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Post by Doctor Kaijin Vex on Mar 11, 2019 17:56:09 GMT -5
Papaya Island was host to quite the plethora of tournaments, the arena brawl matches proving to make up quite the revenue for the host dojos. Typically in arenas such as this, the dojo that hosted typically pushed ahead their own warriors as a method of testing their prowess against warriors from across Earth. The same rang true for this tournament, a small time tournament ran by the Black Light Company, a small business that made its' revenue from running martial arts tournaments all day long, everyday, providing a constant center for people to challenge other fighters, as well as spectators to watch and enjoy the brawls and tests of strength. Attracting martial artists from across Earth, the Black Light tournaments were one of the biggest martial arts tournaments in the quadrant.
And today, Majin Khoshai had decided to make a re-appearance at what the boy considered his favorite arena to compete at. And boy, were the Black Light staff delighted to find that their favorite adolescent menace had returned for another go at their fighters for the evening. Majin Khoshai had built up a rather decent reputation for himself here, even without trying that hard. He was already known across several martial arts circles as the pupil of Tora no Seishin, but being known in association to someone, and being known for your own merit and skill, are two very different things, and the latter being much harder to achieve. Interestingly enough, while Khoshai's reputation was still overshadowed by his world famous master, the child had garnered quite the following, having beaten not only Tora himself, but a Super Saiyan by the name of Null, within the caged boundaries of this very arena. Not to mention several more fights that occurred after that grand win, that once more resulted in the child's victory. He had become more or less a local champion as a result, and when Khoshai entered that arena floor, what used to be hesitated cheers and a few claps, turned into raucous applause and whistling.
"ON ONE SIDE WE HAVE OUR JUNIOR CHAMPION! THE PINK MENACE! MAJIN KHOSHAI!" The announcer bellowed
That was him! 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 waved to each person in the crowd
"AND ON THE OTHER SIDE WE HAVE OUR NEWEST COMBATANT! PLEASE WELCOME OUR NEWEST MARTIAL ARTIST, LEGUME! GIVE HIM A BLACK LIGHT WELCOME!"
His opponent.
The crowd roared as the cage door opened to usher Legume in, for apparently a "Black Light welcome", was akin to screaming as loud as you possibly can. The crowd was ecstatic, to say the least. Many remembered the Super Saiyan warrior from his fantastic media debut in Shroomy's Invitational, in which he fought side by side with the Earth legend, Tora no Seishin himself. Like his partner, Legume's battle prowess and skill made his team even more popular than the actual victors of the match. Unfortunately, Khoshai had no idea who the man was, being hopelessly unaware to what a "Shroomy" even is. Nonetheless, Khoshai turned to face his opponent, his grin sustained all throughout. As he approached, he even offered the Futuristic Saiyan a small wave.
Hi, Mister! Legume is a pretty funny name, but you seem really strong! My name's Majin Khoshai, and lookie, I'm strong too!" Khoshai spat out rapid fire, the excitement of the moment getting to the small child as the words practically shot out of his mouth rapid fire. However, as he spread his arms out, his body was suddenly enveloped in a ferocious pink, sparkling aura. It was near dazzling in it's mystical looking, majestic fuchsia 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 the normal human 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.
"Are you ready, mister?"Post Count: 1 | LegumeBATTLE 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 T2! Measured, Vicious and Stubborn Traits active! Passive: Khoshai gains 3 toughness! Transformation drains 1 Ki!
Bonus Action: Mystic Aura (Energy Shield)- As a bonus action you gain 20 toughness. | -5 Ki
Bonus Action: Mystic Aura (Perfect Barrier)- As a bonus action you and a comrade gain 25 toughness. | -10 Ki
Bonus Action: Wanna Play a Game with Me? (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. Vicious, Stubborn and Measured Perks Active!
ACTIVE EFFECTS
48/48 Toughness Transformed Measured Vicious Stubborn 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: 2,474,172 HP: 90/90 | KI: 84/100 | DEF: 50 | DMG DIE: d12 | ACC: +45
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Post by Legume on Mar 12, 2019 7:41:24 GMT -5
Earth being one of the most advanced and notable places in the Galaxy of the past, instead of a complete and utter backwater more common in jokes about their inhabitants' uncouth behavior rather than anything of merit was still hard for Legume to bear. However, as time passed, he was slowly starting to accept it as simply a fact of life in this distant past. What happened in those forty millenia to shift Earth so massively? A million things could have. For now, the Super Saiyan chose to simply enjoy the moment of Earth's golden age.
For example, by travelling to Earth to participate in a tournament. This particular one, the Black Light tournament on Papaya Island, was hosted by a company by the same name - apparently, tournaments were profitable enough for a company to stay afloat solely from hosting them. Legume did not mind, however. When this is pretty much the only way he can make a living in the Galaxy, he's going to take it without questions.
As soon as he emerged from his quarters into the arena designated for his match, Legume, despite being a recent face on the Earthling tournament stage, was met with roaring and cheering crowds. Really, even Earth was catching wind of his fame? Who could have known that Shroomy's Invitational would be enough to have half of the Galaxy shower you with praise for months. Unless there was something else which Legume was unaware of. And his opponent was...
Oh god.
A Majin. A yet another Majin. Ala was already a pain to deal with when the two of them fought, having defeated the Super Saiyan handily, and barely after he got the time to absorb all the hard-earned lessons in what his fighting style needs from that match, he's thrusted into an another one? If the announcer is to be believed, his soon to be opponent's name was Khoshai, with the generic term "Majin" tacked on like for all members of his species. Thankfully, at least this one didn't seem to be on Ala's galaxy-shattering strength.
Legume pulled out his greatsword Vanity from its hilt on his back, then suddenly slammed the heavy weapon down to the arena, in sync with the Saiyan's instant golden transformation, the two events together releasing a powerful shockwave rolling across the arena. A classic transformation shockwave sequence which always seemed to get everyone's attention whenever Legume pulled it off.
"I'm more ready than ever." Legume laconically replied to Kho's overexcited question, then raised his greatsword, holding it up with both of his arms and keeping it in a horizontal, defensive stance, awaiting the Majin's first strike.
Defensive Phase
Defensive Techniques and Items Activated: Energy Shield
CHEWED UP BUBBLEGUM [ATTACK] - vs def - result [ATTACK] - vs def - result
Offensive Phase
Bonus Action: Super Saiyan (Transformation 1 - x3 PL, 0 ki per turn, 3 toughness per turn)
At-Will: Transformation Shockwave (War Cruiser III) - Deal 47a1Cyze3d4 direct damage to Kho. At-Will: Stubborn T1 - Gain 3 Toughness.
Standard Action 1: Saiyan Endurance (Energy Shield III), -5 ki, +20 Toughness
Standard Action 2: Reactive Time Skip (Paparapapa III), -10 ki, summon minion
At-Will: Adaptive Fighting Style (Patrol Uniform III) - +10 defense next turn
Passive Modifiers
Minion: Active
T1 ki drain: 0 per turn Talented usage: 0/1 uses Trinket usage: 0/1 uses Dark Nimbus usage: 0/1 uses Haste usage: 0/2 uses Recuperate ki recovered: 0/50 Resolve ki recovered: 0/50 War Cruiser usage: 1/1
Toughness: 23
Technique uses remaining:
Deflect: 0/2 Divination: 0/1 Sonic Sway: 0/1 Energy Shield: 1/1 Wild Sense: 0/1 Aura Guard: 0/2 Drunken Fist: 0/4 Magic Materialization: 0/1 Paparapapa: 1/1
Dimension Hole: 0/2 Time Skip: 0/1
Stats
Power Level - 1 636 076 (545 359)
HP - 70/70 Ki - 85/100 Defense - 120 (100) Accuracy mod - +5 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Stubborn and Measured): You gain x3 PL. T1 costs 0 ki to maintain. 3 Toughness per turn.
T2 Transformation - Mastered Super Saiyan 2 (Heightened, 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/Single - 2 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action/Crippling - 50% chance to inflict Cripple), -5 ki Psychic Powers III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Divination III (Bonus Action. Gain +15 defense for 3 turns. 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 Deflect III (Bonus Action. Take half dmg from two attacks that hit you. 2 uses.), -10 ki Paparapapa III (Bonus Action. Summon minion. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 20 tou. 1 use.), -5 ki Sonic Sway III (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use.), -5 ki Wild Sense III (Bonus Action. Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades.), -10 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. Two lowest with Blur trait. Movement tech. 4 uses.), -0 ki Light Bullet III (Bonus Action. Avoids all direct dmg. Movement tech. 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 attack during turn and deal their full dmg back to atker. 2 uses.), -10 ki
3d4
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Post by Doctor Kaijin Vex on Mar 14, 2019 0:52:19 GMT -5
Whoa....
Legume's transformation was rather flashy, the golden waves of energy rippling off his muscular, yet slim frame, the aura only serving to compliment the matching frame. His power was also something to behold, his sheer energy output sending tremors through the ground, the wind nearly knocking the small boy off his feet, if it weren't for his tail coiling up behind him and breaking his fall. However, it was easy enough to say that the boy was impressed. Legume was by far not the first Super Saiyan that Khoshai had met in his short little life. In fact, he wasn't even the second. He was the third. Khoshai's first experience with Super Saiyans had to be accredited to the warrior known as Null, who had first showcased the blonde haired transformation in another arena match, long before Khoshai had become well known here, at Black Light. The second Super Saiyan was Dain Sincara, also known as the only challenger to have beaten Khoshai within the bounds of Black Light. To others across the galaxy, Super Saiyans were something to be feared and respected, due to their overall rarity, but Khoshai held a rather innocent, childish admiration for the golden warriors, and often wanted to emulate them, due to his relative friendliness with all three of them (even though Null didn't often reciprocate the kindness being offered).
"Whoa!" Khoshai exclaimed, giggling as he leaned forward to admire the shining, golden man.
"You can go gold too! Just like Mr. Dain and Mr. Null! I love people who can go blonde! They're always nice to me, and are really really strong! I wanted Mr. Null to teach me how to do the gold thing, but he forgot to teach me! So, if I win, will you teach me how to go blond too? I always wanted to learn!" Khoshai exclaimed, happily. While, unlike most Majins, Khoshai possessed actual hair, pure white hair at that, he failed to realize that the Super Saiyan transformation (AKA "Going Gold") was exclusive to the Saiyan race, and rather understood it as some cool thing that people could do, that he couldn't, and that he was interested in learning. Unfortunately, rather than educating him on the last occasion, Null had duly ignored the boy and focused on trying to beat him up, only to fail miserably. And naturally, Null's end of the bargain was never fulfilled, even to this day.
As the child giggled and proceeded to prattle on about how golden people were so cool, Khoshai raised 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 he spoke, the boy'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 Legume. In a series of swift and smooth motions, the golden ring would lower itself to hover around the Saiyans's upper chest region, before drastically shrinking, the ring of energy moving to constrict Legume's arm movements, with another ring of similar size draping over Legume's body before moving to shrink, constricting his 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 him out of the ring in one go.
"Die Die Missile Barrage!"
Post Count: 2 | LegumeBATTLE TRACKER
DEFENSIVE SUMMARY
-Khoshai is hit for 6 direct dmg! One stack of Endure gained!
OFFENSIVE SUMMARY
Bonus Action: Khoshai uses Energy Constructs! 8 Constructs generated! 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 Legume! Standard Action: Khoshai uses Blitz to launch two basic attacks against Legume! Passive: Khoshai gains 3 toughness! Transformation drains 1 Ki!
Bonus Action: 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: 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: Galactic Donut (War Cruiser)- UCY28Cme3d4
Standard Action: Galactic Donut! (Psychic Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+70 Critical! Dmg - 1d12 +11= 22 total dmg!
Standard Action 2a: DIE DIE MISSILE BARRAGE (Psychic Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+70 Dmg - 1d12
Standard Action 2b: DIE DIE MISSILE BARRAGE (Psychic Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+55 Dmg - 1d10
ACTIVE EFFECTS
51/51 Toughness Energy Constructs 8/8 Transformed Measured Vicious Stubborn 0/4 Focus 1/3 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: 2,474,172 HP: 84/90 | KI: 73/100 | DEF: 50 | DMG DIE: d12 | ACC: +45 3d4·1d100+70·1d12·1d100+70·1d12·1d100+55·1d10
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Post by Legume on Mar 14, 2019 14:21:42 GMT -5
Oh my barely existent gods. He was not just dealing with a Majin. He was dealing with a Majin child, who was clearly so young and impressionable that he did not even know that Super Saiyan was a Saiyan-exclusive technique. Legume released a faint sigh underneath his breath as his muscles tensed and prepared for battle, but the Saiyan knew very well that despite the less than stellar first impression, Khoshai was not to be overestimated. Even at a very young age, Majin fighters always oozed with talent. If it were not for their scarce numbers and propensity to laziness, they could and likely would be the most dominant species in the Universe at this point.
Khoshai gave an example of his inherent talent right after, conjuring an energy construct of a ring above his arm and, after loudly screaming out the name of the technique, he sent it forward, the ring vanishing and reappearing right around Legume just as he was about to back off to try to avoid it. The ring tightened and pulled Legume into a tight embrace, a second one popping into existence around his legs as well - and the only counter which the Saiyan could immediately bring forth was intensifying his aura to soften the tight grip of the rings, serving as an invisible guard around his body to nullify most of the incoming damage.
Just in time for Khoshai to complete his combination, releasing an utterly monstrous amount of energy blasts from his hands towards Legume. If you ignore the flashy and flamboyant title for the technique, this was actually an effective, if simple combination - get your opponent locked in one place, then bombard them with all you've got. I'm in quite a predicament, aren't I?
A crystalline bubble of frozen time formed around Legume, everything in the arena and its surroundings freezing in place for a fraction of a second, and while Legume was still locked down by the Galactic Donuts, this was enough for him to suddenly fly forth, passing by the frozen energy blasts and stop right in front of the Majin. From an outsider's perspective, it would appear as if Legume had suddenly vanished and reappeared right in front of Khoshai, instantly sending his locked legs forth to smack them across the Majin's chin before suddenly tensing his muscles and destroying both of the rings.
"Not bad at all... but I prefer cinnamon buns to donuts." Legume muttered, backing off for a few meters while swinging his massive weapon across the air, whipping up a torrent of wind aiming to blow Khoshai away.
Defensive Phase
Defensive Techniques and Items Activated: Rapid Movement, Aura Guard
CHEWED UP BUBBLEGUM Galactic Donut - 8 direct damage! Galactic Donut - vs 120 def - 11 damage! DIE DIE Missile Barrage - vs 120 def - miss! DIE DIE Missile Barrage - vs 120 def - avoided with RM!
Total 19 damage reduced by 19 Toughness to 0 damage!
Offensive Phase
Bonus Action: Rapid Movement, -5 ki
At-Will: Aura Guard, -5 ki At-Will: Resolve - Recover 19 ki. At-Will: Time Skip Strike (Drunken Fist + Blur) - Deal 13 direct damage to Khoshai. At-Will: Time Skip Strike (Minion Attack) - Deal qLWRkZSv1d6 direct damage to Khoshai.
At-Will: Haste - Gain an additional Bonus Action.
Bonus Action: Time Skip (Opponent rolls two accuracy dice and takes the lowest for 3 turns), -10 ki
At-Will: Stubborn T1 - Gain 3 Toughness. At-Will: Talented - Gain a second use of Energy Shield.
Standard Action 1: Vanity Strike (Seeking/Crippling Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Guile - Attach Charging to next attack.
Standard Action 2: Vanity Strike (Seeking/Crippling Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Damage (Charging) - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Adaptive Fighting Style (Patrol Uniform III) - +10 defense next turn
Passive Modifiers
Minion: Active
T1 ki drain: 0 per turn Talented usage: 1/1 uses (Energy Shield) Trinket usage: 0/1 uses Dark Nimbus usage: 0/1 uses Haste usage: 1/2 uses Recuperate ki recovered: 0/50 Resolve ki recovered: 0/50 War Cruiser usage: 1/1
Toughness: 7
Technique uses remaining:
Deflect: 0/2 Divination: 0/1 Sonic Sway: 0/1 Energy Shield: 1/2 Wild Sense: 0/1 Aura Guard: 1/2 Drunken Fist: 1/4 Magic Materialization: 0/1 Paparapapa: 1/1
Dimension Hole: 0/2 Time Skip: 1/1
Stats
Power Level - 1 636 076 (545 359)
HP - 70/70 Ki - 74/100 Defense - 120 (100) Accuracy mod - +5 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Stubborn and Measured): You gain x3 PL. T1 costs 0 ki to maintain. 3 Toughness per turn.
T2 Transformation - Mastered Super Saiyan 2 (Heightened, 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/Single - 2 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action/Crippling - 50% chance to inflict Cripple), -5 ki Psychic Powers III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Divination III (Bonus Action. Gain +15 defense for 3 turns. 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 Deflect III (Bonus Action. Take half dmg from two attacks that hit you. 2 uses.), -10 ki Paparapapa III (Bonus Action. Summon minion. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 20 tou. 1 use.), -5 ki Sonic Sway III (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use.), -5 ki Wild Sense III (Bonus Action. Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades.), -10 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. Two lowest with Blur trait. Movement tech. 4 uses.), -0 ki Light Bullet III (Bonus Action. Avoids all direct dmg. Movement tech. 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 attack during turn and deal their full dmg back to atker. 2 uses.), -10 ki
1d6·1d100+5·2d12+2·1d100·1d100+5·2d12+2·2d12+2·1d100
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Post by Doctor Kaijin Vex on Mar 14, 2019 22:07:59 GMT -5
It was hard to even know what happened. It all happened so fast.
One moment Khoshai's combination of attacks was a complete success. The rings safely secured the Super Saiyan, and his barrage of energy spheres firing forth like cannoballs released from the restrictions of the cannon towards their opponent. Yet....Legume simply vanished, and in the second moment, the man's feet were in Khoshai's face.
He didn't even see him move! One moment Legume was about to be blasted out of the arena, and the next he was not only in front of the Majin, but on the attack. Khoshai's face flattened out as Legume's feet smashed into his face with tremendous force. A moment later, with a focused exertion of energy, Legume broke free from his bonds, and proceeded to follow up with the initial attack, releasing giant gusts of wind with his greatsword, the torrents of wind whipping across Khoshai's body, causing him to go flying.
Khoshai was many things, however, and resourceful was one of them. As the child shot through the air, Khoshai's center region would stretch out and flatten, catching the air currents, turning the boy into an organic parachute of sorts, allowing him to essentially ride the air currents, floating back to the ground.
"That was so cool! You disappeared, and then you hit me in the face! It didn't hurt a lot though, and then you did this sword thingie, and then I got hit with a lot of wind! It was sooooo cool!" He exclaimed, before bounding back on the offensive. 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 Legume's stationary form. Each energy bullet, albeit small in stature, held quite the punching force, and if the Saiyan was not careful, would quickly find himself skewered by the energy barrage. Post Count: 3 | Legume BATTLE TRACKER
DEFENSIVE SUMMARY
-Khoshai is hit for 4 direct dmg from Minion! -Khoshai suffers 13 direct dmg from Drunken Fist! Gain Stack of Endure! -Enemy Attack I misses Khoshai! Bonus Action Reactive: Khoshai uses Guard against Enemy Attack II! Dmg Halved! -Enemy Attack II hits Khoshai for 18 dmg! Halved to 9! Indomitable reduces dmg to 5! Cripple Inflicted!
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 Legume! Standard Action: Khoshai uses Blitz to launch two basic attacks against Legume! Passive: Khoshai gains 3 toughness! Transformation drains 1 Ki!
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: 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: Assault Rain (Psychic Basic Attack)
Ki Cost - 0 Ki Acc - pMSBJBDm1d100+70 OR 1d100+70 Dmg - 1d12
Standard Action 2a: Assault Rain (Psychic Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+70 OR 1d100+70 Dmg - 1d12
Standard Action 2b: Assault Rain (Psychic Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+55 OR 1d100+55 Dmg - 1d10
ACTIVE EFFECTS
54/54 Toughness Energy Constructs 8/8 Transformed Measured Vicious Stubborn 1/4 Focus 2/3 Endure Cripple (1 turn remaining) Time Skipped (2 turns 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 (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: 2,474,172 HP: 62/90 | KI: 67/100 | DEF: 50 | DMG DIE: d12 | ACC: +45 1d100+70·1d100+70·1d12·1d100+70·1d100+70·1d12·1d100+55·1d100+55·1d10
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Post by Legume on Mar 15, 2019 16:44:25 GMT -5
Right then. Legume pretty much expected Khoshai to not really feel anything after getting hit by the Time Skip strike, it was not a technique designed for fighting pink blobs of regenerating gum - however, Khoshai promptly narrating what just happened as if he was trying to explain it to the mentally disabled caught him off-guard somewhat. He really was completely different from Ala, wasn't it? Though she wasn't alien to playing around, either, she always maintained composure and just seemed like a more mature opponent overall. This. This was just a kid.
Do they allow kids to partake in tournament battles around this era?
Once again, the Majin released a massive barrage of energy bolts, this time into the sky, from his hand. Okay, what the hell. He was trying to flatter Kho somewhat in his mind by stating him to be different from the other Majin he found, and then he promptly uses the exact same technique as Ala. Alright then... The bolts came down from the sky swiftly and quickly, but unlike the previous time when the Saiyan witnessed the Assault Rain technique, the bolts bent in mid-air and aimed towards Legume directly.
The first of the bolts struck the Saiyan's frame, leaving a few scorch marks on his shoulder, before Legume activated his Time Skip yet again and sped straight towards the source of the attacks, opening up with a wide kick towards the Majin's cheek, following it up with a few precise pressure point shots, before the time of the technique faded and the Saiyan leapt back yet again.
The problem is... he's not sure how long he can keep skipping around and hitting the bastard when he is just going to regenerate everything. The strategy of overpowering regeneration didn't work against Ala and it might not work here. Regardless, Legume swung his weapon across the air once again to whip up a yet another torrent of wind.
Defensive Phase
Defensive Techniques and Items Activated:
CHEWED UP BUBBLEGUM Assault Rain - vs 120 def - miss! Assault Rain - vs 120 def - miss! Assault Rain - vs 120 def - hits for 9 damage!
Total 9 damage reduced by 7 Toughness to 2 damage!
Offensive Phase
At-Will: Resolve - Recover 7 ki. At-Will: Time Skip Strike (Drunken Fist + Blur) - Deal 17 direct damage to Khoshai. At-Will: Time Skip Strike (Minion Attack) - Deal 9om6fNK51d6 direct damage to Khoshai.
Bonus Action: Time Skip Strike (Redirect 1 Seeking attack)
Need 75 or less to hit Khoshai for 7 direct damage - 1d100
At-Will: Stubborn T1 - Gain 3 Toughness.
Standard Action 1: Vanity Strike (Seeking/Crippling Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Guile - Attach Charging to next attack.
Standard Action 2: Vanity Strike (Seeking/Crippling Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Damage (Charging) - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Adaptive Fighting Style (Patrol Uniform III) - +10 defense next turn
Passive Modifiers
Minion: Active
T1 ki drain: 0 per turn Talented usage: 1/1 uses (Energy Shield) Trinket usage: 0/1 uses Dark Nimbus usage: 0/1 uses Haste usage: 1/2 uses Recuperate ki recovered: 0/50 Resolve ki recovered: 26/50 War Cruiser usage: 1/1
Toughness: 3
Technique uses remaining:
Deflect: 0/2 Divination: 0/1 Sonic Sway: 0/1 Energy Shield: 1/2 Wild Sense: 0/1 Aura Guard: 1/2 Drunken Fist: 2/4 Magic Materialization: 0/1 Paparapapa: 1/1
Dimension Hole: 0/2 Time Skip: 1/1
Stats
Power Level - 1 636 076 (545 359)
HP - 68/70 Ki - 71/100 Defense - 120 (100) Accuracy mod - +5 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Stubborn and Measured): You gain x3 PL. T1 costs 0 ki to maintain. 3 Toughness per turn.
T2 Transformation - Mastered Super Saiyan 2 (Heightened, 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/Single - 2 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action/Crippling - 50% chance to inflict Cripple), -5 ki Psychic Powers III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Divination III (Bonus Action. Gain +15 defense for 3 turns. 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 Deflect III (Bonus Action. Take half dmg from two attacks that hit you. 2 uses.), -10 ki Paparapapa III (Bonus Action. Summon minion. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 20 tou. 1 use.), -5 ki Sonic Sway III (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use.), -5 ki Wild Sense III (Bonus Action. Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades.), -10 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. Two lowest with Blur trait. Movement tech. 4 uses.), -0 ki Light Bullet III (Bonus Action. Avoids all direct dmg. Movement tech. 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 attack during turn and deal their full dmg back to atker. 2 uses.), -10 ki
1d6·1d100·1d100+5·2d12+2·1d100·1d100+5·2d12+2·2d12+2·1d100
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Post by Doctor Kaijin Vex on Mar 15, 2019 22:59:02 GMT -5
When it came to children and tournaments, usually children's participation in tournaments were restricted to Junior Divisions, which only existed in some world class professional arenas on Earth. Black Light was no such arena, and as such usually barred children from participating. In fact, Khoshai's first match was only allowed because of Tora's insistence on the fact, and the boy's participation in subsequent tournaments were allowed because of Tora's reputation. It just so happened that the boy's monumental win over Tora and Null in his very first Black Light Tournament sold the Black Light CEOs so well that they allowed Khoshai to participate freely in any tournament held on their ground thereafter, making Khoshai one of few children on the planet capable of doing so. But then again, it was obvious to see why. The child Majin was dangerous. However, Legume was a worthy adversary. Faced with the prospect of an innumerable amount of energy waves coalescing on him at once, Legume was rather calm. But then again, how could you not be when you had a technique capable of cheating the hands of time? Utilizing the Time Skip technique once more, Legume closed the distance between him and Khoshai and, within that frame of frozen time, unleashed a devastating flurry of attacks upon the Majin, so much so that when time returned to normal, the boy merely felt a rush of impact force flatten his body as he was shot across the arena, crashing against the caged barrier. However, like clockwork, Khoshai moved to stand once more, his injured and deformed body already moving reshape itself, deciding to liquefy and reshape itself before solidifying back into the standard form. Pouting, Khoshai would point at Legume. "You're too fast! That's not fair! I can't even see you...." The child whined, only declaring it wasn't fair because he wasn't winning. However, it was true to a degree that Khoshai had no counter to Legume's lightning fast movements. The best he could do was to take the blows, and hit back...harder. If he could hit, that was. Suddenly, Khoshai's eyes would begin to emanate the same pink light as his aura exhibited, and he would grin wickedly as he exerted a sudden psychic force upon Legume. In a matter of moments, Legume would find himself surrounded in a purple cloud like aura, psychic energy rushing to wrap around him and paralyze him, keeping the Super Saiyan in stasis. Majin Khoshai wasted no time, vanishing and reappearing in front of Legume via Rapid Movement. The child would giggle wildly before his tail would flash across Legume's vision, the fuchsia colored appendage moving to tighten itself around Legume's neck, hoisting him aloft, the tail extended so that it would be effectively strangling the Saiyan while holding him suspended, and thus at Khoshai's mercy. Regardless of whether the tail successfully constrained Legume or not, Khoshai would press onwards with his attack, throwing his head back before unleashing a rather loud and shrill scream, channeling his Ki to leave in powerful bursts out of his throat, amplifying the sonic waves and air waves tenfold, so that when they smacked into Legume, the impact force would be akin to being hit by a car. The Vice Shout, a technique that the boy had picked up from his "Big Sister", Majin Ala. The ability to amplify one's vocal projection to the point where one could rip open dimensional holes. While this one wasn't powerful enough to bring about such an effect, it still packed quite the wallop. Post Count: 4 | Legume BATTLE TRACKER
DEFENSIVE SUMMARY
-Khoshai is hit for 5 direct dmg from Minion! -Khoshai suffers 17 direct dmg from Drunken Fist! Gain Stack of Endure! -Enemy Attack I misses Khoshai! -Enemy Attack II misses Khoshai! At-Will: Khoshai trades 3 stacks of Endure in for 15 toughness! -Grit active! +15 to Accuracy
OFFENSIVE SUMMARY
-Grit active! +15 to Accuracy 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 Legume! Standard Action: Khoshai uses Blitz to launch two basic attacks against Legume! Passive: Khoshai gains 3 toughness! Transformation drains 1 Ki!
At-Will: Elastic Body (Endure)- As a reactive at-will you can spend three stacks of Endure to give you 15 toughness.
Bonus Action: Psychic Spark (Hypnosis)- As a bonus action you have a 70% chance to inflict the special Enthralled status on your target. Enthralled targets have one of their Standard Actions reduced to a Bonus Action for the duration. | -5 Ki
Enthralled Chance (70%)- N3mWVHGw1d100 Success!
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: Tail Constriction (Psychic Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+85 OR 1d100+85 Dmg - 1d12
Standard Action 2a: Vice Shout(Psychic Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+85 OR 1d100+85 Dmg - 1d12
Standard Action 2b: Vice Shout (Psychic Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+70 OR 1d100+70 Dmg - 1d10
ACTIVE EFFECTS
72/72 Toughness Energy Constructs 8/8 Transformed Measured Vicious Stubborn Grit 2/4 Focus 0/3 Endure Time Skipped (1 turns 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 (2/2 uses remaining) -Psychic Powers III (Unlimited) -Hypnosis III (1/2 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: 2,474,172 HP: 40/90 | KI: 61/100 | DEF: 50 | DMG DIE: d12 | ACC: +45 1d100·1d100+85·1d100+85·1d12·1d100+85·1d100+85·1d12·1d100+70·1d100+70·1d10
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Post by Legume on Mar 17, 2019 7:06:32 GMT -5
This battle is really not going to go anywhere anytime soon, is it? Better get used to the rhythm, because Legume could tell that it's not going to budge for a while. Khoshai will send a bunch of attacks to him, Legume will dodge them all with Time Skip and strike the Majin kid in the brief window of time when he could, the kid will complain that he can't see Legume hitting him, and the cycle will continue. It was only a question of endurance and tenacity here, really, whether the Saiyan's technique will be able to overpower Khoshai's regeneration.
And though Legume considered himself to be far from easy to force surrender, the prospect was worrying him. Even the weakest Majins have endurance for days and can regenerate for as long as their stamina allows, and Khoshai wasn't weak either.
Thankfully, the kid opted to change his strategy up, and instead of attacking with raw strength yet again, Khoshai surprised Legume by suddenly zapping the Saiyan with a paralysis spell. A psionic aura swiftly seeped into his muscles, chaining them and forcing out a feeling of pain while the Majin himself wrapped his tail around him to keep him in place. Clever. What followed, however, was something which the Saiyan had already witnessed an another Majin do before - the powerful Vice Shout, at point-blank range. The sound waves of the shout rolled across the battlefield, all of the spectators and the announcer clenching onto their ears to save themselves from popping eardrums.
However, Legume, despite having been held right in front of the attack, merely released a smirk and removed his hands from his ears, revealing a set of energy construct muffins tacked on them to protect his hearing. The gust of air from Khoshai's mouth came and went, flying Legume's hair for a bit, but, aside for the less than perfect smell now lingering across the battlefield, it did not leave any permanent damage.
"You call that a Vice Shout?" the Saiyan spoke, removing his ear muffs. "This is a Vice Shout!"
Legume suddenly took a deep breath and released a roar of his own straight at Khoshai's face, amplified by his own ki to reach an even greater velocity and level of power.
Defensive Phase
Defensive Techniques and Items Activated:
CHEWED UP BUBBLEGUM Enthralled! Tail Constriction - vs 120 def - hits for 4 damage! Vice Shout - vs 120 def - miss! Vice Shout - vs 120 def - miss!
Total 4 damage reduced by 3 Toughness to 1 damage!
Offensive Phase
At-Will: Resolve - Recover 3 ki. At-Will: Saiyan Roar (Minion Attack) - Deal h_2473iG1d6 direct damage to Khoshai. At-Will (Blur): Military-Grade Reflexes (Wild Sense), -10 ki
Bonus Action: Saiyan Roar (Redirect 2 Seeking attacks)
Need 75 or less to hit Khoshai for 24 direct damage - 1d100
At-Will: Stubborn T1 - Gain 3 Toughness.
Standard Action 1: Converted to Bonus Action - Adaptive Fighting Style (Energy Shield) - +20 toughness, -5 ki
At-Will: Guile - Attach Charging to next attack.
Standard Action 2: Saiyan Roar - Vanity Strike (Seeking/Crippling Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Damage (Charging) - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Adaptive Fighting Style (Patrol Uniform III) - +10 defense next turn
Passive Modifiers
Minion: Active
T1 ki drain: 0 per turn Talented usage: 1/1 uses (Energy Shield) Trinket usage: 0/1 uses Dark Nimbus usage: 0/1 uses Haste usage: 1/2 uses Recuperate ki recovered: 0/50 Resolve ki recovered: 29/50 War Cruiser usage: 1/1
Toughness: 23
Wild Sense defense boost: 0/25
Technique uses remaining:
Deflect: 0/2 Divination: 0/1 Sonic Sway: 0/1 Energy Shield: 2/2 Wild Sense: 1/1 Aura Guard: 1/2 Drunken Fist: 2/4 Magic Materialization: 0/1 Paparapapa: 1/1
Dimension Hole: 0/2 Time Skip: 1/1
Stats
Power Level - 1 636 076 (545 359)
HP - 67/70 Ki - 54/100 Defense - 120 (100) Accuracy mod - +5 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Stubborn and Measured): You gain x3 PL. T1 costs 0 ki to maintain. 3 Toughness per turn.
T2 Transformation - Mastered Super Saiyan 2 (Heightened, 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/Single - 2 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action/Crippling - 50% chance to inflict Cripple), -5 ki Psychic Powers III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Divination III (Bonus Action. Gain +15 defense for 3 turns. 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 Deflect III (Bonus Action. Take half dmg from two attacks that hit you. 2 uses.), -10 ki Paparapapa III (Bonus Action. Summon minion. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 20 tou. 1 use.), -5 ki Sonic Sway III (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use.), -5 ki Wild Sense III (Bonus Action. Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades.), -10 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. Two lowest with Blur trait. Movement tech. 4 uses.), -0 ki Light Bullet III (Bonus Action. Avoids all direct dmg. Movement tech. 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 attack during turn and deal their full dmg back to atker. 2 uses.), -10 ki
1d6·1d100·1d100+5·2d12+2·2d12+2·1d100
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Post by Doctor Kaijin Vex on Mar 19, 2019 15:00:25 GMT -5
It seems that Legume was better at shouting than the child was, for in an instant Legume's roar rocked against Khoshai's body with amazing force, blowing the child away, flattening his body out once more as it tumbled across the arena floor like a tumbleweed. Was it true that Legume was that much stronger than Khoshai, and the man was only utilizing the Super Saiyan form? It was almost hard to believe. But alas, the main problem with the Majin child in most situations is his application of power. Legume had control over his power, and was able to apply it in a manner that allowed him to maximize his potential, and capitalize upon his strengths. Legume was naturally faster than Khoshai, and his utilization of the Time Skip allowed Legume to pop off shots at a much higher frequency and velocity than Khoshai could keep up with. This, combined with Legume's considerable Ki control and damage output, made it hard for Khoshai to keep up. Even though the Majin could regenerate, his sheer unpredictability and raw power would not get him out of this, unless he could tire Legume out first. Grunting, the boy stood up not too long after he came to a stop, his body a distorted mess of flesh that was gradually sorting itself out. As his body righted itself, Khoshai frowned. This was not going his way. In fact, he was losing. And he didn't like losing. So if he was gonna start winning, he'd have to turn up the intensity. In a burst of power, Khoshai's aura buffeted around him, sending tremors into the ground below. As he powered back up, the child pointed out towards Legume, and suddenly two finger beams burst forth from his fingers. However, these weren't just the standard beams of energy. They were triangular in shape, linked by what appeared to be a chain of energy. This type of finger beam, called the Kankousen, was meant to ensnare and lacerate instead of simply pierced, as the chains of energy would seek to envelop Legume, cutting through his body upon moment of contact. Post Count: 5 | Legume BATTLE TRACKER
DEFENSIVE SUMMARY
-Khoshai is hit for 4 direct dmg from Minion! Absorbed with toughness -Khoshai suffers 24 direct dmg from Seeking! Absorbed with toughness! Gain a stack of Endure! Bonus Action Reactive: Khoshai uses Guard against Super! Dmg Halved! At-Will Reactive: 2x Energy Constructs used to negate 6 dmg from Super! -Enemy Attack I hits Khoshai for 21 dmg! Halved to 11 dmg! Dmg negated to 5! Indomitable reduces dmg to 1! At-Will: Khoshai uses Resolve to recover 28 Ki!
OFFENSIVE SUMMARY
-Grit active! +15 to Accuracy 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 Legume! Standard Action: Khoshai uses Blitz to launch two basic attacks against Legume! Passive: Khoshai gains 3 toughness! Transformation drains 1 Ki!
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 Reactive: Majin Regeneration (Energy Constructs)- 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 (2x used).
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: 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: Kankousen (Psychic Basic Attack)
Ki Cost - 0 Ki Acc - w4BxSE0g1d100+85 OR 1d100+85 Dmg - 1d12
Standard Action 2a: Kankousen (Psychic Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+85 OR 1d100+85 Dmg - 1d12
Standard Action 2b: Kankousen (Psychic Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+70 OR 1d100+70 Dmg - 1d10
ACTIVE EFFECTS
47/75 Toughness Energy Constructs 6/8 Transformed Measured Vicious Stubborn Grit 3/4 Focus 1/3 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 (1/2 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: 2,474,172 HP: 39/90 | KI: 83/100 | DEF: 50 | DMG DIE: d12 | ACC: +45 1d100+85·1d100+85·1d12·1d100+85·1d100+85·1d12·1d100+70·1d100+70·1d10
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Post by Legume on Mar 20, 2019 12:51:57 GMT -5
Okay... That roar was surprisingly potent for something which Legume had tried for the first time in his life - it pretty much ripped Khoshai to shreds, and though the Majin swiftly popped back into his normal form afterwards, like all members of his species do, it was apparently turning the kid angry. Clearly, Kho was dissatisfied with the tide of battle having turned against him and desperately trying to recuperate.
Legume, however, saw a much different version of the tale. To him, it was a tale of his waning energy reserves, which will soon force him to come to a halt and stop his current momentum. It was always a fight of endurance when facing off against a Majin and Legume was not very suited to such.
However... he could still do this.
The ensnaring Kankousen beam inched closer towards the Saiyan, but right before it was about to clench and ensnare the warrior within, the familiar crystalline bubble of frozen time once again formed into life around him. In the fraction of a second which followed. Legume leapt out of the trap through one of the gaps in the Kankousen beam and flew straight towards Khoshai, slamming straight into the Majin's frame and coming out through the other side of the gummy body right as the Time Skip technique faded.
And yet, despite it all seeming so simple, Legume was actually the one struggling to keep up.
"Your blows are fast. Lacking focus and discipline, but fast." the Saiyan muttered as he swung his weapon across the air again, releasing a yet another torrent of air at his Majin opponent.
He needed to put more and more energy into activating Time Skip with each of Khoshai's blows to keep up with the Majin's blistering attack speed, and that was tiring.
Defensive Phase
Defensive Techniques and Items Activated: Rapid Movement
CHEWED UP BUBBLEGUM Kankousen - vs 120 def - miss! Kankousen - vs 120 def - avoided with Rapid Movement! Kankousen - vs 120 def - miss!
Gain 3 stacks of Wild Sense!
Offensive Phase
Bonus Action: Time Skip Escape (Rapid Movement), -5 ki
At-Will: Time Skip Smash (Minion Attack) - Deal PEAsEXHe1d6 direct damage to Khoshai. At-Will (Blur): Time Skip Smash (Drunken Fist) - Choose avoided attacks 2 and 3. Deal 19 direct damage to Khoshai.
At-Will: Stubborn T1 - Gain 3 Toughness.
Standard Action 1: Vanity Strike (Seeking/Crippling Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Guile - Attach Charging to next attack.
Standard Action 2: Vanity Strike (Seeking/Crippling Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Damage (Charging) - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Adaptive Fighting Style (Patrol Uniform III) - +10 defense next turn
Passive Modifiers
Minion: Active
T1 ki drain: 0 per turn Talented usage: 1/1 uses (Energy Shield) Trinket usage: 0/1 uses Dark Nimbus usage: 0/1 uses Haste usage: 1/2 uses Recuperate ki recovered: 0/50 Resolve ki recovered: 29/50 War Cruiser usage: 1/1
Toughness: 26
Wild Sense defense boost: 15/25
Technique uses remaining:
Deflect: 0/2 Divination: 0/1 Sonic Sway: 0/1 Energy Shield: 2/2 Wild Sense: 1/1 Aura Guard: 1/2 Drunken Fist: 3/4 Magic Materialization: 0/1 Paparapapa: 1/1
Dimension Hole: 0/2 Time Skip: 1/1
Stats
Power Level - 1 636 076 (545 359)
HP - 67/70 Ki - 39/100 Defense - 120 (100) Accuracy mod - +5 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Stubborn and Measured): You gain x3 PL. T1 costs 0 ki to maintain. 3 Toughness per turn.
T2 Transformation - Mastered Super Saiyan 2 (Heightened, 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/Single - 2 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action/Crippling - 50% chance to inflict Cripple), -5 ki Psychic Powers III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Divination III (Bonus Action. Gain +15 defense for 3 turns. 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 Deflect III (Bonus Action. Take half dmg from two attacks that hit you. 2 uses.), -10 ki Paparapapa III (Bonus Action. Summon minion. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 20 tou. 1 use.), -5 ki Sonic Sway III (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use.), -5 ki Wild Sense III (Bonus Action. Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades.), -10 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. Two lowest with Blur trait. Movement tech. 4 uses.), -0 ki Light Bullet III (Bonus Action. Avoids all direct dmg. Movement tech. 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 attack during turn and deal their full dmg back to atker. 2 uses.), -10 ki
1d6·1d100+5·2d12+2·1d100·1d100+5·2d12+2·2d12+2·1d100
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Post by Doctor Kaijin Vex on Mar 21, 2019 0:01:42 GMT -5
Majin Khoshai was getting annoyed now. It was like a child playing a video game level that was much too hard, and every time he lost the level and re-tried, he got more and more irritated. Why was Legume so damn hard to hit? Khoshai wasn't mad, just getting annoyed, his behavior bordering more on a bratty tantrum than anything else. What he was doing wasn't working. He needed more. Maybe...maybe it was time to actually apply what he was learning? Sure, Khoshai's skills had improved, sure, but Tora's training was too rigorous for Khoshai's fighting style to still be so messy and...all over the place. In fact, Tora had devised a fighting style that fit around Khoshai's spontaneous and energy filled nature. The boy just neglected using it, for it did have an element of "controlled chaos" rather than just pure chaos, which was what the Majin boy preferred. But desperate times called for desperate matters. Just breathe. Khoshai heard Tora's voice resonating in his head, a common piece of advice the Tiger Martial Arts Master gave his student. Khoshai found the note repeating itself in his head. And for the first time, the boy listened. As his body knit itself together after being slammed straight through for what seemed to be the umpteenth time, Khoshai's aura seemed to fade. Instead of being a forceful aura that encompassed him like a very large blanket, a shimmering, fuchsia colored, sparkling aura clung tightly to outline his body. Something in the air changed, and in the blink of an eye the boy vanished from the sight via Rapid Movement, the child using Ki to enhance his movement to a near blinding speed, unlike anything he had ever shown thus far. Appearing to the man's left hand side, Khoshai spun in midair, coming back around to plow his leg into Legume's face, with quite a bit of momentum and force behind the blow, the aim to have Legume's head to snap back from the impact force. Dropping to the ground, Khoshai stomped his right foot into the earth, breaking straight through the reinforced floors. The immense strength behind his Ki empowered foot caused the ground to cave in underneath his boot, his foot stretching as it traveled underground. A moment later, the foot would appear again, bursting out of the ground before Thast, the elongated boot moving to smash directly into the Saiyan's jaw. Retracting the leg back to its' regular length, Khoshai jumped back, releasing a swift, yet powerful sphere of Ki rocketing from his palms straight towards the Saiyan Warrior. Post Count: 6 | Legume BATTLE TRACKER
DEFENSIVE SUMMARY
-Khoshai is hit for 4 direct dmg from Minion! Absorbed with toughness -Khoshai suffers 19 direct dmg from Drunken Fist! Absorbed with toughness! Gain a stack of Endure! Bonus Action Reactive: Khoshai uses Guard against Super! Dmg Halved! At-Will Reactive: 2x Energy Constructs used to negate 6 dmg from Super! -Enemy Attack I hits Khoshai for 22 dmg! Halved to 12 dmg! Dmg negated to 6! Indomitable reduces dmg to 2! -Enemy Attack II misses Khoshai! At-Will: Khoshai regains 22 Ki!
OFFENSIVE SUMMARY
-Grit active! +15 to Accuracy 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 Legume! Standard Action: Khoshai uses Blitz to launch two basic attacks against Legume! Passive: Khoshai gains 3 toughness! Transformation drains 1 Ki!
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 Reactive: Majin Regeneration (Energy Constructs)- 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 (2x used).
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: 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: Junior Tiger Style: Vanishing Kick (Psychic Basic Attack)
Ki Cost - 0 Ki Acc - 2e2iURK|1d100+85 Dmg - 1d12
Standard Action 2a: Junior Tiger Style: Elongated Kick (Psychic Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+85 Dmg - 1d12
Standard Action 2b: Junior Tiger Style: Cannonball (Psychic Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+70 Dmg - 1d10
ACTIVE EFFECTS
27/78 Toughness Energy Constructs 4/8 Transformed Measured Vicious Stubborn Grit 3/4 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 (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 (1/2 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: 2,474,172 HP: 39/90 | KI: 99/100 | DEF: 50 | DMG DIE: d12 | ACC: +45 1d100+85·1d12·1d100+85·1d12·1d100+70·1d10
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Post by Legume on Mar 21, 2019 11:33:17 GMT -5
After such a long time barraging Legume with blisteringly fast, but nevertheless weak and chaotic assaults, it was actually a slightly welcome change of pace to see the Majin suddenly stop and take a deep breath, the ki around his body calming down and concentrating as the boy prepared for the next stage of the fight. However, taking even the faintest break to pull out new tricks from beneath your sleeve works both ways. While Khoshai immersed himself in the Tiger Style, Legume started bracing himself for an even faster and stronger barrage.
And, surely enough, here it came. Khoshai vanished from his spot, appearing right before Legume in the blink of an eye to descend a poweful kick towards the Super Saiyan. It was about the time to start using Time Skip in close quarters combat, too. Suddenly, Legume's forearm appeared right in front of the descending kick, slamming into it and blocking the blow - pretty much the same happened to the following underground kick, the Majin's foot emerging to hit nothing but air. Though the finishing energy blast was somewhat of a surprise and hit Legume outright, at this point, it was too little too late - the Super Saiyan charged forth yet again, running straight through the energy blast and activating the Time Skip technique right before he was about to reach Khoshai.
In the following fraction of a second, Legume sent several strikes towards the Majin's joints and face, and finishing off with a wide uppercut milliseconds before the technique faded - which would, normally, make the chance of the technique landing less than perfect, but the battle was too heated for the Saiyan to worry about ensuring that every single one of his strikes land.
"Getting tired anytime soon?" Legume muttered underneath his breath as he suddenly slammed down his greatsword in the aftermath of the Time Skip barrage, aiming to cleave Khoshai in half with the sheer mass and strength of the weapon.
Defensive Phase
Defensive Techniques and Items Activated: Wild Sense
CHEWED UP BUBBLEGUM Junior Tiger Style - vs 135 def - miss! Junior Tiger Style - vs 135 def - miss! Junior Tiger Style - vs 135 def - hits for 1 damage!
Total 1 damage reduced by Toughness to 0!
Gain 2 stacks of Wild Sense!
Offensive Phase
At-Will: Resolve - Recover 1 ki. At-Will: Time Skip Smash (Minion Attack) - Deal p7su6PiF1d6 direct damage to Khoshai. At-Will (Blur): Time Skip Smash (Drunken Fist) - Choose avoided attacks 1 and 2. Deal 13 direct damage to Khoshai.
Bonus Action: Time Skip Finishing Blow (Redirect 1 Seeking attack)
Need 75 or less to deal 13 direct damage to Kho - 1d100
At-Will: Stubborn T1 - Gain 3 Toughness.
Standard Action 1: Vanity Strike (Seeking/Crippling Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Guile - Attach Charging to next attack.
Standard Action 2: Vanity Strike (Seeking/Crippling Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Damage (Charging) - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Adaptive Fighting Style (Patrol Uniform III) - +10 defense next turn
Passive Modifiers
Minion: Active
T1 ki drain: 0 per turn Talented usage: 1/1 uses (Energy Shield) Trinket usage: 0/1 uses Dark Nimbus usage: 0/1 uses Haste usage: 1/2 uses Recuperate ki recovered: 0/50 Resolve ki recovered: 30/50 War Cruiser usage: 1/1
Toughness: 28
Wild Sense defense boost: 25/25
Technique uses remaining:
Deflect: 0/2 Divination: 0/1 Sonic Sway: 0/1 Energy Shield: 2/2 Wild Sense: 1/1 Aura Guard: 1/2 Drunken Fist: 4/4 Magic Materialization: 0/1 Paparapapa: 1/1
Dimension Hole: 0/2 Time Skip: 1/1
Stats
Power Level - 1 636 076 (545 359)
HP - 67/70 Ki - 30/100 Defense - 120 (100) Accuracy mod - +5 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Stubborn and Measured): You gain x3 PL. T1 costs 0 ki to maintain. 3 Toughness per turn.
T2 Transformation - Mastered Super Saiyan 2 (Heightened, 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/Single - 2 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action/Crippling - 50% chance to inflict Cripple), -5 ki Psychic Powers III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Divination III (Bonus Action. Gain +15 defense for 3 turns. 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 Deflect III (Bonus Action. Take half dmg from two attacks that hit you. 2 uses.), -10 ki Paparapapa III (Bonus Action. Summon minion. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 20 tou. 1 use.), -5 ki Sonic Sway III (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use.), -5 ki Wild Sense III (Bonus Action. Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades.), -10 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. Two lowest with Blur trait. Movement tech. 4 uses.), -0 ki Light Bullet III (Bonus Action. Avoids all direct dmg. Movement tech. 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 attack during turn and deal their full dmg back to atker. 2 uses.), -10 ki
1d6·1d100·1d100+5·2d12+2·1d100·1d100+5·2d12+2·2d12+2·1d100
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Post by Doctor Kaijin Vex on Mar 22, 2019 19:00:10 GMT -5
Was it truly useless? Was this to be the course of the battle? Even when Khoshai stopped and took a deep breath, and then attacked with a newfound vigor and tact, attacking Legume seemed like a hopeless choice. Every action, no matter how fast, was met with a faster reaction. He didn't even see Legume move half the time, all he felt was his attacks not landing. It was frustrating! What was this guy, and how was he so fast?
"You're too fast! It's not fair!"
The energy blast hitting his opponent would have saved him some grief, if the Super Saiyan didn't just run straight through it with little to nothing to show for it. And to add insult to injury, Legume just zoomed ahead with his offensive, battering the Majin with a series of devastating blows. Khoshai was reaching his stamina limit just as quickly as Legume was, perhaps even faster. He was expending much more energy than he was capable of recovering, dedicating too much stamina to regeneration and keeping his magic active. And it was beginning to become clear, for when Legume's sword swung horizontally and bisected the boy in two, the two halves of Khoshai did not immediately knit themselves back together. In fact, for the next few moments, the two bisected halves did not even attempt to.
Majin Khoshai, in a rather creative method of offense, pounced on Legume in a series of attacks...coming from two angles. Khoshai's upper half, cut from the waist upwards, flew forward, raining a near endless flurry of punches down upon the Super Saiyan's face and upper body, while Khoshai's lower half flew forward, releasing a barrage of bicycle kicks aimed towards Legume's torso and abdomen, the two halves interestingly working in sequence to overwhelm Legume from two angles. Post Count: 7 | Legume BATTLE TRACKER
DEFENSIVE SUMMARY
-Khoshai is hit for 4 direct dmg from Minion! -Khoshai suffers 13 direct dmg from Drunken Fist! Gain a stack of Endure! -Khoshai suffers 13 direct dmg from Seeking! Absorbed with toughness! Bonus Action Reactive: Khoshai uses Guard against Super! Dmg Halved! -Enemy Attack I hits Khoshai for 15 dmg! Halved to 7 dmg! Indomitable reduces dmg to 3! -Enemy Attack II misses Khoshai! At-Will: Khoshai trades 3 stacks of Endure for 15 toughness! At-Will: Khoshai uses Mend to regain 15 HP!
OFFENSIVE SUMMARY
-Grit active! +15 to Accuracy 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 Legume! Standard Action: Khoshai uses Blitz to launch two basic attacks against Legume! Passive: Khoshai gains 3 toughness! Transformation drains 1 Ki!
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: Majin Regeneration (Mend)- As an at-will action you restore 15 HP to self or a comrade.
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: Bisected Attack (Psychic Basic Attack)
Ki Cost - 0 Ki Acc - 6RxGaQR91d100+85 Critical! Dmg - 1d12 +10= 20 total dmg!
Standard Action 2a: Bisected Attack (Psychic Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+85 Dmg - 1d12
Standard Action 2b: Bisected Attack (Psychic Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+70 Dmg - 1d10
ACTIVE EFFECTS
32/96 Toughness Energy Constructs 4/8 Transformed Measured Vicious Stubborn Grit 4/4 Focus 0/3 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 (2/2 uses Remaining) -Energy Shield III (0/1 use Remaining) - Energy Constructs III (0/1 uses Remaining) - Mend III (0/1 use remaining) -Deflect III (2/2 uses remaining) -Psychic Powers III (Unlimited) -Hypnosis III (1/2 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: 2,474,172 HP: 34/90 | KI: 93/100 | DEF: 50 | DMG DIE: d12 | ACC: +45 1d100+85·1d12·1d100+85·1d12·1d100+70·1d10
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Post by Legume on Mar 23, 2019 15:24:47 GMT -5
"It's not fa-"
Boom.
Legume was busy trying to answer Khoshai when the pink assed bastard suddenly pummelled him with a gigantic barrage of punches of kicks, the Saiyan having caught off-guard and thus left completely unprepared for the onslaught. One punch landed, then another, and another - and though each one of the strikes individually might as well have been striking a brick wall for how much they were worth, all of the damage added together was seriously chipping away at the Saiyan's toughness.
Until Legume finally activated his Time Skip and leapt in between Khoshai's flying limbs and send a dual foot strike towards the Majin's cheek to give himself a second of reprieve from the barrage, cleaning away a bit of saliva fallen on his cheek and shouting:
"Bloody hell, what do you mean it's not fair?! You're the one who's not fair here with all of your god damn Majin shit!"
It's safe to say that Legume had lost at least some of his cool after that sentence - although getting seriously battered for the first time in the whole fight certainly helped in losing it. Without any further ado, the Saiyan swung his sword across the air for one more time, this time sending several slashes of compressed air to try to cut Khoshai up even further.
Defensive Phase
Defensive Techniques and Items Activated: Wild Sense
CHEWED UP BUBBLEGUM Bisected Attack - vs 145 def - hits for 20 damage! Bisected Attack - vs 145 def - hits for 4 damage! Bisected Attack - vs 145 def - miss!
Total 24 damage reduced by Toughness to 0!
Offensive Phase
At-Will: Resolve - Recover 20 ki. At-Will: Time Skip Smash (Minion Attack) - Deal wuz7IPQY1d6 direct damage to Khoshai.
Bonus Action: Time Skip Finishing Blow (Redirect 1 Seeking attack)
Need 75 or less to deal 10 direct damage to Kho - 1d100
At-Will: Stubborn T1 - Gain 3 Toughness.
Standard Action 1: Vanity Strike (Seeking/Crippling Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Guile - Attach Charging to next attack.
Standard Action 2: Vanity Strike (Seeking/Crippling Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Damage (Charging) - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Adaptive Fighting Style (Patrol Uniform III) - +10 defense next turn
Passive Modifiers
Minion: Active
T1 ki drain: 0 per turn Talented usage: 1/1 uses (Energy Shield) Trinket usage: 0/1 uses Dark Nimbus usage: 0/1 uses Haste usage: 1/2 uses Recuperate ki recovered: 0/50 Resolve ki recovered: 50/50 War Cruiser usage: 1/1
Toughness: 7
Wild Sense defense boost: 25/25 (will vanish next turn)
Technique uses remaining:
Deflect: 0/2 Divination: 0/1 Sonic Sway: 0/1 Energy Shield: 2/2 Wild Sense: 1/1 Aura Guard: 1/2 Drunken Fist: 4/4 Magic Materialization: 0/1 Paparapapa: 1/1
Dimension Hole: 0/2 Time Skip: 1/1
Stats
Power Level - 1 636 076 (545 359)
HP - 67/70 Ki - 40/100 Defense - 120 (100) Accuracy mod - +5 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Stubborn and Measured): You gain x3 PL. T1 costs 0 ki to maintain. 3 Toughness per turn.
T2 Transformation - Mastered Super Saiyan 2 (Heightened, 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/Single - 2 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action/Crippling - 50% chance to inflict Cripple), -5 ki Psychic Powers III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Divination III (Bonus Action. Gain +15 defense for 3 turns. 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 Deflect III (Bonus Action. Take half dmg from two attacks that hit you. 2 uses.), -10 ki Paparapapa III (Bonus Action. Summon minion. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 20 tou. 1 use.), -5 ki Sonic Sway III (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use.), -5 ki Wild Sense III (Bonus Action. Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades.), -10 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. Two lowest with Blur trait. Movement tech. 4 uses.), -0 ki Light Bullet III (Bonus Action. Avoids all direct dmg. Movement tech. 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 attack during turn and deal their full dmg back to atker. 2 uses.), -10 ki
1d6·1d100·1d100+5·2d12+2·1d100·1d100+5·2d12+2·2d12+2·1d100
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Post by Doctor Kaijin Vex on Mar 25, 2019 0:49:19 GMT -5
Whoa? What happened?
The entire fight so far, Khoshai could barely get a single hit in, and now in this instance, he got several. It wasn't as if he was doing anything different, or special. I mean, sure the boy was bisected down the midsection, and attacking Legume in the form of two separate halves, but the assault was nothing a little Time Skip couldn't fix. However, the man did not defend using the notorious Time Skip. Instead, Khoshai's attacking speed surprised the Super Saiyan, and much to Khoshai's own surprise, the attacks mostly connected, battering the man and forcing him back, before Legume finally regained his senses, and utilized a Time Skip to vault forward, and next thing the boy knew, he was being launched back, Legume's boots smashing him right in the face. His lower half was rather quick to retreat back to check on the upper half.
"Bloody hell, what do you mean it's not fair?! You're the one who's not fair here with all of your god damn Majin shit!" He heard Legume say, which prompted quite the response from Khoshai as he knit himself back together, his flesh finally mending itself and binding the two halves back into one.
"Oooooooooooooh! You said a bad word! Big Brother Tora told me not to say bad words!" Khoshai said, giggling. And with that, he was off once more. Maybe....maybe Legume wasn't so invincible after all? Maybe if he kept trying, he could hit him some more! It reinvigorated Khoshai quite a great deal, causing the boy to bounce back with renewed vigor, bouncing up into the air and peppering the Super Saiyan with a blinding barrage of heavy punches, the strikes going back and forth, near endlessly, the boy's arms stretching outward due to its' elastic nature, closing the distance gap. Each separate punch held enough impact force behind it to send the Saiyan staggering potentially, so the use of many in rapid succession would pack quite the lingering pain if enough attacks hit. Post Count: 8 | Legume BATTLE TRACKER
DEFENSIVE SUMMARY
-Khoshai is hit for 5 direct dmg from Minion! Absorbed with toughness! Gained a stack of Endure! -Enemy Attack I misses Khoshai! -Enemy Attack II misses Khoshai!
OFFENSIVE SUMMARY
-Grit active! +15 to Accuracy 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 Legume! Standard Action: Khoshai uses Blitz to launch two basic attacks against Legume! Passive: Khoshai gains 3 toughness! Transformation drains 1 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: Explosive Buu Buu Punch (Psychic Basic Attack)
Ki Cost - 0 Ki Acc - RDO_XZwt1d100+85 Dmg - 1d12
Standard Action 2a: Explosive Buu Buu Punch (Psychic Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+85 Dmg - 1d12
Standard Action 2b: Explosive Buu Buu Punch (Psychic Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+70 Dmg - 1d10
ACTIVE EFFECTS
30/99 Toughness Energy Constructs 4/8 Transformed Measured Vicious Stubborn Grit 4/4 Focus 1/3 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 (2/2 uses Remaining) -Energy Shield III (0/1 use Remaining) - Energy Constructs III (0/1 uses Remaining) - Mend III (0/1 use remaining) -Deflect III (2/2 uses remaining) -Psychic Powers III (Unlimited) -Hypnosis III (1/2 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: 2,474,172 HP: 34/90 | KI: 92/100 | DEF: 50 | DMG DIE: d12 | ACC: +45 1d100+85·1d12·1d100+85·1d12·1d100+70·1d10
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Post by Legume on Mar 25, 2019 11:49:23 GMT -5
Khoshai was once again being completely unbearable. This time, having heard Legume lose his cool and let out several swear words in close succession, the Majin jumped on them as if he had made a sudden discovery. God... was he dealing with a kid-
Yes.
He was.
Dealing with a kid.
Thankfully, Khoshai did not remain stuck on that sentence forever, opening up with a yet another barrage of blinding fast punches. This time, however, Legume was prepared, using a combination of Time Skip short bursts and his own incredible reaction speed to leave himself completely unscathed. And, not to mention, while he was busy dodging, Legume mulled over what Khoshai said and his thoughts instantly stumbled on something the Majin said at the very end.
Something which he moved to address as soon as he cut Khoshai's barrage short, vanishing from sight and then activating his Time Skip while floating behind the Majin, giving him the window of time to send his left hand down in a chop, aiming to cut his pink blob opponent into two vertical halves.
"Wait- you mean Tora? Tora no Seishin? You know him?"
The few seconds spent on talking was exactly what Legume's body needed to tap into its reserves. The final stretch of the fight was drawing near. Hopefully. If it was not the final stretch, then Legume would get to face some serious problems...
Following up on his Time Skip blow, the Saiyan slashed forward with his greatsword, aiming to cut Khoshai into several more pieces before he can regenerate.
Defensive Phase
Defensive Techniques and Items Activated: Rapid Movement
CHEWED UP BUBBLEGUM Explosive Buu Buu Punch - vs 120 def - miss! Explosive Buu Buu Punch - vs 120 def - miss! Explosive Buu Buu Punch - vs 120 def - avoided with RM!
Offensive Phase
At-Will (Blur): Rapid Movement, -5 ki At-Will: Time Skip Smash (Minion Attack) - Deal 4piwVQWp1d6 direct damage to Khoshai.
Bonus Action: Time Skip Finishing Blow (Redirect 2 Seeking attacks)
Need 75 or less to deal 22 direct damage to Kho - 1d100
At-Will: Stubborn T1 - Gain 3 Toughness.
Standard Action 1: Brief Pause (Recuperate), +50 ki
At-Will: Guile - Attach Charging to next attack.
Standard Action 2: Vanity Strike (Seeking/Crippling Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Damage (Charging) - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Adaptive Fighting Style (Patrol Uniform III) - +10 defense next turn
Passive Modifiers
Minion: Active
T1 ki drain: 0 per turn Talented usage: 1/1 uses (Energy Shield) Trinket usage: 0/1 uses Dark Nimbus usage: 0/1 uses Haste usage: 1/2 uses Recuperate ki recovered: 50/50 Resolve ki recovered: 50/50 War Cruiser usage: 1/1
Toughness: 10
Technique uses remaining:
Deflect: 0/2 Divination: 0/1 Sonic Sway: 0/1 Energy Shield: 2/2 Wild Sense: 1/1 Aura Guard: 1/2 Drunken Fist: 4/4 Magic Materialization: 0/1 Paparapapa: 1/1
Dimension Hole: 0/2 Time Skip: 1/1
Stats
Power Level - 1 636 076 (545 359)
HP - 67/70 Ki - 80/100 Defense - 120 (100) Accuracy mod - +5 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Stubborn and Measured): You gain x3 PL. T1 costs 0 ki to maintain. 3 Toughness per turn.
T2 Transformation - Mastered Super Saiyan 2 (Heightened, 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/Single - 2 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action/Crippling - 50% chance to inflict Cripple), -5 ki Psychic Powers III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Divination III (Bonus Action. Gain +15 defense for 3 turns. 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 Deflect III (Bonus Action. Take half dmg from two attacks that hit you. 2 uses.), -10 ki Paparapapa III (Bonus Action. Summon minion. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 20 tou. 1 use.), -5 ki Sonic Sway III (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use.), -5 ki Wild Sense III (Bonus Action. Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades.), -10 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. Two lowest with Blur trait. Movement tech. 4 uses.), -0 ki Light Bullet III (Bonus Action. Avoids all direct dmg. Movement tech. 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 attack during turn and deal their full dmg back to atker. 2 uses.), -10 ki
1d6·1d100·1d100+5·2d12+2·2d12+2·1d100
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Post by Doctor Kaijin Vex on Mar 25, 2019 17:00:28 GMT -5
And there went the legs again.
Majin Khoshai had to give Legume his credit. This fight was ranked up there for the highest amount of times he had been bisected by a single opponent. Sure, other people did all the basic shit like blast him to smithereens or pound his face in a thousand time, but look at Legume here being all unique and deciding to chop the child up. But the true question remained...could he julienne with that big sword of his?
If he could, then someone should give him the medal for having top notch culinary skills.
Legume seemed ready this time, and as Khoshai unleashed his barrage of attacks upon what he believed to be an unsuspecting opponent, Legume readied himself for combat, weaving through his blows easily, before utilizing the infamous Time Skip once more, to re-position himself, and the next thing Khoshai knew, he was being cleaved down the middle, the Saiyan's golden aura gathering around the hand and sharpening the impact force, so that it would cut through the gummy flesh with relative ease. However, almost immediately upon being cleaved in half, the boy's flesh would begin to liquefy, turning into a near goo-like state. When Legume moved to swing his great sword to rend the child again, the blade passed right through, spreading the goo around a bit, but not doing too much damage. The pink, liquid substance would splash across the ground, before coalescing back into a solid form, reforming into Khoshai's body. Time Skip vs. the ever versatile body of Majin Khoshai. This fight was truly a struggle. However, the boy had to admit he was having so much fun!
"Yeah, yeah! Big Brother Tora is my master! I live with him and he takes care of me! He's the best big brother ever!" He said, giggling madly. His feelings of affection towards the Tiger Master were strong, and him mentioning such to Legume was purely coincidental, given he still had no idea that the two had met prior. Nevertheless, a moment later, Khoshai's body vanished via Rapid Movement. Managing to maneuver himself behind Legume, 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 Legume right down the middle. Post Count: 9 | Legume BATTLE TRACKER
DEFENSIVE SUMMARY
-Khoshai is hit for 1 direct dmg from Minion! (Thank god that bitch is gone) -Khoshai is hit with 22 direct dmg from Seeking! Absorbed with toughness! Gain a stack of Endure! Bonus Action Reactive: Khoshai uses Guard against Super Attack #1! -Enemy Attack I hits Khoshai for 13 dmg! Halved to 6 dmg! Indomitable reduces dmg to 2! Crippled for 2 turns!
OFFENSIVE SUMMARY
-Grit active! +15 to Accuracy 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 2 Energy Constructs to add a d6 to 2 Basic 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 Legume! Standard Action: Khoshai uses Blitz to launch two basic attacks against Legume! Passive: Khoshai gains 3 toughness! Transformation drains 1 Ki!
Bonus Action Reactive: Liquefy and Reform (Guard)- As a bonus action negate half the damage from one non-critical attack that hit you. |-5 Ki
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 - nLKMFTRl1d100+85 Dmg -5d12+5 OR 5d12+5
Standard Action 2a: Innocence Cannon (Psychic Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+85 Dmg - 1d12
Energy Constructs: 1d6
Standard Action 2b: Innocence Cannon (Psychic Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+70 Dmg - 1d10
Energy Constructs: 1d6
ACTIVE EFFECTS
11/102 Toughness Energy Constructs 2/8 Transformed Measured Vicious Stubborn Grit 0/4 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 (2/2 uses Remaining) -Energy Shield III (0/1 use Remaining) - Energy Constructs III (0/1 uses Remaining) - Mend III (0/1 use remaining) -Deflect III (2/2 uses remaining) -Psychic Powers III (Unlimited) -Hypnosis III (1/2 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: 2,474,172 HP: 31/90 | KI: 71/100 | DEF: 50 | DMG DIE: d12 | ACC: +45 1d100+85·5d12+5·5d12+5·1d100+85·1d12·1d6·1d100+70·1d10·1d6
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Post by Legume on Mar 26, 2019 3:05:33 GMT -5
Once again, though Legume did all he could to deal as much damage to the Majin as possible, his regeneration didn't seem to be anywhere near giving in. Immediately after getting cut in half, Khoshai simply stiched himself back together and continued on boasting about Tora being his "big brother". How the Earthling martial artist takes care of him and is his master.
That explains a few things...
What followed after was the Majin showering him with an outright enormous energy attack, slashing across the ground like a tidal wave. From the way it crashed down, from the way it was so humongously faster than anything Khoshai had ever thrown before, immediately gave the Saiyan a hint that this was an attack he had been preparing for a long time. And it was moving too quickly for him to safely activate his Time Skip technique.
So instead of running, Legume struck. He swung his greatsword forward, meeting the purple energy wave in the middle and clashing with such raw force that the entire tournament arena shook from the shockwave. Less than a second later, the wave overpowered his weapon and blew the Saiyan away, but the majority of the work had already been done - the momentum of the attack decreased, and in the end, it only left a sharp cut on Legume's bare chest instead of cutting straight through him.
"Alright... That was..." Legume muttered underneath his breath as he pulled himself off the ground immediately after the wave receded. "Unpleasant."
Before Khoshai could continue upon his attack, Legume suddenly tossed his greatsword forward like a boomerang, aiming to cut down the Majin where he stood.
Defensive Phase
Defensive Techniques and Items Activated: Deflect, Scouter
CHEWED UP BUBBLEGUM Innocence Cannon - vs 135 def - halved with Deflect to 25 damage! Innocence Cannon - vs 120 def - halved with Deflect to 4 damage! Innocence Cannon - vs 120 def - miss!
Total 29 damage reduced by 4 Toughness to 25 damage!
Offensive Phase
Bonus Action: Deflect, -10 ki
At-Will: Stubborn T1 - Gain 3 Toughness.
Standard Action 1: Vanity Strike (Seeking/Crippling Single), -5 ki
Accuracy - B_v6eM161d100+5 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Guile - Attach Seeking to next attack.
Standard Action 2: Vanity Strike (Seeking/Crippling Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Damage (Charging) - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Adaptive Fighting Style (Patrol Uniform III) - +10 defense next turn
Passive Modifiers
Minion: Active
T1 ki drain: 0 per turn Talented usage: 1/1 uses (Energy Shield) Trinket usage: 0/1 uses Dark Nimbus usage: 0/1 uses Haste usage: 1/2 uses Recuperate ki recovered: 50/50 Resolve ki recovered: 50/50 War Cruiser usage: 1/1
Toughness: 9
Technique uses remaining:
Deflect: 0/2 Divination: 0/1 Sonic Sway: 0/1 Energy Shield: 2/2 Wild Sense: 1/1 Aura Guard: 1/2 Drunken Fist: 4/4 Magic Materialization: 0/1 Paparapapa: 1/1
Dimension Hole: 0/2 Time Skip: 1/1
Stats
Power Level - 1 636 076 (545 359)
HP - 42/70 Ki - 60/100 Defense - 120 (100) Accuracy mod - +5 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Stubborn and Measured): You gain x3 PL. T1 costs 0 ki to maintain. 3 Toughness per turn.
T2 Transformation - Mastered Super Saiyan 2 (Heightened, 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/Single - 2 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action/Crippling - 50% chance to inflict Cripple), -5 ki Psychic Powers III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Divination III (Bonus Action. Gain +15 defense for 3 turns. 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 Deflect III (Bonus Action. Take half dmg from two attacks that hit you. 2 uses.), -10 ki Paparapapa III (Bonus Action. Summon minion. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 20 tou. 1 use.), -5 ki Sonic Sway III (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use.), -5 ki Wild Sense III (Bonus Action. Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades.), -10 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. Two lowest with Blur trait. Movement tech. 4 uses.), -0 ki Light Bullet III (Bonus Action. Avoids all direct dmg. Movement tech. 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 attack during turn and deal their full dmg back to atker. 2 uses.), -10 ki
1d100+5·2d12+2·1d100·1d100+5·2d12+2·2d12+2·1d100
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Post by Doctor Kaijin Vex on Mar 26, 2019 22:55:47 GMT -5
The fight was becoming rather intense, and to be honest, the crowd was absolutely loving it. Cheers resounded throughout the arena, both the names of both fighters being chanted were called. It wasn't often that a fighter was able to challenge the eight year old so, and the Shroomy's Invitational runner up was living up to his reputation as a super capable fighter. His golden hair and immense combat speed was dramatically increasing his ratings amongst the Black Light Tournament's leaderboards.
But Khoshai wasn't out of the fight yet. He narrowed his eyes as Legume flung the greatsword at the Majin. As much as the boy normally allowed attacks to cut straight through him, Tora's training wasn't all for naught, and he was actually pretty well versed in martial arts, thanks to the Tiger School Master. So much so that when the greatsword threatened to cleave him in half once again, Khoshai's tail would shoot out from behind him, extending before wrapping itself tightly around the hilt of the blade. Redirecting it's course, the giant blade would swing in a circle around Khoshai before the boy would relinquish his hold over the weapon, sending it spinning right on back to its' sender.
Crying out, Khoshai's fuchsia colored aura would envelop him once more before he shot forward, his body phasing in and out of view several times as he executed several Zanzokens, before finally releasing his aura in a powerful wave of invisible concussive force, in the form of two Kiais, each one a second or so apart and coming from two different angles, the power laden force moving to smash into Legume mere moments after the greatsword reached him, hoping to overwhelm the Saiyan with three well timed, overwhelming shows of power. Post Count: 10 | Legume BATTLE TRACKER
DEFENSIVE SUMMARY
Bonus Action Reactive: Khoshai uses Guard against Super Attack #1! At-Will Reactive: Khoshai uses 1 Energy Construct defensively to negate 3 dmg from an attack! -Enemy Attack I hits Khoshai for 15 dmg! Halved to 7 dmg! Indomitable reduces dmg to 3! Negated to 0 with Energy Constructs! Crippled for 2 turns!
OFFENSIVE SUMMARY
-Grit active! +15 to Accuracy 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 Legume! Standard Action: Khoshai uses Blitz to launch two basic attacks against Legume! Passive: Khoshai gains 3 toughness! Transformation drains 1 Ki!
Bonus Action Reactive: Intercept! (Guard)- As a bonus action negate half the damage from one non-critical attack that hit you. |-5 Ki
At-Will Reactive: Intercept! (Energy Constructs)- Khoshai uses 1 Energy Constructs to negate 3 dmg from an attack!
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: Vanity Sword Throw! (Psychic Basic Attack)
Ki Cost - 0 Ki Acc - jmNIohi51d100+85 Dmg - 1d12
Standard Action 2a: Kiai! (Psychic Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+85 Dmg - 1d12
Standard Action 2b: Kiai! (Psychic Basic Attack)
Ki Cost - 0 Ki Acc - 1d100+70 Dmg - 1d10
ACTIVE EFFECTS
14/105 Toughness Energy Constructs 1/8 Transformed Measured Vicious Stubborn Grit 1/4 Focus 2/3 Endure 50/50 Resolve Crippled (2 turns 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 (0/1 use remaining) -Deflect III (2/2 uses remaining) -Psychic Powers III (Unlimited) -Hypnosis III (1/2 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: 2,474,172 HP: 31/90 | KI: 65/100 | DEF: 50 | DMG DIE: d12 | ACC: +45 1d100+85·1d12·1d100+85·1d12·1d100+70·1d10
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Post by Legume on Mar 27, 2019 10:45:36 GMT -5
And the circus goes on like it always does. They're going to be stuck here for a looooong time, apparently... The crowd might have loved it, but Legume was growing increasingly frustrated. Does Khoshai's regeneration have no limit or something? Every single blow, every single slash which goes his way, it feels like simply a splash in the ocean.
And now, the Majin even had the audacity to turn Legume's boomerang attack against him, grabbing Vanity in mid-air and tossing it straight at the Saiyan, combining the attack with a powerful kiai. Legume simply raised his forearm, the sword slamming into it and bouncing back into his hands without leaving any damage - Khoshai might have chucked the weapon at full force, but he clearly wasn't aware of any of the structural intricacies of the blade which made its slashes and spins more deadly than they normally would be, if taken advantage of.
With his weapon back at hand, Legume swung Vanity across the air, whipping up a powerful shockwave which slammed into the Kiai and nullified it entirely, before charging forward and activating his Time Skip technique yet again - this time to appear in front of the Majin and drive the flat side of his weapon straight at Khoshai's skull, as if he was boinking his head with a giant frying pan. Maintaining his hold over the momentum of the fight, Legume continued his offensive even after the Time Skip faded, this time to send several horizontal slashes at the Majin and try to chop him into bits.
Defensive Phase
Defensive Techniques and Items Activated:
CHEWED UP BUBBLEGUM Innocence Cannon - vs 120 def - hits for 4 damage! Innocence Cannon - vs 120 def - miss! Innocence Cannon - vs 120 def - miss!
Total 4 damage reduced by 4 Toughness to 0 damage!
Offensive Phase
Bonus Action: Time Skip Boink (Redirect 1 Seeking attack)
Need 75 or less to hit Khoshai for 13 damage - Xd2HtuLm1d100
At-Will: Stubborn T1 - Gain 3 Toughness.
Standard Action 1: Vanity Strike (Seeking/Crippling Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Guile - Attach Seeking to next attack.
Standard Action 2: Vanity Strike (Seeking/Crippling Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Damage (Charging) - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Offensive Fighting Style (Patrol Uniform III) - +10 accuracy next turn
Passive Modifiers
Minion: Inactive
T1 ki drain: 0 per turn Talented usage: 1/1 uses (Energy Shield) Trinket usage: 0/1 uses Dark Nimbus usage: 0/1 uses Haste usage: 1/2 uses Recuperate ki recovered: 50/50 Resolve ki recovered: 50/50 War Cruiser usage: 1/1
Toughness: 8
Technique uses remaining:
Deflect: 0/2 Divination: 0/1 Sonic Sway: 0/1 Energy Shield: 2/2 Wild Sense: 1/1 Aura Guard: 1/2 Drunken Fist: 4/4 Magic Materialization: 0/1 Paparapapa: 1/1
Dimension Hole: 0/2 Time Skip: 1/1
Stats
Power Level - 1 636 076 (545 359)
HP - 42/70 Ki - 50/100 Defense - 120 (100) Accuracy mod - +5 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Stubborn and Measured): You gain x3 PL. T1 costs 0 ki to maintain. 3 Toughness per turn.
T2 Transformation - Mastered Super Saiyan 2 (Heightened, 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/Single - 2 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action/Crippling - 50% chance to inflict Cripple), -5 ki Psychic Powers III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Divination III (Bonus Action. Gain +15 defense for 3 turns. 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 Deflect III (Bonus Action. Take half dmg from two attacks that hit you. 2 uses.), -10 ki Paparapapa III (Bonus Action. Summon minion. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 20 tou. 1 use.), -5 ki Sonic Sway III (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use.), -5 ki Wild Sense III (Bonus Action. Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades.), -10 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. Two lowest with Blur trait. Movement tech. 4 uses.), -0 ki Light Bullet III (Bonus Action. Avoids all direct dmg. Movement tech. 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 attack during turn and deal their full dmg back to atker. 2 uses.), -10 ki
1d100·1d100+5·2d12+2·1d100·1d100+5·2d12+2·2d12+2·1d100
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