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Post by Doctor Kaijin Vex on Mar 11, 2019 1:50:01 GMT -5
Tournaments could be considered prime time entertainment on Earth. Martial Arts had taken the world by storm, especially with the growing popularity of the sport with events like Shroomy's, and the Black Light Tournament facility which had become one of Earth's most popular fighting arenas. Of course, the popularity of Earth's hero, Tora no Seishin only augmented the popularity of martial arts. The man served as a role model to Earthlings everywhere, who had long believed it was not their place to compare to the might of Saiyans and Frost Demons. Tora had proven that Earthlings could not only stand up to them, but triumph. He was immortalized as possibly one of the best warriors on Earth, at least one with a large public standing. It was no coincidence that the tournament industry, and the martial arts industry as a whole skyrocketed after his famous participation in Shroomy's Invitational.
Not to mention, the master's pupil was gaining a little bit of a reputation as well. It was showcased at the Black Light Tournament that the young boy, known as Majin Khoshai, had been taken along as Tora's student. Wonder and confusion had originally taken the crowd as to how a young, eight year old alien boy could have captured the attention of one of the biggest warriors. Interestingly enough, such questions and doubts were answered when Majin Khoshai participated in a battle royale against his master and a Super Saiyan by the name of Null, in which the boy emerged a victor, a shocking, yet pleasurable result.
Since then, the boy had participated in several tournaments across several islands, most frequently the Black Light Tournament, and had become a breath of fresh air amongst the brooding personas of most of the martial artists there. Where Tora no Seishin was a growing popularity amongst adults and children alike, Khoshai was appreciated more by children, who saw the Majin child's unnatural strength as unbelievably cool.
Regardless, the child was here today for one reason and one reason alone. To compete. He actually enjoyed these battles. Every time he came to fight, he made a new friend. Whether it was Dain Sincara, Sly, or that Super Saiyan guy, Null, Khoshai's bubbly nature was infectious, and could cause even the most hardened killers to develop a liking for the boy. Of course, Khoshai misunderstood Null's rather dismissive dislike for the boy as friendliness, so in that category Null wouldn't necessarily be considered a friend to any except Khoshai.
Which made today's matchup all the more interesting. With a skip in his step, the child Majin bounded down to the hallway before flipping up to the platform, grinning from ear to ear as the crowd cheered his name. He even waved a bit as people admired how adorable he looked. He was matched up today against someone named Papaya...just like the name of the island (Papaya Island). Khoshai found it hilariously funny that he was fighting someone with the same name as both an island AND a fruit, and made sure to express such in the first few moments of the match.
"Your name is funny, Miss! You look really fun! Maybe we can be friends after we fight? I make friends with fighters all the time, and I'm really nice, trust me!" Khoshai spit out rapid fire, a constant smile on his face as he idly performed cartwheels across the arena floor. However, as the bell rang for the match to begin, Khoshai stopped his cartwheels.
"Watch this!" The child said, before he spread his arms out, his body suddenly enveloped in a ferocious pink, sparkling aura. It was near dazzling in it's mystical looking, majestic magenta color. And with such a burst of energy came a dramatic exponential increase in strength, with Khoshai's own power level bursting past what was believed to be his past limitations, throwing out powerful gusts of wind into the crowd. However, the Majin's Ki Signature was rather...peculiar. It was constantly ebbing and shifting, like a running current. His power level, if one were to reach out and sense him, would shift between highs and lows. One moment he would be dramatically powerful, the next his energy level would plummet to below one hundred thousand. And never in this time, did Khoshai even recognize Papaya as anything like Null. He was completely oblivious.
The question was, would Papaya/Null remember him? Post Count: 1 | @cress BATTLE TRACKER
DEFENSIVE SUMMARY
Bonus Action: Khoshai uses Energy Shield to gain 20 toughness! Bonus Action: Khoshai uses Perfect Barrier to gain 25 toughness!
OFFENSIVE SUMMARY
Bonus Action: Khoshai transforms into T1! Measured and Vicious Traits active! (Base PL: 412,362)
Bonus Action: Time to Play (Tier One Transformation)- As a bonus action you assume this form for the duration and gain x3 base PL. Lasts until you power down, reach 0 Ki or 0 HP. Measured and Vicious Perks Active!
Bonus Action: Majin Anatomy (Energy Shield)- As a bonus action you gain 20 toughness. | -5 Ki
Bonus Action: Majin Anatomy (Perfect Barrier)- As a bonus action you and a comrade gain 25 toughness. | -10 Ki
ACTIVE EFFECTS
45/45 Toughness Measured Vicious 0/4 Focus 0/3 Endure
FIGHTING STYLE
Analytical Special Skill: Guile- As an at-will action you add a second (and different) major effect onto one Super Attack during your turn.
TRAITS
Blitz- As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn. Resolve- As an at-will action you recover 1 ki per 1 point of toughness spent during your turn to reduce damage. Indomitable - As a passive effect you negate 4 damage taken from every Super Attack and 2 damage from every Basic Attack that hits you. Endure- As a passive effect if you lose at least 5 HP or toughness during your turn you get one stack Endure. As a reactive at-will you can spend three stacks of Endure to give you 15 toughness. Max of three stacks at a time. Grit- As a passive effect while under half max HP you add 15 to accuracy to all attacks.
TRANSFORMATIONS
Time to Play! (Tier 1) - As a bonus action you assume this form for the duration and gain x3 base PL. Lasts until you power down, reach 0 Ki or 0 HP.
Perks: Measured, Vicious
Now I’m Angry! (Tier 2)- As a bonus action you assume this form for the duration and gain x6 base PL. Lasts until you power down, reach 0 Ki or 0 HP.
Perks: Measured, Vicious, Stubborn
EQUIPMENT
-Martial Arts Gi -Headband -Senzu Bean (1/1 use remaining) -*Tree of Might Fruit* (1/1 use remaining)
OTHER ITEMS
War Cruiser - Lets you call down a bombardment as an at-will action, once per battle. The bombardment deals 3d4 damage to all foes. (1/1 use remaining)
SUPER ATTACKS
Innocence Cannon (Signature Rank III) - Barrage | Charging
TECHS
-Sonic Sway III (1/1 Use Remaining) -Aura Guard III (2/2 uses Remaining) -Energy Shield III (0/1 use Remaining) - Energy Constructs III (1/1 uses Remaining) - Mend III (1/1 use remaining) -Deflect III (2/2 uses remaining) -Psychic Powers III (Unlimited) -Hypnosis III (2/2 uses remaining) -Afterimage III (1/1 use remaining)
LEGENDARY
-Perfect Barrier III (0/1 use remaining) -Dimensional Rift III (2/2 uses remaining)
CURRENT PL: 1,237,068 HP: 90/90 | KI: 85/100 | DEF: 50 | DMG DIE: d12 | ACC: +45
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Post by Deleted on Mar 11, 2019 22:57:57 GMT -5
"Oh, don't you worry, little one. I'm always watching."She offered the Majin boy a smile as she twirled her azure locks into a messy top knot so as to keep it from falling in her eyes and obstructing her vision during the bout. Her objective from High Command was simple. Study the Maijin child known as Khoshai, and gather as much evidence as to the nature of the pink species. They were watching him, taking note of his growing popularity among the throngs of fanatics who worshiped this bloody sport. She was to gather empirical evidence of his abilities, specifically testing his durability and regenerative properties. The scalpel hidden away in one of her pockets felt heavy from her knowledge that it was there. They even wanted a piece of the boy to study, and if possible, adapt to their own experiments to create warrior clones of unparalleled ability. And Papaya would be their first test subject. It lit a fire of excitement within her, though it did not show on the outside. Though her demeanor seemed soft, almost timid, it was but a ploy to cause the Majin to lower his guard. He did the opposite, powering himself up to incredible heights of power. If such frail emotions such as fear and awe had not been beaten out of her, perhaps she'd have given pause at such an immense aura. No matter. She need only fulfill her objective, win or lose. "Combat Protocol 1-0F-668: Panzer Rush." While she gave off no detectable aura, an immense surge of energy flooded her being as Papaya released her true power to its maximum. She felt her muscles harden and tense, her inner ki increasing her durability and physical strength ten-fold. She was the perfect fighting machine. BATTLE TRACKER DEFENSE PHASE. Opponent Name Attack 1: Papaya 50 Def vs Opponent (Acc) = Result Attack 2: Papaya 50 Def vs Opponent (Acc) = Result Total damage dealt =
OFFENSE PHASE. At-Will: - Bonus Action: - Panzer Rush (T1 Transformation). Emboldened and Malicious active. Bonus Action: - Panzer Rush (Perfect Barrier). Gain 25 toughness. Bonus Action: - Panzer Rush (Energy Shield). Gain 20 toughness.
EFFECTS. Endure: 0/3 Resolve: 0/50 Toughness: 60/60
FIGHTING STYLE. COURAGE: Start each battle with 15 toughness. METTLE: Guard technique is an at-will action. Intercept an unlimited number of times.
TRAITS. ENDURE: Lose at least 5 HP or toughness, gain one stack. Spend 3 stacks, gain 15 toughness. GRIT: Under half max HP, gain 15 to accuracy to all attacks. INDOMITABLE: Negate 4 damage taken from every Super Attack and 2 damage from every Basic Attack. RESOLVE: Recover 1 ki per 1 point of toughness spent during your turn to reduce damage. RUSH: Add to one single-type Super Attack. If it misses, deals direct damage equal to lowest damage die. Inflicts status effect on roll of 50 or less if misses.
TRANSFORMATION PERKS. EMBOLDENED: When transformed, gain an additional +100% base PL (T1 is x4, T2 is x7, and T3 is x10.) MALICIOUS: Your damage tier increases by 1 with Super Attacks while in the transformation. EQUIPMENT. MARTIAL ARTS GI: Two attacks of choice add 15 to their accuracy and boost their damage tier by 1. KAI WEIGHTS: Gives 25 extra PL per post or 200 words in adventures. Gain an extra 200 PL when using MP to train. VIRUS: 50% chance to inflict Diseased. Diseased deals 1 status damage for each at-will action they use for the duration. SENZU BEAN: Restore 20 HP and 20 ki to self or a comrade. 1 use. WAR CRUISER: Deal 3d4 direct dmg to all foes. 1 use.
DEFENSE/UTILITY TECHS. AFTER IMAGE: Avoid two non-critical attacks that would have hit you during your turn. 1 use. Rank 3. 10 ki. AURA GUARD: Gain immunity to non-special status effects and negate the damage bonus from critical hits during your turn. 2 uses. Rank 3. 5 ki. CLASH: Avoid all but the highest rolled damage die from a non-critical attack. Deal the highest damage die back to the attacker as direct damage. 1 use. Rank 3. 10 ki. DEFLECT: Negate half the damage from two attacks that hit you during your turn (even critical hits.) 2 uses. Rank 3. 10 ki.
ENERGY SHIELD: Gain 20 toughness. 1 use. Rank 3. 5 ki. LAST STAND: Racial trait. Gain an additional Standard Action on the turn after HP falls below 1/4 HP. 1 use. MEND: Restore 15 HP to self or a comrade. Rank 3. 0 ki. SOLR FLARE: 60% chance to inflict the Blind status. 2 stacks of Blind. Upon hit, deals a 1d8 worth of direct damage. 2 uses. Rank 3. 5 ki. SONIC SWAY: Avoid all damage dice that roll a natural 8 or lower. No damage equals fully avoided. 1 use. Rank 3. 5 ki. ATTACK TECHS. IMMOLATION: Single, Charging, Burn. Rank 3. 5 ki.
LEGENDARY TECHS.
PERFECT BARRIER: You and a comrade gain 25 toughness. Rank 3. 10 ki.
PL: 590,272 (147,568) HP: 90/90 | KI: 85/100 | DEF: 50 | ACC: 45+ (Martial Arts Gi) | DMG DIE: d12+3 (Martial Arts Gi, Malicious)
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Post by Doctor Kaijin Vex on Mar 12, 2019 0:27:25 GMT -5
Huh? This was a rather weird one. Khoshai hadn't been in contact with a lot of military types. Well, by military types, he more or less meant people with not enough personality to make themselves unique, and thus were considered horrifically boring. However, Khoshai was an overly kind child. He wanted to make the best of every situation, and see the good in anyone, even if...there wasn't a lot of good to find. Normally, one would find something at least a little off with how...monotone and robotic the warrior in front of him was. But to Khoshai, he had seen so many weird fighters, that this one was just another in a long list. Grinning, Khoshai was the first one to attack. His body flashed with pink light as his aura buffeted out even more. With a glee filled grin, Khoshai's giggles filled the air as he raised his right hand straight up above his head, in a manner similar to a schoolchild raising his hand to answer the teacher's question in class. In the palm of his hand, a fuchsia colored sphere of energy began to coalesce, growing from a small speck to the size of a volleyball. After a few moments pause, he fired the energy wave straight into the air. The energy wave shot past the clouds, rocketing straight up into the air, before breaking apart into a plethora of smaller energy waves, which would then descend upon the arena like deadly droplets of rain. The energy waves would bend and redirect themselves to focus upon Papaya's stationary form. Each energy bullet, albeit small in stature, held quite the punching force, and if the woman was not careful, would quickly find herself skewered by the energy barrage. Post Count: 2 | @cress BATTLE TRACKER
DEFENSIVE SUMMARY
None!
OFFENSIVE SUMMARY
Bonus Action: Khoshai uses Energy Constructs! 8 Constructs generated! At-Will: Khoshai uses 3 Energy Constructs to add a d6 to 3 attacks! At-Will: Khoshai uses Martial Arts Gi to increase his acc by 15 and dmg tier by 1 for 2 attacks! At-Will: Khoshai uses War Cruiser to launch a 3d4 worth of direct dmg! Standard Action: Khoshai uses a basic attack against Null! Standard Action: Khoshai uses Blitz to launch two basic attacks against Null!
Bonus Action: Wild Fighter (Energy Constructs)- As a bonus action you create 8 energy constructs. As an at-will action you can activate number of constructs to add one d6 as a bonus damage die to assigned Basic Attacks during your turn. Alternatively, as a reactive at-will action you can sacrifice constructs to negate damage from attacks that hit you during your turn. Each construct spent on an individual attack negates 3 damage, to a max of 12. | -10 Ki
At-Will: Wild Fighter (Energy Constructs)- Khoshai uses 3 Energy Constructs to add a d6 to 3 attacks!
At-Will: Big Time Brawler (Martial Arts Gi)- As an at-will action two attacks of choice during your turn add 15 to their accuracy and boost their damage tier by 1.
At-Will: Wild Card (Blitz)- As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
At-Will: Assault Rain (War Cruiser)- PnW3liDs3d4
Standard Action: Assault Rain (Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+60 Dmg - 1d12+1
Energy Constructs: 1d6
Standard Action 2a: Assault Rain (Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+60 Critical! Dmg - 1d12+1 +9= 18 dmg!
Energy Constructs: 1d6
Standard Action 2b: Assault Rain (Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+45 Dmg - 1d12
Energy Constructs: 1d6
ACTIVE EFFECTS
45/45 Toughness Edge II Energy Constructs 5/8 Measured Vicious 0/4 Focus 0/3 Endure
FIGHTING STYLE
Analytical Special Skill: Guile- As an at-will action you add a second (and different) major effect onto one Super Attack during your turn.
TRAITS
Blitz- As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn. Resolve- As an at-will action you recover 1 ki per 1 point of toughness spent during your turn to reduce damage. Indomitable - As a passive effect you negate 4 damage taken from every Super Attack and 2 damage from every Basic Attack that hits you. Endure- As a passive effect if you lose at least 5 HP or toughness during your turn you get one stack Endure. As a reactive at-will you can spend three stacks of Endure to give you 15 toughness. Max of three stacks at a time. Grit- As a passive effect while under half max HP you add 15 to accuracy to all attacks.
TRANSFORMATIONS
Time to Play! (Tier 1) - As a bonus action you assume this form for the duration and gain x3 base PL. Lasts until you power down, reach 0 Ki or 0 HP.
Perks: Measured, Vicious
Now I’m Angry! (Tier 2)- As a bonus action you assume this form for the duration and gain x6 base PL. Lasts until you power down, reach 0 Ki or 0 HP.
Perks: Measured, Vicious, Stubborn
EQUIPMENT
-Martial Arts Gi -Headband -Senzu Bean (1/1 use remaining) -*Tree of Might Fruit* (1/1 use remaining)
OTHER ITEMS
War Cruiser - Lets you call down a bombardment as an at-will action, once per battle. The bombardment deals 3d4 damage to all foes. (0/1 use remaining)
SUPER ATTACKS
Innocence Cannon (Signature Rank III) - Barrage | Charging
TECHS
-Sonic Sway III (1/1 Use Remaining) -Aura Guard III (2/2 uses Remaining) -Energy Shield III (0/1 use Remaining) - Energy Constructs III (0/1 uses Remaining) - Mend III (1/1 use remaining) -Deflect III (2/2 uses remaining) -Psychic Powers III (Unlimited) -Hypnosis III (2/2 uses remaining) -Afterimage III (1/1 use remaining)
LEGENDARY
-Perfect Barrier III (0/1 use remaining) -Dimensional Rift III (2/2 uses remaining)
CURRENT PL: 1,237,068 HP: 90/90 | KI: 75/100 | DEF: 50 | DMG DIE: d12 | ACC: +45 3d4·1d100+60·1d12+1·1d6·1d100+60·1d12+1·1d6·1d100+45·1d12·1d6
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Post by Deleted on Mar 12, 2019 9:54:42 GMT -5
The single energy beam crashed through the heavens, branching off into a tree of smaller lights. Mingled with the magenta hued aura emanating from Khoshai, it was surreal. Beautiful. She felt a small twinge of... something in her heart. She could not afford to be distracted by such frivolous things. Focus! This was the first test. A test of his ki control. Papaya half expected the blasts to pepper and kill some of the watching crowd, yet none of them seemed afraid. They'd seen it happen before. Sure enough, all the beams angled toward her, hurtling her direction in a barrage of energy destruction. Her feet moved deftly, dodging between the beams, deflecting others with chops and kicks. One slammed into her, but the damage was minimal. Soon as his assault was done, Papaya rushed onto the assault! A pair of undetectable valves popped out of her right wrist, releasing a colorless, odorless gas. It flooded the arena floor, an aerial neurotoxin designed to disrupt a person's nervous system. Crippling in its effects if her foe were to inhale it. She drew her gun, firing HEAP rounds that would harm even the Majin's pliable body. Once she closed in, she leaped into the air, spinning at an angle like a top, drilling the knife down hard on top of his head. It would pierce his skull and penetrate the brain. Let's see how well he recovers from this!BATTLE TRACKER DEFENSE PHASE. Majin Khoshai War Cruiser deals 6 direct damage. Attack 1: Papaya 50 Def vs Majin Khoshai 79 = Hit! 6 damage. Sonic Sway avoids all damage. Attack 2: Papaya 50 Def vs Majin Khoshai 156 = Critical Hit! 18 damage. Attack 3: Papaya 50 Def vs Majin Khoshai 46 = Miss! Total damage dealt = 6
OFFENSE PHASE. At-Will: - Endure. Gain 1 stack. At-Will: - Virus. 50% to inflict Diseased. q1jCii011d100 for status. At-Will: - Immuno Deficiency Airborne Toxin (IDAT) (War Cruiser). 3d4 for direct dmg. Standard Action: - Gun and Blade (Immolation) - Single, Charging, Burn, Rush. 1d100+45 for atk. 2d12+6 for dmg. 1d100 for burn. Rush deals 3 direct dmg if avoided. Standard Action: - Gun and Blade (Immolation) - Single, Charging, Burn. 1d100+45 for atk. 2d12+6 for dmg. 1d100 for burn.
EFFECTS. Endure: 1/3 Resolve: 0/50 Toughness: 60/60
FIGHTING STYLE. COURAGE: Start each battle with 15 toughness. METTLE: Guard technique is an at-will action. Intercept an unlimited number of times.
TRAITS. ENDURE: Lose at least 5 HP or toughness, gain one stack. Spend 3 stacks, gain 15 toughness. GRIT: Under half max HP, gain 15 to accuracy to all attacks. INDOMITABLE: Negate 4 damage taken from every Super Attack and 2 damage from every Basic Attack. RESOLVE: Recover 1 ki per 1 point of toughness spent during your turn to reduce damage. RUSH: Add to one single-type Super Attack. If it misses, deals direct damage equal to lowest damage die. Inflicts status effect on roll of 50 or less if misses.
TRANSFORMATION PERKS. EMBOLDENED: When transformed, gain an additional +100% base PL (T1 is x4, T2 is x7, and T3 is x10.) MALICIOUS: Your damage tier increases by 1 with Super Attacks while in the transformation. EQUIPMENT. MARTIAL ARTS GI: Two attacks of choice add 15 to their accuracy and boost their damage tier by 1. KAI WEIGHTS: Gives 25 extra PL per post or 200 words in adventures. Gain an extra 200 PL when using MP to train. VIRUS: 50% chance to inflict Diseased. Diseased deals 1 status damage for each at-will action they use for the duration. 1 use. SENZU BEAN: Restore 20 HP and 20 ki to self or a comrade. 1 use.
WAR CRUISER: Deal 3d4 direct dmg to all foes. 1 use.
DEFENSE/UTILITY TECHS. AFTER IMAGE: Avoid two non-critical attacks that would have hit you during your turn. 1 use. Rank 3. 10 ki. AURA GUARD: Gain immunity to non-special status effects and negate the damage bonus from critical hits during your turn. 1 use. Rank 3. 5 ki. CLASH: Avoid all but the highest rolled damage die from a non-critical attack. Deal the highest damage die back to the attacker as direct damage. 1 use. Rank 3. 10 ki. DEFLECT: Negate half the damage from two attacks that hit you during your turn (even critical hits.) 2 uses. Rank 3. 10 ki.
ENERGY SHIELD: Gain 20 toughness. 1 use. Rank 3. 5 ki. LAST STAND: Racial trait. Gain an additional Standard Action on the turn after HP falls below 1/4 HP. 1 use. MEND: Restore 15 HP to self or a comrade. Rank 3. 0 ki. SOLAR FLARE: 60% chance to inflict the Blind status. 2 stacks of Blind. Upon hit, deals a 1d8 worth of direct damage. 2 uses. Rank 3. 5 ki.
SONIC SWAY: Avoid all damage dice that roll a natural 8 or lower. No damage equals fully avoided. 1 use. Rank 3. 5 ki. ATTACK TECHS. IMMOLATION: Single, Charging, Burn. Rank 3. 5 ki.
LEGENDARY TECHS.
PERFECT BARRIER: You and a comrade gain 25 toughness. Rank 3. 10 ki.
PL: 590,272 (147,568) HP: 66/90 | KI: 70/100 | DEF: 50 | ACC: 45+ (Martial Arts Gi) | DMG DIE: d12+3 (Martial Arts Gi, Malicious)
2nd Charging Rolls: 2d12+6 Standard 1. 2d12+6 Standard 2. 1d100·3d4·1d100+45·2d12+6·1d100·1d100+45·2d12+6·1d100·2d12+6·2d12+6
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Post by Doctor Kaijin Vex on Mar 14, 2019 0:18:53 GMT -5
There was one thing that Papaya had failed to factor in with her attack upon Khoshai. Against any other opponent, what she would have been flawless. A biological, airborne toxin meant to attack the nervous system, a few gun blasts and a lethal knife stab to the center of the forehead, drilling into the brain with woman's own momentum. Perfect in execution, and would have brought any other opponent to a screeching halt. However, while it did bring Khoshai to a screeching halt, he only bounced back harder.
Literally.
Khoshai fell back onto his back with a thud, the child laying motionless on the ground. There was silence throughout the arena. But...there didn't seem to be any cries of alarm. Papaya had seemingly killed someone, a child no less. Shouldn't there be more of a reaction? Scared cries? Screaming? Maybe some running?
No, it almost seemed as if the crowd was waiting for something. Khoshai had fought in this arena plenty of times. They were used to the boy's antics, and more importantly, the boy's dramatic acts that he put on to trick the audience. In fact, the crowd erupted into raucous applause when Khoshai jumped to his feet a moment later, laughing as he plucked the knife out of his forehead and threw it to the ground. The knife entry point, along with the entry point for the woman's enhanced bullets began to close with a pop, as the Majin began to regenerate.
"Whoa, that hurt! You ARE strong!" Khoshai said, beginning to raise his right hand straight into the air, his fingers drawn into a fist, with the exception of his pointer finger, which began to emanate a golden light. As the child giggle and proceeded to prattle on about Papaya's knife attack and guns, Khoshai's finger quickly traced a large circle in midair, leaving a golden halo of sorts in the air.
The ring hovered in midair, until Khoshai suddenly interrupted himself in the middle of his small rant, and yelled out two simple words.
"Galactic Donut!"
The ring vanished from above Khoshai's head, before reappearing above Papaya. In a series of swift and smooth motions, the golden ring would lower itself to hover around the Tuffle's upper chest region, before drastically shrinking, the ring of energy moving to constrict Papaya's arm movements, with another ring of similar size draping over Papaya's body before moving to shrink, constricting her legs as well!
"Yay!" Khoshai cheered, throwing both of his arms back, as he pink light began to once more illuminate his body. Throwing his arms forward, Khoshai discharged a plethora of energy spheres from his palms, looking to bombard his restricted opponent with the energy blasts, and simply wipe her out of the ring in one go.
"Die Die Missile Barrage!" Post Count: 2 | @cress BATTLE TRACKER
DEFENSIVE SUMMARY
-Khoshai suffers 4 direct dmg from War Cruiser! Absorbed with toughness! Bonus Action Reactive: Khoshai uses Deflect to halve the dmg of 2 Supers! -Enemy Attack I hits Khoshai for 13 dmg! Halved to 6! Indomitable + Edge lowers dmg to 0! -Enemy Attack hits Khoshai for 27 dmg! Halved to 13 dmg! Indomitable + Edge lowers to 7 dmg! Absorbed with toughness! Endure stack gained! At-Will: Resolve restores 11 Ki!
OFFENSIVE SUMMARY
At-Will: Khoshai uses 3 Energy Constructs to add a d6 to 3 attacks! At-Will: Khoshai uses Martial Arts Gi to increase his acc by 15 and dmg tier by 1 for 2 attacks! Standard Action: Khoshai uses a basic attack against Null! Standard Action: Khoshai uses Blitz to launch two basic attacks against Null!
Bonus Action: Majin Regeneration (Deflect)- As a bonus action you negate half the damage from two attacks that hit you during your turn (even criticals.) | -10 Ki
At-Will: Limitless Power (Resolve)- As an at-will action you recover 1 ki per 1 point of toughness spent during your turn to reduce damage.
At-Will: Wild Fighter (Energy Constructs)- Khoshai uses 3 Energy Constructs to add a d6 to 3 attacks!
At-Will: Big Time Brawler (Martial Arts Gi)- As an at-will action two attacks of choice during your turn add 15 to their accuracy and boost their damage tier by 1.
At-Will: Wild Card (Blitz)- As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
Standard Action: Galactic Donut! (Basic Attack)
Ki Cost - 0 Ki Acc - 1fqX2N6V1d100+60 Dmg - 1d12+1
Energy Constructs: 1d6
Standard Action 2a: DIE DIE MISSILE BARRAGE (Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+60 Dmg - 1d12+1
Energy Constructs: 1d6
Standard Action 2b: DIE DIE MISSILE BARRAGE (Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+45 Dmg - 1d12
Energy Constructs: 1d6
ACTIVE EFFECTS
34/45 Toughness Edge II Energy Constructs 2/8 Measured Vicious 1/4 Focus 1/3 Endure 11/50 Resolve
FIGHTING STYLE
Analytical Special Skill: Guile- As an at-will action you add a second (and different) major effect onto one Super Attack during your turn.
TRAITS
Blitz- As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn. Resolve- As an at-will action you recover 1 ki per 1 point of toughness spent during your turn to reduce damage. Indomitable - As a passive effect you negate 4 damage taken from every Super Attack and 2 damage from every Basic Attack that hits you. Endure- As a passive effect if you lose at least 5 HP or toughness during your turn you get one stack Endure. As a reactive at-will you can spend three stacks of Endure to give you 15 toughness. Max of three stacks at a time. Grit- As a passive effect while under half max HP you add 15 to accuracy to all attacks.
TRANSFORMATIONS
Time to Play! (Tier 1) - As a bonus action you assume this form for the duration and gain x3 base PL. Lasts until you power down, reach 0 Ki or 0 HP.
Perks: Measured, Vicious
Now I’m Angry! (Tier 2)- As a bonus action you assume this form for the duration and gain x6 base PL. Lasts until you power down, reach 0 Ki or 0 HP.
Perks: Measured, Vicious, Stubborn
EQUIPMENT
-Martial Arts Gi -Headband -Senzu Bean (1/1 use remaining) -*Tree of Might Fruit* (1/1 use remaining)
OTHER ITEMS
War Cruiser - Lets you call down a bombardment as an at-will action, once per battle. The bombardment deals 3d4 damage to all foes. (0/1 use remaining)
SUPER ATTACKS
Innocence Cannon (Signature Rank III) - Barrage | Charging
TECHS
-Sonic Sway III (1/1 Use Remaining) -Aura Guard III (2/2 uses Remaining) -Energy Shield III (0/1 use Remaining) - Energy Constructs III (0/1 uses Remaining) - Mend III (1/1 use remaining) -Deflect III (1/2 uses remaining) -Psychic Powers III (Unlimited) -Hypnosis III (2/2 uses remaining) -Afterimage III (1/1 use remaining)
LEGENDARY
-Perfect Barrier III (0/1 use remaining) -Dimensional Rift III (2/2 uses remaining)
CURRENT PL: 1,237,068 HP: 90/90 | KI: 76/100 | DEF: 50 | DMG DIE: d12 | ACC: +45 1d100+60·1d12+1·1d6·1d100+60·1d12+1·1d6·1d100+45·1d12·1d6
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Post by Deleted on Mar 14, 2019 19:44:13 GMT -5
It took a lot to shake an emotionless clone. But the way Khoshai bounced back from her assault would do it. A moment's hesitation caught her unawares, her pale green eyes widening as the wounds she inflicted were healed in an instant. Khoshai seemed to think it all some sort of game. Strange considering what she dealt was a fatal blow. Dashing aside, Papaya swiped low and retrieved her knife from the ground just as the first energy ring surrounded her. It constricted her arms, squeezing tight enough to warrant a small grunt of pain from the Tuffle. The second clasped around her legs, causing her to tip over and fall hard to the ground. Still holding her trench knife, Papaya worked her wrist back and forth, sawing furiously at her restraints. It was a long shot that it would work, as such energy was not easily broken. In the end, she managed to saw through enough of it, using her enhanced limb strength to snap the restraints, freeing her legs. Just in time, too... Kho's energy barrage assailed her on every side, slamming into the floor, stirring up fragments of the stone slabs which pelted her skin. She'd managed to roll away, freeing herself from the top restraint as well. "That was too close for comfort..." Wiping a hand along her mouth, Papaya glared at the Majin. Getting that sample would not be easy. Charging forward again, she fired volley after volley of ki bullets at Kho, aiming mainly for his eyes and his legs, in an attempt to cripple him. Why wasn't the neurotoxin kicking in? Kho should have been on the ground, clawing at his throat, throwing up his insides. It was something to be said about Majin resilience. Getting in close, this time she slashed again and again with her blade, looking to cut him into ribbons. BATTLE TRACKER DEFENSE PHASE. Majin Khoshai Attack 1: Papaya 50 Def vs Majin Khoshai 107 = Hit! 8 dmg. Indomitable reduces to 6. Toughness reduces to 0. Attack 2: Papaya 50 Def vs Majin Khoshai 81 = Hit! 16 dmg. Guard (At Will) and Indomitable reduce to 6. Toughness reduces to 2. Attack 3: Papaya 50 Def vs Majin Khoshai 64 = Hit! 10 dmg. Guard (Bonus) reduces to 5. Indomitable reduces to 3. Total damage dealt = 5
OFFENSE PHASE. At-Will: - Endure. Gain 1 stack. At-Will: - Resolve. Gain 10 ki. At-Will: - Virus. 50% to inflict Diseased. mazBy_Qh1d100 for status. SUCCESS! Khoshai is Diseased. 1 status dmg per at will action for 3 turns.
Standard Action: - Gun and Blade (Blitzkrieg) - Single, Charging, Burn, Rush. 1d100+45 for atk. 2d12+6 or 2d12+6 for dmg. 1d100 for burn. SUCCESS! Khoshai is Burned. 3 status dmg for 2 turns. Rush deals 10 direct dmg and Burn if misses.
Standard Action: - Gun and Blade (Blitzkrieg) - Single, Charging, Burn. 1d100+45 for atk. 2d12+6 or 2d12+6 for dmg. 1d100 for burn.
EFFECTS. Endure: 2/3 Resolve: 10/50 Toughness: 50/60
FIGHTING STYLE. COURAGE: Start each battle with 15 toughness. METTLE: Guard technique is an at-will action. Intercept an unlimited number of times.
TRAITS. ENDURE: Lose at least 5 HP or toughness, gain one stack. Spend 3 stacks, gain 15 toughness. GRIT: Under half max HP, gain 15 to accuracy to all attacks. INDOMITABLE: Negate 4 damage taken from every Super Attack and 2 damage from every Basic Attack. RESOLVE: Recover 1 ki per 1 point of toughness spent during your turn to reduce damage. RUSH: Add to one single-type Super Attack. If it misses, deals direct damage equal to lowest damage die. Inflicts status effect on roll of 50 or less if misses.
TRANSFORMATION PERKS. EMBOLDENED: When transformed, gain an additional +100% base PL (T1 is x4, T2 is x7, and T3 is x10.) MALICIOUS: Your damage tier increases by 1 with Super Attacks while in the transformation. EQUIPMENT. MARTIAL ARTS GI: Two attacks of choice add 15 to their accuracy and boost their damage tier by 1. KAI WEIGHTS: Gives 25 extra PL per post or 200 words in adventures. Gain an extra 200 PL when using MP to train.
VIRUS: 50% chance to inflict Diseased. Diseased deals 1 status damage for each at-will action they use for the duration. 1 use. SENZU BEAN: Restore 20 HP and 20 ki to self or a comrade. 1 use.
WAR CRUISER: Deal 3d4 direct dmg to all foes. 1 use.
DEFENSE/UTILITY TECHS. AFTER IMAGE: Avoid two non-critical attacks that would have hit you during your turn. 1 use. Rank 3. 10 ki. AURA GUARD: Gain immunity to non-special status effects and negate the damage bonus from critical hits during your turn. 1 use. Rank 3. 5 ki. CLASH: Avoid all but the highest rolled damage die from a non-critical attack. Deal the highest damage die back to the attacker as direct damage. 1 use. Rank 3. 10 ki. DEFLECT: Negate half the damage from two attacks that hit you during your turn (even critical hits.) 2 uses. Rank 3. 10 ki.
ENERGY SHIELD: Gain 20 toughness. 1 use. Rank 3. 5 ki. LAST STAND: Racial trait. Gain an additional Standard Action on the turn after HP falls below 1/4 HP. 1 use. MEND: Restore 15 HP to self or a comrade. Rank 3. 0 ki. SOLAR FLARE: 60% chance to inflict the Blind status. 2 stacks of Blind. Upon hit, deals a 1d8 worth of direct damage. 2 uses. Rank 3. 5 ki.
SONIC SWAY: Avoid all damage dice that roll a natural 8 or lower. No damage equals fully avoided. 1 use. Rank 3. 5 ki. ATTACK TECHS. BLITZKRIEG: Single, Charging, Burn. Rank 3. 5 ki.
LEGENDARY TECHS.
PERFECT BARRIER: You and a comrade gain 25 toughness. Rank 3. 10 ki.
PL: 590,272 (147,568) HP: 61/90 | KI: 70/100 | DEF: 50 | ACC: 45+ (Martial Arts Gi) | DMG DIE: d12+3 (Martial Arts Gi, Malicious)
1d100·1d100+45·2d12+6·2d12+6·1d100·1d100+45·2d12+6·2d12+6·1d100
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Post by Doctor Kaijin Vex on Mar 14, 2019 23:08:20 GMT -5
Biological Weaponry had a strange effect on Majins. While the poison was indeed wracking Khoshai's insides as Papaya had intended it to, a combination of magic and the boy's bodily anatomy served as enough of a counter to the neurotoxin that Khoshai appeared to be fine, despite being successfully infected.
That being said, conventional weaponry and assassination methods, such as Papaya seemed fond of using, wouldn't exactly be effective in killing off the young boy, for when Papaya charged forward for another go, her bullets of Ki pierced the child's body, blowing holes in his face and legs. However, try as she did to cripple him, Khoshai's body would merely regenerate, and then stretch out, moving to avoid the Tuffle's knife, the cuts she managed to make across his body once more regenerating almost as quickly as she could execute them. Managing to maneuver himself behind Papaya, Khoshai floated up into the air, his tail igniting to life with fuchsia energy.
His tail gleaming with fuschia electrical energy, one, smooth movement of his tail sent a powerful thin, sharp wave of purple colored Ki crashing forward. The rather dense waves of Ki cut through the ground, burrowing rifts in the ground as it moved to cut Papaya right down the middle.
Post Count: 3 | @cress BATTLE TRACKER
DEFENSIVE SUMMARY
Bonus Action Reactive: Khoshai uses Guard to halve the dmg of Enemy Attack I! -Enemy Attack I hits Khoshai for 27 dmg! Halved to 13! Indomitable + Edge reduces dmg to 7! Reduced to 0 with toughness! Gain a stack of Endure! -Enemy Attack II hits Khohsai for 10 dmg! Indomitable + Edge reduces dmg to 4! Absorbed with toughness! At-Will: Khoshai uses Resolve to regain 11 Ki! -Khoshai suffers 5 status dmg from Virus! -Khoshai suffers 3 status dmg from Burn!
OFFENSIVE SUMMARY
At-Will: Khoshai uses 2 Energy Constructs to add a d6 to 2 attacks! At-Will: Khoshai uses Martial Arts Gi to increase his acc by 15 and dmg tier by 1 for 2 attacks! At-Will: Khoshai trades in 4 stacks of Focus to use Condense as an At-Will! At-Will: Khoshai uses Guile to add "Piercing" to Condensed Super Standard Action: Khoshai uses Innocence Cannon against Lute! Standard Action: Khoshai uses Blitz to launch two basic attacks against Null!
Bonus Action: Majin Regeneration (Guard)- As a bonus action negate half the damage from one non-critical attack that hit you. |-5 Ki
At-Will: Limitless Power (Resolve)- As an at-will action you recover 1 ki per 1 point of toughness spent during your turn to reduce damage.
At-Will: Wild Fighter (Energy Constructs)- Khoshai uses 2 Energy Constructs to add a d6 to 2 attacks!
At-Will: Power of the Majin (Guile)- As an at-will action you add a second (and different) major effect onto one Super Attack during your turn.
At-Will: Focus Stacks: Condense- As a standard action one Super Attack during your turn adds two extra damage dice. A condensed attack cannot be avoided through Rapid Movement or have its damage negated by Guard. | -5 Ki
At-Will: Big Time Brawler (Martial Arts Gi)- As an at-will action two attacks of choice during your turn add 15 to their accuracy and boost their damage tier by 1.
At-Will: Wild Card (Blitz)- As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
Standard Action: Innocence Cannon [Condensed, Vicious, Guile, Martial Arts Gi]
Effect- Charging Major, Piercing Major Ki Cost - 10 Ki Acc - Ty7OYQH61d100+70 Dmg - 5d12+5 OR 5d12+5
Standard Action 2a: Innocence Cannon (Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+60 Dmg - 1d12+1
Energy Constructs: 1d6
Standard Action 2b: Innocence Cannon (Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+45 Dmg - 1d12
Energy Constructs: 1d6
ACTIVE EFFECTS
23/45 Toughness Edge II Measured Vicious 0/4 Focus 2/3 Endure 22/50 Resolve Diseased (2 turns remaining) Burned (1 turn remaining)
FIGHTING STYLE
Analytical Special Skill: Guile- As an at-will action you add a second (and different) major effect onto one Super Attack during your turn.
TRAITS
Blitz- As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn. Resolve- As an at-will action you recover 1 ki per 1 point of toughness spent during your turn to reduce damage. Indomitable - As a passive effect you negate 4 damage taken from every Super Attack and 2 damage from every Basic Attack that hits you. Endure- As a passive effect if you lose at least 5 HP or toughness during your turn you get one stack Endure. As a reactive at-will you can spend three stacks of Endure to give you 15 toughness. Max of three stacks at a time. Grit- As a passive effect while under half max HP you add 15 to accuracy to all attacks.
TRANSFORMATIONS
Time to Play! (Tier 1) - As a bonus action you assume this form for the duration and gain x3 base PL. Lasts until you power down, reach 0 Ki or 0 HP.
Perks: Measured, Vicious
Now I’m Angry! (Tier 2)- As a bonus action you assume this form for the duration and gain x6 base PL. Lasts until you power down, reach 0 Ki or 0 HP.
Perks: Measured, Vicious, Stubborn
EQUIPMENT
-Martial Arts Gi -Headband -Senzu Bean (1/1 use remaining) -*Tree of Might Fruit* (1/1 use remaining)
OTHER ITEMS
War Cruiser - Lets you call down a bombardment as an at-will action, once per battle. The bombardment deals 3d4 damage to all foes. (0/1 use remaining)
SUPER ATTACKS
Innocence Cannon (Signature Rank III) - Barrage | Charging
TECHS
-Sonic Sway III (1/1 Use Remaining) -Aura Guard III (2/2 uses Remaining) -Energy Shield III (0/1 use Remaining) - Energy Constructs III (0/1 uses Remaining) - Mend III (1/1 use remaining) -Deflect III (1/2 uses remaining) -Psychic Powers III (Unlimited) -Hypnosis III (2/2 uses remaining) -Afterimage III (1/1 use remaining)
LEGENDARY
-Perfect Barrier III (0/1 use remaining) -Dimensional Rift III (2/2 uses remaining)
CURRENT PL: 1,237,068 HP: 85/90 | KI: 67/100 | DEF: 50 | DMG DIE: d12 | ACC: +45 1d100+70·5d12+5·5d12+5·1d100+60·1d12+1·1d6·1d100+45·1d12·1d6
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Post by Deleted on Mar 15, 2019 17:00:01 GMT -5
Once again, her attacks should have been devastating. Any other foe would have been incapacitated or worse. Papaya was used to dealing with enemies in the most violent and efficient fashion imaginable. Lengthy fights neither amused nor benefited her. The longer an engagement went, the more opportunities for her to make a mistake. Or for her enemy to get lucky. She frowned as Khoshai regenerated from his injuries. He escaped her clutches, flying high into the air, out of her reach. Before she could activate her propulsion boots and head up in pursuit, his tail flashed a dangerous hint of color. She could almost feel the dense, volatile energy Khoshai gathered there. She ducked and rolled to the side as the wild energy lanced across the arena, slicing the very floor in two. Rising to one knee, she stared at the smoldering gash that pockmarked the ring. "These floors are built with reinforced katchin. The fact you could so effortlessly damage it..." A smirk tugged at her lips. "I might almost enjoy this, if I didn't need to defeat you, and soon." She dropped her knife to the ground. It was useless. Several tiny katchin rods slid from both of her wrists. Designed to gather ambient ki and mingle it with her own, Papaya planted both feet firmly, raising her gun in both hands, aiming it at Kho. A large orb of energy formed at the tip of the weapon, bolstered by the gathering of ambient ki left over from Khoshai's own attack. It grew and grew, sparks of electricity lancing across the blue orb. It was a dangerous collection of energy. If Khoshai dodged, it could very well take out the arena roof. That was the plan. "Blitzkrieg." She fired the massive beam as it barreled across the expanse, a spiraling blast of destruction seeking to wipe the Majin out! BATTLE TRACKER DEFENSE PHASE. Majin Khoshai Attack 1: Papaya 50 Def vs Majin Khoshai 147 = Hit! 27 dmg. Deflect (Bonus) reduces to 14. Indomitable reduces to 10. Toughness (Piercing) reduces to 0. Attack 2: Papaya 50 Def vs Majin Khoshai 80 = Hit! 10 dmg. Guard (At Will) reduces to 5. Indomitable reduces to 3. Attack 3: Papaya 50 Def vs Majin Khoshai 55 = Hit! 4 dmg. Total damage dealt = 7
OFFENSE PHASE. At-Will: - Endure. Max stacks gain. Spend 3 stacks, gain 15 toughness. Counter reset. At-Will: - Resolve. Gain 20 ki.
Standard Action: - Blitzkrieg (Condense). Add 2 extra dmg dice to Standard Attack #2.
Standard Action: - Blitzkrieg - Condensed Single, Charging, Burn, Rush. qdsEG5C|1d100+45 for atk. 4d12+12 or 4d12+12 for dmg. 1d100 for burn. Rush deals 2 direct damage if misses or avoided.
EFFECTS. Endure: 0/3 Resolve: 30/50 Toughness: 45/60
FIGHTING STYLE. COURAGE: Start each battle with 15 toughness. METTLE: Guard technique is an at-will action. Intercept an unlimited number of times.
TRAITS. ENDURE: Lose at least 5 HP or toughness, gain one stack. Spend 3 stacks, gain 15 toughness. GRIT: Under half max HP, gain 15 to accuracy to all attacks. INDOMITABLE: Negate 4 damage taken from every Super Attack and 2 damage from every Basic Attack. RESOLVE: Recover 1 ki per 1 point of toughness spent during your turn to reduce damage. RUSH: Add to one single-type Super Attack. If it misses, deals direct damage equal to lowest damage die. Inflicts status effect on roll of 50 or less if misses.
TRANSFORMATION PERKS. EMBOLDENED: When transformed, gain an additional +100% base PL (T1 is x4, T2 is x7, and T3 is x10.) MALICIOUS: Your damage tier increases by 1 with Super Attacks while in the transformation. EQUIPMENT. MARTIAL ARTS GI: Two attacks of choice add 15 to their accuracy and boost their damage tier by 1. KAI WEIGHTS: Gives 25 extra PL per post or 200 words in adventures. Gain an extra 200 PL when using MP to train.
VIRUS: 50% chance to inflict Diseased. Diseased deals 1 status damage for each at-will action they use for the duration. 1 use. SENZU BEAN: Restore 20 HP and 20 ki to self or a comrade. 1 use.
WAR CRUISER: Deal 3d4 direct dmg to all foes. 1 use.
DEFENSE/UTILITY TECHS. AFTER IMAGE: Avoid two non-critical attacks that would have hit you during your turn. 1 use. Rank 3. 10 ki. AURA GUARD: Gain immunity to non-special status effects and negate the damage bonus from critical hits during your turn. 1 use. Rank 3. 5 ki. CLASH: Avoid all but the highest rolled damage die from a non-critical attack. Deal the highest damage die back to the attacker as direct damage. 1 use. Rank 3. 10 ki. DEFLECT: Negate half the damage from two attacks that hit you during your turn (even critical hits.) 1 use. Rank 3. 10 ki.
ENERGY SHIELD: Gain 20 toughness. 1 use. Rank 3. 5 ki. LAST STAND: Racial trait. Gain an additional Standard Action on the turn after HP falls below 1/4 HP. 1 use. MEND: Restore 15 HP to self or a comrade. Rank 3. 0 ki. SOLAR FLARE: 60% chance to inflict the Blind status. 2 stacks of Blind. Upon hit, deals a 1d8 worth of direct damage. 2 uses. Rank 3. 5 ki.
SONIC SWAY: Avoid all damage dice that roll a natural 8 or lower. No damage equals fully avoided. 1 use. Rank 3. 5 ki. ATTACK TECHS. BLITZKRIEG: Single, Charging, Burn. Rank 3. 5 ki.
LEGENDARY TECHS.
PERFECT BARRIER: You and a comrade gain 25 toughness. Rank 3. 10 ki.
PL: 590,272 (147,568) HP: 54/90 | KI: 70/100 | DEF: 50 | ACC: 45+ (Martial Arts Gi) | DMG DIE: d12+3 (Martial Arts Gi, Malicious)
1d100+45·4d12+12·4d12+12·1d100
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Post by Doctor Kaijin Vex on Mar 16, 2019 2:10:23 GMT -5
The blast was rather impressive. A massive energy wave that ripped across air with such a ferocity that it raised the temperature of their surroundings by a generous few degrees. As Papaya released the energized orb towards Khoshai, the boy couldn't help but widen his eyes in surprise. Not because he was aware of such pure, destructive potential, but simply because he was amazed at how pretty the colors looked meshed together like that. But alas, things that were pretty couldn't last. Grunting, Khoshai's tail flashed in front of him again, and once more the child released a powerfully dense, yet thin wave of energy bursting forth from his tail, the thin sliver of energy slicing right down the middle of the energy sphere, effectively destabilizing the integrity of the energy sphere and causing it to break apart at the foundation, prematurely detonating, bathing the arena in blue light as the heat washed across the arena in waves.
"Woo, sooo pretty...." Khoshai marveled as sparkles of sapphire light sprinkled down upon the battlefield, the last few dying embers from the massive energy discharge, the likes of which Khoshai poked with his pointer finger, giggling as it broke into smaller sparkles. While he was distracted playing with the sparkles of light, his tail swished to and fro lazily, energy coalescing into his tail once more. Interestingly enough, the child was seemingly totally focused on something else, while idly attacking Papaya still. Suddenly, his tail would swish quite violently to one direction in a horizontal motion, releasing a horizontal jet of thin purple energy towards the Tuffle Warrior. Several more swishes of the tail would reveal several similar sized jets of energy, slicing through air as they made their way to reduce Papaya to a julienne form.Post Count: 4 | @cress BATTLE TRACKER
DEFENSIVE SUMMARY
Bonus Action Reactive: Khoshai uses Afterimage to avoid the Condensed Super! 2 direct dmg suffered! -Khoshai suffers 3 status dmg from Virus! -Khoshai suffers 3 status dmg from Burn! Endure stack gained! At-Will: Khoshai trades 3 stacks of Endure for 15 toughness!
OFFENSIVE SUMMARY
At-Will: Khoshai uses Martial Arts Gi to increase his acc by 15 and dmg tier by 1 for 2 attacks! Standard Action: Khoshai uses a basic attack against Null! Standard Action: Khoshai uses Blitz to launch two basic attacks against Null!
Bonus Action: Dimensional Gash (Afterimage)- As a bonus action you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement technique. -10 Ki
At-Will: Elastic Body (Endure)- As a reactive at-will you can spend three stacks of Endure to give you 15 toughness.
At-Will: Big Time Brawler (Martial Arts Gi)- As an at-will action two attacks of choice during your turn add 15 to their accuracy and boost their damage tier by 1.
At-Will: Wild Card (Blitz)- As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
Standard Action: Dimensional Gash (Basic Attack)
Ki Cost - 0 Ki Acc - vEptZIyc1d100+60 Dmg - 1d12+1
Standard Action 2a: Dimensional Gash (Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+60 Critical! Dmg - 1d12+1 +7= 14 total dmg!
Standard Action 2b: Dimensional Gash (Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+45 Dmg - 1d12
ACTIVE EFFECTS
38/60 Toughness Edge II Measured Vicious 2/4 Focus 0/3 Endure 22/50 Resolve Diseased (1 turn remaining)
FIGHTING STYLE
Analytical Special Skill: Guile- As an at-will action you add a second (and different) major effect onto one Super Attack during your turn.
TRAITS
Blitz- As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn. Resolve- As an at-will action you recover 1 ki per 1 point of toughness spent during your turn to reduce damage. Indomitable - As a passive effect you negate 4 damage taken from every Super Attack and 2 damage from every Basic Attack that hits you. Endure- As a passive effect if you lose at least 5 HP or toughness during your turn you get one stack Endure. As a reactive at-will you can spend three stacks of Endure to give you 15 toughness. Max of three stacks at a time. Grit- As a passive effect while under half max HP you add 15 to accuracy to all attacks.
TRANSFORMATIONS
Time to Play! (Tier 1) - As a bonus action you assume this form for the duration and gain x3 base PL. Lasts until you power down, reach 0 Ki or 0 HP.
Perks: Measured, Vicious
Now I’m Angry! (Tier 2)- As a bonus action you assume this form for the duration and gain x6 base PL. Lasts until you power down, reach 0 Ki or 0 HP.
Perks: Measured, Vicious, Stubborn
EQUIPMENT
-Martial Arts Gi -Headband -Senzu Bean (1/1 use remaining) -*Tree of Might Fruit* (1/1 use remaining)
OTHER ITEMS
War Cruiser - Lets you call down a bombardment as an at-will action, once per battle. The bombardment deals 3d4 damage to all foes. (0/1 use remaining)
SUPER ATTACKS
Innocence Cannon (Signature Rank III) - Barrage | Charging
TECHS
-Sonic Sway III (1/1 Use Remaining) -Aura Guard III (2/2 uses Remaining) -Energy Shield III (0/1 use Remaining) - Energy Constructs III (0/1 uses Remaining) - Mend III (1/1 use remaining) -Deflect III (1/2 uses remaining) -Psychic Powers III (Unlimited) -Hypnosis III (2/2 uses remaining) -Afterimage III (0/1 use remaining)
LEGENDARY
-Perfect Barrier III (0/1 use remaining) -Dimensional Rift III (2/2 uses remaining)
CURRENT PL: 1,237,068 HP: 77/90 | KI: 57/100 | DEF: 50 | DMG DIE: d12 | ACC: +45 1d100+60·1d12+1·1d100+60·1d12+1·1d100+45·1d12
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Post by Deleted on Mar 18, 2019 19:12:52 GMT -5
Conventional weapons didn't work. Neither did ki-powered weapons. And on top of that, energy blasts weren't very effective. The durability of the Majin made this a most interesting conflict. Papaya didn't mind so much. It gave her an opportunity to approach in a more strategic manner. If this were a sanctioned mission by Tuffle High Command, she would already be compromised in some fashion. Her assassinations lasted no more than a few minutes, seconds at best. This far exceeded expectations. She would need to report all of her findings here. For now, the sample was top priority. Papaya dashed forward in the wake of her own destroyed blast to catch the distracted child off guard. Even so, his tail acted with a will of its own, unleashing several razor thin slashes of energy at her. She had yet to use Panzer Rush to its full potential. Now was as good a time as any to showcase its ability. Veins protruded from her limbs, amplifying her speed and agility. She dashed between most of the slashes, though one or two managed to cut her. She sprung into the air, flying high enough to reach the Majin child without the aid of her propulsion boots. Drawing her knees to her chest, Papaya grunted as she kicked out with both feet, seeking to plant them hard into the Majin's back and send him hurtling toward the ground. Fighting in the air had never really been her thing. BATTLE TRACKER DEFENSE PHASE. Majin Khoshai Attack 1: Papaya 50 Def vs Majin Khoshai 62 = Hit! 4 dmg. Indomitable reduces to 2. Attack 2: Papaya 50 Def vs Majin Khoshai 160 = Hit! 14 dmg. Aura Guard (Bonus) reduces to 7. Indomitable reduces to 5. Toughness reduces to 1. Attack 3: Papaya 50 Def vs Majin Khoshai 119 = Hit! 8 dmg. Guard (At Will) reduces to 4. Indomitable reduces to 2. Total damage dealt = 5
OFFENSE PHASE. At-Will: - Endure. Gain one stack. At-Will: - Resolve. Gain 4 ki. Standard Action: - Crushing Dropkick (Blitzkrieg) - Condensed Single, Charging, Burn, Rush. naMIH4eg1d100+45 for atk. 2d12+6 or 2d12+6 for dmg. 1d100 for burn. Rush deals 5 direct damage if misses or avoided. Standard Action: - Blitzkrieg - Single, Charging, Burn. 1d100+45 for atk. 2d12+6 or 2d12+6 for dmg. 1d100 for burn.
EFFECTS. Endure: 1/3 Resolve: 34/50 Toughness: 41/60
FIGHTING STYLE. COURAGE: Start each battle with 15 toughness. METTLE: Guard technique is an at-will action. Intercept an unlimited number of times.
TRAITS. ENDURE: Lose at least 5 HP or toughness, gain one stack. Spend 3 stacks, gain 15 toughness. GRIT: Under half max HP, gain 15 to accuracy to all attacks. INDOMITABLE: Negate 4 damage taken from every Super Attack and 2 damage from every Basic Attack. RESOLVE: Recover 1 ki per 1 point of toughness spent during your turn to reduce damage. RUSH: Add to one single-type Super Attack. If it misses, deals direct damage equal to lowest damage die. Inflicts status effect on roll of 50 or less if misses.
TRANSFORMATION PERKS. EMBOLDENED: When transformed, gain an additional +100% base PL (T1 is x4, T2 is x7, and T3 is x10.) MALICIOUS: Your damage tier increases by 1 with Super Attacks while in the transformation. EQUIPMENT. MARTIAL ARTS GI: Two attacks of choice add 15 to their accuracy and boost their damage tier by 1. KAI WEIGHTS: Gives 25 extra PL per post or 200 words in adventures. Gain an extra 200 PL when using MP to train.
VIRUS: 50% chance to inflict Diseased. Diseased deals 1 status damage for each at-will action they use for the duration. 1 use. SENZU BEAN: Restore 20 HP and 20 ki to self or a comrade. 1 use.
WAR CRUISER: Deal 3d4 direct dmg to all foes. 1 use.
DEFENSE/UTILITY TECHS. AFTER IMAGE: Avoid two non-critical attacks that would have hit you during your turn. 1 use. Rank 3. 10 ki.
AURA GUARD: Gain immunity to non-special status effects and negate the damage bonus from critical hits during your turn. 1 use. Rank 3. 5 ki. CLASH: Avoid all but the highest rolled damage die from a non-critical attack. Deal the highest damage die back to the attacker as direct damage. 1 use. Rank 3. 10 ki. DEFLECT: Negate half the damage from two attacks that hit you during your turn (even critical hits.) 1 use. Rank 3. 10 ki.
ENERGY SHIELD: Gain 20 toughness. 1 use. Rank 3. 5 ki. LAST STAND: Racial trait. Gain an additional Standard Action on the turn after HP falls below 1/4 HP. 1 use. MEND: Restore 15 HP to self or a comrade. Rank 3. 0 ki. SOLAR FLARE: 60% chance to inflict the Blind status. 2 stacks of Blind. Upon hit, deals a 1d8 worth of direct damage. 2 uses. Rank 3. 5 ki.
SONIC SWAY: Avoid all damage dice that roll a natural 8 or lower. No damage equals fully avoided. 1 use. Rank 3. 5 ki. ATTACK TECHS. BLITZKRIEG: Single, Charging, Burn. Rank 3. 5 ki.
LEGENDARY TECHS.
PERFECT BARRIER: You and a comrade gain 25 toughness. Rank 3. 10 ki.
PL: 590,272 (147,568) HP: 49/90 | KI: 49/100 | DEF: 50 | ACC: 45+ (Martial Arts Gi) | DMG DIE: d12+3 (Martial Arts Gi, Malicious)
1d100+45·2d12+6·2d12+6·1d100·1d100+45·2d12+6·2d12+6·1d100
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Post by Doctor Kaijin Vex on Mar 19, 2019 18:42:30 GMT -5
He really had to start paying more attention during fights. If he had, perhaps he wouldn't get hit so often. However, he was merely a child, and a Majin child at that. His attention span, and natural curiosity of the world, often led him astray, and as a result, punished severely in the heat of battle for his lack of care. Nonetheless, it was nothing he could not bounce back from. As Papaya drilled her feet into Khoshai's back, she could actually feel his body shifting around the impact force, absorbing part of the shock as Khoshai's malleable body bent before being shot forward, the boy rolling back to the floor of the arena, tumbling for quite a few minutes before slowing to a stop. Alas, such an attack could hardly stop Khoshai, as moments later, the child rose to his feet, his body rearranging itself until it was back into pristine condition, the vibrant pink flesh practically radiating with energy. Some arcane form of magic was at work here, the likes of it allowing Khoshai to repair the damage being dealt to him. While it wasn't an indefinite technique, for the magic was directly tied to the boy's stamina, it was a rather annoying way of protecting the Majin race from destruction, by endlessly reforming. "Nyah Nyah Nyah Nyah Nyah!" Khoshai taunted playfully, before dissolving into giggles. He truly was a special one. Despite literally being pummeled and thrown across the arena, he still kept coming back, practically bouncing for more and giggling all the while. This was all a game to him, and one that he was having a lot of fun with. Building Ki up in the throat, white, ethereal like apparitions began to spill forth from Khoshai's lips, forming little clumps of ghostly flesh, if one could even call it that, before solidifying into mini ghost-like clones of Khoshai! The ghosts immediately erupted in the same cackling laughter as the child himself as he jumped around, introducing himself to each of his Kamikaze Ghosts, who greeted him in turn, without touching him, of course. "Hi I'm Khoshai! Nice to meet you!" He greeted to each one, before he looked back to Papaya "Now! Get her!" Khoshai said, before several of the collection of Kamikaze clones shot off to hone in our their target, all of them seeking to make contact with Papaya in some way, either by grabbing onto her, or by the Tuffle herself trying to attack them, only to be greeted with a sweet surprise. Either one worked. However, once they did make contact with her, the ghosts would explode in a grand show of deadly fireworks. Post Count: 5 | @cress BATTLE TRACKER
DEFENSIVE SUMMARY
Bonus Action: Khoshai uses Guard against Super Attack #1! Damage Halved! -Enemy Attack I hits Khoshai for 20 dmg! Halved to 10! Indomitable + Edge reduces dmg to 4! Absorbed with toughness! -Enemy Attack I hits Khoshai for 16 dmg! Reduced to 10 with Indomitable + Edge! Absorbed with toughness! Gain a stack of Endure! -Khoshai suffers 5 status dmg from Virus! At-Will: Khoshai uses Resolve to regain 14 Ki!
OFFENSIVE SUMMARY
At-Will: Khoshai uses Martial Arts Gi to increase his acc by 15 and dmg tier by 1 for 2 attacks! At-Will: Khoshai trades in 4 stacks of Focus to use Condense as an At-Will! At-Will: Khoshai uses Guile to add "Piercing" to Condensed Super Standard Action: Khoshai uses Innocence Cannon against Null! Standard Action: Khoshai uses Blitz to launch two basic attacks against Null!
Bonus Action Reactive: Majin Regeneration (Guard)- As a bonus action negate half the damage from one non-critical attack that hit you. |-5 Ki
At-Will: Limitless Power (Resolve)- As an at-will action you recover 1 ki per 1 point of toughness spent during your turn to reduce damage.
At-Will: Power of the Majin (Guile)- As an at-will action you add a second (and different) major effect onto one Super Attack during your turn.
At-Will: Focus Stacks: Condense- As a standard action one Super Attack during your turn adds two extra damage dice. A condensed attack cannot be avoided through Rapid Movement or have its damage negated by Guard. | -5 Ki
At-Will: Big Time Brawler (Martial Arts Gi)- As an at-will action two attacks of choice during your turn add 15 to their accuracy and boost their damage tier by 1.
At-Will: Wild Card (Blitz)- As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
Standard Action: Super Ghost Kamikaze Attack (Innocence Cannon) [Condensed, Vicious, Guile, Martial Arts Gi]
Effect- Charging Major, Piercing Major Ki Cost - 10 Ki Acc - crn9ms8V1d100+70 Dmg - 5d12+5 OR 5d12+5
Standard Action 2a: Super Ghost Kamikaze Attack (Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+60 Dmg - 1d12+1
Standard Action 2b: Super Ghost Kamikaze Attack (Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+45 Dmg - 1d12
ACTIVE EFFECTS
24/60 Toughness Edge II Measured Vicious 0/4 Focus 1/3 Endure 36/50 Resolve
FIGHTING STYLE
Analytical Special Skill: Guile- As an at-will action you add a second (and different) major effect onto one Super Attack during your turn.
TRAITS
Blitz- As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn. Resolve- As an at-will action you recover 1 ki per 1 point of toughness spent during your turn to reduce damage. Indomitable - As a passive effect you negate 4 damage taken from every Super Attack and 2 damage from every Basic Attack that hits you. Endure- As a passive effect if you lose at least 5 HP or toughness during your turn you get one stack Endure. As a reactive at-will you can spend three stacks of Endure to give you 15 toughness. Max of three stacks at a time. Grit- As a passive effect while under half max HP you add 15 to accuracy to all attacks.
TRANSFORMATIONS
Time to Play! (Tier 1) - As a bonus action you assume this form for the duration and gain x3 base PL. Lasts until you power down, reach 0 Ki or 0 HP.
Perks: Measured, Vicious
Now I’m Angry! (Tier 2)- As a bonus action you assume this form for the duration and gain x6 base PL. Lasts until you power down, reach 0 Ki or 0 HP.
Perks: Measured, Vicious, Stubborn
EQUIPMENT
-Martial Arts Gi -Headband -Senzu Bean (1/1 use remaining) -*Tree of Might Fruit* (1/1 use remaining)
OTHER ITEMS
War Cruiser - Lets you call down a bombardment as an at-will action, once per battle. The bombardment deals 3d4 damage to all foes. (0/1 use remaining)
SUPER ATTACKS
Innocence Cannon (Signature Rank III) - Barrage | Charging
TECHS
-Sonic Sway III (1/1 Use Remaining) -Aura Guard III (2/2 uses Remaining) -Energy Shield III (0/1 use Remaining) - Energy Constructs III (0/1 uses Remaining) - Mend III (1/1 use remaining) -Deflect III (1/2 uses remaining) -Psychic Powers III (Unlimited) -Hypnosis III (2/2 uses remaining) -Afterimage III (0/1 use remaining)
LEGENDARY
-Perfect Barrier III (0/1 use remaining) -Dimensional Rift III (2/2 uses remaining)
CURRENT PL: 1,237,068 HP: 72/90 | KI: 51/100 | DEF: 50 | DMG DIE: d12 | ACC: +45 1d100+70·5d12+5·5d12+5·1d100+60·1d12+1·1d100+45·1d12
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Post by Deleted on Mar 20, 2019 8:52:49 GMT -5
| KHOSHAI & PAPAYA TAG | OUTFIT modified tuffle uniform | POSTS 1 / 6 | NOTES n/a |
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et again, her attack seemed not to phase the Majin child. Papaya was no fool. She understood the nature of combat, the nuances and details of taking and dealing damage. Though Khoshai treated it all like a game, he was starting to bounce back slower than before, his body sporting cuts and bruises that healed slower than before. She smirked, dropping to the ground and squatting on the balls of her feet as she waited to determine her next course of action. Something strange happened. Khoshai spewed forth what appeared to be ghostlike apparitions of himself? Papaya frowned, sensing the volatile energy coiled up inside each one. Each seemed more childish than the last, if such a feat were possible considering Khoshai's extreme immaturity, but there was no mistake to be had. He commanded the ghosts to attack her, and attack her they did. Her propulsion boots kicked to life, sending her skirting back and forth, dodging and weaving their clasping fingers. Skidding to a halt, all four surrounded her, cornering her like a rabbit. Or so they believed. As they all rushed in to sandwich her, she leaped into the air at the very last possible second. It triggered a massive explosion, the heat and shockwave of it burning her legs. She winced, allowing the resulting dispersion of energy to propel her like a rocket straight at Khoshai once again. She balled her fist, cocked back her arm, and once in striking distance, drilling a vicious right hook across the boy's nose. "You're beginning to irritate me. Either fight me yourself, or forfeit." BATTLE TRACKER DEFENSE PHASE. Majin Khoshai Attack 1: Papaya 50 Def vs Majin Khoshai 147 = Hit! 46 dmg. Dodged via After Image. Attack 2: Papaya 50 Def vs Majin Khoshai 75 = Hit! 7 dmg. Dodged via After Image. Attack 3: Papaya 50 Def vs Majin Khoshai 59 = Hit! 8 dmg. Indomitable reduces to 6 dmg. Total damage dealt = 6
OFFENSE PHASE. At-Will: - Endure. Gain one stack. At-Will: - Grit. +15 to accuracy. Bonus: - Vicious Haymaker (Solar Flare) - 60% chance to inflict Blind. ADPDS0ws1d100 for blind. 1d8 for direct dmg. Standard Action: - Condense. Add 2 dmg die to Standard Action #2. Standard Action: - Vicious Haymaker (Blitzkrieg) - Condensed Single, Charging, Burn, Rush. 1d100+60 for atk. 4d12+12 or 4d12+12 + 10 = 51 for dmg. 1d100 for burn. Rush deals 4 direct damage if misses or avoided.
EFFECTS. Endure: 2/3 Resolve: 34/50 Toughness: 41/60
FIGHTING STYLE. COURAGE: Start each battle with 15 toughness. METTLE: Guard technique is an at-will action. Intercept an unlimited number of times.
TRAITS. ENDURE: Lose at least 5 HP or toughness, gain one stack. Spend 3 stacks, gain 15 toughness. GRIT: Under half max HP, gain 15 to accuracy to all attacks. INDOMITABLE: Negate 4 damage taken from every Super Attack and 2 damage from every Basic Attack. RESOLVE: Recover 1 ki per 1 point of toughness spent during your turn to reduce damage. RUSH: Add to one single-type Super Attack. If it misses, deals direct damage equal to lowest damage die. Inflicts status effect on roll of 50 or less if misses.
TRANSFORMATION PERKS. EMBOLDENED: When transformed, gain an additional +100% base PL (T1 is x4, T2 is x7, and T3 is x10.) MALICIOUS: Your damage tier increases by 1 with Super Attacks while in the transformation. EQUIPMENT. MARTIAL ARTS GI: Two attacks of choice add 15 to their accuracy and boost their damage tier by 1. KAI WEIGHTS: Gives 25 extra PL per post or 200 words in adventures. Gain an extra 200 PL when using MP to train.
VIRUS: 50% chance to inflict Diseased. Diseased deals 1 status damage for each at-will action they use for the duration. 1 use. SENZU BEAN: Restore 20 HP and 20 ki to self or a comrade. 1 use.
WAR CRUISER: Deal 3d4 direct dmg to all foes. 1 use.
DEFENSE/UTILITY TECHS.
AFTER IMAGE: Avoid two non-critical attacks that would have hit you during your turn. 1 use. Rank 3. 10 ki.
AURA GUARD: Gain immunity to non-special status effects and negate the damage bonus from critical hits during your turn. 1 use. Rank 3. 5 ki. CLASH: Avoid all but the highest rolled damage die from a non-critical attack. Deal the highest damage die back to the attacker as direct damage. 1 use. Rank 3. 10 ki. DEFLECT: Negate half the damage from two attacks that hit you during your turn (even critical hits.) 1 use. Rank 3. 10 ki.
ENERGY SHIELD: Gain 20 toughness. 1 use. Rank 3. 5 ki. LAST STAND: Racial trait. Gain an additional Standard Action on the turn after HP falls below 1/4 HP. 1 use. MEND: Restore 15 HP to self or a comrade. Rank 3. 0 ki. SOLAR FLARE: 60% chance to inflict the Blind status. 2 stacks of Blind. Upon hit, deals a 1d8 worth of direct damage. 1 use. Rank 3. 5 ki.
SONIC SWAY: Avoid all damage dice that roll a natural 8 or lower. No damage equals fully avoided. 1 use. Rank 3. 5 ki. ATTACK TECHS. BLITZKRIEG: Single, Charging, Burn. Rank 3. 5 ki.
LEGENDARY TECHS.
PERFECT BARRIER: You and a comrade gain 25 toughness. Rank 3. 10 ki.
PL: 590,272 (147,568) HP: 43/90 | KI: 29/100 | DEF: 50 | ACC: 60+ (Martial Arts Gi, Grit) | DMG DIE: d12+3 (Martial Arts Gi, Malicious) ISHY of THQ & ADOXOGRAPHY 1d100·1d8·1d100+60·4d12+12·4d12+12·1d100
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Post by Doctor Kaijin Vex on Mar 20, 2019 9:57:57 GMT -5
He was slowing down. That was the fact of the matter. The stamina of a Majin was never indefinite, and was tied to nearly everything they did. Their boundless energy, their regeneration, their call to magic, it was all based on their energy levels, and just how much they could bounce back from an attack. The boy's tremendously powerful energy blasts, paired with how often he abused his regeneration ability, took its' toll on the young boy. He had no control, no finesse. Sure, his technique had gotten better since he was first taken on by Tora, but he was far from being complete in that aspect.
Nevertheless, fatigue began to catch up to him, and the boy felt himself drifting off. Was this the place to take a nap? Most certainly not, but Khoshai's thought process and decision making was more akin to a Preschooler/Kindergartener than any elementary school aged child. He was tired, so he was going to take a nap right now. He felt his eyes fluttering, and beginning to close just as Papaya's fist plowed into his face, sending him flying back. The remaining Kamikaze Ghosts gasped in alarm and flew over to check on their "big brother", albeit not touching him, for fear of detonating themselves prematurely. Thankfully, Khoshai managed to stumble to his feet, his eyes drooping.
"S-Sl-Sleepy..." He muttered before his eyes closed fully. His soft snores a moment later, coupled with the accumulation of drool dripping from his mouth, signified that the Majin child was fully asleep (while standing up, mind you).
In the meantime, however, it was up to the Kamikaze Ghosts, in which there were six remaining, to pick up the slack. Four of them growled at the Tuffle Warrior. They hurt big brother, and they were going to pay for it. Leaving two behind to guard the sleeping boy, the four Kamikaze Ghosts shot forward, closing the gap between Khoshai and her in an instant, all of them ganging up on the Tuffle, grabbing her sleeve, arm, face etc.
And then detonating in a fiery magenta colored explosion a moment laterPost Count: 6 | @cress BATTLE TRACKER
DEFENSIVE SUMMARY
At-Will Reactive: Khoshai uses Aura Guard to negate crit bonus dmg! Bonus Action Reactive: Khoshai uses Deflect against Super Attack #1! Damage Halved! -Enemy Attack I hits Khoshai for 51 dmg! Negated to 41! Halved to 20! Reduced to 14 dmg with Indomitable + Edge! Absorbed with toughness! Gain a stack of Endure! At-Will: Khoshai uses Resolve to regain 14 Ki!
OFFENSIVE SUMMARY
At-Will: Khoshai uses Martial Arts Gi to increase his acc by 15 and dmg tier by 1 for 2 attacks! At-Will: Khoshai uses Guile to attach "Piercing" Major to Super! Standard Action: Khoshai uses Recuperate to regain 50 Ki! Standard Action: Khoshai uses Innocence Cannon against Null!
At-Will: Magical Protective Layer (Aura Guard)- As an at-will action you are immune to non-special status effects and negate the damage bonus from critical hits during your turn. | -5 Ki
Bonus Action Reactive: Majin Regeneration (Deflect)- As a bonus action you negate half the damage from two attacks that hit you during your turn (even criticals.) | -10 Ki
At-Will: Limitless Power (Resolve)- As an at-will action you recover 1 ki per 1 point of toughness spent during your turn to reduce damage.
At-Will: Power of the Majin (Guile)- As an at-will action you add a second (and different) major effect onto one Super Attack during your turn.
At-Will: Big Time Brawler (Martial Arts Gi)- As an at-will action two attacks of choice during your turn add 15 to their accuracy and boost their damage tier by 1.
Standard Action: Quick Nap (Recuperate)
Effect- Regain 50 Ki
Standard Action: Super Ghost Kamikaze Attack (Innocence Cannon) [Vicious, Guile, Martial Arts Gi]
Effect- Charging Major, Piercing Major Ki Cost - 10 Ki Acc - UD1JCBS_1d100+70 Dmg - 3d12+3 OR 3d12+3
ACTIVE EFFECTS
10/60 Toughness Edge II Measured Vicious 1/4 Focus 2/3 Endure 50/50 Resolve
FIGHTING STYLE
Analytical Special Skill: Guile- As an at-will action you add a second (and different) major effect onto one Super Attack during your turn.
TRAITS
Blitz- As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn. Resolve- As an at-will action you recover 1 ki per 1 point of toughness spent during your turn to reduce damage. Indomitable - As a passive effect you negate 4 damage taken from every Super Attack and 2 damage from every Basic Attack that hits you. Endure- As a passive effect if you lose at least 5 HP or toughness during your turn you get one stack Endure. As a reactive at-will you can spend three stacks of Endure to give you 15 toughness. Max of three stacks at a time. Grit- As a passive effect while under half max HP you add 15 to accuracy to all attacks.
TRANSFORMATIONS
Time to Play! (Tier 1) - As a bonus action you assume this form for the duration and gain x3 base PL. Lasts until you power down, reach 0 Ki or 0 HP.
Perks: Measured, Vicious
Now I’m Angry! (Tier 2)- As a bonus action you assume this form for the duration and gain x6 base PL. Lasts until you power down, reach 0 Ki or 0 HP.
Perks: Measured, Vicious, Stubborn
EQUIPMENT
-Martial Arts Gi -Headband -Senzu Bean (1/1 use remaining) -*Tree of Might Fruit* (1/1 use remaining)
OTHER ITEMS
War Cruiser - Lets you call down a bombardment as an at-will action, once per battle. The bombardment deals 3d4 damage to all foes. (0/1 use remaining)
SUPER ATTACKS
Innocence Cannon (Signature Rank III) - Barrage | Charging
TECHS
-Sonic Sway III (1/1 Use Remaining) -Aura Guard III (1/2 uses Remaining) -Energy Shield III (0/1 use Remaining) - Energy Constructs III (0/1 uses Remaining) - Mend III (1/1 use remaining) -Deflect III (0/2 uses remaining) -Psychic Powers III (Unlimited) -Hypnosis III (2/2 uses remaining) -Afterimage III (0/1 use remaining)
LEGENDARY
-Perfect Barrier III (0/1 use remaining) -Dimensional Rift III (2/2 uses remaining)
CURRENT PL: 1,237,068 HP: 72/90 | KI: 90/100 | DEF: 50 | DMG DIE: d12 | ACC: +45 1d100+70·3d12+3·3d12+3
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Post by Deleted on Mar 20, 2019 12:25:43 GMT -5
| KHOSHAI & PAPAYA TAG | OUTFIT modified tuffle uniform | POSTS 1 / 7 | NOTES n/a |
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t sounded odd issuing from her throat. A discordant chuckle which bubbled into strange laughter, moreso as if Papaya were emulating it versus it being genuine. Seeing Khoshai fall asleep after such a powerful blow struck her as ridiculously amusing. So much so, she was almost willing to forfeit her purpose for this match. She doubled over, arms cradling her body as she laughed almost uncontrollably. In all her time of being a soldier, she'd never had an enemy fall asleep in the midst of it. So distracted she was, Papaya reacted poorly as the other Kamizake ghosts shot out at her. Instinct saw her raise her guard, yet the moment they brushed her skin with grasping fingers, the air was filled with violent explosions that enveloped her being. A huge cloud of dust filled the air, obscuring her from sight. The gasps of the watching crowd made it clear they did not expect her to survive. The dust began to settle, clearing enough to see that Papaya was indeed still on her feet, arms crossed in front of her. Her clothing was now in tatters, her exposed pale flesh glistening with sweat in the afternoon light. Pain wracked her body, but she forced herself to follow up, noting the Majin child was still asleep. Charging forward, she threw a vicious barrage of punches and kicks, each aimed for vital portions of his body to deliver maximum punishment. He'd awaken from a pleasant dream to a waking nightmare. Rearing her head back, Papaya drilled it forward with a loud grunt, seeking to plow her cranium into his own. A headbutt she once used to put down a grizzled Saiyan warrior of the fabled Oozaru Special Forces. BATTLE TRACKER DEFENSE PHASE. Majin Khoshai Attack 1: Papaya 50 Def vs Majin Khoshai 131 = Hit! 24 dmg. Guard (At Will) negates to 12 dmg. Toughness reduces to 0. Total damage dealt = 0
OFFENSE PHASE. At-Will: - Endure. Gain one stack. Max stacks reached. Spend 3 stacks for 15 toughness. Counter reset. At-Will: - Resolve. Regain 16 ki. Max ki regained. Bonus: - Pummeling Barrage (Solar Flare) - 60% chance to inflict Blind. uTu3x4oc1d100 for blind. 1d8 for direct dmg. Standard Action: - Condense. Add 2 dmg die to Standard Action #2. Standard Action: - Pummeling Barrage (Blitzkrieg) - Condensed Single, Charging, Burn, Rush. 1d100+60 for atk. 4d12+12 or 4d12+12 for dmg. 1d100 for burn. Success! Khoshai takes 3 status dmg for 2 turns! Rush deals 4 direct damage and Burn if misses or avoided.
EFFECTS. Endure: 0/3 Resolve: 50/50, max ki reached. Toughness: 32/60 Transformation: -2 ki
FIGHTING STYLE. COURAGE: Start each battle with 15 toughness. METTLE: Guard technique is an at-will action. Intercept an unlimited number of times.
TRAITS. ENDURE: Lose at least 5 HP or toughness, gain one stack. Spend 3 stacks, gain 15 toughness. GRIT: Under half max HP, gain 15 to accuracy to all attacks. INDOMITABLE: Negate 4 damage taken from every Super Attack and 2 damage from every Basic Attack.
RESOLVE: Recover 1 ki per 1 point of toughness spent during your turn to reduce damage. RUSH: Add to one single-type Super Attack. If it misses, deals direct damage equal to lowest damage die. Inflicts status effect on roll of 50 or less if misses.
TRANSFORMATION PERKS. EMBOLDENED: When transformed, gain an additional +100% base PL (T1 is x4, T2 is x7, and T3 is x10.) MALICIOUS: Your damage tier increases by 1 with Super Attacks while in the transformation. EQUIPMENT. MARTIAL ARTS GI: Two attacks of choice add 15 to their accuracy and boost their damage tier by 1. KAI WEIGHTS: Gives 25 extra PL per post or 200 words in adventures. Gain an extra 200 PL when using MP to train.
VIRUS: 50% chance to inflict Diseased. Diseased deals 1 status damage for each at-will action they use for the duration. 1 use. SENZU BEAN: Restore 20 HP and 20 ki to self or a comrade. 1 use.
WAR CRUISER: Deal 3d4 direct dmg to all foes. 1 use.
DEFENSE/UTILITY TECHS.
AFTER IMAGE: Avoid two non-critical attacks that would have hit you during your turn. 1 use. Rank 3. 10 ki.
AURA GUARD: Gain immunity to non-special status effects and negate the damage bonus from critical hits during your turn. 1 use. Rank 3. 5 ki. CLASH: Avoid all but the highest rolled damage die from a non-critical attack. Deal the highest damage die back to the attacker as direct damage. 1 use. Rank 3. 10 ki. DEFLECT: Negate half the damage from two attacks that hit you during your turn (even critical hits.) 1 use. Rank 3. 10 ki.
ENERGY SHIELD: Gain 20 toughness. 1 use. Rank 3. 5 ki. LAST STAND: Racial trait. Gain an additional Standard Action on the turn after HP falls below 1/4 HP. 1 use. MEND: Restore 15 HP to self or a comrade. Rank 3. 0 ki. SOLAR FLARE: 60% chance to inflict the Blind status. 2 stacks of Blind. Upon hit, deals a 1d8 worth of direct damage. 1 use. Rank 3. 5 ki.
SONIC SWAY: Avoid all damage dice that roll a natural 8 or lower. No damage equals fully avoided. 1 use. Rank 3. 5 ki. ATTACK TECHS. BLITZKRIEG: Single, Charging, Burn. Rank 3. 5 ki.
LEGENDARY TECHS.
PERFECT BARRIER: You and a comrade gain 25 toughness. Rank 3. 10 ki.
PL: 590,272 (147,568) HP: 43/90 | KI: 33/100 | DEF: 50 | ACC: 60+ (Martial Arts Gi, Grit) | DMG DIE: d12+3 (Martial Arts Gi, Malicious) ISHY of THQ & ADOXOGRAPHY 1d100·1d8·1d100+60·4d12+12·4d12+12·1d100
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