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Post by T on Jan 26, 2019 9:58:58 GMT -5
[ Morning ] Sacred World of the Kai
Various swishes and swipes filled the air of an otherwise serene land. Such vigorous movement can be traced back to our young Saiyan of the day. For every kick he launched, a fist raced forth. A form of shadow boxing perhaps- invisible to the common eye if not for blades of grass stirring from the sheer force imparted. Done in the name of honing one’s martial skill to perfection, this particular activity focused more on precise, deliberate action over long periods of time.
It might have continued for hours upon end if not for a particular Kai showing up.
“You’re up rather early today,” chimed the divine being.
Without so much as turning to greet the god, Russ kept his momentum. “Gotta get some practice in!” Step forward into a right straight. Retain absolute control over breathing. Exhale on exertion. High speed thinking played its part in combat. Not everyone could afford to flail their way to victory. “Don’t know why, but I feel like I need to get ready for the next big thing.”
“Hm.” True to word, it seemed as if this pupil suddenly turned enthusiastic overnight. Perhaps there was something coming. Whatever the case may be, the kai spoke up once more. “Well, we have a special task for you today.”
“Eh?” And with that, he stopped.
Hence, the briefing commenced. “Recent reports from upper management detail anomalies occurring in space.” Her right hand was brought forth from behind her back to present a glowing orb. Images flashed and moved within it while she explained the situation. “Matter manifesting out of thin air without rhyme or reason, small objects vanishing despite being impervious to atomic degradation, high power levels appearing out of thin air- all manner of strange findings.”
“That happens all the time, doesn’t it?” Nothing out of the ordinary there. He came to accept that virtually anything was possible; but not necessary moral; a while ago. “Magic Materialisation and stuff.” If he tried hard enough, even he could do that.
“Not quite.” She smiled. “Your task today is to investigate a person of interest.” Thereafter, the still frame of a man possessing a spiky black mane of hair and a large blade was shown. “Ask him what he knows of the strange occurrences and recover as much information as possible.” Thus concluded the expository dialogue.
Simple enough- find the guy, ask him things. However, there was one piece of this puzzle he lacked. “That dude has a huge weapon.” Russ aptly pointed out. “Why?”
“I believe that’d be your job to find out.” No luck whatsoever.
“Alright, be back in like..." He shrugged lightly. “Ten. Fifteen. Fifteen minutes?” It depended on how difficult the task would be, but the commute failed to be a problem.
He vanished instantaneously.
Legume
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Post by Legume on Jan 26, 2019 16:58:44 GMT -5
For today, Legume was training. In the middle of a barren wasteland in one of the many barren planets sprawling across this entire barren Galaxy. That was an expression which Legume could use for a lot of things he would find in this galaxy. Barren. And sure, it was frustrating to a man of civilized life, a lot - but, on the other hand, there were a few bright spots he could appreciate in the midst of this.
For example, with so many empty places and empty planets, none of whom have been industrialized and covered by civilization, there is a lot more room for people of his caliber to train and let out all of his might on useless rocks and the ground. Which is exactly what Legume was doing. Swinging his weapon around, doing various basic and a few more complex maneuvers with his massive weapon both for attack and defense.
Until suddenly a man appeared right in front of him, in the midst of a swing. Unfortunately, he appeared too suddenly for Legume and his relaxed mind to catch before the weapon went straight towards the man.
"Oh crap!" Legume exclaimed in shock immediately afterwards, lowering his weapon and offering a hands towards the man. "I'm so sorry, I'm so sorry! I didn't mean to, you appeared completely out of nowhere..."
Defensive Phase
Defensive Techniques and Items Activated:
MASTER RUSS [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
At-Will: Military-Grade Precision (Martial Arts Gi)
Standard Action 1: Accidental Sword Smack - Basic Attack, -0 ki
Acc - ryFXbbzm1d100+45 Damage - 1d12+1
Standard Action 2: Accidental Sword Smack - Basic Attack, -0 ki
Acc - 1d100+45 Damage - 1d12+1
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: 0/1
Absorb ki recovery: 0/40 Wild Sense defense boost: 0/25
Toughness: 0
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: 0/1
Stats
Power Level - 530 439
HP - 50/50 Ki - 90/100 Defense - 110 (100) Accuracy mod - +30 Damage die - Rank 7 (d12)
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 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 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+45·1d12+1
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Post by T on Jan 26, 2019 22:51:51 GMT -5
Schwip. That was easy. Now all he had to do was ask the man a few ques-
“BAaAaAaA-” Seeing the incoming tower of metal heading his way, the man swiftly leapt out of the way. He landed flat on his chest to the left of where he originally stood. The boy watched in slight awe as the giant razor slice the air near them into thin, white lines of superheated gas.
Then at last, the boy accepted his accidental-assailant’s hand to get up. “Eh, it’s all ok. Kind of my fault for not warning people before teleporting near them.” Undoubtedly so in that aspect. Most of the shock from the colossal blade wore off at that point. However, the surprise from actually seeing it did not.“Anyway, I’m Russ.” Continuing to hold his hand briefly, he shook it with an absurd level of nonchalantness.
He had a job to do. “My-” Russ paused for a moment. How was he supposed to explain the situation? “Acquaintance’s boss sent them to send me to ask you about weird space-things.” ‘Weird space-things’ was definitely not how one should start a conversation. Either way, he simply found no better way of doing so.
“So would you mind if I interview and/or spar with you?” Consent was priority apparently. Even though some Kais could read minds, no such ability was granted to him. Then again, the boy found mind-reading mildly repulsive for some reason. Hence, he used the power of words. “Spar’s reeeeeally optional though. It’s just kind of a power test for no reason.”
[HP : 50/50] | [Ki : 80/100] | [Tough : 23] | [Def : 100] | [Base PL : 351,590] | [PL : 1,054,770]
=Summary= Russ leaps out of the way of the sword, and invites Legume to an interview-spar.
=Turn= -Defensive Phase- Accidental Sword Smack (Basic Attack) - 70 Attack vs 100 Defence - Miss Accidental Sword Smack (Basic Attack) - 129 Attack vs 100 Defence - Avoided
At-Will (Blur) : Duck for Cover (Rapid Movement) - Basic Attack - 5 Ki
-Attack Phase-
Bonus Action : Lock-On (Wild Sense) - Legume - 10 Ki
Standard Action 1 (Sacrificed for a Bonus Action) : Tough (Energy Shield) - +20 Toughness - 5 Ki
Standard Action 2 (Sacrificed for a Bonus Action) : Zenkai Power - T1 Transform
Active effects Zenkai Power (T1) - 0 Ki per Turn [Stubborn] - Gain 3 Toughness per turn while transformed
Wild Sense; Legume; 0/25 Defence; Indefinite [Wild Sense] - Every attack target makes against the user gives +5 defence until a maximum of 25. After reaching its maximum, it lasts an extra turn before fading.
-Info- Fighting Style - Analytical Moxy - +5 Fighting. Guile - At-Will - Add second major effect to one Super Attack.
Traits Alacrity - Passive - Talented - At-Will - Gain extra use of one non-legendary defensive/utility tech. [1/1 use] Rush - At-Will - On miss, one single-type super attack deals lowest damage die/status on inflict. Blitz - At-Will - Make two basic attacks using one standard action. Blur - Passive - One Movement tech can be used At-Will on turn.
Transformations Tier 1 - Zenkai Power - 0 Ki per Turn - Stubborn, Measured. x 3 PL. Tier 2 - Ki Release - 1 Ki per Turn - Stubborn, Measured, Deadly. x 6 PL.
Super Attack ATTACK - Single - Signature - 5 Ki - Slashing/Crippling
Techniques Defense/Utility Techniques Afterimage - Bonus Action - 10 Ki - Avoid two attacks that would have hit you. Movement Tech. [1/1 use] Aura Guard - At-will - 5 Ki - Immune to non-special status effects and negates critical hit bonus dmg. [2/2 uses] Deflect - Bonus Action - 10 Ki - Take half dmg from two attacks that hit you. [2/2 uses] Energy Shield - Bonus Action - 5 Ki - Gain 20 tou. [1/1 use] Sonic Sway - Bonus Action - 5 Ki - Avoid dmg from any die that rolls under a nat 8. Movement Tech. [1/1 use] Wild Sense - Bonus Action - 10 Ki - Choose foe - Each attack they make against you gives +5 def. At +25 def lasts 1 extra turn then fades. Movement Tech. [0/1 use] Psychic Powers - Standard Action - Basic Attack with +10 acc, dmg die is 1 rank lower. Divination - Bonus Action - 10 Ki - Gain +15 defense for 3 turns. [1/1 use] Magic Materialisation - Bonus Action - 10 Ki - Create an item to go into a gear slot. Replaces item. [1/1 use] Magic Slime - Bonus Action - 5 Ki - Cripple(80%), inflict Agony (-3 per turn while crippled). [2/2 uses]
Legendary Techniques Time Skip - Bonus Action - 10 Ki - Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. Movement Tech. [1/1 use] Instant Transmission - Bonus Action - 10 Ki - Avoid any atk that would hit. Or make increase crit range on Super Atk. Movement tech. Outside of battle can travel to Other World. [1/1 def use | 2/2 offf uses]
Equipment Outfit - Martial Arts Gi - At-Will - Add +15 acc and +1 dmg tier to two attacks. Accessory - Passive - Negates up to 6 direct dmg total from all sources per turn. Gear - *Flying Nimbus - At-will - Gain extra use of non-legendary Movement tech. Also on hit atks heal 3 HP for 3 turns. [ 1/1 use ] Gear - Trinket - Bonus Action - Remove all status effects. Gain 5 tou. [1/1 use]
War Cruiser - At-will - Call down bombardment with that deals 3d4 direct dmg to all foes. [1/1 use]
Legume
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Post by Legume on Jan 27, 2019 10:16:03 GMT -5
Thankfully, the man - was it a man? Looks somewhat like a spunky teenager to him - was not angry with having been forced to barely dodge an incoming sword slash and thus throw himself to the ground, and quickly accepted Legume's hand once offered, apologizing for appearing out of nowhere and introducing himself as Russ. Russ. That's a fairly generic name. Legume couldn't really use it to assert which species he belonged to.
"It's nothing. I'm Legume." the Saiyan introduced himself in response.
Could be Earthling, could be Saiyan, could be one of the many other species which look distinctly humanoid. Not that he really cared much, it was just something to ponder while the teenager introduced himself and then explained why he was here. Long story short, someone had requested him to investigate... 'weird space-things' and this brought Russ to Legume. For whatever reason. He wanted an interview.
And Russ offered a spar to go with it, too, which... struck Legume as quite an odd thing to go with an interview.
"A spar?" Legume spoke, raising his eyebrow. "Is that something related to the thing you'll be interviewing me on, or what?"
What kind of topic is 'weird space-things', anyway? And why was Russ sent specifically to him and not anyone else? Those were questions for later.
"Either way, I'm all for it, it's just quite a baffling combination."
Defensive Phase
Defensive Techniques and Items Activated:
MASTER RUSS [ATTACK] - atk vs def - result [ATTACK] - atk vs def - result
Offensive Phase
Bonus Action: Energy Shield, -5 ki
Standard Action 1:
Standard Action 2:
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: 0/1
Absorb ki recovery: 0/40 Wild Sense defense boost: 0/25
Toughness: 20
Technique uses remaining:
Absorb: 1/1 Psycho Threads: 0/2 Sonic Sway: 0/1 Energy Shield: 1/1 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: 0/1
Stats
Power Level - 530 439
HP - 50/50 Ki - 85/100 Defense - 110 (100) Accuracy mod - +30 Damage die - Rank 7 (d12)
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 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 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
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Post by T on Jan 28, 2019 5:13:34 GMT -5
“It’s kind of related.” Somewhat related. Moderately related- maybe even slightly related at best. Assessing the scale of any powers possessed by an anomaly was part of the job, but not an entirely mandatory one. “I’m looking into things and people appearing out of nowhere,” he explained at last. “And they said that you just popped into existence.”
Snapping his fingers, the spunky teenager remembered the task at hand. “Oh right, do you know anything about that? Because it’s not supposed to happen.” Matter spontaneously being created out of nothing, or so he was told. “Like, at all. The rest of the questions can wait until we’re done.”
After speaking his part, the young man nodded his head once. Knees bent briefly prior to him launching straight up into the air. Soaring higher into the atmosphere, white streaks screeched past his body. Russ was barely used to aerial combat despite already breaking the sound barrier. Hence, he decided to get a bit of experience from this little encounter. Ground fighting; while being his forte; did not result in the best of circumstances for one’s surroundings in a superpowered brawl.
“Hit me with your best shot!” He yelled while continuing to ascend higher still.
[HP : 50/50] | [Ki : 80/100] | [Tough : 26] | [Def : 100] | [Base PL : 351,590] | [PL : 1,054,770]
=Summary= Russ flies up into the air!
=Turn= -Defensive Phase- None
-Attack Phase-
Bonus Action : None
Standard Action 1 : None
Standard Action 2 : None
Active effects Zenkai Power (T1) - 0 Ki per Turn [Stubborn] - Gain 3 Toughness per turn while transformed
Wild Sense; Legume; 0/25 Defence; Indefinite [Wild Sense] - Every attack target makes against the user gives +5 defence until a maximum of 25. After reaching its maximum, it lasts an extra turn before fading.
-Info- Fighting Style - Analytical Moxy - +5 Fighting. Guile - At-Will - Add second major effect to one Super Attack.
Traits Alacrity - Passive - Talented - At-Will - Gain extra use of one non-legendary defensive/utility tech. [1/1 use] Rush - At-Will - On miss, one single-type super attack deals lowest damage die/status on inflict. Blitz - At-Will - Make two basic attacks using one standard action. Blur - Passive - One Movement tech can be used At-Will on turn.
Transformations Tier 1 - Zenkai Power - 0 Ki per Turn - Stubborn, Measured. x 3 PL. Tier 2 - Ki Release - 1 Ki per Turn - Stubborn, Measured, Deadly. x 6 PL.
Super Attack ATTACK - Single - Signature - 5 Ki - Slashing/Crippling
Techniques Defense/Utility Techniques Afterimage - Bonus Action - 10 Ki - Avoid two attacks that would have hit you. Movement Tech. [1/1 use] Aura Guard - At-will - 5 Ki - Immune to non-special status effects and negates critical hit bonus dmg. [2/2 uses] Deflect - Bonus Action - 10 Ki - Take half dmg from two attacks that hit you. [2/2 uses] Energy Shield - Bonus Action - 5 Ki - Gain 20 tou. [1/1 use] Sonic Sway - Bonus Action - 5 Ki - Avoid dmg from any die that rolls under a nat 8. Movement Tech. [1/1 use] Wild Sense - Bonus Action - 10 Ki - Choose foe - Each attack they make against you gives +5 def. At +25 def lasts 1 extra turn then fades. Movement Tech. [0/1 use] Psychic Powers - Standard Action - Basic Attack with +10 acc, dmg die is 1 rank lower. Divination - Bonus Action - 10 Ki - Gain +15 defense for 3 turns. [1/1 use] Magic Materialisation - Bonus Action - 10 Ki - Create an item to go into a gear slot. Replaces item. [1/1 use] Magic Slime - Bonus Action - 5 Ki - Cripple(80%), inflict Agony (-3 per turn while crippled). [2/2 uses]
Legendary Techniques Time Skip - Bonus Action - 10 Ki - Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. Movement Tech. [1/1 use] Instant Transmission - Bonus Action - 10 Ki - Avoid any atk that would hit. Or make increase crit range on Super Atk. Movement tech. Outside of battle can travel to Other World. [1/1 def use | 2/2 offf uses]
Equipment Outfit - Martial Arts Gi - At-Will - Add +15 acc and +1 dmg tier to two attacks. Accessory - Passive - Negates up to 6 direct dmg total from all sources per turn. Gear - *Flying Nimbus - At-will - Gain extra use of non-legendary Movement tech. Also on hit atks heal 3 HP for 3 turns. [ 1/1 use ] Gear - Trinket - Bonus Action - Remove all status effects. Gain 5 tou. [1/1 use]
War Cruiser - At-will - Call down bombardment with that deals 3d4 direct dmg to all foes. [1/1 use]
Legume
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Post by Legume on Jan 28, 2019 9:29:38 GMT -5
What Russ was here to ask Legume about was the question of matter somehow spontaneously appearing out of nowhere, and for whatever reason, this mystery led the teenager to the Saiyan, who apparently had done the same. Actually, Legume already knew what Russ might be referring to... however, he held the benefit of the doubt. There shouldn't be a way how this random teen could know about time travel.
"If you mean teleportation, then shouldn't you be the first person to ask? Considering that you, well, popped into existence right in front of me." Legume muttered, clenching the handle of his greatsword more tightly as he watched Russ suddenly leap to the sky in preparation for battle. If that's the game they are playing, then...
Legume suddenly slammed the blade of his weapon to the ground, whipping up a powerful shockwave, which coincided with a vast aura bursting to life around his body and his hair turning into the familiar bright, pure golden. The occasional cracks of bio-electricity popping in and out around him indicated that this was not your average Super Saiyan transformation, but a step beyond.
The Saiyan winded back his weapon, only to suddenly slash across the air with it, the sheer mass and size of the blade whipping up a powerful torrent of air towards his flying opponent.
Defensive Phase
Defensive Techniques and Items Activated:
MASTER RUSS [ATTACK] - atk vs def - result [ATTACK] - atk vs def - result
Offensive Phase
Bonus Action: Super Saiyan II (T2) - x7 PL, 1 ki per turn, 3 Toughness per turn
At-Will: Transformation Shockwave (War Cruiser) - Deal RbYX0d5g3d4 direct damage. At-Will: Edge III vs. Russ - +10 defense, 2 damage reduction, +10 accuracy At-Will: Haste - You gain a second Bonus Action.
Bonus Action: Time Skip III - Target rolls two d100s for acc and takes lesser when attacking you for 3 turns., -10 ki
At-Will: Military-Grade Precision (Martial Arts Gi for next 2 attacks)
Standard Action 1: Vanity Strike (Seeking/Cripple), -5 ki
Accuracy - 1d100+55 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Guile - Add Piercing to next atk At-Will: Attach Rush to next atk
Standard Action 2: Vanity Strike (Seeking/Cripple), -5 ki
Accuracy - 1d100+55 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
(6 direct 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: 1/2 uses Recuperate ki recovered: 0/50 War Cruiser usage: 1/1
Absorb ki recovery: 0/40 Wild Sense defense boost: 0/25
Toughness: 23
Technique uses remaining:
Absorb: 1/1 Psycho Threads: 0/2 Sonic Sway: 0/1 Energy Shield: 1/1 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 - 3 713 073 (530 439)
HP - 50/50 Ki - 64/100 Defense - 110 (100) Accuracy mod - +30 Damage die - Rank 7 (d12)
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 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 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
3d4·1d100+55·2d12+2·1d100·1d100+55·2d12+2·1d100
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Post by T on Jan 28, 2019 11:22:38 GMT -5
Legume had a point in more ways than one. It was ironic for the kid to appear out of nowhere and then proceed to ask the man about appearing out of nowhere. The only flaw he could find in that train of thought was the reality of their situation. A giant red man in the afterlife checks logs of each and every soul’s lifetime after one passes on. Sudden materialisation out of nowhere meant that a significant portion of one’s history went undocumented, and for such a powerful person to lack any background spelt trouble for the system.
It could mean the fabric of reality was being torn apart- not that Russ knew anything of the matter either way. He just did what he was told. Lackey work, no doubt, but it was a small price to pay for assistance in monitoring the universe.
However, this seemed a level beyond his pay grade. He felt a massive force explode outward from the warrior below. It sent him hurtling away before he finally caught his balance. A second too late. Arms raised to shield his eyes from the vicious maelstrom of dirt, rock, and razor-sharp air buffeting him around. From an outsider’s perspective, it seemed as if the boy had been completely enveloped by the ferocious attack.
Not a trace of him could be seen. Yet, out of the clouds and to the Saiyan’s left raced a single orb of energy. A surprise attack perhaps- that or a pathetic attempt at aiming.
[HP : 50/50] | [Ki : 75/100] | [Tough : 21] | [Def : 110] | [Base PL : 351,590] | [PL : 1,054,770]
=Summary= Russ is lost in the maelstrom! A sudden attack curves in!
=Turn= -Defensive Phase- Two Attacks made - +10 Defence!
Transformation Shockwave (War Cruiser) - 8 Direct Damage
Vanity Strike - 100 Attack vs 110 Defence - Miss Vanity Strike - 70 Attack vs 110 Defence - Miss - 6 Direct Damage
At-Will : Spend 8 Toughness to Negate 8 Direct Damage
Timeskipped! Russ takes the lower of two accuracy rolls when attacking Legume for three turns!
Total Damage : 8 [Direct Damage] + 6 [Piercing Direct Damage] - 6 [Helmet] - 8 [Toughness] = 0 -Attack Phase-
[ TIMESKIP ] - RHnZqhAl1d100+55 | 1d100+55 - 126 Accuracy This Turn
Bonus Action : None
Standard Action 1 : None
At-Will : Curve (Rush) - Standard Action 2 At-Will : Tricky (Analytical) - Add Versatile to Standard Action 2 At-Will : Surprise (Versatile) - Change Minor Effect of Ki Sphere to Shock
At-Will : Energy Attack (Martial Arts Gi) - Standard Action 2 gains +15 accuracy and 1 damage tier.
Standard Action 2 : Ki Sphere (ATTACK) To Hit : 126 Accuracy Damage : 2d10+2 (1 Direct Damage on Miss) Shock (50%) : 1d100
Active effects Zenkai Power (T1) - 0 Ki per Turn [Stubborn] - Gain 3 Toughness per turn while transformed
Wild Sense; Legume; 10/25 Defence; Indefinite [Wild Sense] - Every attack target makes against the user gives +5 defence until a maximum of 25. After reaching its maximum, it lasts an extra turn before fading.
Time Skipped; Legume; 3 Turns [Time Skipped] - Take the lower of two accuracy rolls when attacking Legume.
-Info- Damage Tier - 7 - d12
Fighting Style - Analytical Moxy - +5 Fighting. Guile - At-Will - Add second major effect to one Super Attack.
Traits Alacrity - Passive - Talented - At-Will - Gain extra use of one non-legendary defensive/utility tech. [1/1 use] Rush - At-Will - On miss, one single-type super attack deals lowest damage die/status on inflict. Blitz - At-Will - Make two basic attacks using one standard action. Blur - Passive - One Movement tech can be used At-Will on turn.
Transformations Tier 1 - Zenkai Power - 0 Ki per Turn - Stubborn, Measured. x 3 PL. Tier 2 - Ki Release - 1 Ki per Turn - Stubborn, Measured, Deadly. x 6 PL.
Super Attack ATTACK - Single - Signature - 5 Ki - Slashing/Crippling
Techniques Defense/Utility Techniques Afterimage - Bonus Action - 10 Ki - Avoid two attacks that would have hit you. Movement Tech. [1/1 use] Aura Guard - At-will - 5 Ki - Immune to non-special status effects and negates critical hit bonus dmg. [2/2 uses] Deflect - Bonus Action - 10 Ki - Take half dmg from two attacks that hit you. [2/2 uses] Energy Shield - Bonus Action - 5 Ki - Gain 20 tou. [1/1 use] Sonic Sway - Bonus Action - 5 Ki - Avoid dmg from any die that rolls under a nat 8. Movement Tech. [1/1 use] Wild Sense - Bonus Action - 10 Ki - Choose foe - Each attack they make against you gives +5 def. At +25 def lasts 1 extra turn then fades. Movement Tech. [0/1 use] Psychic Powers - Standard Action - Basic Attack with +10 acc, dmg die is 1 rank lower. Divination - Bonus Action - 10 Ki - Gain +15 defense for 3 turns. [1/1 use] Magic Materialisation - Bonus Action - 10 Ki - Create an item to go into a gear slot. Replaces item. [1/1 use] Magic Slime - Bonus Action - 5 Ki - Cripple(80%), inflict Agony (-3 per turn while crippled). [2/2 uses]
Legendary Techniques Time Skip - Bonus Action - 10 Ki - Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. Movement Tech. [1/1 use] Instant Transmission - Bonus Action - 10 Ki - Avoid any atk that would hit. Or make increase crit range on Super Atk. Movement tech. Outside of battle can travel to Other World. [1/1 def use | 2/2 offf uses]
Equipment Outfit - Martial Arts Gi - At-Will - Add +15 acc and +1 dmg tier to two attacks. Accessory - Passive - Negates up to 6 direct dmg total from all sources per turn. Gear - *Flying Nimbus - At-will - Gain extra use of non-legendary Movement tech. Also on hit atks heal 3 HP for 3 turns. [ 1/1 use ] Gear - Trinket - Bonus Action - Remove all status effects. Gain 5 tou. [1/1 use]
War Cruiser - At-will - Call down bombardment with that deals 3d4 direct dmg to all foes. [1/1 use]
Legume 1d100+55·1d100+55·2d10+2·1d100
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Post by Legume on Jan 29, 2019 5:22:46 GMT -5
The teenager was completely engulfed by the torrent of ki which Legume picked up, and while the eye might have registered that he had vanished, Legume's ki sense told otherwise - he was still in there, obscured by the dust, winds and debris. And just as he told that to himself, all warning signs went to the maximum when an energy blast suddenly flew his way.
It was a simple attack, but an exceptionally fast one, despite flying opposite of the direction of the wind. Well then...
A crystalline bubble of time suddenly formed around Legume, everything else freezing in place - be it the energy blast, the molecules of air around him or the teenager within it. During the brief fraction of a second he had before the Time Skip technique faded, Legume rushed past the energy blast, pushing through the slashing wind and sending a blow towards Russ's solar plexus. From an outsider's perspective, it would appear as if Legume suddenly vanished and appeared in front of his opponent with a fist heading straight towards his enemy's gut.
"Or is this is the magical materialization you are talking about?" the Super Saiyan commented, cracking a snicker, as he swung his greatsword in a wide dual horizontal slash to try to blow Russ away.
Defensive Phase
Defensive Techniques and Items Activated: Scouter, Edge III, Wild Sense, Absorb
MASTER RUSS ATTACK - vs 135 def - miss, 1 direct damage!
Recover 2 ki with Absorb!
Gain 1 stack of Wild Sense.
Offensive Phase
Bonus Action: Time Skip Strike (Redirect 2 Seeking Attacks)
Need 75 or less to hit Russ for 23 direct damage - XzA34MrS1d100
At-Will: Military-Grade Precision (Martial Arts Gi for next 2 attacks)
Standard Action 1: Vanity Strike (Seeking/Cripple), -5 ki
Accuracy - 1d100+55 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Guile - Add Piercing to next atk At-Will: Attach Rush to next atk
Standard Action 2: Vanity Strike (Seeking/Piercing/Cripple), -5 ki
Accuracy - 1d100+55 Damage - 2d12+2 (CRITICAL! +10 dmg) Cripple (Need 50 or less) - 1d100
(5 direct 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: 1/2 uses Recuperate ki recovered: 0/50 War Cruiser usage: 1/1
Absorb ki recovery: 2/40 Wild Sense defense boost: 5/25
Toughness: 26
Technique uses remaining:
Absorb: 1/1 Psycho Threads: 0/2 Sonic Sway: 0/1 Energy Shield: 1/1 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 - 3 713 073 (530 439)
HP - 49/50 Ki - 53/100 Defense - 110 (100) Accuracy mod - +30 Damage die - Rank 7 (d12)
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 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 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+55·2d12+2·1d100·1d100+55·2d12+2·1d100
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Post by T on Jan 29, 2019 8:46:02 GMT -5
From his perspective, it seemed as though his opponent immediately appeared out of nowhere to deliver a punch to his centre mass. Instantaneous movement. The blow dealt sent a shockwave rippling out from the point of impact, blowing dust and smoke away from the previous attack. Though the boy failed to move, a shadow cast over his eyes betrayed a dark expression. This attack had clearly made its mark upon him. Whether or not he would admit that was insignificant.
Russ looked devoid of hope when the question came. There was little he could do to avoid the incoming attack. Yet when the sword next approached, a loud ‘thunk’ resonated through the air around them.
His right hand alone held up the weight of Legume’s blade.
Something was different from a mere millisecond ago. He stared at the man with neither disdain, nor contempt in his eyes. The boy showed indifference despite the dirt marks and scuffs on his person. Along with that, an explosive wave of power came bursting out from within. Invigorated, yet silent fervour that he lacked earlier on came full force with immense speed and durability. With this strange strength, he launched a light jab towards the foe’s right shoulder.
[HP : 30/50] | [Ki : 64/100] | [Tough : 9] | [Def : 120] | [Base PL : 351,590] | [PL : 2,109,540]
=Summary= Russ blocks the second onslaught and retaliates.
=Turn= -Defensive Phase- Two Attacks made - +10 Defence!
Time-Skip Strike (Redirect) - 23 Direct Damage
At-Will : Spend 16 Toughness to negate 16 direct Damage
Vanity Strike - 122 Attack vs 120 Defence - Hit! - Halved - 6 Damage Vanity Strike - 150 Attack vs 120 Defence - Hit! - Halved - 13 Damage
Bonus Action - Reactive : Palm Block (Deflect) - 10 Ki - Two incoming attacks
Total Damage : 6 + 13 + 23 [Direct Damage] - 6 [Helmet] - 16 [Toughness] = 20 Damage -Attack Phase-
Standard Action 1 : Ki Release - T2 Transformation - x6 PL, gain deadly
At-Will : Burst (Blitz) - Perform two basic attacks with one standard action - Standard Action 2 At-Will : Strength (Martial Arts Gi) - Standard Action 2 - +15 accuracy, +1 damage tier for both attacks.
Standard Action 2 : Aimed Strike (Basic Attack + Psychic Powers) To Hit : [ TIMESKIP ] - F6LT2EJU1d100 | 1d100 - 50+75 (125) Damage : 1d12
[Blitz] To Hit : [ TIMESKIP ] 68 +75 (143) Damage : 1d12
[ TIMESKIP ] - 1d100 | 1d100
Active effects Ki Release (T2) - 1 Ki per Turn [Stubborn] - Gain 3 Toughness per turn while transformed. [Deadly] - Basic Attacks gain +10 accuracy while in this form.
Wild Sense; Legume; 20/25 Defence; Indefinite [Wild Sense] - Every attack target makes against the user gives +5 defence until a maximum of 25. After reaching its maximum, it lasts an extra turn before fading.
Time Skipped; Legume; 2 Turns [Time Skipped] - Take the lower of two accuracy rolls when attacking Legume.
-Info- Fighting Style - Analytical Moxy - +5 Fighting. Guile - At-Will - Add second major effect to one Super Attack.
Traits Alacrity - Passive - Talented - At-Will - Gain extra use of one non-legendary defensive/utility tech. [1/1 use] Rush - At-Will - On miss, one single-type super attack deals lowest damage die/status on inflict. Blitz - At-Will - Make two basic attacks using one standard action. Blur - Passive - One Movement tech can be used At-Will on turn.
Transformations Tier 1 - Zenkai Power - 0 Ki per Turn - Stubborn, Measured. x 3 PL. Tier 2 - Ki Release - 1 Ki per Turn - Stubborn, Measured, Deadly. x 6 PL.
Super Attack ATTACK - Single - Signature - 5 Ki - Slashing/Crippling
Techniques Defense/Utility Techniques Afterimage - Bonus Action - 10 Ki - Avoid two attacks that would have hit you. Movement Tech. [1/1 use] Aura Guard - At-will - 5 Ki - Immune to non-special status effects and negates critical hit bonus dmg. [2/2 uses] Deflect - Bonus Action - 10 Ki - Take half dmg from two attacks that hit you. [1/2 uses] Energy Shield - Bonus Action - 5 Ki - Gain 20 tou. [1/1 use] Sonic Sway - Bonus Action - 5 Ki - Avoid dmg from any die that rolls under a nat 8. Movement Tech. [1/1 use] Wild Sense - Bonus Action - 10 Ki - Choose foe - Each attack they make against you gives +5 def. At +25 def lasts 1 extra turn then fades. Movement Tech. [0/1 use] Psychic Powers - Standard Action - Basic Attack with +10 acc, dmg die is 1 rank lower. Divination - Bonus Action - 10 Ki - Gain +15 defense for 3 turns. [1/1 use] Magic Materialisation - Bonus Action - 10 Ki - Create an item to go into a gear slot. Replaces item. [1/1 use] Magic Slime - Bonus Action - 5 Ki - Cripple(80%), inflict Agony (-3 per turn while crippled). [2/2 uses]
Legendary Techniques Time Skip - Bonus Action - 10 Ki - Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. Movement Tech. [1/1 use] Instant Transmission - Bonus Action - 10 Ki - Avoid any atk that would hit. Or make increase crit range on Super Atk. Movement tech. Outside of battle can travel to Other World. [1/1 def use | 2/2 offf uses]
Equipment Outfit - Martial Arts Gi - At-Will - Add +15 acc and +1 dmg tier to two attacks. Accessory - Passive - Negates up to 6 direct dmg total from all sources per turn. Gear - *Flying Nimbus - At-will - Gain extra use of non-legendary Movement tech. Also on hit atks heal 3 HP for 3 turns. [ 1/1 use ] Gear - Trinket - Bonus Action - Remove all status effects. Gain 5 tou. [1/1 use]
War Cruiser - At-will - Call down bombardment with that deals 3d4 direct dmg to all foes. [1/1 use]
Legume 1d100·1d100·1d12·1d12·1d100·1d100·1d12·1d12
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Post by Legume on Jan 29, 2019 15:58:26 GMT -5
The Time Skip strike was clearly a complete success. Russ was definitely not expecting getting struck with that kind of technique. However, what was a surprise was when the teenager suddenly took the incoming sword slash head on, even managing to push the weapon back despite struggling with it. And from what his ki senses could tell... Russ's power level was shooting up even further than it was before.
Stronger than most Super Saiyans now. Dammit, how the hell does he keep stumbling upon fighters in this timeline who are incredibly powerful all by themselves without needing to transform?
Russ followed up his somewhat spectacular transformation with a less than spectacular punch, striking Legume straight in the cheek and forcing him to stumble back for a moment before recollecting himself. Okay, so they're doing this now. A slapfest. Nah, he ain't having that.
The Super Saiyan activated his Time Skip yet again, this time to send a knee towards the frozen opponent's neck, before clutching onto the handle of his weapon with both of his hands and winding the weapon back before sending a powerful vertical swing towards the teenager, aiming to smash his head in and smack him to the ground.
Defensive Phase
Defensive Techniques and Items Activated: Wild Sense, Absorb
MASTER RUSS ATTACK - vs 115 def - 1 damage! ATTACK - vs 115 def - 7 damage!
Recover 16 ki with Absorb!
Offensive Phase
At-Will: Time Skip Strike (Drunken Fist + Blur) - Deal 8 direct damage to Russ.
Bonus Action: Time Skip Strike (Psycho Threads), -5 ki
Need 80 or less to inflict two stacks of Immobilize (4 turns) - MvJqwXHO1d100
At-Will: Dark Nimbus - Gain a second use of Sonic Sway. All attacks siphon 3 ki upon hit for 3 turns. At-Will: Military-Grade Precision (Martial Arts Gi for next 2 attacks)
Standard Action 1: Vanity Strike (Seeking/Cripple), -5 ki
Accuracy - 1d100+55 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
(Siphons 3 ki if hit)
At-Will: Guile - Add Slashing to next atk At-Will: Attach Rush to next atk
Standard Action 2: Vanity Strike (Seeking/Slashing/Cripple), -5 ki
Accuracy - 1d100+55 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
(Siphons 3 ki if hit) (3 direct dmg and Cripple if avoided)
Passive Modifiers
T2 ki drain: 1 per turn Talented usage: 0/1 uses Trinket usage: 0/1 uses Dark Nimbus usage: 1/1 uses, 1/3 turns Haste usage: 1/2 uses Recuperate ki recovered: 0/50 War Cruiser usage: 1/1
Absorb ki recovery: 18/40 Wild Sense defense boost: 5/25
Toughness: 29
Technique uses remaining:
Absorb: 1/1 Psycho Threads: 1/2 Sonic Sway: 0/2 Energy Shield: 1/1 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 - 3 713 073 (530 439)
HP - 41/50 Ki - 53/100 Defense - 110 (100) Accuracy mod - +30 Damage die - Rank 7 (d12)
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 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 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+55·2d12+2·1d100·1d100+55·2d12+2·1d100
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Post by T on Jan 31, 2019 9:46:47 GMT -5
It was then that their match began to heat up. Russ could see now that his opponent was nothing to hold back against. His opponent fought as if he was able to instantly shift from one point to another without so much as needing to move. Whether that could be attributed to a sheer difference in speed between them or some other technique, he did not know. What he did know was that he had to finally get serious or get beat up. All things considered, the latter scenario was happening at that point.
Blow after blow weighed down on his body. Too fast to dodge. Too strong to shield. Eyes grew wide as he took the knee straight to his throat. Droplets of spittle fled his mouth. Thereafter, the boy grit his teeth and hunched forward. His left fist slammed into the flat of the blade to knock it off course. Following this, his right shot out the man’s neck in return as a harsh counter.
Clouds were torn asunder by their almighty clash. Ripples in space could be seen from the force of each blow.
It was then that he slumped back to create some space between them. The teen repositioned himself, plummeting to the ground below headfirst at breakneck speeds. Yet the instant before he reached its surface, a perfect ninety degree angle was made. A curve behind. No- ahead. Russ zoomed through the air at seemingly random patterns. Perhaps this was to lead his opponent into a high speed chase.
Not matter the response, an abrupt break in the chain followed. He started closing in on his opponent- throwing a punch each time he passed. Once. Twice. Then a hundred times over. All from different angles each time he approached.
[HP : 25/50] | [Ki : 58/100] | [Tough : 12] | [Def : 120] | [Base PL : 351,590] | [PL : 2,109,540]
=Summary= Russ blocks the second onslaught and retaliates.
=Turn= -Defensive Phase- Two Attacks made - +5 Defence! - MAX
Time Skip Strike (Drunken Fist) - 8 Direct Damage Time Skip Strike (Immobilise) - Miss
Vanity Strike - 79 Attack vs 120 Defence - Miss Vanity Strike - 103 Attack vs 120 Defence - Miss - 3 Direct Damage - Crippled!
Total Damage : 8 [Direct Damage] + 3 [Direct Damage] - 6 [Helmet] = 5 Damage -Attack Phase-
Standard Action 1 : Clashing Counter (Psychic Powers + Basic Attack) To Hit : [ TIMESKIP ] - DEH|SeKW1d100 | 1d100 - (95) Damage : 1d10
At-Will : Strength (Martial Arts Gi) - Standard Action 2 - +15 accuracy, +1 damage tier for both attacks. At-Will : Burst (Blitz) - Perform two basic attacks with one standard action - Standard Action 2
Standard Action 2 : Blitz (Psychic Powers + Basic Attacks) To Hit : [ TIMESKIP ] - 1d100 | 1d100 - (118) Damage : 1d12
To Hit : [ TIMESKIP ] - 1d100 | 1d100 - (101) Damage : 1d12
Active effects Ki Release (T2) - 1 Ki per Turn [Stubborn] - Gain 3 Toughness per turn while transformed. [Deadly] - Basic Attacks gain +10 accuracy while in this form.
Wild Sense; Legume; 25/25 Defence; Ends After Next Turn [Wild Sense] - Every attack target makes against the user gives +5 defence until a maximum of 25. After reaching its maximum, it lasts an extra turn before fading.
Time Skipped; Legume; 1 Turn [Time Skipped] - Take the lower of two accuracy rolls when attacking Legume.
Crippled; 1 Stack; 2 Turns [Crippled] - HP and Ki recovery is halved for the duration.
-Info- Fighting Style - Analytical Moxy - +5 Fighting. Guile - At-Will - Add second major effect to one Super Attack.
Traits Alacrity - Passive - Talented - At-Will - Gain extra use of one non-legendary defensive/utility tech. [1/1 use] Rush - At-Will - On miss, one single-type super attack deals lowest damage die/status on inflict. Blitz - At-Will - Make two basic attacks using one standard action. Blur - Passive - One Movement tech can be used At-Will on turn.
Transformations Tier 1 - Zenkai Power - 0 Ki per Turn - Stubborn, Measured. x 3 PL. Tier 2 - Ki Release - 1 Ki per Turn - Stubborn, Measured, Deadly. x 6 PL.
Super Attack ATTACK - Single - Signature - 5 Ki - Slashing/Crippling
Techniques Defense/Utility Techniques Afterimage - Bonus Action - 10 Ki - Avoid two attacks that would have hit you. Movement Tech. [1/1 use] Aura Guard - At-will - 5 Ki - Immune to non-special status effects and negates critical hit bonus dmg. [2/2 uses] Deflect - Bonus Action - 10 Ki - Take half dmg from two attacks that hit you. [1/2 uses] Energy Shield - Bonus Action - 5 Ki - Gain 20 tou. [1/1 use] Sonic Sway - Bonus Action - 5 Ki - Avoid dmg from any die that rolls under a nat 8. Movement Tech. [1/1 use] Wild Sense - Bonus Action - 10 Ki - Choose foe - Each attack they make against you gives +5 def. At +25 def lasts 1 extra turn then fades. Movement Tech. [0/1 use] Psychic Powers - Standard Action - Basic Attack with +10 acc, dmg die is 1 rank lower. Divination - Bonus Action - 10 Ki - Gain +15 defense for 3 turns. [1/1 use] Magic Materialisation - Bonus Action - 10 Ki - Create an item to go into a gear slot. Replaces item. [1/1 use] Magic Slime - Bonus Action - 5 Ki - Cripple(80%), inflict Agony (-3 per turn while crippled). [2/2 uses]
Legendary Techniques Time Skip - Bonus Action - 10 Ki - Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. Movement Tech. [1/1 use] Instant Transmission - Bonus Action - 10 Ki - Avoid any atk that would hit. Or make increase crit range on Super Atk. Movement tech. Outside of battle can travel to Other World. [1/1 def use | 2/2 offf uses]
Equipment Outfit - Martial Arts Gi - At-Will - Add +15 acc and +1 dmg tier to two attacks. Accessory - Passive - Negates up to 6 direct dmg total from all sources per turn. Gear - *Flying Nimbus - At-will - Gain extra use of non-legendary Movement tech. Also on hit atks heal 3 HP for 3 turns. [ 1/1 use ] Gear - Trinket - Bonus Action - Remove all status effects. Gain 5 tou. [1/1 use]
War Cruiser - At-will - Call down bombardment with that deals 3d4 direct dmg to all foes. [1/1 use]
Legume 1d100·1d100·1d10·1d100·1d100·1d12·1d100·1d100·1d12
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Post by Legume on Jan 31, 2019 11:04:16 GMT -5
The clash between the two warriors continued, and though Russ appeared to be on the back foot for a few seconds, he was quick to learn from his mistakes and recover, sending a swift counter attack towards Legume's cheek. Unfortunately, it was not swift enough, as the Super Saiyan suddenly raised his greatsword to block the incoming strike with, nullifying the incoming damage.
The teenager then went on a speed frenzy, flying around the battlefield in increasingly complicated directions and maneuvers until he finally lunged directly towards Legume? Did he try to disorient the fellow Saiyan and thus catch him by surprise? Most likely... and initially, it actually succeeded. The first of Russ's flurry of blows landed on Legume's chest and head, forcing him back, but he soon caught on to the opponent's punching style and began to deflect the rest of the incoming blows with his left hand.
"So..." Legume muttered in the midst of the high-speed clash. "You're the second Saiyan I meet who is this powerful despite being unable to turn into a Super Saiyan."
After deflecting the usual punch with the back of his hand, Legume suddenly activated his Time Skip yet again, this time to send several punches towards his opponent's joints and finally backing off. From an outside perspective, it would appear as if Legume suddenly teleported a meter away and the impact of several blows struck Russ in several places at once.
"What's it about this time? Just a lot of training, like the last one?"
Immediately after, Legume would send a powerful horizontal swing with his greatsword to try to blow the teenager away.
Defensive Phase
Defensive Techniques and Items Activated: Wild Sense, Absorb
MASTER RUSS ATTACK - vs 115 def - miss! ATTACK - vs 115 def - 4 damage! ATTACK - vs 115 def - miss!
Recover 8 ki with Absorb! Gain 2 stacks of Wild Sense!
Offensive Phase
At-Will: Time Skip Strike (Drunken Fist + Blur) - Deal 8 direct damage to Russ.
Bonus Action: Time Skip Strike (Redirect 2 Seeking Attacks)
Need 75 or less to hit Russ for 17 direct damage - HRmk1tiO1d100
At-Will: Military-Grade Precision (Martial Arts Gi for next 2 attacks)
Standard Action 1: Vanity Strike (Seeking/Cripple), -5 ki
Accuracy - 1d100+55 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
(Siphons 3 ki if hit)
At-Will: Guile - Add Slashing to next atk At-Will: Attach Rush to next atk
Standard Action 2: Vanity Strike (Seeking/Slashing/Cripple), -5 ki
Accuracy - 1d100+55 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
(Siphons 3 ki if hit) (2 direct dmg if avoided)
Passive Modifiers
T2 ki drain: 1 per turn Talented usage: 0/1 uses Trinket usage: 0/1 uses Dark Nimbus usage: 1/1 uses, 2/3 turns Haste usage: 1/2 uses Recuperate ki recovered: 0/50 War Cruiser usage: 1/1
Absorb ki recovery: 26/40 Wild Sense defense boost: 15/25
Toughness: 32
Technique uses remaining:
Absorb: 1/1 Psycho Threads: 1/2 Sonic Sway: 0/2 Energy Shield: 1/1 Wild Sense: 1/1 Aura Guard: 0/2 Drunken Fist: 2/4 Magic Materialization: 0/1 Magic Slime: 0/2
Instant Transmission 0/1 def, 0/2 off Time Skip: 1/1
Stats
Power Level - 3 713 073 (530 439)
HP - 37/50 Ki - 50/100 Defense - 110 (100) Accuracy mod - +30 Damage die - Rank 7 (d12)
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 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 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+55·2d12+2·1d100·1d100+55·2d12+2·1d100
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Post by T on Feb 1, 2019 10:30:09 GMT -5
Strange. Was his opponent talking during their bout? Perhaps that was not an odd occurrence for the universe they wherein. Perhaps it was odd for him to not try his hand at socialising in the mids of being beaten to high hell. Perhaps this was a mannerism that he had to eventually develop. Whichever reason held true seemed beyond him in that moment of time. Nevertheless, Russ decided to reciprocate the activity nonetheless.
He paused after finishing the failed barrage. “Dunno- DOHOH!” Well, that chain of thought ended poorly. A multitude of fists came his way. “A-A-A-A-A-A-A- OOF.” The boy sounded as if his voice was filtered through a fan. When it finally stopped, his breath seemed haggard. All that time in Otherworld without spars or actual combat might have caused him to fall out of practice. He felt the effects of that right here.
Almost all of it could have ended with another attack. The very last thing he could have seen before blanking out was a giant sword cleaving to his gut.
Or so it would have been if not for his left hand grasping its side. “But I have a hunch.” With that abrupt halt in combat, the boy took a breather. “I’m eighteen and I’ve been fighting people stronger than me for a couple of years now.” An unhelpful revelation as any. If anything, that only serves to widen the gap in age and power demographics. “I’ve lost once or twice, but that doesn’t keep me down.”
His hand left the surface of the weapon. Meanwhile, a right thumb came to point at his face. “When I’m fighting for others, I can't lose.” In spite of the time skipped, warped, and bent all over, he managed to smile wholeheartedly. One could almost imagine the aforementioned concept freezing; if not for a moment only.
“That's what makes me strong.”
[HP : 30/50] | [Ki : 57/100] | [Tough : 14] | [Def : 100] | [Base PL : 351,590] | [PL : 2,109,540]
=Summary= Russ blocks the second onslaught and retaliates.
=Turn= -Defensive Phase- Time Skip Strike (Drunken Fist) - 8 Direct Damage Time Skip Strike (Redirect) - 17 Damage
Vanity Strike - 140 Attack vs 100 Defence - Avoided Vanity Strike - 63 Attack vs 100 Defence - Miss - 2 Direct Damage
At-Will (Blur) : Block (Rapid Movement) - 10 Ki - First Vanity Strike
At-Will : Spend 6 Toughness to negate 6 Damage
Total Damage : 27 [Direct Damage] - 6 [Helmet] - 6 Toughness = 15 Damage -Attack Phase-
At-Will : Fighting While Talking (War Cruiser) Damage : QV18w5SW3d4 - Direct Damage
Bonus Action : Spirit (Trinket) - Remove negative status effects, gain 5 toughness
Standard Action 1 : Preparation (Magic Materialisation) - Senzu Bean - 5 Ki
Standard Action 2 : Second Wind (Senzu Bean) - Recover 20 HP and Ki
Active effects Ki Release (T2) - 1 Ki per Turn [Stubborn] - Gain 3 Toughness per turn while transformed. [Deadly] - Basic Attacks gain +10 accuracy while in this form.
-Info- Fighting Style - Analytical Moxy - +5 Fighting. Guile - At-Will - Add second major effect to one Super Attack.
Traits Alacrity - Passive - Talented - At-Will - Gain extra use of one non-legendary defensive/utility tech. [0/1 use] Rush - At-Will - On miss, one single-type super attack deals lowest damage die/status on inflict. Blitz - At-Will - Make two basic attacks using one standard action. Blur - Passive - One Movement tech can be used At-Will on turn.
Transformations Tier 1 - Zenkai Power - 0 Ki per Turn - Stubborn, Measured. x 3 PL. Tier 2 - Ki Release - 1 Ki per Turn - Stubborn, Measured, Deadly. x 6 PL.
Super Attack ATTACK - Single - Signature - 5 Ki - Slashing/Crippling
Techniques Defense/Utility Techniques Afterimage - Bonus Action - 10 Ki - Avoid two attacks that would have hit you. Movement Tech. [1/1 use] Aura Guard - At-will - 5 Ki - Immune to non-special status effects and negates critical hit bonus dmg. [2/2 uses] Deflect - Bonus Action - 10 Ki - Take half dmg from two attacks that hit you. [1/2 uses] Energy Shield - Bonus Action - 5 Ki - Gain 20 tou. [0/1 use] Sonic Sway - Bonus Action - 5 Ki - Avoid dmg from any die that rolls under a nat 8. Movement Tech. [0/1 use] Wild Sense - Bonus Action - 10 Ki - Choose foe - Each attack they make against you gives +5 def. At +25 def lasts 1 extra turn then fades. Movement Tech. [0/1 use] Psychic Powers - Standard Action - Basic Attack with +10 acc, dmg die is 1 rank lower. Divination - Bonus Action - 10 Ki - Gain +15 defense for 3 turns. [1/1 use] Magic Materialisation - Bonus Action - 10 Ki - Create an item to go into a gear slot. Replaces item. [0/1 use] Magic Slime - Bonus Action - 5 Ki - Cripple(80%), inflict Agony (-3 per turn while crippled). [2/2 uses]
Legendary Techniques Time Skip - Bonus Action - 10 Ki - Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. Movement Tech. [1/1 use] Instant Transmission - Bonus Action - 10 Ki - Avoid any atk that would hit. Or make increase crit range on Super Atk. Movement tech. Outside of battle can travel to Other World. [1/1 def use | 2/2 offf uses]
Equipment Outfit - Martial Arts Gi - At-Will - Add +15 acc and +1 dmg tier to two attacks. Accessory - Passive - Negates up to 6 direct dmg total from all sources per turn. Gear - *Flying Nimbus - At-will - Gain extra use of non-legendary Movement tech. Also on hit atks heal 3 HP for 3 turns. [ 1/1 use ]
Gear - Trinket - Bonus Action - Remove all status effects. Gain 5 tou. [0/1 use]
Gear - Senzu Bean - Bonus Action - Target recovers 20 HP and Ki. [0/1 use]
War Cruiser - At-will - Call down bombardment with that deals 3d4 direct dmg to all foes. [0/1 use]
Legume 3d4
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Post by Legume on Feb 1, 2019 13:28:51 GMT -5
What the teenager said in response to Legume's question was endearing and heartwarming, even if it did not... actually answer what the Super Saiyan wanted to know. Simply saying that he can't lose when fighting under overwhelming odds is not an answer to how he got this strong. However, seeing a person of such conviction and tenacity in front of him, and at such a young age, brought a smile on Legume's face.
"I suppose that counts as an answer. And I can't help but feel the same way." Legume responded. The battle with Genesis came to mind. Despite being overpowered during the entire fight, Legume lasted as long as he did through tenacity and almost clenched a win, had it not been for the last minute clash. If Russ is no different, and if he is just as convicted towards doing the right thing as Legume was... then that's someone he can certainly relate to in this Universe.
The Super Saiyan activated his Time Skip yet again, this time to throw a full force punch towards Russ's solar plexus before backing off, sending his weapon forward in a piercing maneuver to try to punch through the teenager's aura and skin and blow the opponent away with all of his might.
Before raising an another question.
"So if you fight under overwhelming odds all the time... why are you not a Super Saiyan? You have the raw power, you have the tenacity, and you have the breaking point moment necessary."
Defensive Phase
Defensive Techniques and Items Activated: Wild Sense, Absorb
MASTER RUSS 8 direct damage! ATTACK - vs 135 def - result
Reduced by 1 Toughness to 7 total damage!
Recover 14 ki with Absorb!
Offensive Phase
Bonus Action: Time Skip Strike (Redirect 2 Seeking Attacks)
Need 75 or less to hit Russ for 14 direct damage - 8gpg7bvw1d100
At-Will: Talented - Gain a second use of Energy Shield. At-Will: Military-Grade Precision (Martial Arts Gi for next 2 attacks)
Standard Action 1: Vanity Strike (Seeking/Cripple), -5 ki
Accuracy - 1d100+45 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
(Siphons 3 ki if hit)
At-Will: Guile - Add Piercing to next atk At-Will: Attach Rush to next atk
Standard Action 2: Vanity Strike (Seeking/Piercing/Cripple), -5 ki
Accuracy - 1d100+45 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
(Siphons 3 ki if hit) (4 direct dmg and Cripple if avoided)
Passive Modifiers
T2 ki drain: 1 per turn Talented usage: 1/1 uses (Energy Shield) Trinket usage: 0/1 uses Dark Nimbus usage: 1/1 uses, 3/3 turns (Sonic Sway) Haste usage: 1/2 uses Recuperate ki recovered: 0/50 War Cruiser usage: 1/1
Absorb ki recovery: 40/40 Wild Sense defense boost: 25/25
Toughness: 34
Technique uses remaining:
Absorb: 1/1 Psycho Threads: 1/2 Sonic Sway: 0/2 Energy Shield: 1/2 Wild Sense: 1/1 Aura Guard: 0/2 Drunken Fist: 2/4 Magic Materialization: 0/1 Magic Slime: 0/2
Instant Transmission 0/1 def, 0/2 off Time Skip: 1/1
Stats
Power Level - 3 713 073 (530 439)
HP - 30/50 Ki - 53/100 Defense - 110 (100) Accuracy mod - +30 Damage die - Rank 7 (d12)
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 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 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+2·1d100·1d100+45·2d12+2·1d100
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Post by T on Feb 1, 2019 22:09:42 GMT -5
Something odd occurred just as Legume froze time. It seemed as though; for a brief second; the boy lifted a finger. A figment of the imagination perhaps. Then again, this reaction might have been improbable instead of impossible. What once was a slight twitch evolved into a full-fledged swing. A palm came up to meet the incoming punch. The cracked, glass-like panes of space around them shattered at last. He was staring at his opponent straight in the eyes.
Even the next attack was parried away with the flick of his wrist. His aura flared up yet again. The fight was not over quite yet.
Disregarding the strange event, he continued talking. “Yeah, I have no idea.” Another odd thing to note was why his foe assumed he was a Saiyan. Then again, black hair and an odd propensity to offer a stranger to a fight might give a bad impression for stereotypes. The latter occurred rarely either way. “Also not sure about that breaking point part.” As far as he knew, he suffered no loss from any of his encounters. Russ could feel sad if an innocent bystander passed on. He felt sad that he was killed. Yet, all the weight was shrugged off as he carried on with them on his back.
“Anyway, I think it’s time to go all out.” He rowed his arms around. Thereafter, the teenager descended quickly to the ground- so much so that the force of his landing cracked the earth and stirred clouds of dust. Both hands cupped behind his back as he stood still.
[HP : 30/50] | [Ki : 81/100] | [Tough : 18] | [Def : 100] | [Base PL : 351,590] | [PL : 2,109,540]
=Summary= Russ blocks the second onslaught and retaliates.
=Turn= -Defensive Phase- Time Skip Strike (Redirect) - 14 Direct Damage
Vanity Strike - 114 Attack vs 100 Defence - Halved - 7 Damage Vanity Strike - 63 Attack vs 100 Defence - Miss - 4 Direct Damage
At-Will : Spend 6 Toughness to negate 6 Damage At-Will : Battle Hardened (Aura Guard) - 5 Ki - Negate all non-special status effects
Bonus Action : Block (Guard) - 5 Ki - First Vanity Strike Standard Action 1 (Sacrificed for a Bonus Action) : Tough (Energy Shield) - 5 Ki - 20 Toughness
Total Damage : 7 [Damage] + 18 [Direct Damage] - 6 [Helmet] - 19 Toughness = 0 Damage -Attack Phase-
At-Will (Blur) : Time Break (TimeSkip) - 10 Ki - Legume
Standard Action 2 : Amped It Up (Recuperate) - +50 Ki Recovered
Active effects Ki Release (T2) - 1 Ki per Turn [Stubborn] - Gain 3 Toughness per turn while transformed. [Deadly] - Basic Attacks gain +10 accuracy while in this form.
-Info- Fighting Style - Analytical Moxy - +5 Fighting. Guile - At-Will - Add second major effect to one Super Attack.
Traits Alacrity - Passive - Talented - At-Will - Gain extra use of one non-legendary defensive/utility tech. [0/1 use] Rush - At-Will - On miss, one single-type super attack deals lowest damage die/status on inflict. Blitz - At-Will - Make two basic attacks using one standard action. Blur - Passive - One Movement tech can be used At-Will on turn.
Transformations Tier 1 - Zenkai Power - 0 Ki per Turn - Stubborn, Measured. x 3 PL. Tier 2 - Ki Release - 1 Ki per Turn - Stubborn, Measured, Deadly. x 6 PL.
Super Attack ATTACK - Single - Signature - 5 Ki - Slashing/Crippling
Techniques Defense/Utility Techniques Afterimage - Bonus Action - 10 Ki - Avoid two attacks that would have hit you. Movement Tech. [1/1 use] Aura Guard - At-will - 5 Ki - Immune to non-special status effects and negates critical hit bonus dmg. [1/2 uses] Deflect - Bonus Action - 10 Ki - Take half dmg from two attacks that hit you. [1/2 uses] Energy Shield - Bonus Action - 5 Ki - Gain 20 tou. [0/1 use] Sonic Sway - Bonus Action - 5 Ki - Avoid dmg from any die that rolls under a nat 8. Movement Tech. [1/1 use] Wild Sense - Bonus Action - 10 Ki - Choose foe - Each attack they make against you gives +5 def. At +25 def lasts 1 extra turn then fades. Movement Tech. [0/1 use] Psychic Powers - Standard Action - Basic Attack with +10 acc, dmg die is 1 rank lower. Divination - Bonus Action - 10 Ki - Gain +15 defense for 3 turns. [1/1 use] Magic Materialisation - Bonus Action - 10 Ki - Create an item to go into a gear slot. Replaces item. [0/1 use] Magic Slime - Bonus Action - 5 Ki - Cripple(80%), inflict Agony (-3 per turn while crippled). [2/2 uses]
Legendary Techniques Time Skip - Bonus Action - 10 Ki - Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. Movement Tech. [0/1 use] Instant Transmission - Bonus Action - 10 Ki - Avoid any atk that would hit. Or make increase crit range on Super Atk. Movement tech. Outside of battle can travel to Other World. [1/1 def use | 2/2 offf uses]
Equipment Outfit - Martial Arts Gi - At-Will - Add +15 acc and +1 dmg tier to two attacks. Accessory - Passive - Negates up to 6 direct dmg total from all sources per turn. Gear - *Flying Nimbus - At-will - Gain extra use of non-legendary Movement tech. Also on hit atks heal 3 HP for 3 turns. [ 1/1 use ]
Gear - Trinket - Bonus Action - Remove all status effects. Gain 5 tou. [0/1 use]
Gear - Senzu Bean - Bonus Action - Target recovers 20 HP and Ki. [0/1 use]
War Cruiser - At-will - Call down bombardment with that deals 3d4 direct dmg to all foes. [0/1 use]
Legume
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Post by Legume on Feb 2, 2019 15:24:07 GMT -5
Something was not right. Something was definitely not right. Somehow, his Time Skip strike failed to land. And not because he missed the attack for whatever reason, no - somehow, Russ blocked his strike while he was still in his Time Skip. No, no, his eyes must have been fooling him somehow. And yet... here the teenager was, blocking and deflecting all of his attacks with speed and precision he couldn't expect of a person from this tier.
What the hell was that. You can't just... block Time Skip attacks, that's not how it works...
He definitely needs to investigate this further. As such, when Russ landed back on the ground and spoke that he will go all out from now on, Legume couldn't help but crack a smile and respond:
"I'd be disappointed if you tried to hide your strength from me, Russ."
Let's try this again. Maybe he'll learn something about whatever the hell this teenager just pulled off. As such, Legume activated his Time Skip yet again, stopping right in front of Russ and throwing a punch towards the teenager's gut, immediately following the technique up with a wide horizontal swing with his greatsword.
Defensive Phase
Defensive Techniques and Items Activated:
MASTER RUSS 3 ki siphoned! Affected by Time Skip for 3 turns! ATTACK - vs 110 def - result
Offensive Phase
Bonus Action: Time Skip Strike (Redirect 1 Seeking Attack)
Need 75 or less to hit Russ for 6 direct damage - Xcsa8WBi1d100
At-Will: Military-Grade Precision (Martial Arts Gi for next 2 attacks)
Standard Action 1: Basic Attack - Vanity Strike, -0 ki
Accuracy - 1d100+45 1d100+45 Damage - 1d12+1
At-Will: Guile - Add Piercing to next atk At-Will: Attach Rush to next atk
Standard Action 2: Vanity Strike (Seeking/Piercing/Cripple), -5 ki
Accuracy - 1d100+45 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
(Forgot second acc roll, it's here - 1d100+45)
(3 direct dmg if avoided)
Passive Modifiers
Time Skip: 1/3 turns
T2 ki drain: 1 per turn Talented usage: 1/1 uses (Energy Shield) Trinket usage: 0/1 uses Dark Nimbus usage: 1/1 uses (Sonic Sway) Haste usage: 1/2 uses Recuperate ki recovered: 0/50 War Cruiser usage: 1/1
Absorb ki recovery: 40/40 Wild Sense defense boost: 25/25
Toughness: 37
Technique uses remaining:
Absorb: 1/1 Psycho Threads: 1/2 Sonic Sway: 0/2 Energy Shield: 1/2 Wild Sense: 1/1 Aura Guard: 0/2 Drunken Fist: 2/4 Magic Materialization: 0/1 Magic Slime: 0/2
Instant Transmission 0/1 def, 0/2 off Time Skip: 1/1
Stats
Power Level - 3 713 073 (530 439)
HP - 30/50 Ki - 50/100 Defense - 110 (100) Accuracy mod - +30 Damage die - Rank 7 (d12)
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 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 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+45·1d100+45·1d12+1·1d100+45·2d12+2·1d100·1d100+45
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Post by T on Feb 3, 2019 12:25:01 GMT -5
Focus. A small sparkle made itself apparent in his hands. Soon, it transitioned into a glowing sphere of energy. Rays of light peeked out and glared from the gaps between his fingers. Since Legume was using so many energy attacks, it seemed fair to retaliate with one of his own. Not even the Time Skip impeded the process now. He weaved left to avoid the punch, and when the great sword approached, Russ slammed into its flat side using a shoulder. Almost there. Just one more moment. “HA-” The attack was at point blank range now. Yet, he stopped midway. Any light previously emitted now vanished. “Wait hold on.” He held a hand up in front of his opponent, staring at the sky while doing so. “I’ve got to take this.” He began to pace around nonchalantly. A hand was brought to the right side of his head.“Uhuh.” Every so often, the young man seemed to speak to an invisible person. “Huh.” Whether this was madness, telepathy, or some combination of the two was uncertain at best. “Really?” Not long after, the conversation came to an end. Russ started to pace back to Legume. “Sorry about that.” He bowed forward to a ninety-degree angle as his apology took place. “Apparently, I’ve got to go somewhere else right now- the Kais think we’re roughing up the planet a liiiiiittle too much.” His head turned from left to right. A short look around them would bestow the sight of what a clash between a Super Saiyan 2 and a Super Strong Saiyan did to the land. The portion of this barren planet had essentially been reduced to a smouldering crack in the world. The boy wiped the sweat off his brow while smiling nervously. He was due for a scolding from divine powers.
[HP : 30/50] | [Ki : 81/100] | [Tough : 15] | [Def : 100] | [Base PL : 351,590] | [PL : 1,054,770] =Summary= Russ blocks the second onslaught and retaliates.
=Turn= -Defensive Phase- Time Skip Strike (Redirect) - Miss
Vanity Strike (Basic Attack) - 114 Attack vs 100 Defence - Halved - 6 Damage Vanity Strike - 63 Attack vs 100 Defence - Miss - 3 Direct Damage
At-Will : Spend 6 Toughness to negate 6 Damage
Bonus Action - Reactive : Block (Guard) - 0 Ki - Basic Attack
Total Damage : 6 [Damage] + 3 [Direct Damage] - 6 [Helmet] - 6 Toughness = 0 Damage -Attack Phase-
At-Will : Relax (Transform down to T1)
Standard Action 1 : None
Standard Action 2 : None
Active effects Zenkai Power (T1) - 0 Ki per Turn [Stubborn] - Gain 3 Toughness per turn while transformed.
-Info- Fighting Style - Analytical Moxy - +5 Fighting. Guile - At-Will - Add second major effect to one Super Attack.
Traits Alacrity - Passive - Talented - At-Will - Gain extra use of one non-legendary defensive/utility tech. [0/1 use] Rush - At-Will - On miss, one single-type super attack deals lowest damage die/status on inflict. Blitz - At-Will - Make two basic attacks using one standard action. Blur - Passive - One Movement tech can be used At-Will on turn.
Transformations Tier 1 - Zenkai Power - 0 Ki per Turn - Stubborn, Measured. x 3 PL. Tier 2 - Ki Release - 1 Ki per Turn - Stubborn, Measured, Deadly. x 6 PL.
Super Attack ATTACK - Single - Signature - 5 Ki - Slashing/Crippling
Techniques Defense/Utility Techniques Afterimage - Bonus Action - 10 Ki - Avoid two attacks that would have hit you. Movement Tech. [1/1 use] Aura Guard - At-will - 5 Ki - Immune to non-special status effects and negates critical hit bonus dmg. [1/2 uses] Deflect - Bonus Action - 10 Ki - Take half dmg from two attacks that hit you. [1/2 uses] Energy Shield - Bonus Action - 5 Ki - Gain 20 tou. [0/1 use] Sonic Sway - Bonus Action - 5 Ki - Avoid dmg from any die that rolls under a nat 8. Movement Tech. [1/1 use] Wild Sense - Bonus Action - 10 Ki - Choose foe - Each attack they make against you gives +5 def. At +25 def lasts 1 extra turn then fades. Movement Tech. [0/1 use] Psychic Powers - Standard Action - Basic Attack with +10 acc, dmg die is 1 rank lower. Divination - Bonus Action - 10 Ki - Gain +15 defense for 3 turns. [1/1 use] Magic Materialisation - Bonus Action - 10 Ki - Create an item to go into a gear slot. Replaces item. [0/1 use] Magic Slime - Bonus Action - 5 Ki - Cripple(80%), inflict Agony (-3 per turn while crippled). [2/2 uses]
Legendary Techniques Time Skip - Bonus Action - 10 Ki - Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. Movement Tech. [0/1 use] Instant Transmission - Bonus Action - 10 Ki - Avoid any atk that would hit. Or make increase crit range on Super Atk. Movement tech. Outside of battle can travel to Other World. [1/1 def use | 2/2 offf uses]
Equipment Outfit - Martial Arts Gi - At-Will - Add +15 acc and +1 dmg tier to two attacks. Accessory - Passive - Negates up to 6 direct dmg total from all sources per turn. Gear - *Flying Nimbus - At-will - Gain extra use of non-legendary Movement tech. Also on hit atks heal 3 HP for 3 turns. [ 1/1 use ]
Gear - Trinket - Bonus Action - Remove all status effects. Gain 5 tou. [0/1 use]
Gear - Senzu Bean - Bonus Action - Target recovers 20 HP and Ki. [0/1 use]
War Cruiser - At-will - Call down bombardment with that deals 3d4 direct dmg to all foes. [0/1 use]
Legume
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Post by Legume on Feb 5, 2019 13:16:11 GMT -5
The battle was entering its climax. Once again, Russ did something to get out of his Time Skip strike in time, promptly blocking the Vanity Strike with the same ferocity as before. Not only that, but the teenage Saiyan was preparing a counterattack, a ki blast between his palms, as far as he could tell. This was getting Legume in a predicament. He could simply use his Time Skip as a defensive technique and avoid the attack, but that would waste a lot of energy in the process and with Russ being able to somehow counter his time leaping, he can't waste any energy for that. Maybe just let the strike hit him and work from there? It shouldn't be enough to deal any severe damage, right? Oh, wait, all of this thinking is for naught. Because Russ just leapt away, strolling around the baffled Legume, and talking to someone who wasn't here. Telepathic communication? That's the likely answer. And yet he was holding his hand up next to his ear as if he was using an antiquated communications device... What the hell, what the hell. Until finally, Russ apologized, bowed and explained that the Kais think they are roughing up the planet too much. And vanished just as suddenly as he came. " What?!" The Kais?! What do the Kais have to do with this?! Why does that kid have contact with the Kais?! And... " Dammit, I've gotta take this." Legume pressed his index and middle finger on his forehead, searching for Russ's energy signature across the Galaxy and getting ready to teleport. Again, for naught. As suddenly, the phone in his own picked beeped, indicating that someone was trying to call him. " What now?" Legume muttered to himself as he broke his focus and pulled out his phone. Dain Sincara. What the hell, what does he want at this moment? " What is it? Want to get your face punched in again?" ... " ...You know, I was kidding."
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Post by T on Feb 7, 2019 5:48:41 GMT -5
Meanwhile in a T.V Room Beyond Time and Space
“What?” Leaning closer to the television set, a particular entity’s left eye twitched in annoyance. He grit his teeth, grabbing a hold of the logic-defying machine to vigorously shake. “I watched FIVE WHILE EPISODES for this?” T could not tell who he was more infuriated by: the boy for stopping halfway through his attack to begin talking to himself or the KAIS simply for the fact that they were KAIS. His screen was now stuck on the image of an empty planet with Legume talking to himself.
The man had seen better, but he had to admit that it was not a horrible ending. “Seven out of ten,” he murmured to himself before slumping back into the floating sofa.
“Forgive me, Lord Breaker,” a six-foot tall skeletal hamster spoke up from one of the million corners of the ‘room’. “But is there not more important business to attend to?”
“I thought you might say that.” The Lord Breaker smirked. “And I don’t.”
Space began to shake. Shadows reached danced across the strange land. T stood up. His one eye widened as both ends of his mouth twisted hardly into a maniacal smile.
“For you see, I have grown strong ENOUGH TO SAY-”
You cannot say that.
“Shit.” Well, there were better things to do. Better do those things first.
Legume
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