 11:13:05 GMT -5
Galactic Avenger TAGS: Legume
"Well, if I kill you or put you in the hospital--you won't be able to tell me how you disappear like that!"
The words came out of Gen's mouth, followed by a friendly grin. His teeth were stained with red from the various punches Legume had delivered only seconds prior. Both warriors were worn and battered, but it wasn't quite over. Once again, Legume had exceeded all of Gen's expectations. He had survived the front kick. And now, Gen had to deal with his counter.
The whirling burst of wind and ki pressure crashed against him and carried him back. Gen went to take a valiant step forward, to initiate his retort--but he wavered.
And collapsed to one knee. Gasping for breath, he channeled ki into both hands instead of just one. For the first time in the entire fight, Legume would see the faint azure glow of his energy. Gen was losing control in his exhausted state, and his ki was taking shape and form instead of being the highly focused force it normally was. Flecks of it flaked from his fingertips as he curled both hands into fists and dashed forward.
Gen was more falling than he was running, but as he arrived within range of Legume he hurled a left jab, followed by a right hook, with all the remaining might he had left.
"Take... this!"
Tracker
►Legume: Basic Attack vs. 60 def => 9 dmg. Negated down to 7. Reduced to 4 w/ tou. ►BA: Guard vs. Vanity Strike | -3 ki [Obi] 15 dmg and Crippled! Halved to 7, negated to 3. ◄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: Faltering Punches <Atom Smasher III> | Colossal Might + Vicious | Piercing | -5 ki [Obi + Efficiency] Acc tz1DwkUj1d100+85 Piercing Dmg 6d12+6
Negative Crippled: 4/6 turns
Positive Edge 1: +10 def. Grit: Under 50% HP. +15 acc with atks. Toughness: 3/93 Mind Gate <T2> - Measured/Stubborn/Vicious | 1 ki per turn Stubborn: +3 tou at turn end
|
💪CURRENT PL: 4,801,932 [800,322] 💚HP: 12/90 ⚡KI: 5/100 💠DEF: 50 🏹ACC: 45 💥DMG DIE: d12
|
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 - 0/1 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 - 0/1 use Teleport III - 1/1 use Perfect Barrier III - 0/1 use
|
1d100+85·6d12+6
|
|
|
|
Post by Legume on Jan 27, 2019 11:48:44 GMT -5
"You'll have to pry that technique from my unconscious hands first."
Watching Genesis run towards him, clearly getting close to the same levels of exhaustion as he was, Legume spat to the side and tossed his weapon to the ground, opting to meet the muscular opponent with a punch of his own. Both of them seemed to be at their absolute limit, running solely on fumes at this point. The person who wins this clash is definitely going to be the winner of the fight.
All he just needs to do... is to land a punch on Gen before Gen does on him.
"Haaaaaaaaa-"
Gen landed a punch on him first. The knuckles of the man's left fist struck Legume straight in the jaw, followed by a similarly powerful blow from the right. The Saiyan fell from his feet, his spiky golden hair receded and returned to their natural pitch black and he, unceremoniously, hit the ground with his back, a loud thud following it.
The Saiyan was still breathing, but despite all of his tenacity, he didn't seem to be standing up. After counting the seconds underneath his breath, the announcer outside of the arena finally raised his hand and exclaimed:
"Genesis is the winner of the match!"
The announcement of his defeat finally got Legume to slowly lift his head up from the ground, heavily panting and still lying on the floor. The Saiyan weakly muttered:
"So... You got time for that lesson on Saturday, right?"
Defensive Phase
Defensive Techniques and Items Activated:
SUPERMAN Atom Smasher - vs 115 def - hits for 44 damage!
44 damage reduced by 3 Toughness to 42 damage!
Legume is defeated!
Offensive Phase
Bonus Action:
Standard Action 1:
Standard Action 2:
Passive Modifiers
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
Toughness: 0
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 - 525 264
HP - 1/50 Ki - 3/100 Defense - 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
|
|
|