|
Post by Etohn on Mar 16, 2019 22:17:51 GMT -5
"ALRIGHT, LADIES AND GENTLEMEN! WE'RE HAPPY TO PRESENT TO YOU THE FINALS TO OUR ANNUAL LIGHTWEIGHT BRAWL!" Roaring out to the crowd is a blue Brenchian, easily hyping up the crowd for the conclusion to the tournament. His job has actually been kind of hard thus far, given how the two fighting now didn't have many difficulties with their opponents. Sure, it's exciting the first couple of times, but when their matches rarely lasted more than a couple seconds, it began to get old. That was in the past, though. Now, finally, this should be an exciting match for the two combatants. Then, once this is all done, he can hopefully get back to spectating less superhuman fighters. "IN THIS CORNER," he exclaims, pointing to his right, "WE HAVE A FAN FAVORITE! THE MAN BACK FROM THE GRAVE! THE GRIZZLED SOLDIER! THE SUPER SAIYAN! YOU KNOW HIM, VILLAINS HATE HIM, IT'S ETOHN!" As usual, the crowd gives it all in showing their excitement for Etohn. With the spotlight panning over to show him, mildly waving to his fans, the deafening roar of his reveal rolling through the air. Slowly, the chatter dies down, giving the announcer the chance to introduce his opponent. "IN THE OTHER CORNER IS A NEW ARRIVAL TO THE FIGHTING SCENE HERE ON SPACE VEGAS! WITH A FIERY START ON THEIR CAREER, WE HAVE THE HOTSHOT YOU'VE ALL BEEN LOOKING FORWARD TO! IT'S KUSUBU!"Again, the crowd can hardly contain themselves, giving the alien-looking girl a warm welcome. "NOW, ARE THE FIGHTER'S READY!?"Clasping his hands together, Etohn cracks his knuckles loudly and gives his neck a quick roll before confidently nodding to the announcer. Whoever this Kusubu person was, they seemed fairly strong, so he was anticipating their inevitable fight greatly. BATTLE TRACKER Action Summary: BA: Saiyan Durability (Energy Shield) | 5 ki
AW: Saiyan Durability (Dampening Field)
BA: Versatile Fighter (Magic Materialization): Gain the Trinket | 5 ki
BA: Oppressive Presence (Paparapapa) | 5 ki
AW: Minion Attack
Acc: SpBXXmqY1d6+1
AW: Wild Sense | 10 ki
ACTIVE EFFECTS Edge 2: +10 Defense, +2 Damage Negation Wild Sense (0/25) Paparapapa (Portal 1/3)
FIGHTING STYLE - Brutal Power - You start with +5 EC Impact - As an at-will action you can add an extra damage die to one attack during your turn.
TRAITS Blur: As a passive effect you can use one Movement techniques as an at-will action on your turn. Blitz: Make 2 basic attacks during one standard action in a turn as an at-will action. Haste: Gain an extra bonus action at-will. (2/2) Crush: Scoring a critical hit with a Basic Attack gives the special status effect Crushed. While Crushed the target's defense is lowered by 15 for the duration. Talented: Gain an extra usage of one non-legendary defensive or utility technique you know at-will. (1/1)
TRANSFORMATION Super Saiyan (T1 | Emboldened | Stubborn): Bonus action. Gain x4 PL. Passively generate +3 toughness a turn. -2 ki a turn.
EQUIPMENT Weighted Clothing: +50% PL per post or 200 words. Power Pole: Basic Attacks score a critical hit on natural rolls of 85+. Also, all basic attacks have a passive 50% stun chance.
Dampening Field: At-will gain +10 toughness. (0/1) Trinket: As a bonus action, gain +5 toughness and negate all currently afflicted non-special status effects. (1/1) Senzu Bean: As a bonus action, gain +20 HP and Ki. Only one restorative item allowed per thread. (1/1)
OTHER ITEMS Big Bang Attack (War Cruser): 3d4 direct dmg to all targets. (1/1) Portal: +1 to paparapapa dmg for 3 turns after activation.
SUPER ATTACKS Conjured Armaments | Single - Slashing - Freezing | 5 ki
TECHS Energy Shield III - (0/1) Light Bullet III - (2/2) Sonic Sway III - (1/1) Wild Sense III - (0/1) Aura Guard III - (2/2) Psychic Powers III Divination III - (1/1) Magic Materialization III - (0/1) Paparapapa III - (0/1) Deflect III - (2/2) Recuperate - (1/1)
LEGENDARY TECHS Rift Travel (Time Skip) III - (1/1) Greater Summon (Multi Form) III - (1/1)
CURRENT PL: 110,000 HP: 50/50 | KI: 75/100 | TOUGHNESS: 30 | DEF: 100 | DMG DIE: d12 | ACC: +40 | Post Count: 1 Tags: Kusubu 1d6+1
|
|
|
|
Post by Kusubu on Mar 17, 2019 8:42:25 GMT -5
Kusubu, by the time the finals came around, was just bored. Every single last opponent she had faced didn’t last more than a minute with her. She expected this tournament to give her a challenge, and so far, she was disappointed. But once she locked eyes with her opponent, and got a feel for his energy, she knew that this fight would be very, /very/ different. A wide grin is on her face as the announcer starts to hype up the crowd.
She remained silent while the introductions were given. She could tell that he frequented this tournament by both the Announcer’s introduction and the crowd’s reaction. Once her name was announced, and the crowd starting going crazy, she would simply wave at them, not interested in interaction with them much. Her focus was placed on her opponent. Once the Announcer stopped speaking, and the fight was allowed to begin, she would start the fight off.
She started the fight by taking in a deep breath, filling her lungs with a large amount of air… and right after, she would let it all out as an intense wave of bright blue fire. The fire practically covered the entirety of the fighting stage, but didn’t near the stands. She knew to be careful with her attacks, since they’re all related to fire somehow.
Etohn
BATTLE TRACKER
SUMMARY
7 direct damage dealt.
Bonus Action: Energy Shield | -15 ki
At-Will: Impact
Standard Action: Kusokasai (Charging/Sear) | -5 ki Acc - eggo1UcO1d100+50 Dmg #1 - 3d12 Dmg #2 - 3d12 Status Chance (50%) - 1d100
At-WIll: Rush
Standard Action: Kusokasai (Charging/Sear/Rush) | -5 ki Acc - 1d100+50 Dmg #1 - 2d12 Dmg #2 - 2d12 Status Chance (50%) - 1d100
At-Will: Demon Clan Robes (Regain 3 ki)
ACTIVE EFFECTS
N/A.
FIGHTING STYLE
Brutal*
TRAITS
Assault: Roll two d100s for each accuracy roll you make with Super Attacks. Use the better of the two rolls for each. Passive. Twice per battle.
Alacrity: Add +10 to defense while above half max HP. Passive. Indefinite.
Blur: You can use one Movement technique as an at-will action on your turn. Passive. Indefinite.
Impact*: You can add an extra damage die to one attack your turn. At-Will. Indefinite.
Power*: +5 to Energy Control. Passive.
Rush: You add Rush to one single-type Super Attack during your turn. At-Will. Indefinite.
Talented: Choose one non-legendary Defense or Utility technique you’ve learned. You gain an extra use of the technique and it doesn’t count against any other kinds of usage limits imposed upon it. At-Will. Once per battle.
EQUIPMENT
AI Assistant: Upon equipping you choose any three traits, so long as you meet any requirements for them. Passive. Indefinite.
Demon Clan Robes: Your max ki is increased by 25 and your PL is boosted by 15% while equipped. As an at-will action, you regain 3 ki at the end of your turn.
Senzu Bean: Restore 20 HP and 20 Ki to self or a comrade. Bonus Action. Once per battle. Each person may only be affected by one restorative item per battle.
Totem: Choose one status effect that you and allies are immune to for the duration (Burn, Freeze, Stun, or Poison). At-WIll. Once per battle.
OTHER ITEMS
Dragonball Radar: You now have a chance to find a dragonball on a roll of 18-20 from completing group roleplays and other dragonball rolls. This improves to a 16-20 from completing Events.
The Devastator (War Cruiser): Call does a bombardment that deals 3d4 of direct damage to all foes. At-Will. Once per battle.
SUPER ATTACKS
Kusokasai (Rank 3/Signature): Single | Charging | Sear | 5 ki
TECHS
Deflect: Negate half the damage from two attacks that hit you during your turn (even critical hits). Bonus Action. Twice per battle. 20 ki.
Divination: You gain 15 bonus defense for for the duration of two turns. Bonus Action. Once per battle. 15 ki.
Energy Shield: Gain 20 toughness. Bonus Action. Once per battle. 15 ki.
Psychic Powers: As an at-will action you are able to communicate over vast distances using only your thoughts. Alternatively, as a standard action you can make a special Telekinetic Attack, which counts as a Basic Attack with an additional 5 accuracy. But, its damage tier is 2 ranks lower.
LEGENDARY
N/A
[/spoiler] [/font] CURRENT PL 54,338. HP: 50/50 | Toughness: 13/20 | KI: 103/125 | DEF: 100 | DMG DIE: d12 | ACC: +40 1d100+50·3d12·3d12·1d100·1d100+50·2d12·2d12·1d100
|
|
|
|
Post by Etohn on Mar 17, 2019 14:41:03 GMT -5
"AAAAAND BEGIN!"Once the words came from their mouth, Kusubu bathed the arena in a plume of azure flames. Holding his left hand forward, Etohn puts up a small energy shield, parting the fire around his body. While he managed to ward that off, that did not stop the temperature from going up, burning his arm slightly. When their attack concludes, Etohn lowers his guard again, gazing around at the scorched arena they now stood in. "Well, that's quite an attack you've got there. Guess it's my turn, then." Etohns hops on the balls of his feet, limbering his body up as he prepares to engage the little Demon. He'd need to be ready for that next breath attack, after all. Nobody leads off with an attack they can only pull off once. Without any warning, Etohn vanishes from his position, an afterimage left in his place from the speed of his movement. Appearing directly above Kusubu, Etohn swings a leg forward as a bicycle kick towards their head, and hardly leaves any time to react to the attack as he once again disappears in a blur of motion, this time standing in front of Kusubu. Both of his arms piston forwards, stopping just short of striking their target, instead creating a blast of pressure created by the speed and force behind them. Finally, to conclude his offense, Etohn flips back through the air, a small ball of ki charging up in his right hand before zooming off towards Kusubu, exploding in a brilliant display of light. Landing gracefully back where he started, Etohn grins widely, waiting to see the smoke clear from his Big Bang Attack. BATTLE TRACKER Action Summary: Kusubu: Kusokasai #1 vs 105 def => Miss | 5 ki | Wildsense gives +5 def
BA: Guard against Kuskasai #2 => 21 damage dropped to 10, Edge 2 lowers to 8 dmg, 1x Burn inflicted | Wildsense gives +5 def
SA: Bicycle Kick (Basic) - Crits on 85+ | Stun 50%
Acc: BWOr1nKJ1d100+40
Dmg: 1d12
Stun: 1d100
SA: Pressure Strike (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40
Dmg: 1d12
Stun: 1d100
AW: Impact | Gain +1 dmg dice
AW: Blitz | Gain another basic attack for one SA
Blitz: Big Bang Attack (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40
Dmg: 2d12
Stun: 1d100
AW: Big Bang Attack Blast (War Cruiser)
Dmg: 3d4
AW: Minion Attack
Dmg: 1d6+1
ACTIVE EFFECTS Edge 2: +10 Defense, +2 Damage Negation Wild Sense (10/25) Paparapapa (Portal 2/3) Burn: 3 status dmg each turn (1/2)
FIGHTING STYLE - Brutal Power - You start with +5 EC Impact - As an at-will action you can add an extra damage die to one attack during your turn.
TRAITS Blur: As a passive effect you can use one Movement techniques as an at-will action on your turn. Blitz: Make 2 basic attacks during one standard action in a turn as an at-will action. Haste: Gain an extra bonus action at-will. (2/2) Crush: Scoring a critical hit with a Basic Attack gives the special status effect Crushed. While Crushed the target's defense is lowered by 15 for the duration. Talented: Gain an extra usage of one non-legendary defensive or utility technique you know at-will. (1/1)
TRANSFORMATION Super Saiyan (T1 | Emboldened | Stubborn): Bonus action. Gain x4 PL. Passively generate +3 toughness a turn. -2 ki a turn.
EQUIPMENT Weighted Clothing: +50% PL per post or 200 words. Power Pole: Basic Attacks score a critical hit on natural rolls of 85+. Also, all basic attacks have a passive 50% stun chance.
Dampening Field: At-will gain +10 toughness. (0/1) Trinket: As a bonus action, gain +5 toughness and negate all currently afflicted non-special status effects. (1/1) Senzu Bean: As a bonus action, gain +20 HP and Ki. Only one restorative item allowed per thread. (1/1)
OTHER ITEMS Big Bang Attack (War Cruser): 3d4 direct dmg to all targets. (0/1) Portal: +1 to paparapapa dmg for 3 turns after activation.
SUPER ATTACKS Conjured Armaments | Single - Slashing - Freezing | 5 ki
TECHS Energy Shield III - (0/1) Light Bullet III - (2/2) Sonic Sway III - (1/1) Wild Sense III - (0/1) Aura Guard III - (2/2) Psychic Powers III Divination III - (1/1) Magic Materialization III - (0/1) Paparapapa III - (0/1) Deflect III - (2/2) Recuperate - (1/1)
LEGENDARY TECHS Rift Travel (Time Skip) III - (1/1) Greater Summon (Multi Form) III - (1/1)
CURRENT PL: 110,000 HP: 39/50 | KI: 70/100 | TOUGHNESS: 30 | DEF: 110 | DMG DIE: d12 | ACC: +40 | Post Count: 2 Tags: Kusubu 1d100+40·1d12·1d100·1d100+40·1d12·1d100·1d100+40·2d12·1d100·3d4·1d6+1
|
|
|
|
Post by Kusubu on Mar 17, 2019 17:40:22 GMT -5
After blowing out a considerable amount of flame at her opponent, and causing some visible damage to the ring, her mouth would close to cease the attack. A grin was plastered onto her face as she saw the damage she had done to the ring, but it seem that it didn’t do very much to her opponent. It dawned on her that the apparent gap in power between them is going to make this an uphill battle for the little demoness. After listening to what he had to say about her attack, Kusubu would lower herself into a defensive stance, preparing herself for his first attack.
Kusubu was impressed by Etohn’s speed, but he would have try harder to get a hit on her. She saw the bicycle kick coming, and because of this, she blocked the attack with one of her arms, the wide grin still on her face. His next attack would be dealt with in a similar way: she threw up both of her arms to block the odd attack, being forced back a few inches due to the force behind it. This attack certainly impressed her, since to her, it was a show of his power. His final attack against her, the powerful orb of energy, impressed her even further. It came quickly, and she had barely enough time to throw up a wall of intense, blue flame in front of her… blocking the attack. It didn’t hit her directly, but the blast from the attack went right through her shield, sending her flying back. She almost went over the edge of the ring, but she stopped herself before that happened.
Her grin, which had disappeared during the last attack, soon returned as she prepared to attack again, “Heh, that was impressive! We are going to have a great fucking fight.” She said before launching her next attack against him.
It came as she rushed towards the Saiyan, engulfing her right fist in blue flames while doing so, “Let’s see how you like this!” As she got closer, she fired a wave of blue flame from her left hand, using this as cover… because once she got close enough, the punch would be throw towards his face.
Etohn
BATTLE TRACKER
SUMMARY
Attack 1 (Bicycle Kick): - Missed
At-Will: Rapid Movement | -5 ki
Attack 2 (Pressure Strike): - Dodged with Rapid Movement
Bonus Action - Reactive: Guard | -0 ki
Attack 3 (Big Bang Attack): - Hit, damage halved from 9 to 4.
12 Direct Damage taken.
At-Will: Assault (Use #1)
At-Will: Rush
Standard Action: Kusokasai (Charging/Sear/Rush) | -5 ki Acc #1 - dWIG6SpE1d100+50 Acc #2 - 1d100+50 Dmg #1 - 2d12 Dmg #2 - 2d12 Status Chance (50%) - 1d100
At-Will Impact
Standard Action: Kusokasai (Charging/Sear) | -5 ki Acc #1 - 1d100+50 Acc #2 - 1d100+50 Dmg #1 - 3d12 Dmg #2 - 3d12 Status Chance (50%) - 1d100
At-Will: Extreme Heat (War Cruiser, Use #1) Dmg - 3d4
At-Will: Totem (Use #1) - Stun
At-Will: Demon Clan Robes (Regain 3 ki)
ACTIVE EFFECTS
Immune to Stun for 5/5 turns.
FIGHTING STYLE
Brutal*
TRAITS
Assault: Roll two d100s for each accuracy roll you make with Super Attacks. Use the better of the two rolls for each. Passive. Twice per battle.
Alacrity: Add +10 to defense while above half max HP. Passive. Indefinite.
Blur: You can use one Movement technique as an at-will action on your turn. Passive. Indefinite.
Impact*: You can add an extra damage die to one attack your turn. At-Will. Indefinite.
Power*: +5 to Energy Control. Passive.
Rush: You add Rush to one single-type Super Attack during your turn. At-Will. Indefinite.
Talented: Choose one non-legendary Defense or Utility technique you’ve learned. You gain an extra use of the technique and it doesn’t count against any other kinds of usage limits imposed upon it. At-Will. Once per battle.
EQUIPMENT
AI Assistant: Upon equipping you choose any three traits, so long as you meet any requirements for them. Passive. Indefinite.
Demon Clan Robes: Your max ki is increased by 25 and your PL is boosted by 15% while equipped. As an at-will action, you regain 3 ki at the end of your turn.
Senzu Bean: Restore 20 HP and 20 Ki to self or a comrade. Bonus Action. Once per battle. Each person may only be affected by one restorative item per battle.
Totem: Choose one status effect that you and allies are immune to for the duration (Burn, Freeze, Stun, or Poison). At-WIll. Once per battle.
OTHER ITEMS
Dragonball Radar: You now have a chance to find a dragonball on a roll of 18-20 from completing group roleplays and other dragonball rolls. This improves to a 16-20 from completing Events.
The Devastator (War Cruiser): Call does a bombardment that deals 3d4 of direct damage to all foes. At-Will. Once per battle.
SUPER ATTACKS
Kusokasai (Rank 3/Signature): Single | Charging | Sear | 5 ki
TECHS
Deflect: Negate half the damage from two attacks that hit you during your turn (even critical hits). Bonus Action. Twice per battle. 20 ki.
Divination: You gain 15 bonus defense for for the duration of two turns. Bonus Action. Once per battle. 15 ki.
Energy Shield: Gain 20 toughness. Bonus Action. Once per battle. 15 ki.
Psychic Powers: As an at-will action you are able to communicate over vast distances using only your thoughts. Alternatively, as a standard action you can make a special Telekinetic Attack, which counts as a Basic Attack with an additional 5 accuracy. But, its damage tier is 2 ranks lower.
LEGENDARY
N/A
CURRENT PL 54,338. HP: 47/50 | Toughness: 0/20 | KI: 91/125 | DEF: 100 | DMG DIE: d12 | ACC: +40 1d100+50·1d100+50·2d12·2d12·1d100·1d100+50·1d100+50·3d12·3d12·1d100·3d4
|
|
|
|
Post by Etohn on Mar 18, 2019 0:28:25 GMT -5
As the smoke clears, Kusubu is revealed, still standing though right by the edge of the ring. Their grin beams forward, and their words of anticipation for the match backed up their smile. "Well of course it is. You're pretty good, after all. All I'm wondering is if you can keep that up."Sporting his own wide smile, excited by Kusubu's enthusiasm for their bout, raises his arms into a loose guard as she approaches. Covering themselves in a brilliant blue flame, they lunge out towards the Half-Saiyan. A nice trick to make it hard to guess where they were attacking from, but not one that caught him off guard. Immediately reacting to her fist reaching out towards him, he shifts slightly to his side, the fist sailing right past him. The sweltering heat still stung his body and dried his lungs, but at least he wasn't on fire. Swiping the back of his hand in front of him, a powerful gust of wind ushers forth, killing the flames. With the fire no longer cloaking Kusubu, Etohn quickly swings his knee up to strike into her diaphragm, following up right after by clasping his hands together tightly and swinging them down towards her dome. Hopping back after the hammer blow, Etohn widens his stance and claps his hands together. A blue glow forms around his body, and the bright pink burns marring his skin quickly begin to fade, returning to their original coloration. With a satisfied sigh, he returns to a casual posture. "Damn, been a while since I've needed to pull that off. Making me dust off my hobo magic skills over here," he chortles. Once again, one of the bizarre techniques he learned on Shizen came in handy. BATTLE TRACKER Action Summary: Kusubu: Kusokasai #1 vs 115 def => Miss, 3 Direct Dmg | Wildsense gives +5 def
Kusubu: Kuskasai #2 vs 120 def => Miss | Wildsense gives +5 def
Kusubu: Extreme Heat => 7 Direct Dmg
SA: Wind Gust (Basic) - Crits on 85+ | Stun 50%
Acc: m06Fh0sa1d100+40 (Critical Hit! Crush Inflicted!)
Dmg: 1d12 (+4 Dmg)
Stun: 1d100
SA: Knee Strike (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40
Dmg: 1d12
Stun: 1d100
AW: Impact | Gain +1 dmg dice
AW: Blitz | Gain another basic attack for one SA
Blitz: Hammer Strike (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40
Dmg: 2d12
Stun: 1d100
BA: Healing Aura (Senzu Bean) | +20 HP and KI
AW: Minion Attack
Dmg: 1d6+1
ACTIVE EFFECTS Edge 2: +10 Defense, +2 Damage Negation Wild Sense (20/25) Paparapapa (Portal 3/3) Burn: 3 status dmg each turn (2/2)
FIGHTING STYLE - Brutal Power - You start with +5 EC Impact - As an at-will action you can add an extra damage die to one attack during your turn.
TRAITS Blur: As a passive effect you can use one Movement techniques as an at-will action on your turn. Blitz: Make 2 basic attacks during one standard action in a turn as an at-will action. Haste: Gain an extra bonus action at-will. (2/2) Crush: Scoring a critical hit with a Basic Attack gives the special status effect Crushed. While Crushed the target's defense is lowered by 15 for the duration. Talented: Gain an extra usage of one non-legendary defensive or utility technique you know at-will. (1/1)
TRANSFORMATION Super Saiyan (T1 | Emboldened | Stubborn): Bonus action. Gain x4 PL. Passively generate +3 toughness a turn. -2 ki a turn.
EQUIPMENT Weighted Clothing: +50% PL per post or 200 words. Power Pole: Basic Attacks score a critical hit on natural rolls of 85+. Also, all basic attacks have a passive 50% stun chance.
Dampening Field: At-will gain +10 toughness. (0/1) Trinket: As a bonus action, gain +5 toughness and negate all currently afflicted non-special status effects. (1/1) Senzu Bean: As a bonus action, gain +20 HP and Ki. Only one restorative item allowed per thread. (0/1)
OTHER ITEMS Big Bang Attack (War Cruser): 3d4 direct dmg to all targets. (0/1) Portal: +1 to paparapapa dmg for 3 turns after activation.
SUPER ATTACKS Conjured Armaments | Single - Slashing - Freezing | 5 ki
TECHS Energy Shield III - (0/1) Light Bullet III - (2/2) Sonic Sway III - (1/1) Wild Sense III - (0/1) Aura Guard III - (2/2) Psychic Powers III Divination III - (1/1) Magic Materialization III - (0/1) Paparapapa III - (0/1) Deflect III - (2/2) Recuperate - (1/1)
LEGENDARY TECHS Rift Travel (Time Skip) III - (1/1) Greater Summon (Multi Form) III - (1/1)
CURRENT PL: 110,000 HP: 49/50 | KI: 90/100 | TOUGHNESS: 30 | DEF: 110 | DMG DIE: d12 | ACC: +40 | Post Count: 3 Tags: Kusubu 1d100+40·1d12·1d100·1d100+40·1d12·1d100·1d100+40·2d12·1d100·1d6+1
|
|
|
|
Post by Kusubu on Mar 19, 2019 7:41:38 GMT -5
As her fist missed, her head turned to look at the her opponent, the grin now replaced by a frown. She expected this attack to hit, believing that her fire breath would have given her the cover necessary… obviously, she was wrong, and the fact that she was irritated her quite a bit. The heat resonating from her little body would become more intense due to her irritation.
The cloak of fire took the brunt of the power behind the gust of wind, lessening the impact of the attack on her body. Kusubu successfully blocked the attempted knee strike with both of her hands, and before the hammer strike could connect, she would push herself away via his knee. She would flip a few times in the air before landing herself onto the tournament stage, her grin returning with less intensity as before. Seeing his use of magic surprised her. She could use some magic herself, but it couldn’t be used for combat. It was for more practical tasks.
“Magic? Heh. Haven’t fought a magic user in years! That makes this fight much more interesting.” She remarked before hopping into the air for her next attack, which came in the form of yet another stage covering wave of flame. She hopped to burn him some more… and to leave her mark on the tournament.
Etohn
BATTLE TRACKER
SUMMARY
Attack 1 (Wind Gust): - Critical Hit, 8 damage & Crush
At-Will: Rapid Movement | -5 ki
Attack 2 (Knee Strike): - Dodged with Rapid Movement
Bonus Action - Reactive: Rapid Movement | -5 ki
Attack 3 (Hammer Strike): - Dodged with Rapid Movement
4 Direct Damage taken
At-Will: Rush
Standard Action: Kusokasai (Charging/Sear/Rush) | -5 ki Acc - Ard6uQMV1d100+40 Dmg #1 - 2d12 Dmg #2 - 2d12 Status Chance (50%) - 1d100
At-Will Impact
Standard Action: Kusokasai (Charging/Sear) | -5 ki Acc - 1d100+40 Dmg #1 - 3d12 Dmg #2 - 3d12 Status Chance (50%) - 1d100
At-Will: Energy Shield (Talented Use #1) | -15 ki
At-Will: Demon Clan Robes (Regain 3 ki)
ACTIVE EFFECTS
Immune to Stun for 4/5 turns.
-15 Defense due to Crush for 2/2 turns.
FIGHTING STYLE
Brutal*
TRAITS
Assault: Roll two d100s for each accuracy roll you make with Super Attacks. Use the better of the two rolls for each. Passive. Twice per battle.
Alacrity: Add +10 to defense while above half max HP. Passive. Indefinite.
Blur: You can use one Movement technique as an at-will action on your turn. Passive. Indefinite.
Impact*: You can add an extra damage die to one attack your turn. At-Will. Indefinite.
Power*: +5 to Energy Control. Passive.
Rush: You add Rush to one single-type Super Attack during your turn. At-Will. Indefinite.
Talented: Choose one non-legendary Defense or Utility technique you’ve learned. You gain an extra use of the technique and it doesn’t count against any other kinds of usage limits imposed upon it. At-Will. Once per battle.
EQUIPMENT
AI Assistant: Upon equipping you choose any three traits, so long as you meet any requirements for them. Passive. Indefinite.
Demon Clan Robes: Your max ki is increased by 25 and your PL is boosted by 15% while equipped. As an at-will action, you regain 3 ki at the end of your turn.
Senzu Bean: Restore 20 HP and 20 Ki to self or a comrade. Bonus Action. Once per battle. Each person may only be affected by one restorative item per battle.
Totem: Choose one status effect that you and allies are immune to for the duration (Burn, Freeze, Stun, or Poison). At-WIll. Once per battle.
OTHER ITEMS
Dragonball Radar: You now have a chance to find a dragonball on a roll of 18-20 from completing group roleplays and other dragonball rolls. This improves to a 16-20 from completing Events.
The Devastator (War Cruiser): Call does a bombardment that deals 3d4 of direct damage to all foes. At-Will. Once per battle.
SUPER ATTACKS
Kusokasai (Rank 3/Signature): Single | Charging | Sear | 5 ki
TECHS
Deflect: Negate half the damage from two attacks that hit you during your turn (even critical hits). Bonus Action. Twice per battle. 20 ki.
Divination: You gain 15 bonus defense for for the duration of two turns. Bonus Action. Once per battle. 15 ki.
Energy Shield: Gain 20 toughness. Bonus Action. Once per battle. 15 ki.
Psychic Powers: As an at-will action you are able to communicate over vast distances using only your thoughts. Alternatively, as a standard action you can make a special Telekinetic Attack, which counts as a Basic Attack with an additional 5 accuracy. But, its damage tier is 2 ranks lower.
LEGENDARY
N/A
CURRENT PL 54,338. HP: 35/50 | Toughness: 0/20| KI: 74/125 | DEF: 85 | DMG DIE: d12 | ACC: +40 1d100+40·2d12·2d12·1d100·1d100+40·3d12·3d12·1d100
|
|
|
|
Post by Etohn on Mar 20, 2019 17:56:16 GMT -5
Again, Kusubu is rather effective at playing defensively against his attacks. Effectively blocking his strikes, they quickly followed up with yet another gout of flame after putting some space between the two of them. The annoying part about it was that Etohn had no real tools for combating somebody at a range like this, and if he didn't find a way to stop it, they'd just keep pulling this same maneuver over and over again. Guess it was time to do that.Walking forward as the flames approached him, Etohn would extend his left hand out towards the fire, and rather than the flames simply rolling over him easily as they should have done, they instead are seemingly drawn into his outstretched palm, swirling around as though a vacuum were drawing them in. What should have been an arena-enveloping inferno had instead all been drawn into his hand, a swirling vortex briefly appearing there before closing in on itself. Aside from some burning on the palm, he'd sustained no other damage. "You can't just go and melt the arena on me like that. I've gotta be able to fight here, after all." Grinning widely, Etohn leaps at Kusubu, crashing into the ground before them and unleashing a flurry of strikes. BATTLE TRACKER Action Summary: Kusubu: Kusokasai #1 vs 115 def => Miss, 3 Direct Dmg, Burn inflicted | Wildsense gives +5 def
AW: Rapid Movement (Blur) to avoid Kusokasai => Miss | 10 ki
SA: Flurry of Strikes (Basic) - Crits on 85+ | Stun 50%
Acc: yoS5JAjO1d100+40
Dmg: 1d12
Stun: 1d100
SA: Flurry of Strikes (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40
Dmg: 1d12
Stun: 1d100
AW: Impact | Gain +1 dmg dice
AW: Blitz | Gain another basic attack for one SA
Blitz: Flurry of Strikes (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40
Dmg: 2d12
Stun: 1d100
AW: Minion Attack
Dmg: 1d6
ACTIVE EFFECTS Edge 2: +10 Defense, +2 Damage Negation Wild Sense (25/25) Burn: 3 status dmg each turn (1/2)
FIGHTING STYLE - Brutal Power - You start with +5 EC Impact - As an at-will action you can add an extra damage die to one attack during your turn.
TRAITS Blur: As a passive effect you can use one Movement techniques as an at-will action on your turn. Blitz: Make 2 basic attacks during one standard action in a turn as an at-will action. Haste: Gain an extra bonus action at-will. (2/2) Crush: Scoring a critical hit with a Basic Attack gives the special status effect Crushed. While Crushed the target's defense is lowered by 15 for the duration. Talented: Gain an extra usage of one non-legendary defensive or utility technique you know at-will. (1/1)
TRANSFORMATION Super Saiyan (T1 | Emboldened | Stubborn): Bonus action. Gain x4 PL. Passively generate +3 toughness a turn. -2 ki a turn.
EQUIPMENT Weighted Clothing: +50% PL per post or 200 words. Power Pole: Basic Attacks score a critical hit on natural rolls of 85+. Also, all basic attacks have a passive 50% stun chance.
Dampening Field: At-will gain +10 toughness. (0/1) Trinket: As a bonus action, gain +5 toughness and negate all currently afflicted non-special status effects. (1/1) Senzu Bean: As a bonus action, gain +20 HP and Ki. Only one restorative item allowed per thread. (0/1)
OTHER ITEMS Big Bang Attack (War Cruser): 3d4 direct dmg to all targets. (0/1) Portal: +1 to paparapapa dmg for 3 turns after activation.
SUPER ATTACKS Conjured Armaments | Single - Slashing - Freezing | 5 ki
TECHS Energy Shield III - (0/1) Light Bullet III - (2/2) Sonic Sway III - (1/1) Wild Sense III - (0/1) Aura Guard III - (2/2) Psychic Powers III Divination III - (1/1) Magic Materialization III - (0/1) Paparapapa III - (0/1) Deflect III - (2/2) Recuperate - (1/1)
LEGENDARY TECHS Rift Travel (Time Skip) III - (1/1) Greater Summon (Multi Form) III - (1/1)
CURRENT PL: 110,000 HP: 46/50 | KI: 80/100 | TOUGHNESS: 30 | DEF: 125 | DMG DIE: d12 | ACC: +40 | Post Count: 4 Tags: Kusubu 1d100+40·1d12·1d100·1d100+40·1d12·1d100·1d100+40·2d12·1d100·1d6
|
|
|
|
Post by Kusubu on Mar 21, 2019 7:51:37 GMT -5
Kusubu expected the stage to go up in an inferno as it had before, and hopefully, parts of the stage would to melt due to the intense heat. She loved to burn things, after all.
But, instead of that, something much more interesting occurred. Kusubu stayed up in the air as she watched her flames get sucked up into his hand, clearing the stage of the flame. Before she knew it, her flames were completely disintegrated. She was very, very impressed by this. She had never seen anything like that before, and she was so in awe, she wasn’t listening to what he had to say… she was just trying to work out how in the world he did that.
He regained her attention as he rushed her, starting his next series of attacks. A grin was plastered on her face as she easily dodged each of the strikes, taking advantage of her small size to do so. Before he could finish the attacks, she would launch her own counterattack in the form of a close-ranged blast of fire and ki, aiming to blow him right off of the stage. You could call this a dirty tactic, but she would like to end this fight quickly due to her lowering energy reserves.
Etohn
BATTLE TRACKER
SUMMARY
Attack 1 (Flurry of Strikes): Missed
Attack 2 (Flurry of Strikes): Missed
Attack 3 (Flurry of Strikes): Missed
4 direct damage taken.
At-Will: Impact
Standard Action: Kusokasai (Charging/Sear) | -5 ki Acc - pUrh0vM11d100+40 Dmg #1 - 3d12 +12 = 39 Dmg #2 - 3d12 Status Chance (50%) - 1d100
At-Will Rush
Standard Action: Kusokasai (Charging/Sear/Rush) | -5 ki Acc - 1d100+40 Dmg #1 - 2d12 Dmg #2 - 2d12 Status Chance (50%) - 1d100
Bonus Action: Energy Shield | -15 ki
At-Will: Dark Energy
At-Will: Demon Clan Robes (Regain 3 ki)
ACTIVE EFFECTS
Immune to Stun for 3/5 turns.
-15 defense due to crush for ½ turns.
FIGHTING STYLE
Brutal*
TRAITS
Assault: Roll two d100s for each accuracy roll you make with Super Attacks. Use the better of the two rolls for each. Passive. Twice per battle.
Alacrity: Add +10 to defense while above half max HP. Passive. Indefinite.
Blur: You can use one Movement technique as an at-will action on your turn. Passive. Indefinite.
Impact*: You can add an extra damage die to one attack your turn. At-Will. Indefinite.
Power*: +5 to Energy Control. Passive.
Rush: You add Rush to one single-type Super Attack during your turn. At-Will. Indefinite.
Talented: Choose one non-legendary Defense or Utility technique you’ve learned. You gain an extra use of the technique and it doesn’t count against any other kinds of usage limits imposed upon it. At-Will. Once per battle.
EQUIPMENT
AI Assistant: Upon equipping you choose any three traits, so long as you meet any requirements for them. Passive. Indefinite.
Demon Clan Robes: Your max ki is increased by 25 and your PL is boosted by 15% while equipped. As an at-will action, you regain 3 ki at the end of your turn.
Senzu Bean: Restore 20 HP and 20 Ki to self or a comrade. Bonus Action. Once per battle. Each person may only be affected by one restorative item per battle.
Totem: Choose one status effect that you and allies are immune to for the duration (Burn, Freeze, Stun, or Poison). At-WIll. Once per battle.
OTHER ITEMS
Dragonball Radar: You now have a chance to find a dragonball on a roll of 18-20 from completing group roleplays and other dragonball rolls. This improves to a 16-20 from completing Events.
The Devastator (War Cruiser): Call does a bombardment that deals 3d4 of direct damage to all foes. At-Will. Once per battle.
SUPER ATTACKS
Kusokasai (Rank 3/Signature): Single | Charging | Sear | 5 ki
TECHS
Deflect: Negate half the damage from two attacks that hit you during your turn (even critical hits). Bonus Action. Twice per battle. 20 ki.
Divination: You gain 15 bonus defense for for the duration of two turns. Bonus Action. Once per battle. 15 ki.
Energy Shield: Gain 20 toughness. Bonus Action. Once per battle. 15 ki.
Psychic Powers: As an at-will action you are able to communicate over vast distances using only your thoughts. Alternatively, as a standard action you can make a special Telekinetic Attack, which counts as a Basic Attack with an additional 5 accuracy. But, its damage tier is 2 ranks lower.
LEGENDARY
N/A
CURRENT PL 54,338. HP: 35/50 | Toughness: 20/20 | KI: 52/125 | Dark KI: 20/20 | DEF: 85 | DMG DIE: d12 | ACC: +40 1d100+40·3d12·3d12·1d100·1d100+40·2d12·2d12·1d100
|
|
|
|
Post by Etohn on Mar 23, 2019 1:55:57 GMT -5
As Etohn attempts to land some telling blows against Kusubu, she begins weaving between his strikes, eventually deciding to counter by shooting out a fireball at a point-blank range. His right arm would suddenly become encased in a thin shell of energy and piston forward, colliding with the fiery attack of his opponent. The flame is dispersed all about from the impact, most of it going around the Half-Saiyan due to his quick reaction to the attack. Phew, she's a toughie alright. She's pretty impressive for someone as strong as her.Though the ki barrier around his fist was melted away from warding her attack, it would continue forward, aiming to strike Kusubu in the jaw. Quickly following up on the attack, his right leg shoots upward, aiming to send her flying back. Hopping backwards after the attack, Etohn raises his left hand upwards, a rift similar to before forming within his grasp before issuing forth a large, steel hammer, the weight of which immediately begins bending the handle from its sheer weight. "Time to pull out the big guns, it looks like. Here I come!" Casually hefting the item in the one hand, he lunges towards Kusubu, the massive tool barreling down towards them as an overhead swing. BATTLE TRACKER Action Summary: AW: Aura Guard | 5 ki
BA: Deflect Kusokasai #1 => Reduced to 19 dmg, then reduced to 5 by Aura Guard and Edge 2 | AW reduced to 0 dmg by spending 5 toughness | 10 ki
AW: Haste
BA: Battle Sense (Divination) | 10 ki
SA: Follow-through Haymaker (Basic) - Crits on 85+ | Stun 50%
Acc: LYbmBrci1d100+40
Dmg: 1d12
Stun: 1d100
AW: Impact | Gain +1 dmg dice
AW: Blitz | Gain another basic attack for one SA
Blitz: Punishing Kick (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40
Dmg: 2d12
Stun: 1d100
SA: Conjured Armaments III | Slashing | Freeze | 5 ki
Acc: 1d100+40
Dmg: 2d12
Freeze (50%): 1d100
AW: Pressure (Minion Attack)
Dmg: 1d6
ACTIVE EFFECTS Edge 2: +10 Defense, +2 Damage Negation Burn: 3 status dmg each turn (2/2) Divination: Duration (0/3)
FIGHTING STYLE - Brutal Power - You start with +5 EC Impact - As an at-will action you can add an extra damage die to one attack during your turn.
TRAITS Blur: As a passive effect you can use one Movement techniques as an at-will action on your turn. Blitz: Make 2 basic attacks during one standard action in a turn as an at-will action. Haste: Gain an extra bonus action at-will. (2/2) Crush: Scoring a critical hit with a Basic Attack gives the special status effect Crushed. While Crushed the target's defense is lowered by 15 for the duration. Talented: Gain an extra usage of one non-legendary defensive or utility technique you know at-will. (1/1)
TRANSFORMATION Super Saiyan (T1 | Emboldened | Stubborn): Bonus action. Gain x4 PL. Passively generate +3 toughness a turn. -2 ki a turn.
EQUIPMENT Weighted Clothing: +50% PL per post or 200 words. Power Pole: Basic Attacks score a critical hit on natural rolls of 85+. Also, all basic attacks have a passive 50% stun chance.
Dampening Field: At-will gain +10 toughness. (0/1) Trinket: As a bonus action, gain +5 toughness and negate all currently afflicted non-special status effects. (1/1) Senzu Bean: As a bonus action, gain +20 HP and Ki. Only one restorative item allowed per thread. (0/1)
OTHER ITEMS Big Bang Attack (War Cruser): 3d4 direct dmg to all targets. (0/1) Portal: +1 to paparapapa dmg for 3 turns after activation.
SUPER ATTACKS Conjured Armaments | Single - Slashing - Freezing | 5 ki
TECHS Energy Shield III - (0/1) Light Bullet III - (2/2) Sonic Sway III - (1/1) Wild Sense III - (0/1) Aura Guard III - (1/2) Psychic Powers III Divination III - (0/1) Magic Materialization III - (0/1) Paparapapa III - (0/1) Deflect III - (1/2) Recuperate - (1/1)
LEGENDARY TECHS Rift Travel (Time Skip) III - (1/1) Greater Summon (Multi Form) III - (1/1)
CURRENT PL: 110,000 HP: 43/50 | KI: 50/100 | TOUGHNESS: 25 | DEF: 125 | DMG DIE: d12 | ACC: +40 | Post Count: 5 Tags: Kusubu 1d100+40·1d12·1d100·1d100+40·2d12·1d100·1d100+40·2d12·1d100·1d6
|
|
|
|
Post by Kusubu on Mar 26, 2019 14:26:18 GMT -5
Kusubu didn’t expect for him to punch right through her attack to get to her, and because of this, the hay-maker would make contact with her face, causing her nose to leak some neon blue blood, but she hardly felt it due to the adrenaline pumping through her body. The follow-up kick wouldn’t amount to much because she would swiftly hop over it, dodging his foot completely. She landed back onto the ground swiftly, and she took the time to wipe some of her blood away, “..It has been awhile since someone has drawn blood from me.” She snapped at him, saying this in an aggressive tone. She wasn’t going to let that happen again.
The sudden appearance of the giant hammer shocked her, but she had the wherewithal to dodge the strike. It came very slowly, and it would have taken a miracle for that to have hit her.. If it did hit, it definitely could have done her in.
She growled lowly before extending extending her left hand, which soon became engulfed in immensely bright blue flame, “Fuck you!” She exclaimed before firing a plume of flame from her hand, aiming right at him once again. She was trying her damnedest to damage the stronger opponent.
Etohn
BATTLE TRACKER
SUMMARY
Attack 1 (Follow-through Haymaker): Hit, 11 damage taken
At-Will: Rapid Movement | -5 Dark Ki
Attack 2 (Punishing Strike): Dodged with Rapid Movement
Attack 3 (Conjured Armaments III): Missed
1 direct damage taken
At-Will: Impact
At-Will Rush
Standard Action: Kusokasai (Charging/Sear/Rush) | -5 Dark Ki Acc - 6tv0FmmR1d100+40 Dmg #1 - 3d12 Dmg #2 - 3d12 Status Chance (50%) - 1d100
Standard Action: Recuperate, +50 ki
Bonus Action: Divination | -15 ki
At-Will: Demon Clan Robes (Regain 3 ki)
ACTIVE EFFECTS
Immune to Stun for 2/5 turns.
+15 Defense for 2/2 turns.
FIGHTING STYLE
Brutal*
TRAITS
Assault: Roll two d100s for each accuracy roll you make with Super Attacks. Use the better of the two rolls for each. Passive. Twice per battle.
Alacrity: Add +10 to defense while above half max HP. Passive. Indefinite.
Blur: You can use one Movement technique as an at-will action on your turn. Passive. Indefinite.
Impact*: You can add an extra damage die to one attack your turn. At-Will. Indefinite.
Power*: +5 to Energy Control. Passive.
Rush: You add Rush to one single-type Super Attack during your turn. At-Will. Indefinite.
Talented: Choose one non-legendary Defense or Utility technique you’ve learned. You gain an extra use of the technique and it doesn’t count against any other kinds of usage limits imposed upon it. At-Will. Once per battle.
EQUIPMENT
AI Assistant: Upon equipping you choose any three traits, so long as you meet any requirements for them. Passive. Indefinite.
Demon Clan Robes: Your max ki is increased by 25 and your PL is boosted by 15% while equipped. As an at-will action, you regain 3 ki at the end of your turn.
Senzu Bean: Restore 20 HP and 20 Ki to self or a comrade. Bonus Action. Once per battle. Each person may only be affected by one restorative item per battle.
Totem: Choose one status effect that you and allies are immune to for the duration (Burn, Freeze, Stun, or Poison). At-WIll. Once per battle.
OTHER ITEMS
Dragonball Radar: You now have a chance to find a dragonball on a roll of 18-20 from completing group roleplays and other dragonball rolls. This improves to a 16-20 from completing Events.
The Devastator (War Cruiser): Call does a bombardment that deals 3d4 of direct damage to all foes. At-Will. Once per battle.
SUPER ATTACKS
Kusokasai (Rank 3/Signature): Single | Charging | Sear | 5 ki
TECHS
Deflect: Negate half the damage from two attacks that hit you during your turn (even critical hits). Bonus Action. Twice per battle. 20 ki.
Divination: You gain 15 bonus defense for for the duration of two turns. Bonus Action. Once per battle. 15 ki.
Energy Shield: Gain 20 toughness. Bonus Action. Once per battle. 15 ki.
Psychic Powers: As an at-will action you are able to communicate over vast distances using only your thoughts. Alternatively, as a standard action you can make a special Telekinetic Attack, which counts as a Basic Attack with an additional 5 accuracy. But, its damage tier is 2 ranks lower.
LEGENDARY
N/A
CURRENT PL 54,338. HP: 34/50 | Toughness: 9/20 | KI: 90/125 | Dark KI: 10/20 | DEF: 115 | DMG DIE: d12 | ACC: +40 1d100+40·3d12·3d12·1d100
|
|
|
|
Post by Etohn on Mar 28, 2019 14:08:36 GMT -5
Kusubu continues to play defensively against the Half-Saiyan, his only telling blow being his haymaker through their fire. While it was pretty annoying to try and get through their stalwart defense, she at least couldn't keep fighting him off forever. It was just a matter of if his opponent could keep fighting him off. Relinquishing his grip of his hammer, Etohn leaps backwards, Kusubu's expected retaliation already baking the spot in flames, only small licks of it catching him. It seems like the little one had a short temper. Something to take advantage of, it seemed. "Man, you're getting pretty heated over this match. You can forfeit if you want, y'know. I'm not judging," he jeers, bouncing on his feet and limbering his body up all the while. Admittedly, he'd gone through a good deal of energy already in the fight, so he was hoping a bit of taunting would get them to leave their guard open more. Rather than coming towards Kusubu, Etohn would form two, small orbs of ki in both of his hands. Flicking his wrists out, they'd begin spiraling wildly through the air. Etohn was not good at controlling his ki, so he just didn't bother with them, letting them whip around wildly in the arena, hopefully catching his opponent off guard and hitting them. BATTLE TRACKER Action Summary:
Kusubu: Kusokasai #1 => Missed, 3 Rushing Dmg, Burn inflicted | AW reduced to 0 dmg by spending 3 toughness
BA:
SA: Recuperate: +50 ki
SA: Wild Ki Blast (Basic) - Crits on 85+ | Stun 50%
Acc: ku9qJkmi1d100+40
Dmg: 1d12
Stun: 1d100
AW: Impact | Gain +1 dmg dice
AW: Blitz | Gain another basic attack for one SA
Blitz: Wild Ki Blast (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40
Dmg: 2d12
Stun: 1d100
ACTIVE EFFECTS Edge 2: +10 Defense, +2 Damage Negation Burn: 3 status dmg each turn (3/4) Divination: Duration (1/3)
FIGHTING STYLE - Brutal Power - You start with +5 EC Impact - As an at-will action you can add an extra damage die to one attack during your turn.
TRAITS Blur: As a passive effect you can use one Movement techniques as an at-will action on your turn. Blitz: Make 2 basic attacks during one standard action in a turn as an at-will action. Haste: Gain an extra bonus action at-will. (2/2) Crush: Scoring a critical hit with a Basic Attack gives the special status effect Crushed. While Crushed the target's defense is lowered by 15 for the duration. Talented: Gain an extra usage of one non-legendary defensive or utility technique you know at-will. (1/1)
TRANSFORMATION Super Saiyan (T1 | Emboldened | Stubborn): Bonus action. Gain x4 PL. Passively generate +3 toughness a turn. -2 ki a turn.
EQUIPMENT Weighted Clothing: +50% PL per post or 200 words. Power Pole: Basic Attacks score a critical hit on natural rolls of 85+. Also, all basic attacks have a passive 50% stun chance.
Dampening Field: At-will gain +10 toughness. (0/1) Trinket: As a bonus action, gain +5 toughness and negate all currently afflicted non-special status effects. (1/1) Senzu Bean: As a bonus action, gain +20 HP and Ki. Only one restorative item allowed per thread. (0/1)
OTHER ITEMS Big Bang Attack (War Cruser): 3d4 direct dmg to all targets. (0/1) Portal: +1 to paparapapa dmg for 3 turns after activation.
SUPER ATTACKS Conjured Armaments | Single - Slashing - Freezing | 5 ki
TECHS Energy Shield III - (0/1) Light Bullet III - (2/2) Sonic Sway III - (1/1) Wild Sense III - (0/1) Aura Guard III - (1/2) Psychic Powers III Divination III - (0/1) Magic Materialization III - (0/1) Paparapapa III - (0/1) Deflect III - (1/2) Recuperate - (0/50)
LEGENDARY TECHS Rift Travel (Time Skip) III - (1/1) Greater Summon (Multi Form) III - (1/1)
CURRENT PL: 110,000 HP: 40/50 | KI: 100/100 | TOUGHNESS: 22 | DEF: 115 | DMG DIE: d12 | ACC: +40 | Post Count: 6 Tags: Kusubu 1d100+40·1d12·1d100·1d100+40·2d12·1d100
|
|
|
|
Post by Kusubu on Mar 28, 2019 19:22:14 GMT -5
More anger started to manifest itself through her little body as her attack failed to cause major damage to her opponent. She had been holding back her anger for the entire fight, but now, it would be hard to hold back… and she had no intention of calming herself at the moment. She just wanted to destroy her opponent before he destroyed her.
His little remark caused her to growl lowly, and certain parts of her body started to glow a neon-blue color as her blood started to boil with anger, “I won’t be fucking forfeiting! I will not be leaving this stage until you are beaten!” She shouted out in anger as he launched his attack, which was very pathetic in her eyes. She easily weaved her way around the wild movements of the ki blasts before launching her next attack, which consisted of a massive orb of fire. It was around ten times her size, and the explosion it would ultimately cause could send fire everywhere, even into the crowd. She didn’t care about the safety of the spectators at this point. She just wanted to win to fight, and take the bragging rights for herself.
Etohn
BATTLE TRACKER
SUMMARY
Attack 1 (Wild Ki Blast): Missed
Attack 2 (Wild Ki Blast): Missed
At-Will: Impact
At-Will: Assault
Standard Action: Kusokasai (Charging/Sear) | -5 Dark Ki Acc #1 - bAbaV0AV1d100+40 Acc #2 - [roll=1d100+40 Dmg #1 - 3d12 Dmg #2 - 3d12 Status Chance (50%) - 1d100
At-Will Rush
Standard Action: Kusokasai (Charging/Sear/Rush) | -5 Dark Ki Acc #1 - 1d100+40 Acc #2 - [roll=1d100+40 Dmg #1 - 2d12 Dmg #2 - 2d12 Status Chance (50%) - 1d100
At-Will: Demon Clan Robes (Regain 3 ki)
ATTACK #1 ASSAULT ACC REROLL: 1d100+40
ATTACK #2 ASSAULT ACC REROLL: 1d100+40
ACTIVE EFFECTS
Immune to Stun for 1/5 turns.
+15 Defense for 1/2 turns.
FIGHTING STYLE
Brutal*
TRAITS
Assault: Roll two d100s for each accuracy roll you make with Super Attacks. Use the better of the two rolls for each. Passive. Twice per battle.
Alacrity: Add +10 to defense while above half max HP. Passive. Indefinite.
Blur: You can use one Movement technique as an at-will action on your turn. Passive. Indefinite.
Impact*: You can add an extra damage die to one attack your turn. At-Will. Indefinite.
Power*: +5 to Energy Control. Passive.
Rush: You add Rush to one single-type Super Attack during your turn. At-Will. Indefinite.
Talented: Choose one non-legendary Defense or Utility technique you’ve learned. You gain an extra use of the technique and it doesn’t count against any other kinds of usage limits imposed upon it. At-Will. Once per battle.
EQUIPMENT
AI Assistant: Upon equipping you choose any three traits, so long as you meet any requirements for them. Passive. Indefinite.
Demon Clan Robes: Your max ki is increased by 25 and your PL is boosted by 15% while equipped. As an at-will action, you regain 3 ki at the end of your turn.
Senzu Bean: Restore 20 HP and 20 Ki to self or a comrade. Bonus Action. Once per battle. Each person may only be affected by one restorative item per battle.
Totem: Choose one status effect that you and allies are immune to for the duration (Burn, Freeze, Stun, or Poison). At-WIll. Once per battle.
OTHER ITEMS
Dragonball Radar: You now have a chance to find a dragonball on a roll of 18-20 from completing group roleplays and other dragonball rolls. This improves to a 16-20 from completing Events.
The Devastator (War Cruiser): Call does a bombardment that deals 3d4 of direct damage to all foes. At-Will. Once per battle.
SUPER ATTACKS
Kusokasai (Rank 3/Signature): Single | Charging | Sear | 5 ki
TECHS
Deflect: Negate half the damage from two attacks that hit you during your turn (even critical hits). Bonus Action. Twice per battle. 20 ki.
Divination: You gain 15 bonus defense for for the duration of two turns. Bonus Action. Once per battle. 15 ki.
Energy Shield: Gain 20 toughness. Bonus Action. Once per battle. 15 ki.
Psychic Powers: As an at-will action you are able to communicate over vast distances using only your thoughts. Alternatively, as a standard action you can make a special Telekinetic Attack, which counts as a Basic Attack with an additional 5 accuracy. But, its damage tier is 2 ranks lower.
LEGENDARY
N/A
CURRENT PL 54,338. HP: 34/50 | Toughness: 9/20 | KI: 93/125 | Dark KI: 0/20 | DEF: 115 | DMG DIE: d12 | ACC: +40 1d100+40·3d12·3d12·1d100·1d100+40·2d12·2d12·1d100·2d12·1d100
|
|
|
|
Post by Etohn on Mar 31, 2019 12:02:38 GMT -5
Well, he didn't quite expect stuff to go like this. Kusubu's fuse was far shorter than he anticipated, to the point where it seems like they forgot that this was a spectated match. Summoning up a huge ball of flames, they'd shoot it out towards the Half-Saiyan, gouts of fire already exploding forth from it as it approached, getting dangerously close to the crowd. Quickly reacting, Etohn thrusts both of his hands forward, a rift forming on them that begins sucking in the fireball. It only took a moment for the flames be pulled into the portal before it disappeared again. With a sigh, Etohn gazes across at Kusubu, his brows furrowed in irritation. "Alright, you've taken it too far, using an attack that big with other people here. So yeah, I forfeit. Hope ya like this useless victory of yours." Just after following this, he turns around, hopping off of the edge of the arena. With his feet touching the floor, the announcer, after some delay, confusedly announces that Etohn has lost the match by a ring out. Without waiting for anything else to stop him from leaving, he summons a small rift in space in front of him that quickly drags his body into it, leaving no trace of Etohn in its place as it closes. He had vanished into thin air, leaving the scene behind him. BATTLE TRACKER Action Summary:
Kusubu: Kusokasai #1 & #2 => Missed, 3 Rushing Dmg, Burn inflicted | AW reduced to 0 dmg by spending 3 toughness
Etohn forfeits the match and vanishes, ending the fight.
ACTIVE EFFECTS Edge 2: +10 Defense, +2 Damage Negation Burn: 3 status dmg each turn (4/6) Divination: Duration (1/3)
FIGHTING STYLE - Brutal Power - You start with +5 EC Impact - As an at-will action you can add an extra damage die to one attack during your turn.
TRAITS Blur: As a passive effect you can use one Movement techniques as an at-will action on your turn. Blitz: Make 2 basic attacks during one standard action in a turn as an at-will action. Haste: Gain an extra bonus action at-will. (2/2) Crush: Scoring a critical hit with a Basic Attack gives the special status effect Crushed. While Crushed the target's defense is lowered by 15 for the duration. Talented: Gain an extra usage of one non-legendary defensive or utility technique you know at-will. (1/1)
TRANSFORMATION Super Saiyan (T1 | Emboldened | Stubborn): Bonus action. Gain x4 PL. Passively generate +3 toughness a turn. -2 ki a turn.
EQUIPMENT Weighted Clothing: +50% PL per post or 200 words. Power Pole: Basic Attacks score a critical hit on natural rolls of 85+. Also, all basic attacks have a passive 50% stun chance.
Dampening Field: At-will gain +10 toughness. (0/1) Trinket: As a bonus action, gain +5 toughness and negate all currently afflicted non-special status effects. (1/1) Senzu Bean: As a bonus action, gain +20 HP and Ki. Only one restorative item allowed per thread. (0/1)
OTHER ITEMS Big Bang Attack (War Cruser): 3d4 direct dmg to all targets. (0/1) Portal: +1 to paparapapa dmg for 3 turns after activation.
SUPER ATTACKS Conjured Armaments | Single - Slashing - Freezing | 5 ki
TECHS Energy Shield III - (0/1) Light Bullet III - (2/2) Sonic Sway III - (1/1) Wild Sense III - (0/1) Aura Guard III - (1/2) Psychic Powers III Divination III - (0/1) Magic Materialization III - (0/1) Paparapapa III - (0/1) Deflect III - (1/2) Recuperate - (0/50)
LEGENDARY TECHS Rift Travel (Time Skip) III - (1/1) Greater Summon (Multi Form) III - (1/1)
CURRENT PL: 110,000 HP: 40/50 | KI: 100/100 | TOUGHNESS: 19 | DEF: 115 | DMG DIE: d12 | ACC: +40 | Post Count: 7 Tags: Kusubu
|
|
|
|
Post by Kusubu on Apr 1, 2019 13:13:28 GMT -5
Kusubu watched with anger in her eyes as the flames were, once again, sucked into a rift by her opponent. She didn't like that at all, and she was about to launch her next attack before she stopped herself from doing so. All she could feel is confusion as he hopped off the stage, eliminating himself from the match before leaving through a summoned rift. It took her a few moments to react, but she swiftly floated back down to the ring, some steam leaking from her body as she tried to calm herself. She felt like just exploding and engulfing the entire area in flames... but she knew the repercussions would be very, very harsh on her.
She decided to just wave to the crowd before storming off into the back, ignoring the fact that she won some money for her victory. She just needed to go calm herself!
After getting to her ship, which was docked in a nearby hangar, she started ranting to herself about the whole tournament, "I joined that tournament, beat every single fucking loser who participated, but when I fight the strongest fucking guy there, he fucking hops out of the ring to forfeit.. what the fuck is his fucking problem. Next time I see him, he'll regret doing that shit to me.."
Etohn
|
|
|