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Post by Dain Sincara on Feb 5, 2019 7:41:17 GMT -5
Dain was just doing a small work out on a remote planet in the east quadrant. It was very similar to Earth. Some plains, forest, mountains and even ocean’s. The Saiya-Jin had picked it though for it’s remote location and the fact that there was no sentient life on the planet. He had send Legume an invitation for a rematch and he knew the man’s disposition for life and being good. Besides, with the power he recently gained he hoped the gap in their power was closing and if so… they might need an entire planet if they wanted to play properly without holding back. He had no way of knowing Legume would come though. Albeit the two had worked relatively well together, considering the circumstances, they were not exactly friends. The two held different points of view about life and morals. Yet… Legume was probably the most honorable man Dain had ever met and the best fighter. Ever since he lost the match he had been eager to try again. His blood itching for a chance to spar with the man again. So he had send the message through all channels he could think of that he was looking for Legume. Of course without an actual location. Otherwise the planet would be crawling with his enemies and people he had wronged in no time. Last time he had given Legume the means though to always be able to locate him, so if the man wanted he could find him. In the meantime he was doing his regular training of sit-ups and push-ups. With a gravity of roughly 63x earth gravity it was a decent work-out and sweat was dripping from his face as he was reaching a thousand. He was just about to switch it up and do one finger push-ups when he felt a familiar KI appear near him. “Thank you for accepting my invitation.” Dain said with a friendly smile as he jumped on his feet, as he pushed a button on his wrist, sending a command to a spaceship in orbit. Currently no bigger then a freighter, but growing rapidly and already some functions were working. “So how about it? Shall we continue where we last left?” He asked with a friendly grin as he looked directly at Legume. There was no hostility or animosity, just anticipation in his eyes. Post Count: 1 Legume
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Post by Legume on Feb 6, 2019 4:30:14 GMT -5
Immediately when Legume appeared on the surface of the planet he sensed Dain's signature in and was greeted by the Saiyan bounty hunter in the middle of training, his mind noted a few things. The first was the exceptionally strong gravity of the planet which Dain chose as their battleground, enough that Legume, in his base form, while carrying a weapon a few hundred kilograms heavy on his shoulder, actually felt it somewhat. The second - which perhaps played off from the first - was that this planet was uninhabited by sentient life. Sure, there were plants and animals and whatever, but nothing which would be illegal to touch. Dain really kept everything in mind, didn't he? " Last time we left off, I was about to split you open with a teleportation strike. Are you sure that's where you want to leave off?" Legume took his greatsword Vanity off from its resting place on his shoulder and raised it into the air, then, suddenly, coinciding with an aura of pure gold bursting to life around his body, sent it to strike the ground, the gigantic mass of the weapon boosted by the intense gravity causing a powerful shockwave rolling across the battlefield, on the exact moment when the Saiyan activated his Super Saiyan form. Without the crackling electricity, however, unlike last time. If Dain is so confident in his improvement that he wants to challenge me so soon, then I have to preserve my energy, not waste it when I'm not sure of what he has in store." But sure, I can go for a round." Defensive Phase
Defensive Techniques and Items Activated:
AMA'S SUB [ATTACK] - atk vs def - result [ATTACK] - atk vs def - result
Offensive Phase
Bonus Action: Vanity (Paparapapa - Summon Minion), -5 ki
Standard Action 1: Military-Grade Reflexes (Wild Sense), -10 ki
Standard Action 2: Super Saiyan (T1) - x3 PL, 0 ki per turn, 3 tou per turn.
At-Will: Transformation Shockwave (War Cruiser) - Deal ZVXrK_rJ3d4 direct damage to Dain. At-Will: Patrol Uniform - +10 defense next turn.
Passive Modifiers
Sidekick status: Active
Talented usage: 0/1 uses Trinket usage: 0/1 uses Dark Nimbus usage: 0/1 uses Haste usage: 0/2 uses War Cruiser usage: 1/1 uses Recuperate ki recovered: 0/50 Resolve ki recovery: 0/50
Toughness: 3
Wild Sense Defense Boost: 0/25
Technique uses remaining:
Deflect: 0/2 Divination: 0/1 Sonic Sway: 0/1 Energy Shield: 0/1 Wild Sense: 1/1 Aura Guard: 0/2 Drunken Fist: 0/4 Magic Materialization: 0/1 Paparapapa: 1/1
Dimensional Rift: 0/2 Time Skip: 0/1
Stats
Power Level - 1 618 053 (539 351)
HP - 70/70 Ki - 85/100 Defense - 120 (100) Accuracy mod - +5 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Emboldened and Measured): You gain x3 PL. Gain 3 Toughness every turn. T1 costs 0 ki to maintain.
T2 Transformation - Mastered Super Saiyan 2 (Emboldened, Measured and Stubborn): You gain x6 PL. T2 costs 1 ki to maintain. Gain 3 Toughness every turn. +10 defense against Super Attacks.
Fighting Style - Analytical: +5 Fighting. As an at-will action you can add a second (and different) major effect onto one Super Attack during your turn.
Alacrity: Passive. +10 def while above 50% HP. Resolve: At-Will. Regain 1 ki per 1 toughness spent reducing dmg during turn. 50 ki restored max. 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.
Patrol Uniform: At-will. Choose one at turn end: +10 def or +10 acc w/ all 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/Barrage - 3 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action), -10 ki Psychic Powers III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Divination III (Bonus Action. Gain +15 defense for 3 turns. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. From second atk with Blur trait. Movement tech. 3 uses.), -0 ki Deflect III (Bonus Action. Take half dmg from two attacks that hit you. 2 uses.), -10 ki Paparapapa III (Requires Magic Material. Bonus Action. Summon minion. See desc. for details. 1 use.), -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 Aura Guard III (At-will. Immune to non-special status effects and negates critical hit bonus dmg. 2 uses.), -5 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 Dimensional Rift III (Bonus Action. Avoid two basic attacks during turn and deal their full dmg back to atker. 2 uses.), -10 ki
3d4
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Post by Dain Sincara on Feb 7, 2019 6:11:09 GMT -5
Dain could not help but chuckle as Legume made his comment about the cleaving strike. He remembered it all too well. “Okay, bad choice of words.” He admitted with a grin as he clenched his fist and began charging his power. “I would prefer it not to get cleaved at the start… how about we end with that again.” He continued with a grin as he withstood the enormous explosion of energy from Legume. It was still impressive enough that he was pushed back several feet, but his black aura was strong enough now to deflect most of the damage. “What happened to all that power from last time?” Dain said with a grin as he clenched his fists and then began to tense his body. “Allow me to show you the first results of a star I acquired recently… and two little tricks I picked up since our last spar. It was really enlightening you know.” He continued as his energy began to spike irregularly, just as the metal clone flew in from orbit. As soon as it did, it threw two pulsating energy blasts towards the Super Saiya-Jin. It was actually more a distraction as Dain needed time to prepare. His transformation to his ascended state came quickly now, having had enough time to adjust. Within the matter of seconds he went from regular super Saiya-Jin to his ascended state. The form he had first seen from Legume actually. His muscles bulked a bit more and blue lightning ran through his golden aura and with it came the energy spike his friend had shown before. It would perhaps not be too much to say that he gained this form partially because of Legume. He had seen it and copied it. Yet what was to come next, definitely was not a copy. Even in his fight with Xiango he had not dared to push himself this far. Yet he was not going to hold back against his friend. “KAIO-KEN TIMES FIVE!” Dain bellowed and suddenly the entire continent trembled as a tidal wave of red energy washed through it. “Now shall we continue? I believe the score is 0 to 1 in your favor and I would like to correct that.” He said with a grin he only shared with true warriors, before dashing towards Legume.
Battle Summary: At Will: Kaio Ken x5 -5 HP Bonus 1: Transform to T2 (Normal SSJ2 form - Blue lightning arcing) Bonus 2: Multiform (NGS) Bonus 3: Poison: -10 KI At Will: War Cruiser (Thunder Bolt] At Will: Clone Attack 1a: Standard Attack (KI Blast) At Will: Clone Attack 1b: Standard Attack (Blitz) (KI Blast)
Damage Summary: Cruiser: 6 DMG -6 DMG from helmet = 0 DMG Total DMG: 0 DMG
At will: - Clone (18 HP) (PL 8,503,092) Standard Attack 1a) Accuracy= |cBpjfGi1d100+85 (GI)(Deadly)(Edge 3) Damage= 2d12+3 (GI)(Impact)(Ferocious)(KAIO-KEN) Burn <45% = 1d100 (Infuse + Cleverness) Stun <65% = 1d100 (Power Pole + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
Standard Attack 1b) (Blitz) Accuracy= 1d100+85 (GI)(Deadly)(Edge 3) Damage= 1d12+3 (GI)(Ferocious)(KAIO-KEN) Burn <45% = 1d100 (Infuse + Cleverness) Stun <65% = 1d100 (Power Pole + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
Battle Cruiser: (Shock wave) 3d4
2 DMG from edge 4
Bonus: - Multiform NGS - Poison -10 KI
Standard Attacks: None
Active Effects: * Stubborn: +3 Toughness * Transformed: -3 KI * Blitz * Indomitable * Infuse - KAIO-KEN x5 (1/4) - Dampening Field (+10 Toughness) - Poison (1/5) - Edge 4: +10 Def, -2 DMG, +10 ACC, 2 DMG
Stats:
Techniques: Super Attacks: - Bolt from the Blue (Rank 3) (Area) (Signature) (Splash) (-5 KI) (2d12+1) - Burning Gaze (Rank 3) (Single) (Signature) (Slashing) (Sear) (-5 KI) (2D12+1)
Techniques: 1) Poison (Rank 3) (Bonus Action. Basic Attacks have 50% chance to Poison for 1\5 turns. (0/1 use) 2) Magic Slime (Rank 3) (Bonus Action. 80% chance to Cripple. Rank 3 target also is inflicted with Agony. (2/2 uses) 3) Magic Materialization (Rank 3)(Bonus Action. Create an item to go into a gear slot. (1/1 use ) 4) Psycho Threads (Rank 3) (Bonus Action. 80% chance to Immobilize. Rank 3 target takes 2 stacks. (2/2 uses) 5) Psychic Powers (Rank 3) (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 ranks lower. (Indefinite uses) 6) Eight Arms (Rank 3)(At-will. Bonus action can be used to make an add. Basic Atk. (2/3 uses) 7) Aura Guard (Rank 3) (At-will. Immune to non-special status effects and negates critical hit bonus dmg. (2\2 uses) 8) Clash (Rank 3) (Standard Action. Take half dmg from Super Atk and deal the other half back to attacker) (1/1) 9) Energy Shield (Rank 3) (Bonus Action. Gain 20 tou) (1/1 use) 10) Sonic Sway (Rank 3) (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use) (1/1)
Legendary Techniques: - KAIO-KEN (Rank 3) (-5 HP)
Items: - Martial Arts GI - Helmet - Neo Gete Star - Dampening Field (0/1)
Unequipped: - Battle Armor - Weighted Clothing - Kai Weights - Helmet - Destron Gas - Demon Ring - Battle Stim - Trinket - Senzu Bean (1/1)
Post Count: 1 Legume1d100+85·2d12+3·1d100·1d100·1d100·1d100+85·1d12+3·1d100·1d100·1d100·3d4
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Post by Legume on Feb 7, 2019 12:12:52 GMT -5
As soon as Dain showcased one of the new tricks he has acquired under his sleeve in preparation for their rematch, Legume realized exactly why he was so confident. The Kaio-Ken technique... The Saiyan had witnessed it plenty of times in the future. It was a technique used by many of his non-Saiyan peers to get to the strength of a Super Saiyan even if they are unable to become one. Legume himself had never bothered to learn it, however. It was not really fitting to his style of battle. But it was certainly a potent technique, and it makes sense why Dain would believe he has the edge now. His Kaio-Ken boosted Super Saiyan form easily overpowered that of Legume's, so much so that the sword wielding Saiyan felt a heavy weight on his shoulders from simply feeling the aura before him. It doesn't even matter if I transform beyond right now, anyway. His raw power level is going to be greater than mine regardless.Right about now, the two energy blasts sent by Dain's metallic clone closed in on the Super Saiyan - in response, Legume activated his Time Skip, a crystalline bubble of time forming to life around him while everything else on the planet suddenly froze. In the brief window of time, Legume closed in on the Kaio-Ken boosted Super Saiyan, passing by the energy blasts and clenching his teeth as he pushed through the powerful aura, before sending his fist straight towards the bounty hunter's solar plexus. From an outsider's perspective, it would appear like Legume suddenly vanished and suddenly appeared right in front of Dain with his fist stretched forward, a powerful explosion from the missed energy blasts unfolding behind his back. " All bark and no bite, Dain." the sword wielding Super Saiyan muttered, his face stern and focused. " Instead spend that time convincing me why those techniques will make the result of our battle different from last time." Immediately after, Legume leapt back, swinging his greatsword across the air to release a torrent of air towards Dain. Defensive Phase
Defensive Techniques and Items Activated: Patrol Uniform, Rapid Movement, Energy Shield, Wild Sense
AMA'S SUB Basic - vs 120 - miss Basic - vs 120 - avoided with RM!
2 status damage!
7 direct damage reduced by Toughness to 0!
Gain 2 stacks of Wild Sense.
Offensive Phase
At-Will: Time Skip - Rapid Movement (Blur), -5 ki Bonus Action: Energy Shield, -5 ki
At-Will: Resolve - Recover 7 ki. At-Will: Time Skip Strike (Drunken Fist + Blur) - Deal 21 direct damage to Dain. (9 from atk 1, 12 from atk 2) At-Will: Time Skip Strike (Paparapapa Minion Attack) - Deal 3QjiC8nF1d6 direct damage to Dain.
Standard Action 1: Vanity Strike (Seeking Barrage), -10 ki
Accuracy - 1d100+5 Damage - 3d12+3
At-Will: Guile - attach Charging to next attack
Standard Action 2: Vanity Strike (Seeking/Charging Barrage), -10 ki
Accuracy - 1d100+5 Damage - 3d12+3 Damage (Charging) - 3d12+3
At-Will: Patrol Uniform - +10 defense next turn.
Passive Modifiers
Sidekick status: Active
Talented usage: 0/1 uses Trinket usage: 0/1 uses Dark Nimbus usage: 0/1 uses Haste usage: 0/2 uses War Cruiser usage: 1/1 uses Recuperate ki recovered: 0/50 Resolve ki recovery: 7/50
Toughness: 19
Wild Sense Defense Boost: 10/25
Technique uses remaining:
Deflect: 0/2 Divination: 0/1 Sonic Sway: 0/1 Energy Shield: 1/1 Wild Sense: 1/1 Aura Guard: 0/2 Drunken Fist: 1/4 Magic Materialization: 0/1 Paparapapa: 1/1
Dimensional Rift: 0/2 Time Skip: 0/1
Stats
Power Level - 1 618 053 (539 351)
HP - 68/70 Ki - 62/100 Defense - 120 (100) Accuracy mod - +5 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Emboldened and Measured): You gain x3 PL. Gain 3 Toughness every turn. T1 costs 0 ki to maintain.
T2 Transformation - Mastered Super Saiyan 2 (Emboldened, Measured and Stubborn): You gain x6 PL. T2 costs 1 ki to maintain. Gain 3 Toughness every turn. +10 defense against Super Attacks.
Fighting Style - Analytical: +5 Fighting. As an at-will action you can add a second (and different) major effect onto one Super Attack during your turn.
Alacrity: Passive. +10 def while above 50% HP. Resolve: At-Will. Regain 1 ki per 1 toughness spent reducing dmg during turn. 50 ki restored max. 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.
Patrol Uniform: At-will. Choose one at turn end: +10 def or +10 acc w/ all 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/Barrage - 3 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action), -10 ki Psychic Powers III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Divination III (Bonus Action. Gain +15 defense for 3 turns. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. From second atk with Blur trait. Movement tech. 3 uses.), -0 ki Deflect III (Bonus Action. Take half dmg from two attacks that hit you. 2 uses.), -10 ki Paparapapa III (Requires Magic Material. Bonus Action. Summon minion. See desc. for details. 1 use.), -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 Aura Guard III (At-will. Immune to non-special status effects and negates critical hit bonus dmg. 2 uses.), -5 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 Dimensional Rift III (Bonus Action. Avoid two basic attacks during turn and deal their full dmg back to atker. 2 uses.), -10 ki
1d6·1d100+5·3d12+3·1d100+5·3d12+3·3d12+3
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Post by Dain Sincara on Feb 8, 2019 6:35:02 GMT -5
Dain had anticipated the attack, yet could do very little against it. The blow hit him straight against the solar plexus and pushed him back a bit. Yet having expected the blow made it a bit easier to handle. Having redirected most of his surplus energy outward it dampened the blow considerably and Dain merely smiled at Legume. Even if he had to bite through a bit of pain, he withstood it without too much problems. “I could say the same thing about you my friend. Where is all that power you wielded before?” He asked with a grin on his face as he crossed his arms. The rest of the attacks he easily dodged, swaying back and forth, vanishing as the torrent of air was about to hit him. Still even if he held the edge in raw power, Dain knew exactly what Legume was capable of. He was one of the few warriors Dain considered to be a better martial artist then him and probably more talented. So instead of attacking the man head on, Dain signaled his clone to move in and throw a few attacks, as he made a few preparations. In his free hand a senzu bean appeared and the other he extended to form a little shield around him. “Let’s have a bit of fun, before getting too serious. This is supposed to be training after all.” Dain said with a grin as he watched his clone pummel at Legume for a while. Battle Summary: At Will: Clone Attack 1a: Standard Attack (Combo) Bonus: RM: -10 KI
Damage Summary: Attack 1: Miss Attack 2: Miss: RM 26 Direct Damage 26 - 6 = 20 DMG - 16 TOUGH = 4 DMG
At will: - Clone (18 HP) (PL 8,503,092) Standard Attack 1) Accuracy= fuD8eXI91d100+85 (GI)(Deadly)(Edge 4) Accuracy 2= 1d100+85 (GI)(Deadly)(Edge 4) Damage= 2d12+3 (GI)(Impact)(Ferocious)(KAIO-KEN) Burn <45% = 1d100 (Infuse + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
2 DMG from edge 4
Bonus: RM: Attack 2 -10 KI Magic Materialisation: Senzu Bean -10 KI Energy Shield: -5 KI
Standard Attacks: None
Active Effects: * Stubborn: +3 Toughness * Transformed: -3 KI * Blitz * Indomitable * Infuse - KAIO-KEN x5 (2/4) - Dampening Field (+10 Toughness) - Poison (2/5) - Edge 4: +10 Def, -2 DMG, +10 ACC, 2 DMG - Time Skip (1/3)
Stats:
Techniques: Super Attacks: - Bolt from the Blue (Rank 3) (Area) (Signature) (Splash) (-5 KI) (2d12+1) - Burning Gaze (Rank 3) (Single) (Signature) (Slashing) (Sear) (-5 KI) (2D12+1)
Techniques: 1) Poison (Rank 3) (Bonus Action. Basic Attacks have 50% chance to Poison for 1\5 turns. (0/1 use) 2) Magic Slime (Rank 3) (Bonus Action. 80% chance to Cripple. Rank 3 target also is inflicted with Agony. (2/2 uses) 3) Magic Materialization (Rank 3)(Bonus Action. Create an item to go into a gear slot. (0/1 use) 4) Psycho Threads (Rank 3) (Bonus Action. 80% chance to Immobilize. Rank 3 target takes 2 stacks. (2/2 uses) 5) Psychic Powers (Rank 3) (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 ranks lower. (Indefinite uses) 6) Eight Arms (Rank 3)(At-will. Bonus action can be used to make an add. Basic Atk. (2/3 uses) 7) Aura Guard (Rank 3) (At-will. Immune to non-special status effects and negates critical hit bonus dmg. (2\2 uses) 8) Clash (Rank 3) (Standard Action. Take half dmg from Super Atk and deal the other half back to attacker) (1/1) 9) Energy Shield (Rank 3) (Bonus Action. Gain 20 tou) (0/1 use) 10) Sonic Sway (Rank 3) (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use) (1/1)
Legendary Techniques: - KAIO-KEN (Rank 3) (-5 HP)
Items: - Martial Arts GI - Helmet - Neo Gete Star - Dampening Field (0/1) - Senzu Bean (1/1)
Unequipped: - Battle Armor - Weighted Clothing - Kai Weights - Helmet - Destron Gas - Demon Ring - Battle Stim - Trinket
Post Count: 3 Legume1d100+85·1d100+85·2d12+3·1d100·1d100
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Post by Legume on Feb 8, 2019 10:44:52 GMT -5
Dain's response to the Time Skip strike was simply gritting his teeth and taking it head on, stumbling back a little but otherwise appearing pretty much unaffected by the powerful attack - he even followed it up by asking Legume on where all of his power went. Grit and endurance was definitely something the sword wielding Super Saiyan could label Dain with. He had plenty. A brief snicker escaped Legume's lips. " I know that you're a capable opponent, Dain. That's why I'm choosing to not waste even an ounce of ki in meaningless power level measurements. And after all, isn't fighting under overwhelming odds exactly what gets our blood boiling?" The prospect of fighting Dain when he's even more of a challenge than he was before was certainly getting Legume excited, at least, even if he tried to not show it, hiding it under his usual stoic demeanor instilled into him by the Galactic Armed Forces many years ago. The combination of attacks which followed got Legume immediately on edge. Even if Dain's clone was clearly not going all out against Legume, the attack was fast enough that the Saiyan didn't even have enough time to activate his Time Skip, instead being forced to cross his arms, amplify his aura to soften the blow, and take it head on, pushed back for several meters by the strike. Before Dain's clone could throw any more attacks, however, Legume vanished from his position, yet again, and in the brief window of Time Skip time, he appeared in front of the original bounty hunter yet again, this time sending a chop towards the man's neck. Defensive Phase
Defensive Techniques and Items Activated: Patrol Uniform, Wild Sense, Aura Guard
AMA'S SUB Basic - vs 130 - 22 damage, status and crit bonus dmg avoided!
22 direct damage reduced by Toughness to 3!
2 status damage!
Gain 1 stack of Wild Sense.
Offensive Phase
At-Will: Aura Guard, -5 ki Bonus Action: Time Skip Strike - Redirect 2 Seeking attacks (dmg die 10 from first one, dmg die 13 from second one)
Need 75 or less to hit Dain for 23 direct damage - xKoQelvu1d100
At-Will: Resolve - Recover 19 ki. At-Will: Time Skip Strike (Paparapapa Minion Attack) - Deal 1d6 direct damage to Dain. At-Will: Talented - Gain a second use of Energy Shield.
Standard Action 1: Vanity Strike (Seeking Barrage), -10 ki
Accuracy - 1d100+5 Damage - 3d12+3
At-Will: Guile - attach Charging to next attack
Standard Action 2: Vanity Strike (Seeking/Charging Barrage), -10 ki
Accuracy - 1d100+5 Damage - 3d12+3 Damage (Charging) - 3d12+3
At-Will: Patrol Uniform - +10 defense next turn.
Passive Modifiers
Sidekick status: Active
Talented usage: 1/1 uses (Energy Shield) Trinket usage: 0/1 uses Dark Nimbus usage: 0/1 uses Haste usage: 0/2 uses War Cruiser usage: 1/1 uses Recuperate ki recovered: 0/50 Resolve ki recovery: 26/50
Toughness: 3
Wild Sense Defense Boost: 15/25
Technique uses remaining:
Deflect: 0/2 Divination: 0/1 Sonic Sway: 0/1 Energy Shield: 1/2 Wild Sense: 1/1 Aura Guard: 1/2 Drunken Fist: 1/4 Magic Materialization: 0/1 Paparapapa: 1/1
Dimensional Rift: 0/2 Time Skip: 0/1
Stats
Power Level - 1 618 053 (539 351)
HP - 63/70 Ki - 56/100 Defense - 120 (100) Accuracy mod - +5 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Emboldened and Measured): You gain x3 PL. Gain 3 Toughness every turn. T1 costs 0 ki to maintain.
T2 Transformation - Mastered Super Saiyan 2 (Emboldened, Measured and Stubborn): You gain x6 PL. T2 costs 1 ki to maintain. Gain 3 Toughness every turn. +10 defense against Super Attacks.
Fighting Style - Analytical: +5 Fighting. As an at-will action you can add a second (and different) major effect onto one Super Attack during your turn.
Alacrity: Passive. +10 def while above 50% HP. Resolve: At-Will. Regain 1 ki per 1 toughness spent reducing dmg during turn. 50 ki restored max. 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.
Patrol Uniform: At-will. Choose one at turn end: +10 def or +10 acc w/ all 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/Barrage - 3 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action), -10 ki Psychic Powers III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Divination III (Bonus Action. Gain +15 defense for 3 turns. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. From second atk with Blur trait. Movement tech. 3 uses.), -0 ki Deflect III (Bonus Action. Take half dmg from two attacks that hit you. 2 uses.), -10 ki Paparapapa III (Requires Magic Material. Bonus Action. Summon minion. See desc. for details. 1 use.), -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 Aura Guard III (At-will. Immune to non-special status effects and negates critical hit bonus dmg. 2 uses.), -5 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 Dimensional Rift III (Bonus Action. Avoid two basic attacks during turn and deal their full dmg back to atker. 2 uses.), -10 ki
1d100·1d6·1d100+5·3d12+3·1d100+5·3d12+3·3d12+3
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Post by Dain Sincara on Feb 9, 2019 5:51:07 GMT -5
Dain smiled and nodded to Legume as his red aura still burned brightly. It was a pleasure noticing he had seemingly gained another step of mastery with the technique. First time he used it, he was very well aware his body was about to destroy itself had he pushed it further for even a second and it took a senzu bean to prevent it from happening all together. Now it seemed as if the power was much more under control and albeit he still felt the strain on his body, he did not experience the fear of exploding. At least just yet. “Hmmm not quite. I prefer fighting an opponent who forces me to bring out the best in me.” Dain said seriously as he kept looking at Legume. Legume might be one of the few rare cases in which Dain was happy the man fought wisely, rather then rely on brute strength. Dain might like an all out battle, but Legume was a smart, talented and very dangerous fighter. It forced Dain to think and fight differently as well. It was actually quite refreshing. YET NOT LESS DANGEROUS!!! Dain barely noticed the man’s chop coming in again and only was able to dodge it at the very last second by dropping down to the ground. “Well at least you got me to kneel!” Dain said with a grin as his knee touched the ground for a moment, before he vanished and signaled his clone to attack again. At the same time Dain appeared quite a distance away from Legume, clenched his fist and hummed the tune to in the end as he began recharging. He had already burned through precious KI and needed to regain a bit, before taking the offensive. Battle Summary: At Will: Clone Attack 1a: Standard Attack (Combo) Bonus: RM: -10 KI
Damage Summary: Attack 1: Miss Attack 2: Miss: RM 4 Direct Damage -4 Helmet = 0 Damage 0 DMG
At will: - Clone (18 HP) (PL 8,503,092) Standard Attack 1) Accuracy= KNFAiUgh1d100+85 (GI)(Deadly)(Edge 4) Accuracy 2= 1d100+85 (GI)(Deadly)(Edge 4) Damage= 2d12+3 (GI)(Impact)(Ferocious)(KAIO-KEN) Burn <45% = 1d100 (Infuse + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
2 DMG from edge 4
Bonus: RM: Attack 2 -10 KI Magic Slime: -5 KI Cripple + Agony: <95% 1d100 Recuperate: +50 KI
Standard Attacks: None
Active Effects: * Stubborn: +3 Toughness * Transformed: -3 KI * Blitz * Indomitable * Infuse - KAIO-KEN x5 (3/4) - Dampening Field (+10 Toughness) - Poison (3/5) - Edge 4: +10 Def, -2 DMG, +10 ACC, 2 DMG
Stats:
Techniques: Super Attacks: - Bolt from the Blue (Rank 3) (Area) (Signature) (Splash) (-5 KI) (2d12+1) - Burning Gaze (Rank 3) (Single) (Signature) (Slashing) (Sear) (-5 KI) (2D12+1)
Techniques: 1) Poison (Rank 3) (Bonus Action. Basic Attacks have 50% chance to Poison for 1\5 turns. (0/1 use) 2) Magic Slime (Rank 3) (Bonus Action. 80% chance to Cripple. Rank 3 target also is inflicted with Agony. (1/2 uses) 3) Magic Materialization (Rank 3)(Bonus Action. Create an item to go into a gear slot. (0/1 use) 4) Psycho Threads (Rank 3) (Bonus Action. 80% chance to Immobilize. Rank 3 target takes 2 stacks. (2/2 uses) 5) Psychic Powers (Rank 3) (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 ranks lower. (Indefinite uses) 6) Eight Arms (Rank 3)(At-will. Bonus action can be used to make an add. Basic Atk. (2/3 uses) 7) Aura Guard (Rank 3) (At-will. Immune to non-special status effects and negates critical hit bonus dmg. (2\2 uses) 8) Clash (Rank 3) (Standard Action. Take half dmg from Super Atk and deal the other half back to attacker) (1/1) 9) Energy Shield (Rank 3) (Bonus Action. Gain 20 tou) (0/1 use) 10) Sonic Sway (Rank 3) (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use) (1/1)
Legendary Techniques: - KAIO-KEN (Rank 3) (-5 HP)
Items: - Martial Arts GI - Helmet - Neo Gete Star - Dampening Field (0/1) - Senzu Bean (1/1)
Unequipped: - Battle Armor - Weighted Clothing - Kai Weights - Helmet - Destron Gas - Demon Ring - Battle Stim - Trinket
Post Count: 4 Legume1d100+85·1d100+85·2d12+3·1d100·1d100·1d100
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Post by Legume on Feb 9, 2019 14:38:05 GMT -5
Darn it, he moved too slowly! Despite closing in on Dain with his Time Skip, he did not land the neck chop fast enough, and the Saiyan bounty hunter suddenly leapt out of range, dodging the technique entirely. Disappointing. However, Legume could not spend even a second of time in dismay about missing. Touching down on the ground and sliding across it from the inertia of lunging at Dain so suddenly, the sword wielding Saiyan kept track of his opponent as the distance between them increased. " For someone who wants to be challenged by his opponent, you certainly spend a lot of time ordering others to fight for you!" Legume exclaimed, powering up his aura and thus blowing the clone heading towards him away, then charged straight at the bounty hunter, to make it seem like he was dropping the pretenses of Time Skip and attacking directly. A feint. Right before he reached Dain, Legume suddenly activated the Time Skip technique, using the brief moment of frozen time to release a combination of attacks. A strike towards the bounty hunter's kidney. A one inch punch into his ribs. And finally, a wide vertical swing with his greatsword to try to smash Dain into the ground. Defensive Phase
Defensive Techniques and Items Activated: Patrol Uniform, Wild Sense, Trinket
AMA'S SUB Basic - vs 135 - miss
2 status damage!
Cripple removed by Trinket! Agony ends due to having no Cripple stacks!
Gain 1 stack of Wild Sense.
Offensive Phase
At-Will: Trinket - 5 tou, remove all non-special status
Bonus Action: Time Skip Strike - Redirect 2 Seeking attacks (dmg die 11 from first one, dmg die 13 from second one)
Need 75 or less to hit Dain for 24 direct damage - Q1b8aIcW1d100
At-Will: Time Skip Strike (Drunken Fist) - Deal 9 direct damage to Dain. At-Will: Time Skip Strike (Paparapapa Minion Attack) - Deal 1d6 direct damage to Dain.
Standard Action 1: Vanity Strike (Seeking Barrage), -10 ki
Accuracy - 1d100+5 Damage - 3d12+3
At-Will: Guile - attach Charging to next attack
Standard Action 2: Vanity Strike (Seeking/Charging Barrage), -10 ki
Accuracy - 1d100+5 Damage - 3d12+3 Damage (Charging) - 3d12+3
At-Will: Patrol Uniform - +10 defense next turn.
Passive Modifiers
Sidekick status: Active
Talented usage: 1/1 uses (Energy Shield) Trinket usage: 1/1 uses Dark Nimbus usage: 0/1 uses Haste usage: 0/2 uses War Cruiser usage: 1/1 uses Recuperate ki recovered: 0/50 Resolve ki recovery: 26/50
Toughness: 11
Wild Sense Defense Boost: 20/25
Technique uses remaining:
Deflect: 0/2 Divination: 0/1 Sonic Sway: 0/1 Energy Shield: 1/2 Wild Sense: 1/1 Aura Guard: 1/2 Drunken Fist: 2/4 Magic Materialization: 0/1 Paparapapa: 1/1
Dimensional Rift: 0/2 Time Skip: 0/1
Stats
Power Level - 1 618 053 (539 351)
HP - 61/70 Ki - 36/100 Defense - 120 (100) Accuracy mod - +5 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Emboldened and Measured): You gain x3 PL. Gain 3 Toughness every turn. T1 costs 0 ki to maintain.
T2 Transformation - Mastered Super Saiyan 2 (Emboldened, Measured and Stubborn): You gain x6 PL. T2 costs 1 ki to maintain. Gain 3 Toughness every turn. +10 defense against Super Attacks.
Fighting Style - Analytical: +5 Fighting. As an at-will action you can add a second (and different) major effect onto one Super Attack during your turn.
Alacrity: Passive. +10 def while above 50% HP. Resolve: At-Will. Regain 1 ki per 1 toughness spent reducing dmg during turn. 50 ki restored max. 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.
Patrol Uniform: At-will. Choose one at turn end: +10 def or +10 acc w/ all 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/Barrage - 3 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action), -10 ki Psychic Powers III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Divination III (Bonus Action. Gain +15 defense for 3 turns. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. From second atk with Blur trait. Movement tech. 3 uses.), -0 ki Deflect III (Bonus Action. Take half dmg from two attacks that hit you. 2 uses.), -10 ki Paparapapa III (Requires Magic Material. Bonus Action. Summon minion. See desc. for details. 1 use.), -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 Aura Guard III (At-will. Immune to non-special status effects and negates critical hit bonus dmg. 2 uses.), -5 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 Dimensional Rift III (Bonus Action. Avoid two basic attacks during turn and deal their full dmg back to atker. 2 uses.), -10 ki
1d100·1d6·1d100+5·3d12+3·1d100+5·3d12+3·3d12+3
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Post by Dain Sincara on Feb 10, 2019 6:44:28 GMT -5
“My bad, let’s fix that.” Dain said with a grin as he finally uncrossed his arms and spat out some blood. That was a mistake… he thought to himself on the inside though as pain shot through his body. When the direct attack had proven to be a feint, he had decided to act tough and tank through the attacks. Let the difference in power absorb the blows. Perhaps it was arrogance to think he could tank Legume, but on the other hand he was finally awake. It had merely caused him a bruised rib and a broken gauntlet as he decided to block the swing at the very last second. “You know, I have not perfected this technique, but I have always wanted to try this.” Dain said with a grin as he jumped back on his feet from the crater he had been forced into. Or rather made my the force of Legume’s swing. Without further foreplay Dain spread his arms wide and began to grunt as he charged the energy. A feint blue light appeared in his hand and the ground began to tremble around him. Meanwhile the clone moved onto the offensive. From one of it’s pockets it drew two machine guns and opened fire upon Legume. Being the Neo Gete Star it were of course no ordinary bullets, as the star did nothing on a small scale. The gun and bullets were made entirely out of black Katchin and propelled by a miniature rail gun system. The clone simply sprayed bullets all over the place, not even aiming directly at Legume, as Dain knew all to well that even Katchin bullets would at best annoy the Super Saiya-Jin. Instead once everything was one big bullet storm, the clone spoke. “Chain lightning!” It said softly and from it’s eyes two bolts of lightning shot forward, arcing between the bullets, till they would eventually get to Legume. Of course that was all just the distraction. As just at that moment Dain appeared behind his friend, slammed his arms together and yelled loudly two words. “FINAL FLAAAASSSSSHHHHHH!”
Battle Summary: At Will: Clone Attack 1: Standard Attack (Hail of bullets) At Will: Clone Attack 2:(Blitz) Standard Attack (Chain Lightning) Bonus:Eight Arms: 1 Extra Attack Standard Attack 3: (Final Flash) Standard Attack 4: (Final Flash) Standard Attack 5: (Eight Arms) (Final Flash)
Damage Summary: Attack 1: Miss: Attack 2: Miss: 39 Direct Damage -6 Helmet = 33 Damage 33 DMG - 26 TOUGH = 7 DMG
At will: - Clone (18 HP) (PL 8,503,092) Standard Attack 1) Accuracy= 0gh0GuIj1d100+85 (GI)(Deadly)(Edge 4)
Accuracy 2= 1d100+85 (GI)(Deadly)(Edge 4) Damage= 2d12+3 (GI)(Impact)(Ferocious)(KAIO-KEN) Burn <45% = 1d100 (Infuse + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
Standard Attack 1) Accuracy= 1d100+85 (GI)(Deadly)(Edge 4)
Accuracy 2= 1d100+85 (GI)(Deadly)(Edge 4) Damage= 2d12+3 -12 = 4 (GI)(Impact)(Ferocious)(KAIO-KEN) Burn <45% = 1d100 (Infuse + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
2 DMG from edge 4
Bonus: Eight Arms: -5 KI
Standard Attacks: Standard Attack 3) Accuracy= 1d100+85 (GI)(Deadly)(Edge 4) Damage= 1d12+2 (Ferocious)(KAIO-KEN) Burn <45% = 1d100 (Infuse + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
Standard Attack 4) Accuracy= 1d100+85 (GI)(Deadly)(Edge 4) Damage= 1d12+2 (Ferocious)(KAIO-KEN) Burn <45% = 1d100 (Infuse + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
Standard Attack 5) Accuracy= 1d100+85 (GI)(Deadly)(Edge 4) Damage= 1d12+2(Ferocious)(KAIO-KEN) Burn <45% = 1d100 (Infuse + Cleverness) Poison <65% = 1d100 (Poison + Cleverness)
Active Effects: * Stubborn: +3 Toughness * Transformed: -3 KI * Blitz * Indomitable * Infuse - KAIO-KEN x5 (4/4) - Dampening Field (+10 Toughness) - Poison (4/5) - Edge 4: +10 Def, -2 DMG, +10 ACC, 2 DMG
Stats:
Techniques: Super Attacks: - Bolt from the Blue (Rank 3) (Area) (Signature) (Splash) (-5 KI) (2d12+1) - Burning Gaze (Rank 3) (Single) (Signature) (Slashing) (Sear) (-5 KI) (2D12+1)
Techniques: 1) Poison (Rank 3) (Bonus Action. Basic Attacks have 50% chance to Poison for 1\5 turns. (0/1 use) 2) Magic Slime (Rank 3) (Bonus Action. 80% chance to Cripple. Rank 3 target also is inflicted with Agony. (1/2 uses) 3) Magic Materialization (Rank 3)(Bonus Action. Create an item to go into a gear slot. (0/1 use) 4) Psycho Threads (Rank 3) (Bonus Action. 80% chance to Immobilize. Rank 3 target takes 2 stacks. (2/2 uses) 5) Psychic Powers (Rank 3) (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 ranks lower. (Indefinite uses) 6) Eight Arms (Rank 3)(At-will. Bonus action can be used to make an add. Basic Atk. (2/3 uses) 7) Aura Guard (Rank 3) (At-will. Immune to non-special status effects and negates critical hit bonus dmg. (2\2 uses) 8) Clash (Rank 3) (Standard Action. Take half dmg from Super Atk and deal the other half back to attacker) (1/1) 9) Energy Shield (Rank 3) (Bonus Action. Gain 20 tou) (0/1 use) 10) Sonic Sway (Rank 3) (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use) (1/1)
Legendary Techniques: - KAIO-KEN (Rank 3) (-5 HP)
Items: - Martial Arts GI - Helmet - Neo Gete Star - Dampening Field (0/1) - Senzu Bean (1/1)
Unequipped: - Battle Armor - Weighted Clothing - Kai Weights - Helmet - Destron Gas - Demon Ring - Battle Stim - Trinket
Post Count: 5 Legume1d100+85·1d100+85·2d12+3·1d100·1d100·1d100+85·1d100+85·2d12+3·1d100·1d100·1d100+85·1d12+2·1d100·1d100·1d100+85·1d12+2·1d100·1d100·1d100+85·1d12+2·1d100·1d100
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Post by Legume on Feb 11, 2019 4:14:40 GMT -5
Everything after Legume's Time Skip strike moved extremely quickly. Dain did not waste any more time gloating and talking, and immediately after stating that he has a new technique in store, he leapt back to begin charging a some sort of energy attack. Shouldn't be difficult to disrupt the preparations for the attack, if it wasn't for Dain's clone, which suddenly leapt in and opened fire on Legume with Katchin bullets and chain lightning. Not something which could hurt the sword wielding Super Saiyan, but definitely an annoyance regardless. With a wide swing from his greatsword Vanity, Legume whipped up a torrent of air which blew away or redirected all the incoming bullets to strike the ground behind him, and with the same weapon, he picked up the stray bolts of lightning heading towards him, suddenly slamming the blade of the sword to ground the electricity and neutralize it. Just in time to witness the Final Flash head towards him like a freight train about to slam into an unfortunate victim on the rail. The power of the golden energy beam... was certainly off the charts. But Legume would be a liar if he said he did not know how to counter such attacks. In fact, the training regimen in the Galactic Armed Forces had an entire class on combating and countering ki attacks for a reason. Legume raised his weapon, imbuing it with as much ki as his body would allow, then lunged straight into the energy beam, holding up the greatsword in front of him and splitting the Final Flash into two as he pushed on and on. It was far from each. With each step, with each budge, the pressure from the powerful energy attack was growing more and more fierce, and when he was so many times weaker than Dain in this form, you can bet your ass that there were plenty of moments where he was almost sure that the wave is about to overwhelm him, the only thing keeping him pushing on being his tenacity. Eventually, however, Legume emerged from the Final Flash right before Dain, instantly throwing his left fist towards the Saiyan's cheek to break his technique. From there, the rest of the combination was simple. Legume dropped his greatsword to the side and activated his Time Skip, giving himself a larger window of time than usual and sending a barrage of pressure point strikes towards Dain's body, aiming for the man's joints, kidneys, lungs and neck to try to subdue the Saiyan bounty hunter for good. After the Time Skip combination, Legume would leap back in a backflip, stopping a dozen meters away from Dain and taking a moment to catch his breath. If this is not enough to take down Dain, then he'll have to dip into his emergency energy reserves, and when that happened against Genesis, it didn't turn out well for him in the end... " How was that?.." Defensive Phase
Defensive Techniques and Items Activated: Patrol Uniform, Wild Sense, Dimensional Rift
AMA'S SUB Basic - vs 140 - avoided with Dimensional Rift and turned to DD! Basic - vs 140 - miss! Basic - vs 140 - miss! Basic - vs 140 - miss! Basic - vs 140 - avoided with Dimensional Rift and turned to DD!
2 status damage!
Gain 1 stack of Wild Sense! Wild Sense maxed!
Offensive Phase
Bonus Action: Final Flash Swim (Dimensional Rift) - Avoid 2 Basic Attacks and hit Dain for 28 direct damage, -10 ki
At-Will: Time Skip Strike (Drunken Fist) - Choose missed attacks #1 and #4 and deal their lowest damage dice as DD. Deal 25 direct damage to Dain (11 from attack #1 and 14 from attack #4) At-Will: Time Skip Strike (Paparapapa Minion Attack) - Deal Sxfg6bj51d6 direct damage to Dain.
At-Will: Haste - Gain an additional Bonus Action.
Bonus Action: Time Skip Strike - Redirect 2 Seeking attacks (dmg die 12 from first one, dmg die 11 from second one)
Need 75 or less to hit Dain for 23 direct damage - 1d100
Standard Action 1: Magic Materialization - Create Senzu Bean and replace Trinket with it, -10 ki
Standard Action 2: Recuperate, +50 ki
At-Will: Patrol Uniform - +10 defense next turn.
Passive Modifiers
Sidekick status: Active
Talented usage: 1/1 uses (Energy Shield) Trinket usage: 1/1 uses Dark Nimbus usage: 0/1 uses Haste usage: 1/2 uses War Cruiser usage: 1/1 uses Recuperate ki recovered: 50/50 Resolve ki recovery: 26/50
Toughness: 14
Wild Sense Defense Boost: 25/25
Senzu Bean usage: 0/1
Technique uses remaining:
Deflect: 0/2 Divination: 0/1 Sonic Sway: 0/1 Energy Shield: 1/2 Wild Sense: 1/1 Aura Guard: 1/2 Drunken Fist: 3/4 Magic Materialization: 1/1 Paparapapa: 1/1
Dimensional Rift: 1/2 Time Skip: 0/1
Stats
Power Level - 1 618 053 (539 351)
HP - 59/70 Ki - 66/100 Defense - 120 (100) Accuracy mod - +5 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Emboldened and Measured): You gain x3 PL. Gain 3 Toughness every turn. T1 costs 0 ki to maintain.
T2 Transformation - Mastered Super Saiyan 2 (Emboldened, Measured and Stubborn): You gain x6 PL. T2 costs 1 ki to maintain. Gain 3 Toughness every turn. +10 defense against Super Attacks.
Fighting Style - Analytical: +5 Fighting. As an at-will action you can add a second (and different) major effect onto one Super Attack during your turn.
Alacrity: Passive. +10 def while above 50% HP. Resolve: At-Will. Regain 1 ki per 1 toughness spent reducing dmg during turn. 50 ki restored max. 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.
Patrol Uniform: At-will. Choose one at turn end: +10 def or +10 acc w/ all atks. Scouter: Passive. +15 defense against Super Atks.
Trinket: At-will. Remove all non-special status effects. Gain 5 tou. 1 use. Senzu Bean: Bonus Action. Restore 20 HP and 20 ki to self or comrade.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. War Cruiser: Deals 3d4 direct damage to all enemies. Dragon Ball Radar
Techniques
Vanity Strike III (Signature/Barrage - 3 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action), -10 ki Psychic Powers III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Divination III (Bonus Action. Gain +15 defense for 3 turns. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. From second atk with Blur trait. Movement tech. 3 uses.), -0 ki Deflect III (Bonus Action. Take half dmg from two attacks that hit you. 2 uses.), -10 ki Paparapapa III (Requires Magic Material. Bonus Action. Summon minion. See desc. for details. 1 use.), -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 Aura Guard III (At-will. Immune to non-special status effects and negates critical hit bonus dmg. 2 uses.), -5 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 Dimensional Rift III (Bonus Action. Avoid two basic attacks during turn and deal their full dmg back to atker. 2 uses.), -10 ki
1d6·1d100
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Post by Dain Sincara on Feb 11, 2019 5:09:55 GMT -5
“A…+… for… eff-..ort!” Dain said with a feint grin as he slowly sank forward, onto one knee. He had honestly not seen that coming. In his long life this had to be the first time he saw someone actually cut through an energy wave with a sword. Of course he had heard the stories and legends about people doing it, but never with his own eyes. There was something about this man that kept intriguing him. He did not even feel the power in his body to stand up at the moment. Slowly his golden and red aura fell away from him as he bit through the pain for a moment. Then he slowly got up, his wooden sandals digging deep into the sandy underground. “I lost, fair is fair.” He said with a sincere smile as he erected himself and looked straight at Legume. “You know, we should do this more often. I don’t know what kind of training you received in the future, but you are amazing!” Dain said with a grin as he slowly began to find the energy to move his body. So with a little jolt going through his body he gently lifted himself into the air until he was at the same height of his friend. “Thank you for showing up! Let’s do this again!” Dain said with a grin, before pressing a button on his wrist and a moment later the Gete Star orbiting a nearby celestial body teleported him aboard. Post Count: 6 Legume
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